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W.I.P Guide?

Steam

Smash Hero
Joined
Aug 30, 2009
Messages
6,322
Location
Hell, Colorado
THE AURAGASMIC LUCARIO GUIDE
By: Steam

INTRODUCTION

So that big blue doggy up there is Lucario, he is a 4th generation Pokémon and is most known in Pokémon for having being able to manipulate a force known as "Aura". Lucario in brawl is no exception. The Aura not only extends many of his hitboxes in range and duration giving him the 3 disjointed lingering hitboxes he's known for, but it also strengthens or weakens him depending on his % damage or a stock lead or deficit, making him the "comeback character"


[collapse=pros/cons]
Pros
transcendent priority on the tips almost every move
Good range with 3 disjointed hit-boxes on nearly every move.
Great aerial game.
great at stringing opponents
is actually a mid-heavy and rather resistant to KOs
Aura, just Aura
has low cooldown on many of his moves.
has several options such as wall clinging and bending extremespeed to help him recover
has one of the only projectiles with kill potential in the game
has a great grab game
Has many ways to mix-up his approaches, giving him vast amounts of options.
Has very good matchups across the board. he has none worse than 40-60

Cons

one of the worst grab ranges in the game.
Up special doesn't do any damage.
ground moves generally have high startup. even his fastest moves are generally slower than his opponent's. so he's deceptively bad in close combat.
Doesn't have any reliable ways to approach.
Has trouble dealing with projectiles.
If ahead in stock attacks get a small damage and knock-back decrease.
Has a great deal of trouble against characters that beat him easily in the air.
[/collapse]
[collapse=Moveset in detail][collapse=Lucario's Hitbubbles]Lucario's hitbubbles [/collapse][collapse=Lucario's Frame Data]
Note: IASA is the frame in which you can cancel a move's animation with another action.

Jabs

Jab1
Hitbox on frame: 6
Hitbox out on frame: 9
IASA: 10
Complete on frame: 20

Jab2
Hitbox on frame: 9
Hitbox out on frame: 12
IASA: 13
Complete on frame: 22

Jab3
Hitbox on frame: 9
Hitbox out on frame: 14
Complete on frame: 40





Tilts

Ftilt
1st Hit Box on frame: 12
1st Hit Box out on frame: 14
2nd Hit Box on frame: 15
2nd Hit Box out on frame: 19
Completes on frame: 29





Utilt
Hit Box on frame: 5
Hit Box out on frame: 15
Completes on frame: 32



Dtilt
Hit Box on frame: 9
Hit Box out on frame: 15
Completes on frame: 25



Smashes

Fsmash
Hit Box on frame: 21-30
IASA: 36?
Complete on frame: 43



Usmash
Hit Box 1 on frame: 12
Hit Box 2 on frame: 17
Hit Box out on frame: 35
Completes on frame: 56



Dsmash
Hit Box on frame: 17-23
Completes on frame: 48




Special Moves

Aura Sphere
start tick on: 1
tick "activates" on frame: 52
fully charged AS on: 120?
Hit Box on frame: 19
Shoot lag ends on frame: 36



Extreme Speed
Starts on frame: 16

Force Palm
Grab Starts On frame: 9
Grab hits on frame: 28
Grab ends on frame: 43
Hit Box on frame: 22?
Completes on frame: 24



Double Team
Hit Box on frame: 6
Completes on frame: 81
Invincibility Frame(s): 6-36
Actual slide starts (after activation): 1




Aerial Moves

Nair
Hit Box 1 out on: 6
Hit Box 2 out on: 8
Hit Box 2 in on: 24
Complete on: 68

Fair
Hit Box on frame: 7
Hit Box in on:21
Completes on frame: 27

Bair
Hit Box out on frame: 15
Hit Box 2 out on frame: 18
Hit Box 2 in on frame: 29
IASA: 33
Completes on frame: 49

Uair
Hit Box on frame: 10
Hitbox in on frame: 22
IASA: 26
Completes on frame: 38

Dair
Hit Box 1 out on: 4
Hit Box 1 in on: 7
Hit Box 2 out on: 11
Hit Box 2 in on: 14
IASA: 24
Complete on: 29


Misc Moves

Jump
Starts on frame: 6

Roll Forward
Invulnerable on Frame: 4
Vulnerable on Frame: 19
Complete on Frame: 27

Roll Backward
Invulnerable on Frame: 4
Vulnerable on Frame: 19
Complete on Frame: 27

Air Dodge
Invulnerable on: 4
Vulnerable on: 29
Complete on: 39

Spot Dodge
Invulnerable on: 2
Vulnerable on: 20
Complete on: 25

Dash Attack
1st Hit Box on frame: 7
2nd Hitbox on frame: 10
Hitbox out on frame: 18
Complete on frame: 35



Grab (standing)
Hit Box on frame: 6
Hit Box in on: 8
Complete on: 29

Grab (dash)
Hit Box on frame: 8
Hit Box in on: 10
Complete on: 29

Grab (Pivot)
Hit Box on frame: 9
Hit Box in on: 11
Complete on: 30

Grab Pummel
Hit Box on frame:2
Hit Box in on frame: 2
Complete on frame: 8?

