Joshua Flynn
Smash Apprentice
- Joined
- Jul 24, 2015
- Messages
- 164
Lucas:
Hoo boy. Nasty piece of work (prior to 1.1.0 I'd have laughed him off, but Nintendo decided to, along with Ness, buff the heck out of him). Not as powerful as Ness, but that's pretty moot. Where to start?
Lucas is a nightmare mainly because he inherits the 'no roll dodge vulnerability'* trait of Ness, which basically means you can say goodbye to edge guarding with forward smash attacks, or any smash attacks in general. Nintendo went down the 'OP Little Mac' route and opted to reduce end lag* on attacks meaning he quickly switches from smashing your face to spot dodging your reply or shielding.
His PK magnet is pretty useless but it has pushback a bit like Falco's reflector which adds some annoyance, but he's covered by the stick batting ability, which can rebound cans, frisbees and if he's good, gunmen's shots. His PK thunder is multi-hit which frame traps well and means gunmen won't absorb it and cans can't block it. It has a slightly reduced hitting power compared to Ness but it's still dangerous to DHD.
As with all OP characters, Lucas' air attacks can classically outrange DHD's (his range is smaller than Ness but you have to be pretty precise with the beak to avoid getting 'PK disco lights' to the face), although forward air can outmatch him - but only just.
Unlike Ness' PK fire, Lucas PK fire does one hit knock back which can cause serious aggro and interrupt, and thus can't be escaped by frisbee and can like Ness' does. And it can be used to gimp or edge guard, too. And just when you thought it wasn't difficult enough, Lucas' grab has extendo range with rope snake, which also doubles up as range extender for ledge grabs. Great(!)
Even worse, his back-throw, although slightly less powerful** is still dangerous, and coupled with rope snake extendo range, makes this a total female dog to deal with. He's up smash also falls into the 'OP character broad range' category, that can be dodged, but is pretty fatal early on.
DHD's only main KO advantage is the ability to repeatedly can Lucas once he's off stage because Lucas has a narrow window to execute PK thunder and thus must take the cans or risk dodging beyond his range. Lucas' PK thunder ability is very accident prone and so when he's off the ledge the odds of a mistake occurring (or if on a walled stage, the thunder fizzling out on the walls) increases the longer he remains off edge for.
Off edge, Lucas is pretty vulnerable to a well placed forward air or down air (however it's very dangerous if he's executing a PK thunder as it will easily KO doggie if the timing is bad).
DHD's only main advantage is projectile variety which can throw off stick rebound abuse, condition (to rebound and thus not handle a normal attack), and in-cap PK fire. Good projectile pressure will force Lucas to ground and to stay shielded where he does the least harm.
Lucas pros:
1) Rope snake with extendo grab and extendo ledge grab range
2) Immune to blocking of PK thunder (meaning no early KO by can intercepting thunder, or gunman protection)
3) Can deflect projectiles
4) Good air
5) Throws are deadly, and combine well with rope snake
Lucas cons:
1) Ledge recovery game can easily lead to a fatal mistake with PK thunder
2) PK magnet is all but useless
3) Air game not as good as Ness
4) Dash game not as good as Ness
5) PK thunder weaker than Ness
6) Throws weaker than Ness
DHD pros:
1) Projectile variety which throws off deflection
2) Easily mid-air canned due to narrow safe recovery window
3) Lucas has limited approach options on ledge KO because of DHD's good air.
DHD cons:
1) Easily launched by Lucas' moveset.
2) Trouble combating Lucas' air power.
3) Projectiles can be countered.
4) Roll dodge still doesn't dodge anything.
I have to give Lucas a +1.5 to +2. I will take a capable Lucas any day over a capable Ness (because Nintendo's range of the attacks they've given to Ness are stupid crazy large), but ideally I hope to see some actual roll dodge vulnerability and not so OP powermoves.
*These are opinions and might not actually be true, I haven't looked at the frame data but compared to his pre-1.1.0 he's certainly untouchable now. I've not KO'd a single roll dodging, ledge roll dodging or Lucas with their shield on point with a forward smash move in ages. Bowser and Donkey Kong, on the other hand...
