: Lucas is the main protagonist of
Mother 3. The son of
Flint and
Hinawa, he is characterized as more timid than his twin brother,
Claus. While playable briefly during the
prologue of
Mother 3, he is an NPC for the first three chapters of the game, with Flint,
Duster, and
Salsa being the main characters of those chapters. After reappearing in the climax of
Chapter 3 against the
Pork Tank, he becomes the main playable character after the three-year time skip to
Chapter 4, and retains this role for the remainder of the game.
Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters sans DLC, click here:
http://imgur.com/9LhItgJ . Ganondorf gets forward and down tilt out of an unteched choke, which can be devastating for Lucas at high percents.
How to Deal with Projectiles: Lucas' special moves all consist of projectiles. The one you'll encounter the most on stage is PK Fire. It's a single hit move that hits you around the torso. But because it's a single hit move, it can be easily power shielded and punished at midrange with a Wizard's Kick or a dash attack. It mainly serves as a GTFO move to swat you away.
The next projectile will be more common as a weapon to harass you when you're offstage and trying to recover, or when you're very high up. PK Thunder is a multi-hitting projectile that can be swatted away with up air. Do your best to avoid it because it can interrupt your recovery.
PK Freeze and PSI Magnet aren't common at all in this matchup - PK Freeze can be used for hard reads against you when you're offstage, but recovering low to auto-snap on the ledge is a way to avoid that. PSI Magnet has a lingering hitbox at the end, but you can interrupt the laggy move with most moves like Wizkick.
Understanding the Matchup:
Lucas is a character who boasts a great punishing game out of grab, but doesn't really have many tools that are far reaching with low startup or end lag. He has powerful smashes that are easily punishable in neutral, but has a good reach with his PK Fire to bat characters away. He has a weak recovery, like Ness, but also has a tether, which aids in his return to the stage combined with his wonderful second jump.
Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. This means Lucas can SH PK Fire to keep Ganon out, as well as use the tether Rope Snake. Of course, the drawbacks to this can be mitigated by power shielding, but bear in mind tomahawks and actual grabs from Lucas. Powershielding is important in most match ups, especially in this one where projectiles are common.
On the other hand, Lucas is fairly light, which means he won't be willing to trade with Ganondorf. Instead, he'll most likely be playing a hit-and-run game, using his projectiles to wall you out and manage space before coming in with a strong combo before ending the stock with a kill throw. This means you'll be able to survive longer if you power shield his attacks and play at midrange. Up close, however, Lucas's attacks outside of his tether grab/snake are outranged by your tilts, namely down tilt.
This match is very reliant on DI, since an incorrect DI will make you eat a lot of percent, especially to prevent a footstool combo. Also, keep your movement options unpredictable, but be adamant on invading Lucas' space.
It's not too bad to play Lucas in neutral as long as you space yourself. Lucas doesn't really do so well when he's at range from your down tilt, as he has few attacks that can hit with it. In addition, throwing out PK Fire or Rope Snake can be extremely punishable in midrange. Hence, do your best to stay in down tilt/forward tilt range. Getting there isn't too difficult as you have the tools to keep Lucas from threatening you with Zair, even when you're further away. Dash Attack and Wizkick both pop Lucas up into a disadvantageous state, and can even lead to a giant chunk of damage depending on whether you get the weak or strong hitbox. However, if you're playing the footsies game against Lucas and he gets too close, just jab him away. Jab also has a ridiculous range which is fast enough to beat Lucas' far reaching moves.
Snuffing Lucas’s approach: Lucas will be utilizing Rope Snake and PK Fire to utilize space, but may also opt to throw out a grab in order to start up low percent Nair strings or just footstools in general. Jab will be a good way to send Lucas away. However, you can also opt for Nair to snuff aerial approaches, as well as take advantage of the long lasting Nair2 hitbox to disrupt Lucas' approach options.
IF CAUGHT ABOVE:
Being above Lucas means you're at risk of getting up aired, which isn't as bad since it's weaker than Ness'. But you're going to still want to steer clear as Lucas can attempt to footstool you and start some combo that will rack up a lot of damage.
Punishing a Whiff Hit: When Lucas fails to hit you, you're going to want to capitalize off it. If the move is a low end lag move like a jab, grabbing him is a good option, otherwise a jab to smack him away is also preferable if he's a little bit farther off. If the move is fairly committal, a tilt, dash attack, flame choke, or aerial will suffice. These moves put Lucas in a difficult position that you can use to capitalize even further. In addition, bear in mind the lean back from Forward Smash can help you evade a move from Lucas and then immediately retaliate.