Fthrow
Hit Box on frame: 4
Completes on frame: 22

Bthrow
Hit Box on frame: 14
Completes on frame: 36

Uthrow
Hit Box on frame: 16-17?
Hit Box out on frame: 18
Completes on frame: 38


Dthrow
Hit Box on frame: 36
Completes on frame: 37

Utaunt
Completes on frame: 80

Ftaunt
Completes on frame: 110

Dtaunt
Completes on frame: 100
[/collapse]
[collapse=Move descriptions and basic uses]​

Jab
Move description: Lucario performs a basic three hit combo with. The first jab hit-box is out on frame 6 extending from his body through his arm and out to where the aura is. The second jabs hit-box extends from his body through his arm and out to where the aura. The third jab hit-box extends from his body through his leg and out to where the aura is and sends them upward into the air.
Uses: good fast move with good range for a jab and cancels into grab very easily as well as other possible follow-ups such as forcepalm, Dtilt, Ftilt, pivot Fsmash and even SH fair depending on how they DI the jab if it all. at higher percents it's best to just finish the jab though.


Ledge attack under 100%
Move description:Quickly gets up and attacks, the hit-box covers his body and extends forward, if the end hits it sends them back with little knock-back, if his body hits it sends them over the ledge with little knock-back.
Uses: Very fast but make sure your opponent isn't waiting to shield it or you'll get punished


Ledge attack over 100%
Move description:He does the most flexible thing I’ve ever seen front flipping into the splits, the hit-box is his whole body sending them in the direction they were hit with little knock-back.
Uses: A very bad move overall, from the instant you use it your opponent can see it's a ledge attack, only use it if you absolutely know it will punish them


Dash attack
Move description:(Isn't effected by aura boost)Lucario leaps forward with a very strange dashing kick. if the whole leg hits it does 10 damage sending the opponent into the air behind Lucario. If the tipper hits it does 7 damage and always sends the opponent right behind Lucario.
Uses:this is a very good move overall. It's slow and very unsafe on shield however it is easily combo'd into, and it puts opponents in a very bad position and sets up bair very well if untipped. if tipped it can free Utilt or turnaround grab. you generally don't want to use this move unless you're in the middle of a combo of some sort. But it can also punish landings well.

Tilts


F-tilt
Move description:Hold slightly up or down on the control stick to angle the f-tilt up or down. The hit-box extends from his arm and out to where the aura is hitting twice. The second part has slight knock-back sending them forward at a slightly upward angle.
Uses: Fsmash's little brother and generally a much better alternative. It's very useful for keeping opponents out on the ground with its lingering hitbox and long range. It's also rather fast and pretty safe on shield if well spaced. A poorly spaced Ftilt is punishable however.



D-tilt
Move description:The hit-box covers a bit behind him through his leg and extends out to where the aura is, sending them at a slightly upward angle with decent knock-back.
Uses:A good move for getting someone away and in the air and puts them at a great angle. It's also a decent shield poker, and edge-guard against someone staying on the ledge to long And a good option out of jab to start combos It also can be used as a surprise kill move at high aura and high %


U-tilt
Move description:The hit-box follows his foot starting from the back as he kicks over his head sending them straight up. It will have greater knockback if only the aura hits
Uses: Lucario's fastest ground move on startup, with the hitbox on his back coming out frame 5. It can juggle fastfallers at low%s It's also a good out of shield move and good at punishing rolls. You can also control which side you’re facing by holding the control stick slightly left or right well using u-tilt, this is important so you can get the hitbox where you need it faster.

Smashes


F-smash
Move description:The hit-box lingers for about 8 frames covering is his body and extends out to slightly beyond the aura that you see sending them forward at a slightly upward angle with high knock-back that’s greater the closer it hits to the tip.
Uses:Possibly the best Fsmash in the game. Lucario's best spacing and KO move. there is a good deal of startup lag but very little cool down lag making it extremely hard to punish if it was spaced right. This move eats spotdodges and falling airdodges for breakfast. However don't get predictable with it because if its power shielded you will be punished hard. Pivoting Fsmash is extremely useful against people trying to space you on the ground or trying to land with a spaced aerial and a good option against an opponent on the ledge.


D-smash
Move description:The hit-box is his body extending slightly out on both of his sides sending them in the direction they were hit with pretty high knock-back.
Uses:You’re not going to use this move much. It's Lucario’s fastest smash but bad range for its speed and not much power. it's alright to punish rolls or people in freefall but u-tilt is usually a better idea.

U-smash
Move description:Lucario throws some aura upwards and kinda uppercuts at the same time. The hitbox covers his whole arm and a 3 area above him. the hitbox lingers forever.
Uses:Not a great move either. It has good power and its lingering hit-box makes air dodging it hard but it's just too slow and avoidable.
Aerials


N-air
Move description:Has almost no landing lag. The hit-box covers his body and extends slightly outward and lingers.

