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Project M Social Thread

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bubbaking

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Nobody ever answered my question. Why does Lucario fall so fast? :<
My guess is that Luke falls pretty fast because he was designed to be an ultra aggro char and aggressiveness is more easily facilitated when you're a fast faller. The spacees are good examples as pillaring is only possible because they're such fast fallers. Also, look at how Lucas was changed. I'm assuming that Lucas is supposed to be a more aggro char this time around and now he falls a LOT faster.

Lucario falls fast? Seems pretty floaty to my recollection but I don't use the character very much and might just be thrown off by all his stuff that causes him to stop moving in the air.

Just looked it up, yeah I have no idea what Leaf is talking about, Lucario is even floatier than Marth and Ike (non FF).
No, I'm a Lucario main (like Leaf, I guess) and I've also noticed the same thing that he did. Lucario feels like he falls a lot faster than he "should" solely due to Melee's different gravity and physics. It might be that his FF speed is really fast compared to his normal falling speed, idk, but I've definitely felt that Lucario falls pretty fast, and I've also observed that it's somewhat hard to kill him off the top, too.

Falcon doesn't seem to mind having a ridiculous and out-of-place design in the Melee environment.
I'm sorry, but I really think this guy nailed it on the head when he replied to your last statement about Falcon:
Kinklink did your dad used to knee you or something? Thats the only reason I could think of as to why half your posts are just *****ing about falcon like a whiny ****.
I mean, I actually hate Falcon too, but I don't keep ragging on him like that.

Anyway, the rest of your post:
[COLLAPSE="Balance Stuff"]What even defines what is in place and not? I'm sure there are plenty of players who would say something like Jigglypuff is ridiculous and out of place in Melee.

The matter isn't if something that is powerful "fits" into a defined notion of character design, but instead whether that character design fits into a notion of what is powerful. It's fine to have a varied cast, as long as they are all given equal opportunity and parallels in authentic character strengths. Balance by way of "Human error" or "low health" or "bad recovery" don't really address actual character problems in interacting with their opponent. Don't get me wrong, having a strong recovery and living long means you can afford to make mistakes and can minimalise character flaws, but those flaws are still going to exist no matter how long they live.

I mention the notion a lot, but there is an important difference between a Weakness and what I coin a "Weakness multiplier." Having bad priority is a weakness. Having low damage output is a weakness multiplier. Having slow start up is a weakness, this causing a lack of a combo breaker is a weakness multiplier. Being unsafe on block is a weakness, being gimped any time you get thrown off stage when you get shield grabbed is a weakness multiplier.

The point being, if your character, or, in a more meta sense, if your collection of hitboxes attributed to a collection of hurtboxes alongside that hurtbox's ability to navigate the stage and interact with your opponent, has no inherit weaknesses, they have nothing to multiply.

If your character has 100% safe options in every situation, no amount of low health or bad recovery or low stun meter or light weight or susceptibility to combos will matter. The character has no weaknesses, no matter how you paint it, because the character has no flaws in their interaction with the opponent.

Now, whether having blatant and abusable weaknesses in a character's design is a good thing or not is a matter of opinion, but I can say for myself that I'm not a fan of it. Not to say that every move needs to be 100% unstoppable, that would be even dumber; just that there should not be one single weakness nearly universal to a character with nothing that exists as a contrast to that weakness.

For instance, if a hypothetical character "P" had a universal weakness of "bad hurtbox coverage on his upper body," and only one situational move that serves in contrast to this trait, that character has a blatantly exploitable weakness. Anything the character does can be beaten just by hitting high to either trade or outright beat everything they do. Their single outlying move can easily be dismissed in the meta, because it just means you have to look out for two easily telegraphed attacking options. Even though P was given a tool to combat his weakness, it doesn't really do much for the character as a whole because that tool can be circumvented without issue.

