I can't even think of any notable changes we made to Lucario 0_o.
Let's see there's...the percentage aura and aura stock being removed.
A few Gfx (nothing to do with hitbox sizes)
Swords Dance down B instead of counter (which didn't work and would be a pain to make work).
Up B having a hitbox.
Throws (everybody's throws got reworked).
What exactly makes him...not Lucario? Heck LINK had more changes than that and nobody's complaining about him.
You mentioned Aura which is my biggest concern.
The Gfx I have some issues since the blue clouds at least let people know why they were being hit. Fair and Utilt have some larger hitboxes.
Made him less Floaty, which helped him combo in Brawl btw.
Turned his roll from the best in Brawl to terrible in ProjectM, he was joked as Rollcario for a reason.
Some of his combos at low % were completely removed in favor of whatever people wanted him to to, apparently jab cancelled, Dtilt to Uair works in ProjectM. His previous legit combos could have been translated into ProjectM easily like how the combos of Melee were for Melee characters.
Exceptions that prove the rule. I mean obviously Melee has some defensive elements, but you cited examples that are very much contrary to what most Melee gameplay is about.
I'd also like to address the claim that character changes between Smash games have been fairly minimal, and P:M is somehow in the wrong for changing characters more substantially:
1. Moveset changes to characters in P:M are in no way outside the bounds established by previous games. Consider, for example, the changes to Falco's moveset from Melee to Brawl. I think it's obvious that he was changed substantially - the adjustments to Lucario's moveset in P:M (thus far) are dwarfed in comparison. Seriously, what is so radically changed about Lucario other than his aura? That's a single move. Shanus has already explained that his disjoint has been mostly retained - what you're seeing are only animation changes.
Falco was changed to make him less like Fox and more of his own character, same thing with Toon Link/Young Link.
and I listed the changes above that weren't.
2. The majority of moveset changes so far are not nearly as radical as you and others are making them out to be. With the exception of Wario and the returning Melee top tiers, most characters have only seen a couple outright move replacements - most existing moves have merely been tweaked or had their animations altered, not scrapped altogether. Even if the "tweaks" precipitate an adjustment in character playstyle (see: Snake), changing moves in this way has occured between every successive smash game. No big deal.
This is quite different actually.
Characters did have some changes through smash, but look at Link, his move set for the most part, with the exceptions of property changes, has stayed the same. The only extreme changes were as said, Falco and other character who many people who reviewed the game said were too clone like. We know as competitive players they are different with traits but to the average person, they were too clonelike, so characters got changes, Falco being the one who got the most changes.
At least that is my guess on that. For this, I don't see a purpose to override and change some characters move sets that drastically. Melee got to keep it's similarities why can't some Brawl characters keep some of their, even more so with Aura which defines a lot of Lucario.
3. I stand by my first two points, but... Why does anyone assume the precedent in character design established in Brawl has any reason to stay? Not that I'm arguing for scrapping every Brawl design, but you must realize this game is not intended to have many similarities with Brawl. The majority of the game engine is being changed - why do people think that characters are somehow exempt from that? The Brawl designs are in no way "canon"; they were merely one interpretation of the characters. This is a new game, and it is thus fine to come up with new interpretations.
Because with smash history, character didn't get revisions to the point where traits and such were completely changed.
Fox has been a fast faller, Kirby has stayed light, Fox is a fast character, someone like Bowser is a slow character.
Lucario was made a lot heavier, had his aura removed, and lost one of his best traits his godly roll. I could understand the roll being nerfed a bit, but they made it close to garbage. Much shorter distance with a lot more lag on it.
Basically, the problem as I see it is that Brawl players want their mains to stay similar to how they were in Brawl. They should instead treat this as a new game - not a mere adjustment of Brawl - and find a character that works for them.
(Also I just want to note that I'm responding in a civil manner to your post, not calling you a troll, you're entitled to your own opinions, all respect, etc.)
I want my main to stay consistent with in a series, wouldn't you find it weird if Fox was suddenly not a fast faller like he has been for the past three games, started carrying an axe, and was slow?
That is one of my issues with Lucario.
The hitboxes ARE THE SAME.
And considering the melee engine where hitstun is high and aura makes a negligible difference in combos...and where he accumulates damage much more quickly due to the kinds of combos melee characters can do, and where he dies much, much sooner both due to the overall kill power of melee top tiers and their ability to land those moves much more reliably (meaning he has very little control of his aura at any point in the game)...no, changing his aura does NOT drastically alter him.
If you left the system at 0-182%, well yeah he would have more issues, or you could change the system my lowering the max and mid point if he had issues like that instead of completely removing it so he is at a set base of 75%. Even looking at how the system works.
http://www.smashboards.com/showthread.php?t=210557 said:
3.4 Aura Multiplier
This is the formula for the aura multiplier:
where
In coin mode, each coin counts as a stock for the purpose of the stock multiplier.
The damage multiplier is in the interval [0.7, 1.4]. It is 0.7 for all damages <= 20% and 1.4 for all damages >= 170%. It is exactly 1 only when the damage is 75%. A very good approximation for the damage multiplier can be found by reading the value from this chart:
For example, the damage multiplier for 95% is 1.09.
This chart was created by using quintic interpolation between some exact values that we worked out.
Changing is aura is a large change to his fundamentals, it is a large part of remembering what works when and what doesn't. It is a character trait of Lucario in smash that made him who he was. A lot his game was also remembering when you should use what, and why, these were all key to the character and gave him depth in a lot of match-ups.
Also it would lessen his usefulness in teams where his aura works on every other player in a doubles match.
That is my issue, this is a much larger part of him than people think it is.