Uses:You will mostly use this after f-airs when close to the ground which can lead to jabs/f-tilts/u-tilts/Forcepalm/Dtilt/grabs. It's best used when Fastfalled onstage. It can be useful out of shield as well. It's also a decent KO move at high percents, and it's a good platform pressure move.


F-air
Move description:Has pretty bad landing lag. The hit-box covers his body and extends outward past his lag to his aura dealing little knock-back.
Uses:This move will be used to approach, and start your aerial strings. It leads to n-air/d-air/u-air, and even more f-airs depending on the situation and is the main tool in your gimping game. you can do this straight out of shield in some situations and go straight into strings. it also walls exceptionally well against characters lacking the range to reliably beat it. Don't land with it though because it has pretty bad landing lag.


B-air
Move description:Has little but noticeable landing lag. The hit-box covers his body and extends out behind him to his aura sending them back with high knock-back during the first few frames and little knock-back during the last few. note that after the initial hit its range is decreased a bit.
Uses:This is a decent KO move and has the best horizontal range of any of his aerials. This is useful for walling against characters that can easily beat out Lucario's Fair. At certain angles this move can even beat marth's Fair.


D-air
Move description:The move stops all your momentum Unless you where just hit. The hit-box extends from his feet downward to his aura attacking in 2 hits. the second hit sends in the direction that they are hit with fairly high knock-back.
Uses:This will stop most characters coming from below you due to the massive hitbox it boasts. It's good after an f-air if they are set up right, and is good for edge guarding and has decent KO potential if kept fresh. If performed in hitstun or shield stun it will not stall allowing for rising or falling dairs. It can also be used for some shield pokes on certain characters if they don't tilt their shield up. Also be wary that your opponent can SDI the first hit up so that the second hit misses. If this happens be ready to Nair them. This can also be a good move to use out of shield


U-air
Move description: The hit-box covers his entire body and extends upward to his aura sending them upward with fairly high knock-back.
Uses:Lucario's best aerial KO move and best vertical KO move. It has decent upward range beating out most d-airs and a good juggler at mid percents.

Specials

(Charging)

(Fired)

Aura Sphere
Move description:Press B once to start charging press B again to fire or cancel by shielding or press to the side to roll or press Z to grab or if in the air then air dodge. While charging the aura sphere is a hit-box doing about 1 damage per hit it charges faster the higher Lucario's % is and its max size is also increased by Lucario's %. A baby aura sphere(uncharged aura sphere)goes a little further than half distance of final destination and does 6 damage and has almost no knock-back. a fully charged aura sphere goes almost the full distance of final destination sending them back at an upward angle with fairly high knock-back.
Uses:Charge it to full or near full whenever you get the chance then wait for a chance to fire either by punishing a laggy move or bait them. It can also be used to force an approach against characters without a better projectile or reflector/absorber. Baby aura spheres are sometimes useful to get a little more control over the stage but because they are slow and have almost no priority and knock-back it's a lot better to have a charged one. This is probably Lucario's 2nd KO option to Fsmash. The aurasphere charge itself can be instantly canceled with shield. Giving Lucario decent options out of the aura sphere charge

(Grab)

(Flame

Force Palm
Move description:(grab)When in grab range(about double his normal grabs range)he grabs the opponent then quickly sends them forward at a slightly upward angle with little knock-back at low percents to pretty high at high percents. (flame)When used in the air or when they are not in grab range he stops and fires a burst of aura that counts as a projectile the hit-box is just the aura you see and sends some forward with little knock-back sometimes tripping them.

Uses:(Grab)Decent and can sorta cg some characters but can be mashed out of below about 25% and by then most characters ca DI out of it. It is decent for starting strings but if you miss you end up using the laggy flame. (Flame)Not very useful because of the startup lag and cool down lag and it doesn't do much damage it does have good range but nothing else really. However it can punish your opponent for spot dodging a force palm grab.


Double Team
Move description:He takes a stance and if attacked during the active frames he disappear and then re-appears kicking from the side he was facing sending them up with fairly high knock-back the active time is when his hands are glowing not his body. You can control which side he appears on by holding the control stick in that direction.
Uses:This move is very situational don't use this move except as a big surprise. because of its start up time you’re going to have to predict your opponent to hit with this or get punished because of the huge cool down time even if it is triggered it can be shielded unless it was triggered by a laggy move it can sometimes KO if it does hit but it's still very risky.


Extreme Speed
Move description:After stopping for about half a second he quickly moves in whatever direction is being hold on the control stick going almost half the distance of Final Destination it can also be curved at many different angles using the control stick.
Uses:Your going to use this for recovery the only problem is it doesn't do damage so it's to edge-hog however unless you’re really far away without a second jump then you should be able to curve over the ledge or on some stages cling to a wall below the stage. also if you hit the stage traveling at an East Southeast or West southwest angle when looking at the screen (assuming north is straight up), Lucario will go parallel with the stage when he reaches it, and when Extremespeed ends, he will have a MUCH quicker landing. this can be done out of an Extremespeed bend as well.

Grab/Throws

Grab
Lucario's horizontal grab range is terrible only reaching out to the tips of his hands. His vertical grab range is pretty good grabbing at about his heads height. His pivot grab has good range however, and is still very fast like his normal grab.