Here is where I feel good design vs bad design comes about. How do we solve the problems P has? Well he is easily punished for his low hitting moves and is weak to 50/50 mixups, so we could make him have really high health- that way he can afford to be hit more and hopefully put in work to make up the deficit. We can also make P hit like a truck, so each hit takes out a healthy fifth of the opponent's health bar. I see this as an example of bad balance and bad design choice. This does not address any issue P has as a character, and only serves to make his strong matchups more polarized. He still does just as bad against characters that can abuse his design, and now just does that much better against those that can't.

A better balance for this character design to me would be to keep him at that standard health, hell, even lower it if you want, because we're going to instead just make this character good overall. P still has a strong number of sweeps and they do in fact compose about 60% of his moveset. His upper hurtbox is still exposed on these moves, but there's a big difference in the character's design. Now P has, in addition to his anti-air elbow or whatever, a fast starting flash kick that, while lacking invincibility frames, quickly covers his entire hurtbox, that ends close to the ground. Additionally, his sweeps generally have a disjoint to them, and a combination of faster startup, low cooldown, or a little of both. Also, P has been granted the marvelous ability to MOVE! No longer is P restricted to pacing out throwing low sweeps and anti-air elbows waiting for the opponent to make a dumb mistake coming in, and he can now move without dedicating himself to a slide kick that gets beaten by any high or mid attack. He fits along with the rest of the cast even though his lows vastly outnumber those of the other characters and his design can easily be seen as "gimmicky" or "out of place."


Luckily, Project M has very few problematic design choices, and none are as extreme as P here. There are quite a few odd choices that are indicative of the beta nature of this project though, and hopefully all these can be rectified through overall better character designs without any "universal" weaknesses and instead with a conglomeration of moves that all have their own individual strengths and weaknesses looked at in likewise individual case-by-case bases.[/COLLAPSE]
The thing is, Kink, you fail to actually address Warhawk's post. He would like characters to be balanced, or at least improved, while maintaining their feel as characters that they always had in Melee. Pichu being ridiculously powerful and Bowser being ridiculously fast don't accomplish this. In all honesty, Gea hit the nail right on the head with his following post:
What if part of making the bad character good to a baseline good involved making a large character small, or two characters one? Some characters will be polarizing by design and that design isn't going to change without destroying the character.
Making a large character small may not be "out of place" in Melee, but it certainly destroys that character's original feel and that is enough to make it a horrible change.

Late reply, but secondary typing doesn't always determine the physiology of a Pokemon. Think about Pokemon such as Swellow and Noctowl; their Normal typing doesn't have much of an effect on their appearance or flavor text -- especially once you take into consideration the only pure Flying-type (bar Arceus @ Sky Plate), Tornadus-T's attributes. Lucario's fall speed in Brawl and Pokemon isn't at all affected by his Steel typing. Matter of fact, Lucario's secondary typing is more abstract than anything -- "a heart of steel", "steel-willed", or something like that. I mean, canonically, if Lucario fell fast due to its typing, then it wouldn't be able to use moves such as Hi Jump Kick and Agility.
I always thought that Lucario was part Steel because he had steel spikes in his hands..... :ohwell: Also, you can fall fast and still use moves like Hi Jump Kick and Agility. If you're a Fighting Pokemon and you've got the strength, you can do anything muscularly demanding. I always thought Swellow and Noctowl were part normal because, well, they're basically regular birds.....

#PokemonDebate
 

leafbarrett

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My guess is that Luke falls pretty fast because he was designed to be an ultra aggro char and aggressiveness is more easily facilitated when you're a fast faller. The spacees are good examples as pillaring is only possible because they're such fast fallers. Also, look at how Lucas was changed. I'm assuming that Lucas is supposed to be a more aggro char this time around and now he falls a LOT faster.
****ing up is also greatly facilitated by fast falling speed. It's (one reason) why I was good with vBrawl Lucario, and the main reason why I'm god awful with Fox.

Something I've been wondering. Is there any merit to Lucario's fspecial in regards to its projectile, instead of just as a grab? Maybe that's something worth considering changing.


