PKBeam
Smash Lord
- Joined
- Jul 2, 2013
- Messages
- 1,819
- Location
- Wyong, NSW, Australia
- NNID
- PKBeam64
- Switch FC
- SW 0386 4264 7224
Pretty sure this is closer to even. Possibly -1. Pikachu doesn't seem to have good approaches against Lucas, although he does do somewhat better when he gets in. He's also really light, so he doesn't have an advantage in kill power.Here's my take on some of the matchups (I've recently picked up Lucas in Brawl and Smash 4 so I'm not a complete expert on the matter).
1. Lucas vs. Pikachu, this match up is largely in Pikachu's favor due to his speed. If the Lucas player is able to predict what their opponent will do, it's easier to lead into PK Fire, or a grab, and (if you're opponent is extremely predictable) up-smash. The key is to pace the match, figure out what your opponent's strategy is, and do your best to adapt. Leave the smash moves for definite KOs, largely due to their end lag. If they miss Pikachu, he can easily lead into combos or a KO.
I agree with this for the most part.2. Lucas vs. Cloud, this match up is moderately in Cloud's favor. As noted by several other posters, due to his usage of limit. It is true that you'd have to chase down Cloud to make certain moves or place himself at a certain position on the field. Cloud isn't a large threat on a field like Final Destination because it's linear and he'd be forced to dodge your PK Fire, grabs, and zair (snake rope). If he attempts Blade Beam, you can easily absorb that and heal yourself (somewhere around 4%). I've found that chasing Cloud down w/ PK Thunder is decent in stopping him from charging his limit. However, it can leave you vulnerable if it doesn't land.
I think we still have a few people who think it's +1 Lucas. I believe it's moreso evenish, reasoning is Lucas can zone out Ness pretty well and it's easier for him to gimp Ness than vice versa.3. Lucas vs. Ness, a battle for the ages. Slightly to Ness' advantage, since his moves don't have as much lag as Lucas's do. It really boils down to getting close to Ness and maintaining pressure for the entire round (remember, Ness has the Behemoth Back Throw. So don't get sloppy). A battle of PK Fire will become old and predictable, eventually one or both of you will use PSI magnet, so properly timing your usage of PK Fire is essential.
After watching Taiheita - 9B I'd agree, this feels like evenish or +1 Bayo. Her moves are actually quite safe in neutral, she can throw out Witch Twists and dive kicks; and you generally can't do anything about it. Especially not with Lucas.4. Lucas vs. Bayonetta, arguable in Bayo's favor. The thing to keep in mind is that Bayonetta's move have a lot of end lag. You're better off spacing her w/ PK Fire or waiting for her to attack, shield/avoid it, and lead into a grab combo (you can also rotate from grabs to a few moderate jabs/PK fire.
I have a good Ike player in my scene, and I have to say it's not as easy as that. Ike has the speed to get in and his moves are largely safe on Lucas' shield. Plus he kills us easier than vice versa. It ultimately becomes a CQC battle, and Ike gets more out of each hit unless Lucas can grab him. If it's not even it's +1 Ike.5. Lucas vs. Ike, either even or in favor of Lucas. Reasoning: Ike is a slower character, as long as you don't let him pressure you, Lucas can stop half of his moves w/ PK fire, follow up w grabs (do so wisely), and easily pace/space the match until it's time to go for the KO. Ike, like most heavier characters, deals a lot of damage w/ very few hits. The key is to avoid them as much as possible, and punish them when they miss.
You can absorb their bombs, but a good Link won't throw them alone. You can't really force an approach without a stock lead because you'll just get camped. I don't think the MU is that bad for either, it just really tests your tolerance to camping.6. Lucas vs. Link/Toon Link, literally one of the hardest matchups for me. Lucas can't absorb anything (maybe their bombs, I've never tried it) and if he's too busy absorbing something they can easily follow w/ an arrow or boomerang. It's hard to close on on these two due to their swords and grabs. However, a missed grab is an opportunity given, so take advantage of those. Again, PK fire is very useful in giving yourself distance while accumulating damage. Your best bet, is to either space them out or force them to approach (don't let your opponent approach if you're not planning on punishing it).
This was a great first post btw.