Pummel
Move description:Repeatedly press A well holding someone to keep pummeling them. One of the fastest pummels in the game and each hit counts for restoring move decay.
Uses:You'll mostly want to use this for move decay , or to deal just a little more damage before you throw them.


F-throw
Move description:Quickly throws them forward at a slightly upward angle but it can be DI'd to about a 70 degree angle.
Uses:A good throw for getting them off the stage and can KO at about 150% if they don't DI up but if they do then it will take over 200%. Also a good damage racker at high aura when accompanied with pummels.


B-throw
Move description:(Isn't effected be aura boost)Throws them straight behind Lucario a good distance doing 10 damage.
Uses:Can set them up for a aura sphere from about 10% to 30%, also a good throw for getting them off stage and can KO at about 150%.


D-throw
Move description:(Isn't effected be aura boost)Lucario slams them against the ground sending them up into the air doing 10 damage.
Uses:Good for getting them into the air and can lead to fair/u-air/b-air/aura sphere. it's better at the ledge due to the fact that the opponent can often times DI away and avoid any follow ups.


U-throw
Move description:Throws them straight up a small distance.
Uses:This is a pretty good set up throw at low percents. against fast fallers it can CG for a few throws. It's generally best to start up strings as there's anything the opponent does can be followed up on.


*credit to DJBrowny for images*[/collapse][/collapse]
 

Steam

Smash Hero
Joined
Aug 30, 2009
Messages
6,322
Location
Hell, Colorado
[collapse=General Tactics]
[collapse=Introduction]Lucario is primarily a bait and punish character who primarily exploits the mistakes of his opponents. His lingering hitboxes allow him to easily punish a poorly used or read spotdodge, air dodge or roll. So it would be wise to learn the hitbox timing of moves like Fsmash, Ftilt, and Usmash. He also has many disjoints in his hitboxes which need to be used to their potential when spacing or walling. So positioning is also something very important to become familiar with. That being said, Lucario always wants to make his opponent approach if he can, he has very good defensive options and as mentioned before can easily punish dodge approaches and can outspace or outposition a lot of moves, as well as having excellent follow up options to his jab and throws. Exactly how Lucario needs to play defensively is a character specific thing and will be discussed later on. Now if Lucario has to approach he has basically no good options, however at the same time he has many options. So when Lucario is in a situation when he's forced to approach it is absolutely paramount that you don't get predictable, because his approaches are very easy to punish. The same can be said for Lucario defensively, a smart opponent will not fall for the same dodge trap over and over, so it's important to mix-up there too. In most matchups Lucario will generally be used with a passive aggressive style. Lucario doesn't have the tools to just outright camp most characters, even so his solely defensive options don't generally stand by themselves. It's very important when Lucario gets momentum that he pressures the opponent. The same can be said when Lucario has to be the one to approach. It's good for him to remain passive and generally just float around at his spacing range to bait a response from his opponent. Once his opponent leaves an opening, Lucario is one of the best at capitalizing.[/collapse]
[collapse=Spacing/Zoning] Lucario is very good at zoning and walling off his opponents due to his disjointed and lingering hitboxes as well as generally low cool down. When an opponent is forced to approach Lucario can wall down characters very well. Lucario's main ground spacing tools are his Fsmash and Ftilt. Ftilt is generally the best as it has two separate hits and has very low cooldown and good range. Fsmash will be more ideal for people landing in front of you or for opponents who cannot powershield it. Both Fsmash and Ftilt need to be spaced well however as they are slow on startup, so only use these for zoning or spacing. If they get inside on you Utilt or jab are your best options as they come out very fast and have decent enough range.

Now planting yourself on the ground works well enough, but it has its exploitable holes so it's important to also mix it up and take to the air. All of Lucario’s aerials except Uair play a major role in his zoning. Fair is an excellent wall against the characters that cannot outrange it like luigi. Even if it does get outranged, it's fast enough where it can be effective when weaving through attacks. Lucario's bair is generally what you want to use against characters with more air range. It's slow in general but has a lingering hitbox and surprising range. At certain angles it outranges marth's fair, this is done by hitting him diagonally under him. Lucario's bair is very useful at this angle. Also a retreating bair on shield is Lucario’s one reasonably safe aerial on shield at low%s, so keep that in mind. Lucario's Dair is good to zone people maybe going under you trying to punish your landing or people coming from under you to hit you with an attack. The Dair stall is also great for these purposes. Using jump>Dair right out of hitstun is an excellent getaway tactic as it allows Lucario to perform a rising Dair, it is very difficult to punish and gets you away and often gets you a reset. Overall though it's not quite as useful as his other tools as it's predictable in general because it's Lucario’s one good option for things below him. Nair is Lucario's best GTFO move in the air and zones well when fast falled though it's easy to outspace, it comes out fast, lingers forever and has minimal landing lag, retreating FF Nair can be good after a few fairs or after a Dair stall.