>making aesthetic changes to Lucario's animations
Oh hey, the uspecial cancel uses Lucario's taunt animation. That's... actually a bit awkward. .-.
 

leafbarrett

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Gah, keep forgetting to report this. If Lucario's usmash causes him to land on an upper platform, instead of landing, his animation "hangs" in place until finishing. It's because he's not programmed to respond to ground state during the attack. A simple fix is
Code:
Change Action=22 (hex 16), requirement=On Ground
at some point after he starts descending during the animation (frame 24). I know it's just nitpicking, since there aren't many instances where it comes into play (I found out on Port Town), but it really looks unprofessional as is.
Also, when I mentioned that the graphics for the ftilt came out 2 frames early, I was right. It does that on the official PM, too.

/OCD
 

Warhawk

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Falcon doesn't seem to mind having a ridiculous and out-of-place design in the Melee environment.

What even defines what is in place and not? I'm sure there are plenty of players who would say something like Jigglypuff is ridiculous and out of place in Melee.
Why is Falcon out of place? Because he is polarizing? I really don't have an issue with character being polarizing until it gets to the point of having matchups they can't lose and also matchups they can't win, which Falcon doesn't really have other than the way bottom tier who can't beat anybody anyways. Characters that are different (within reason) are good for the game and add depth.

I would define a speed buff to everyone as out of place. Minor speed buffs to some of Bowser's exaggeratedly slow mechanics like how long it takes him to jump are maybe ok since without those buffs he will always be unviable but when every character gets a speed buff just so that speed isn't an issue with any character anymore is where I draw the line. Some characters should just be considerably faster than others. Pichu really didn't need to be faster, his speed was alright and about what you'd expect from his character. They made him like a really light Falcon, zipping around everywhere and flying in with incredible horizontal air mobility. To me that doesn't represent Pichu, Pichu always was a character with some range issues that died really quickly and hurt himself. I think they should have started with less and worked up from there such as starting by buffing the power on his moveset and then seeing how that improves things.

I agree though that characters should have mechanics to help compensate or mitigate their weaknesses, but the weakness of their character should remain in some form.
 

leafbarrett

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Should I just stop my rambling now? :<

Pichu really didn't need to be faster, his speed was alright and about what you'd expect from his character. They made him like a really light Falcon, zipping around everywhere and flying in with incredible horizontal air mobility. To me that doesn't represent Pichu, Pichu always was a character with some range issues that died really quickly and hurt himself. I think they should have started with less and worked up from there such as starting by buffing the power on his moveset and then seeing how that improves things.
Honestly, that sounds more like Pichu to me. I always envisioned Pichu as a small, lightning-fast, evasive character.
 

Warhawk

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He was already decently fast, just now he pretty much seems to fly. And if he kept that but lost the power buff that'd be ok too I guess, he'd just be a death by a thousand cuts character.
 

bubbaking

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Well, where is the SDR thread on SWF anyway?

Edit: Tbh, a lot of this conversation applies to both SDR and P:M. It is a discussion of the way things are balanced. For instance, the ICs will be in both SDR and P:M. Certain ways they could be balanced in one game could apply to another. Both games evolved from Melee, after all...

[COLLAPSE="Carl Clover and Polarizing Stuff"]Not really following you here. Carl Clover has a generally normal matchup spread compared to other characters in his same game, and Melee Ice Climbers' faults and polarization come from the reward they get and how easily other characters can deal with their grab. These are the only two real examples of having two characters, and neither really apply to being polarizing by their inherit nature and design. The only thing that is polarizing by nature is, as mentioned universal weaknesses alongside disproportionate strengths. Brawl Dedede's super slow fatass stuff in contrast to his 0-death combo off a large grab range on specific characters is polarizing. Ike's giant sword, its safeness on block, and an awful combination of lower hurtbox coverage and startup on moves is polarizing. Lucario's bizarely large cooldown on whiff for nearly everything in contrast to free and disproportionate rewards on a single hit or situational block is polarizing.