**If by slightly less powerful you're comparing being hit by an airliner as opposed to being hit by a rocket, then yes
Hoo boy. Nasty piece of work (prior to 1.1.0 I'd have laughed him off, but Nintendo decided to, along with Ness, buff the heck out of him). Not as powerful as Ness, but that's pretty moot. Where to start?
Lucas is a nightmare mainly because he inherits the 'no roll dodge vulnerability'* trait of Ness, which basically means you can say goodbye to edge guarding with forward smash attacks, or any smash attacks in general. Nintendo went down the 'OP Little Mac' route and opted to reduce end lag* on attacks meaning he quickly switches from smashing your face to spot dodging your reply or shielding.
His PK magnet is pretty useless but it has pushback a bit like Falco's reflector which adds some annoyance, but he's covered by the stick batting ability, which can rebound cans, frisbees and if he's good, gunmen's shots. His PK thunder is multi-hit which frame traps well and means gunmen won't absorb it and cans can't block it. It has a slightly reduced hitting power compared to Ness but it's still dangerous to DHD.
As with all OP characters, Lucas' air attacks can classically outrange DHD's (his range is smaller than Ness but you have to be pretty precise with the beak to avoid getting 'PK disco lights' to the face), although forward air can outmatch him - but only just.
Unlike Ness' PK fire, Lucas PK fire does one hit knock back which can cause serious aggro and interrupt, and thus can't be escaped by frisbee and can like Ness' does. And it can be used to gimp or edge guard, too. And just when you thought it wasn't difficult enough, Lucas' grab has extendo range with rope snake, which also doubles up as range extender for ledge grabs. Great(!)
Even worse, his back-throw, although slightly less powerful** is still dangerous, and coupled with rope snake extendo range, makes this a total female dog to deal with. He's up smash also falls into the 'OP character broad range' category, that can be dodged, but is pretty fatal early on.
DHD's only main KO advantage is the ability to repeatedly can Lucas once he's off stage because Lucas has a narrow window to execute PK thunder and thus must take the cans or risk dodging beyond his range. Lucas' PK thunder ability is very accident prone and so when he's off the ledge the odds of a mistake occurring (or if on a walled stage, the thunder fizzling out on the walls) increases the longer he remains off edge for.
Off edge, Lucas is pretty vulnerable to a well placed forward air or down air (however it's very dangerous if he's executing a PK thunder as it will easily KO doggie if the timing is bad).
DHD's only main advantage is projectile variety which can throw off stick rebound abuse, condition (to rebound and thus not handle a normal attack), and in-cap PK fire. Good projectile pressure will force Lucas to ground and to stay shielded where he does the least harm.
Lucas pros:
1) Rope snake with extendo grab and extendo ledge grab range
2) Immune to blocking of PK thunder (meaning no early KO by can intercepting thunder, or gunman protection)
3) Can deflect projectiles
4) Good air
5) Throws are deadly, and combine well with rope snake
Lucas cons:
1) Ledge recovery game can easily lead to a fatal mistake with PK thunder
2) PK magnet is all but useless
3) Air game not as good as Ness
4) Dash game not as good as Ness
5) PK thunder weaker than Ness
6) Throws weaker than Ness
DHD pros:
1) Projectile variety which throws off deflection
2) Easily mid-air canned due to narrow safe recovery window
3) Lucas has limited approach options on ledge KO because of DHD's good air.
DHD cons:
1) Easily launched by Lucas' moveset.
2) Trouble combating Lucas' air power.
3) Projectiles can be countered.
4) Roll dodge still doesn't dodge anything.
I have to give Lucas a +1.5 to +2. I will take a capable Lucas any day over a capable Ness (because Nintendo's range of the attacks they've given to Ness are stupid crazy large), but ideally I hope to see some actual roll dodge vulnerability and not so OP powermoves.
*These are opinions and might not actually be true, I haven't looked at the frame data but compared to his pre-1.1.0 he's certainly untouchable now. I've not KO'd a single roll dodging, ledge roll dodging or Lucas with their shield on point with a forward smash move in ages. Bowser and Donkey Kong, on the other hand...
**If by slightly less powerful you're comparing being hit by an airliner as opposed to being hit by a rocket, then yes
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