The most important tool in Lucario’s spacing/Zoning game is his aura sphere. It's used to force approaches, disrupt approaches, punish approaches, you name it. Whenever you have the distance always charge your aurasphere, a full is better than a baby. It is bigger, does more damage, pressures shields better, has better priority and has better knockback. Baby auraspheres are good for disrupting certain things like peach's float. As stated though a full one is better for anything the baby can be used for. As for a charged aurasphere, It's best to use your it when your opponent does something punishable at a distance, (like marth fair, or Kirby bair, or diddy's glidetoss) It's usually best on an aerial opponent on landing, at that juncture the only way to avoid it is either beat it out or jump over it, and if they can do neither (which is more often than one might think) they will get hit. Just by simply having an aurasphere you will make your opponent second guess their approaches and limit their options.
[/collapse]
[collapse= Approaching] In most matchups and in many situations, Lucario is forced to approach. Much like his spacing options, his overall approach options are great in number; however none of them are very impressive. Because of this it's very important to mix up your approaches because if you get read on them you will almost certainly be punished hard. Most of Lucario’s approaches are based off of SH. SH fair is a very common starter to an approach because of its decent range and good speed. However even this is punishable so don't get into a habit of using it. (in fact don't have any approaching habits if you can help it). Follow ups to SH fair can include: FF Nair, Air dodge, Bair, DJ retreating fair, Nair, Aurasphere, and Dair. Dair in particular can be good for shield poking if you hit at the right angle, and if you DJ before you Dair you can get enough altitude to Nair before you hit the ground, making it a wee bit safer though it's still unsafe. Dair DJ is a much safer alternative especially if you forgo the SH fair to get the right altitude, you get the same pressure properties and you can jump out and away and usually back to safety. However most attack based follow ups are only good if the SH fair hits. If your Fair is blocked you will probably want to AD in or retreat. Overall SH fair approach is rather limited because many of your options can be covered when it's blocked and it's predictable. When you SH approach without fair you have many other options to throw off opponents. Be familiar with all types of B-reversals as b-reversed Aura sphere charges help greatly in this. you can also do a bit of passive aggressive zoning out of SH too. One very important thing with SH approaches however is to remain PASSIVE. Most of your SHing should be empty approaches and zoning. if they know you're coming in it'll be easy to punish you. This is to keep them on their toes and keep you unpredictable.

Full hopping can also be somewhat useful with approaches as Dairs are much more usable and can be used somewhat like B-reverses to manipulate your momentum. Besides that FH approaches are very similar to SH approaches. The most important thing with these is to be creative with your approaches; some pretty crazy things can work since you're playing against humans.

Lucario's ground approach options are very small in contrast to his jump approaches. All he really has is Dash>shield, Ftilt, and roll. Dash shield is relatively basic and won't work very much since it's very predictable and Lucario’s dash attack is easily punished by waiting in shield. You can mix this up a bit by running up and grabbing but overall you should only try this a few times per match. Ftilt approach can work on characters with bad range in general (luigi comes to mind) It's pretty safe, pressures well and if angled up can stop a lot of opponent SHing. Lastly the roll approach is VERY effective if the opponent is using a laggy spacing or Zoning move (like ZSS's sideB). it is very effective if you use it very sparingly because you have to be ready for it to punish it so it can even be used on quicker moves if you don't get to predictable. when your opponent is ready for one thing anything else you'll do will be even more effective. This is why you mix up all of your approach options as much as you can. However keep in mind some characters can completely shut down some approach options, when this happens you must recognize it and try to cut your usage to as few as possible because it can still work if it surprises them enough. In conclusion you must be smarter than your opponent when getting in so avoid auto-piloting at all costs. when you're impossible to predict you can become VERY scary when it high aura, especially when you have a charged aura sphere with you for your opponent to look out for. this in itself can get into the heads of your opponent very easily and swing the tide even more in your favor
[/collapse]
[collapse=Inside game/After approaching] So approaching isn't just all about getting in, it's also about what you do when you get in. against many characters (like falco or fox) your opportunities to get in will be limited so it's best to make the most of them. when he gets in his best starting options are jab, Ftilt, Dtilt, Force palm grab and just grab.

Lucario's best inside move is his jab. He has one of the better jabs in the game due to its range, average speed and variety of follow ups. however you will want to mix these up as none of them true combo and many can be DI'd. In many situations you will just want to finish the jab. Remember your Jab follow-ups can be punished if you miss. Just finishing the combo is safe damage. the main follow ups to Jab or Jab>Jab are grab, forcepalm grab, Dtilt, Pivot Fsmash, Ftilt, and even fair if they DI up and away. Jab grab and jab Forcepalm grab are the main follow ups to Jab>Jab. they're the most reliable of the bunch and set up combos very well.

the normal grab is faster that Forcepalm grab and has shorter range, however it gives you more options. Uthrow, Dthrow are both great for combo setups and if you're at the ledge pummel releasing them off the ledge is GREAT for gimps against spacies and other fast fallers (once you release them generally Fair>Dair or Fair Fair> Dair then recover). After Dthrow you will generally have to read your opponents DI/airdodges/moves. however it sets up well for things like Fair>fair>Dair/Nair/Uair/Aura sphere (if you use fast fall Nair close enough to stage level you can maybe get off another grab or more fairs), bair> Uair/Nair, Uair>Dair if they airdodge your Uair, just Dair, or basically anything you want. I’d suggest going to training mode and see what you can get off from fair strings at different %s and elevations. the Uthrow is more reliable damage as you can often times get basically free utilts out of it. Uthrow can also chaingrab Ganon, Captain Falcon, Wolf, and Fox at very low %s so keep that in mind. you can do many things with Uthrow if you predict what they will do. at lower %s you basically can either Utilt for safe damage, jump at them if you think they will jump away or shield/foxtrot away then foxtrot back and grab them again if they will try to come down and hit you. at higher %s Uthrow becomes a miniature Dthrow so you can get more strings off of it.