Care to elaborate what you mean by two characters being polarizing by nature? There are plenty of ways to form the archetype, however new it is, into a proper degree of strengths and weaknesses. The only time they end up getting disproportionate rewards is through oversights in design that didn't get noticed in alpha.[/COLLAPSE]
I've said it before and I'll say it again. You can't realistically compare Smash to a 2D fighter the way you are doing, a 2D anime fighter no less. You can't even hit Carl Clover's puppet unless she's actively being used, and you have to worry about which way you're blocking when you're surrounded, and high/low mixups, and a whole bunch of stuff that simply aren't in Smash. Besides, the ICs and Carl aren't the only two chars that are actually two-for-one chars. There's a char just like Carl in Eternal Fighter Zero. I would have thought that you knew about since you seem to love Touhou so much.

I have to say kink has a great point here
And the climbers don't Have To be anything.
Mana could be super weak/auto back throw and popo could be fine but worse without her. Done. Kinda
You didn't really say much of anything here, Leelue. Even if Nana auto-uthrew you (they can still CG you off of bthrow), their design would still be all about having great rewards when together. Changing their core two-for-one design would just make them, well, not ICs.
 

ClinkStryphart

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Well, where is the SDR thread on SWF anyway?

Edit: Tbh, a lot of this conversation applies to both SDR and P:M. It is a discussion of the way things are balanced. For instance, the ICs will be in both SDR and P:M. Certain ways they could be balanced in one game could apply to another. Both games evolved from Melee, after all...
While that maybe sort of true bubba this is the Project M thread. I as others don't want to see this thread get locked up again. Bionic already stated it before if it gets out of hand and should only be to Project M that the thread will get locked again if it gets out of hand or something to that degree. While I understand wanting to advertise for SDR. the Project M thread is not the place to do it.

Link to the SWF for SDR.

http://www.smashboards.com/showthread.php?p=15042259
 

bubbaking

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****ing up is also greatly facilitated by fast falling speed. It's (one reason) why I was good with vBrawl Lucario, and the main reason why I'm god awful with Fox.
Well, "facilitated ****ing up" is usually part of the package when you play an aggro character. vBrawl Lucario was just too defensive, despite being a Fighting type with Close Combat, ExtremeSpeed, Mach Punch, etc. I think the faster falling speed fits him well.

Something I've been wondering. Is there any merit to Lucario's fspecial in regards to its projectile, instead of just as a grab? Maybe that's something worth considering changing.
I don't see anything wrong with it. It gives the move use outside of just being a grab meant to be used in combos and shieldstrings. It's similar to Bowser's Koopa Klaw in that it can be an attack if it misses the grab. I reset with the move sometimes when the opponent misses a tech and I'm in the middle of a Magic Series. I also use it to finish a combo even when the opponent is out of grab range, just to push them further offstage.

>making aesthetic changes to Lucario's animations
Oh hey, the uspecial cancel uses Lucario's taunt animation. That's... actually a bit awkward. .-.
Again, I like it. Kinda reminds me of Akuma... :cool:

Gah, keep forgetting to report this. If Lucario's usmash causes him to land on an upper platform, instead of landing, his animation "hangs" in place until finishing. It's because he's not programmed to respond to ground state during the attack. A simple fix is
Code:
Change Action=22 (hex 16), requirement=On Ground
at some point after he starts descending during the animation (frame 24). I know it's just nitpicking, since there aren't many instances where it comes into play (I found out on Port Town), but it really looks unprofessional as is.
Also, when I mentioned that the graphics for the ftilt came out 2 frames early, I was right. It does that on the official PM, too.

/OCD
Yeah, the usmash thing has happened for me on FoD and I think on YS as well. Have you considered applying to the PMBR as a developer/coder? You seem to know your stuff and I bet they could use someone like you. ;)
 

leafbarrett

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Again, I like it. Kinda reminds me of Akuma... :cool:
I replaced the utaunt with a clapping animation. Awkwardness ensued when she went into that pose in midair.