Recovering: PK Thunder will be a main tool when you're recovering, and that's just plain annoying. However, the low knock back of the move will allow you to act fairly quickly. Try to mix up your recovery. As Lucas has a fairly high end lag with PK Thunder, recovering high isn't a terrible idea when he's using said move.
Against a Lucas trying to land: What does Lucas have when he's in the air above you? Like most characters, he is reduced to aerials, air dodge, and double jump. However, Lucas has a great double jump that he can use to regain space and retreat to a safer area. Trying to get Lucas to expend his second jump to capitalize off it is crucial, as most players know air dodging is highly punishable. Aerials are generally not a Lucas player's go to also, as Ganon's up air outranges any of Lucas' aerials. Once Lucas descends back down from his double jump, note his positioning to you and punish accordingly. If he's more horizontal, use Nair, as the move's long lasting hitboxes will beat out air dodge. If he's aiming for the ledge, you can opt to let him on, trump him, or punish with a Wizard's Foot.
Grabs: Down Throw can lead to Nair, up air, and Dash attack at lower percents. Dash Attack, as said previously, provides a lot of utility in that it can set up for juggles and a lot of damage. Forward throw is a great way to rack up damage, while back throw to knock someone off stage.
It is possible to land a lot of devastating damage from just a single grab. If you're skilled at Footstools, landing a weak dash attack can follow up into a footstool>down air.
At the proper distance, ledge canceled Wizkick to up air can set up for a gimp against Lucas.
Edgeguarding: Lucas is highly vulnerable when setting up for PK Thunder, but you should note where he is when he's using it. Usually Nair will beat out PK Thunder, but Dair can hit Lucas if intercepted properly.
All Ganon's aerials can snuff his recovery pretty well. However, bear in mind that Lucas can opt to use the rope snake to snap on the ledge , which is also another recovery option. Getting there and throwing out an up air can stop it. But many Lucas users will throw out PK Fire to cover the ledge, so be prepared.
Customs to consider:
Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does beat out her Side B.
Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.
Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can throw off arrows, so you will be able to hit him out of it without having to jump.
Stages to consider:
Battlefield: If you're on this stage, this is your best bet. Lucas's ability to trap you on a platform isn't that bad, so you can make it back to the main platform, as his aerials are not too much to write home about, range wise. It'll be harder for him to kill off the top, so just make sure you don't run into any rogue smash attacks and you should be clear. Also, be sure to knock Lucas off stage as much as you can.
Final Destination: There are no platforms for Lucas to trap you on, which means he has an easier time juggling you off a single grab. FD does give Lucas a bit of breathing room. Manage space carefully, since your opportunities aren't terrible on this stage.
Lylat Cruise: This is a mix between FD and BF. Tri-platforms are great because they can screw up Lucas's timing with his grab strings. Lylat, outside of BF, is probably Ganon's best stage. The tilting stage can block PK Fire and you can just DA/Wizkick without too much risk, though you shouldn't overdo it.
Smashville: Be very careful and mindful of where that moving platform is. Use it to extend your recovery, and position yourself so Lucas won't get any good grab followups off you.
DL64: Like Battlefield, but worse. Whispy's gusts of wind worsen your approach and the ceiling is lower, which means you'll have a harder time living at higher percents. Still, on this stage, it's doable.
BAN: Town and City. Ganon normally can live a little longer than most, but Town and City’s low ceiling just means he’ll die earlier especially thanks to Pit's juggling moves and his side b, which hits straight up and is a potent killing move with super armor.
Short Summary of Matchup:
Like many other characters, Lucas has a better neutral than you, with moves that have far less end lag and projectiles that give you a bad time. But most of your moves outrange his own. Play the footsie game and look for any weaknesses. Capitalize off of it, be it a grab, a tilt, or an aerial and do your best to take it as far as you can without overextending. Capitalize Lucas when he's offstage - hit him hard since he's a sitting duck, so you should aim to get him offstage as much as you can.
CM Ratio of the Matchup: 45-55
Ratio of the Matchup: 45-55
Thanks to:
Litany
The entire Ganon and Kirby JMU participants
FOR NEXT WEEK, WE WILL BE DISCUSSING MegaMan.