Forcepalm grab is a slightly more risky grab as it comes out frame 12 rather than frame 6 and it's a lot more predictable as it always throws the same way and at the same time, but Lucario can combo off of it extremely well and it even is a kill move at higher %. as many people know Lucario can chaingrab with his sideB. However YOU CAN MASH OUT of the sideB grab and if you're CGing them they will almost certainly notice and mash out of it successfully. However they will basically never mash out of the first so you're free to SideB to normal grab if you want. SideB is by far Lucario’s best throw set up as it perfectly sets up SH Fair. Against certain characters (like himself) he can SH fair FF Nair himself basically over and over at lower% and even after that it's still a picture perfect setup for a fair string. Fair to Nair can also lead into a grab or Dash attack, which can both be followed up. Dash attack perfectly sets up a bair if the strong hitbox connects or maybe even fairs if you turn around before you jump at them. if the weak hitbox connects it's a free Utilt or turnaround grab, Utilt safer however the grab will reap higher rewards if you connect it.

Following up Jabs with Dtilt is a little more risky but is much like forcepalm with combo ability. it's especially useful if people try to DI your jabs up. Pivot Fsmash after jabs is extremely useful against opponents who predict that you will try to grab them and decide to spot dodge. Fsmash startup is basically as long as the invincibility frames on a spot dodge so if they do spot dodge they're almost certain to be hit by Fsmash. This can also be useful for people who try to jab you after you jab them (people with quick short jabs). Pivot Fsmash will move you out of range of their jab and they'll get Fsmashed. Also keep in mind that with certain jab follow ups like Dtilt/grab/Ftilt can be used without the Jabs. It's actually quite important to use it this way to avoid getting predictable.
[/collapse]
[collapse=Recovering] One of the most important things to get a grasp on with Lucario is how to recover. While looked upon by many as a character with one of the worst recoveries in the game, Lucario actually has a rather versatile and reliable recovery when used properly. An experienced Lucario generally won't suffer too much offstage and shouldn't be getting gimped often at all by characters not named Meta knight. The only time your recovery should even be punished is when you're forced to use extremespeed from far below the stage and bend it onstage.

The most important thing to recovering with Lucario is DIing properly. DI not only extends your life and your aura boost, but it also sets you up at a much better angle to return to the stage. Due to Lucario’s floaty physics and decent air speed as well as his several moves which manipulate momentum, when Lucario has air space to work with his options become numerous. With improper DI you could end up low off the stage and be forced to use your extremespeed which is where Lucario gets gimped/punished by characters with the proper tools. There are 3 types of DI however I will only discuss the two that are frequently used when recovering (the 3rd will be covered later). Initial DI and momentum canceling are key to survival and ensuring a safe recovery. Initial DI is extremely simple. you just tilt the control stick the direction you want to go when you're hit. This determines the trajectory you're sent at. With Lucario and any other character for that matter you will always want to DI to the upper corners of the screen. The corners of the screen are where you will survive longest and it provides an excellent angle to return to the stage at for Lucario’s recovery. The second type of DI, Momentum canceling, only helps you slow your air speed and extend your life. So it's better to not do it if you're absolutely certain you'll survive. If you momentum cancel unnecessarily you can be punished by a few moves (Pikachu’s thunder comes to mind). With Lucario you actually have two moves you will want to use to momentum cancel. For vertical kill moves you generally want to use Dair. It autofastfalls and stops vertical momentum very well. For horizontal kill moves you want to use Lucario’s fair as during Lucario’s Dair he cannot input any horizontal DI. however you will still want to input a fastfall to stop vertical DI if need be. so if you use Dair to DI horizontally it will kill your momentum decently but during the move you will be unable to use your standard DI. Also using your Double jump can aid in stopping momentum. However only use it if you think you'll die without it doing it as wasting a jump can be costly as Lucario. it's best to use fair for this as fair ends faster than Dair and you can double jump faster. overall Fair is better in a horizontal situation. And if you're unsure which one to use, just use fair, it's the safe momentum cancel option.