Yeah, the usmash thing has happened for me on FoD and I think on YS as well. Have you considered applying to the PMBR as a developer/coder? You seem to know your stuff and I bet they could use someone like you. ;)
Me? Know what I'm doing? *laugh* Thank you, that's flattering, but no, I really don't. I know PSA and Brawlbox, that's it. The PM team is working with direct code injections, hex editing, .rel editing... They're just way out of my league. On top of that, they have competitive knowledge. I, well... don't. Don't get me wrong, I'd love to work for the PM team, I'm just not good enough. I guess I could bring a fresh view to the team, along with my OCD attention to details, but that's really about it.
Although... I wouldn't mind contributing little snippets like that. I also just finished a modified version of the ftilt that can be aimed, if that would help any.

EDIT: Err... Is Lucario's usmash supposed to not gain any damage from being charged?
 

Ripple

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When they admitedly design joke characters and make Bowser as polarizing as possible, you know it isn't going to turn out well.
I'd like to hear your suggestion for balancing bowser without the use of animation hacks. or not making pichu an exact clone of pikachu while solving his problems, and again, without ANY animation hacks.


either suggest something or shut up. you don't get to complain if you don't help


there is honestly no pleasing anyone anymore. if we buff bowser's speed people will complain that he isn't supposed to be fast. if we buff his power people will complain that he is polarizing and too strong in certain MUs.
 

shanus

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I replaced the utaunt with a clapping animation. Awkwardness ensued when she went into that pose in midair.

Me? Know what I'm doing? *laugh* Thank you, that's flattering, but no, I really don't. I know PSA and Brawlbox, that's it. The PM team is working with direct code injections, hex editing, .rel editing... They're just way out of my league. On top of that, they have competitive knowledge. I, well... don't. Don't get me wrong, I'd love to work for the PM team, I'm just not good enough. I guess I could bring a fresh view to the team, along with my OCD attention to details, but that's really about it.
Although... I wouldn't mind contributing little snippets like that. I also just finished a modified version of the ftilt that can be aimed, if that would help any.

EDIT: Err... Is Lucario's usmash supposed to not gain any damage from being charged?
Your observations are useful. While we have addressed most of your commentary in 2.5 already, its always useful to hear small observations of things we may not have addressed, so please carry on.
 

leafbarrett

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Your observations are useful. While we have addressed most of your commentary in 2.5 already, its always useful to hear small observations of things we may not have addressed, so please carry on.
I'll do my best, then.
Do you have any plans to make the ftilt aimable? (Would that even affect the gameplay? .-.)
 

Rikana

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If I remember correctly, I believe Lucario does more damage from a charged uSmash in 2.5.
 

iLink

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Am I the only one that feels like Lucario's old bair would suit him better? I feel like having something that hits that angle would be more beneficial.
 

bubbaking

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I personally love Lucario's bair, everything about it. How it turns him around like Marth's bair, how strong it is, the trajectory at which it sends the opponent, how it's a punch instead of some whimsy palm thing. He seriously has enough 'palms' in in his moveset.

Palm = open hand
Open hand = defensive
Defensive = vBrawl Lucario
vBrawl Lucario = Not P:M Lucario

Punch = closed hand
Closed hand = offensive
Offensive = P:M Lucario
P:M Lucario = P:M Lucario

Problem? :troll:
 

Revven

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The animation would be far too graceful for the strength of the move, iLink. It was really quite slow and even making it faster would be an ugly way to try and keep the same animation.

Most people tend to like the new Bair animation afaik.
 

leafbarrett

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I personally love Lucario's bair, everything about it. How it turns him around like Marth's bair, how strong it is, the trajectory at which it sends the opponent, how it's a punch instead of some whimsy palm thing. He seriously has enough 'palms' in in his moveset.

Palm = open hand
Open hand = defensive
Defensive = vBrawl Lucario
vBrawl Lucario = Not P:M Lucario

Punch = closed hand
Closed hand = offensive
Offensive = P:M Lucario
P:M Lucario = P:M Lucario

Problem? :troll:
Besides the fact that Lucario can't close his hands because he doesn't have long enough fingers, and thus can't actually punch? No, not really. :pokeball:
 

iLink

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The animation would be far too graceful for the strength of the move, iLink. It was really quite slow and even making it faster would be an ugly way to try and keep the same animation.

Most people tend to like the new Bair animation afaik.
I don't mind the animation, power or speed of the new one. Just the position of the hitbox kinda bugs me. I just think if he punched higher to sort of reach the area his old bair would hit, he could work with it a little more.
 

leafbarrett

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I don't mind the animation, power or speed. Just the position of the hitbox kinda bugs me. I just think if he punched higher to sort of reach the area his old bair would hit, he could work with it a little more.
It does feel a bit awkward to hit with...
 

Life

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I personally love Lucario's bair, everything about it. How it turns him around like Marth's bair, how strong it is, the trajectory at which it sends the opponent, how it's a punch instead of some whimsy palm thing. He seriously has enough 'palms' in in his moveset.

Palm = open hand
Open hand = defensive
Defensive = vBrawl Lucario
vBrawl Lucario = Not P:M Lucario

Punch = closed hand
Closed hand = offensive
Offensive = P:M Lucario
P:M Lucario = P:M Lucario

Problem? :troll:
So what's Scissors?
 

bubbaking

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Besides the fact that Lucario can't close his hands because he doesn't have long enough fingers, and thus can't actually punch? No, not really. :pokeball:
But he can definitely curl his fingers to make a semblance of one. How else do you think he learns all those Punch attacks?

I don't mind the animation, power or speed of the new one. Just the position of the hitbox kinda bugs me. I just think if he punched higher to sort of reach the area his old bair would hit, he could work with it a little more.
But then he would have trouble descending on the opponent with it. I often use the move to run/DT off a plat and bair the opponent under me. I also use it for edgeguarding along the stage. For example, I shoot a Spirit Bomb (I don't care what you call it) while they're hanging on the ledge, and when they let go to avoid it, I run off and bair them to their deaths. I've done this sooo many times. That would be a lot harder with a higher-reaching hitbox. Besides, I think it's perfect synergy with his fair. His fair kicks upwards so his bair reaches downwards for 'perfect coverage.' It's like Marth. His fair starts above him, he swings down, and it ends below him, but his bair starts below him, he swings up, and it ends above him. Idk, I just think Lucario's bair is perfect as is, even with the hitbox placement.

So what's Scissors?
I commend you! You made me LOL in real life. :awesome:
 

leafbarrett

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But he can definitely curl his fingers to make a semblance of one. How else do you think he learns all those Punch attacks?
At best, he can curl his fingers enough to hit with the top of them instead of the tips. He's better off with a palm strike. :p
Also, Gastly gets the elemental punches. Your argument is void.
 

bubbaking

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A failure of movesets based on future evolutions..... :c

i feel like lucarios air game should feel a little awkward
It already kinda does because of how 'fast' he falls. If it wasn't for ASC, a lot of air combos would just straight up be really difficult. My combos are usually aiming to get the opponent back down to the ground as fast as possible so I can pursue and start another magic series.
 

leafbarrett

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Okay, so can someone list some basic Lucario combos for me?
I know these:
Jab-Jab-Fsmash-Special
Jab-Jab-Ftilt
Fair-Fspecial

I was going to record a video showing how a casual handles Lucario-M (heaven knows there's enough of professionals doing it), but my computer bluescreened halfway through.
 

bubbaking

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Well, they kinda just make up themselves,really. I mean, the standard I guess is a mix of your first two combos: jab 1 > jab 2 > ftilt > fsmash (> FP at low %'s), but ftilt has a habit of dropping combos. It's sometimes better to replace it with dtilt. Likewise, you could also replace fsmash with usmash (also combos into FP), which I believe has less startup than fsmash and combos pretty reliably out of dtilt (and sometimes utilt). Another useful combo, especially for approaching, is DA > f/u/dtilt. The opponent's % usually dictates your tilt choice after DA. DA > utilt works over the greatest range of %'s, but it also gives the least possible followups. One clutch combo is ftilt > DT > dtilt > usmash at higher %'s. Ftilt knocks the opponent down a short distance from you, but DT lets you catch up and scoop them off the ground with an OTG (lolz, Marvel). You've really just gotta hit Training Mode and try out some stuff yourself and also don't be afraid to try out new things during friendlies and such.
 
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