Ok so now that you've hopefully put yourself in a good position to recover you need to know Lucario’s tools for getting back onstage. number one rule of thumb is to save your double jump for when you're given pressure/ you need it. If you've wasted it your opponent can put you in a position to gimp you much easier If you're given no pressure just get above the stage and fall to it, if they try to punish your landing you can B-reverse away, Dair stall or grab the ledge and go from there. Be sure to know your momentum altering moves. these would be your B-reverse aurasphere charges and your Dair stalls. B-reverse Aurasphere charges help you rapidly moves away from the stage if an opponent is trying to swat you at a higher elevation. once you've B-reversed away immediately cancel with an air dodge and make your way back to the stage. In most cases your opponent has exhausted their jumps in order to reach you. it's also sometimes a good idea to simply charge an aurasphere while falling from a high way up if you don't have a full one. from there you can fire an Aurasphere right at stage level and use UpB right after and often have a safe up B to the ledge. However the opponent can still grab the ledge from the stage and proceed to punish your UpB in some cases. However if you’re quick to UpB after firing Aurasphere you can sometimes recover to the stage before the opponent has a chance to punish. Dair stall is good for the same purpose as B-reversal however it's more punishable when predicted but safer when not predicted. Using Dair does not put you a long ways offstage and if you're opponent misses you've just made it back to the stage. also remember if someone with bad range is trying to swat you you can just fair them. This works very well from high angles due to the hitbox of Lucario’s fair.

Now if Lucario is forced to recover low he's in a much more dire position as a lot of his recovery tactics are useless from this position. this position is when you want to save your double jump. due to Lucario’s fair and Dair and Lucario’s big double jump you can usually get the ledge if your double jump can reach it. if you can't it gets even worse for you. when UpBing from below the stage Lucario is spike bait due to the laggy startup of it. He's also easy to ledgehog for a KO since he has no hitbox on his UpB. From here the number 1 rule is to get to the ledge if you can. if not your two options are to either bend extremespeed onstage or wall cling out of UpB. It's generally better to UpB to the stage rather than wall cling as wall clinging is like begging for a stage spike and you can't do it on all stages. Bending Extremespeed precisely and consistently takes a lot of practice and experience with the move. so I'd recommend a lot of practice with it. whenever using UpB below the stage if you can try to send it at an angle so that if the ledge is vacant his massive ledge snap will grab the ledge but if it's occupied he won't run into the stage. This as well takes practice and experience. Lucario's normal UpB landing is very laggy and easy to punish, it's one of Lucario’s recovery's major cons. However if you can be extremely precise with it you can reduce this lag. first if you crash into the stage onstage Lucario will do a front flip and land on his feet, this has less landing lag and is rather easy. the 2nd way to cancel it is by ending extremespeed parallel to the stage at stage level. if you do this Lucario will simply land on his feet and have little to no lag. This is extremely difficult to do but will become easier with time and experience. One thing to keep in mind with these however is that the next time you land from the air when not performing a special move you won't be able to cancel your landing animation and even just your standard landing will have massive lag. to bypass this just run away from the ledge you just recovered from and SH FF Nair. Nair has a quick landing lag animation so there isn't much to cancel. from there you'll be good.

Wall clinging is a last resort when recovering with Lucario that can be upB'd into and jumped out of. When doing this simply UpB into a wall that can be clinged to and he'll cling to it. he can do this to virtually every vertical wall (even the small vertical wall on Final Destination). When you are wall clinging out of recovery always use the large wall jump by moving the control stick away from the wall you're on. you'll make a high jump and be able to get onto the stage. However never press down because you'll just let go of the wall and fall to your doom because when you UpB into wall cling, after you jump/attack/fall off of it you do not get your up B back. So keep all these things in mind and be sure to practice bending extremespeed and you should face no recovery problems with Lucario.
[/collapse]
[collapse=Gimping/Offstage Pressure] Lucario as a gimper is decent. He doesn't really have to tools to reliably gimp anyone with a decent recovery with some exceptions. However he is very good at offstage pressure and punishing recovery tactics. The main and most obvious thing to do to an offstage opponent is to Fair string them or just fair at them. If your Fair beats their fair or whatever else they can put in front of you go for it and if they air dodge it follow them and Dair them. Once you land one fair follow it up with a string of fairs and try to end it with either a Nair or a Dair depending on their location and your elevation. If they barely beat out your fair, substitute it with a bair. you won't be able to follow up bair but bair has kill potential. A fully charged Aurasphere can also be a devastating punisher of airdodges or spaced attacks offstage. It can also be used to force your opponent to Airdodge it and recover low. When your opponent is recovering low Lucario has great potential to get a gimp or rack up great damage. Dair is a great move to throw out near the ledge when your opponent is trying to recover there and often leads to stage spikes. For certain characters (space animals for example) when they are below the stage and UpBing you can fair them from below you and fair string them to Dair (works especially on spacies since they're fast fallers) for a free gimp after you UpB to the ledge. Certain characters like Rob you will want to wait for on the stage and punish them there since characters like Rob can easily get around Lucario’s offstage pressure options. For this Aurasphere is particularly useful. If your opponent is out of jumps often times they will have no choice but to get hit by your aurasphere because their only other option would be to UpB and that would just give you a free Fsmash vs. most characters. grabs, Fsmash are good. even SHing at them is great because it will often cause your opponent to airdodge giving you a good chance at getting a Dair. One thing to remember though is to never get too greedy offstage. because of Lucario’s fragile recovery one step too far can lead to you getting gimped yourself. Remember with a full aurasphere you can still punish a lot of ledge options or landing options without having to put yourself at risk.[/collapse]
[collapse=escaping pressure] Escaping pressure in brawl isn't as hard as it is in melee or in other fighting games. However it's still important to know how. Lucario doesn't have many options for escaping pressure however most of them are rather good and safe. The most obvious option is to roll. Lucario has the best rolls in the game by far in a game where rolling in general is very good. Lucario's roll is faster than his dash. It's a very good tool for getting out of pressure. It's basically unpunishable by conventional means unless the opponent predicts it or baits it out of you. so if you feel pressure don't be afraid to roll for some breathing room. Lucario also has other options for escaping pressure; His Utilt is his fastest ground move at frame 4 and is good for an opponent trying to cross up as it covers both sides with the back being covered first. However if it's shielded you can get punished fairly hard. Lucario also can aerial out of shield. This works best against opponents in the air or large opponents ideally with fair or Nair being used. Fair is safer but Nair has more knockback and gives a greater momentum shift generally. you can also choose to Dair out of shield but it has to be done in shield stun to be very effective otherwise he won't rise out of it. Also don't forget you can go straight into your own pressure game/ inside game if you feel you have enough of a frame advantage. Just remember to mix up your reactions to these so things aren't baited out of you. and Powershield anything you can. if you get one it's an easy punish. [/collapse]
[/collapse]
[collapse=Aura in Detail]

[collapse=Introduction to aura]

Aura is Lucario's claim to fame in brawl; it gives him a slight boost in clutch situations and forces him to coast when in the lead. most think it only affects his Knockback and Damage output, however there are many more benefits than that.
[/collapse]

[collapse=Benefits to aura]
Saying that only damage and knockback are the only things aura affects is half right. It is true those are the only things it directly affects. But this increase to damage and knockback helps him in other ways. The most notable is his ability to pressure shields. How much shield stun or shield slide something gives is determined by the damage and knockback on the move. Meaning at higher aura he deals more shield stun and shield slide, making Lucario’s attacks safer on shield at higher percents. This can be HUGE. Another equally huge factor is the priority of body hitboxes and special moves. all of Lucario's physical moves have transcendent priority on the blue flame hitboxes. However the hitboxes on his body follow the normal system of priority which is the 8% rule (if one move does more than 8% more than the other when they clash the higher damaging move wins. if not they clash). This helps Lucario out prioritize new moves at high percents. This may seem small but is HUGE in certain matchups. For example in the Donkey Kong matchup DK's bair shuts down and walls Lucario extremely well and there's nothing Lucario can really do about it. However at around 80% Lucario's Fully charged Aurasphere will Go through and hit DK's bair. Now DK can no longer wall with his bair or he can be easily punished on landing by an Aurasphere that deals roughly 20% and can kill. This swings the flow of the matchup drastically in Lucario's favor.
[/collapse]

[collapse=Aura Related Data]

This section will be used to outline some of the wacky numbers surrounding aura and how it works in general.

okay so the basic aura formula works like this.

base power X Stock multiplier X Damage multiplier

where stock aura looks like this...



and damage Aura looking like this


(the multiplier is .7 from 0-20% and 1.4 at 170% and above

also note that the overall multiplier is always be 0.6< x <1.8

and for those who don't like numbers below is a chart detailing what moves deal what% at certain damages at neutral stock aura


*credit to Mythtrainerinfinity for this chart*

[size=medium]Doubles Aura[/size]

this is where it gets a little less simple. In doubles your teammate is treated as an opponent. This fact is why the Anubis strategy works. In addition an opponent that's out still counts towards aura. If Lucario has 1 stock and someone dies, that counts as Lucario having a 1 stock lead on them.

if every opponent has more stocks (or as many stocks) as Lucario strength will change only by the difference of the person with the most stocks/ the biggest lead relative to Lucario (we'll call this N1)

N1 (stock) strength change
-2 or more x8/4 (=x2) <-- YES THIS SAYS X2
-1 x8/6
±0 x8/8 (=x1)

this basically means, if you have 1 stock, your teammate has 3 stocks, and no one is dead yet, when you are at 0% it will look like this

0% damage multiplier= .7
.7 x 2.0 stock multiplier= 1.4
so basically at 0% Lucario will be as strong as he is at 170% even stocks. this is why the Anubis works. (keep in mind however the overall multiplier is always between 0.6 and 1.8)



if every opponent has less or equal stocks to Lucario. the only one that matters is who's losing by the most. again, we set this relative to Lucario (we'll use N3 for this)
N3 (stock) strength change
±0 x8/8 (=x1)
+1 x8/10
+2 or more x8/12


one person has more stocks than lucario but one has less, strength will change only by the value of the person ahead by the most and the one behind by the most.

(N3 being the one losing and N1 being the leader)

strength change = *8/k
k = ( -4N1 + 12N3 ) / ( -N1 + N3 )

here are some examples of this calculation...

example:
*1P(red Lucario) 2P(red) 3P(blue) 4P(blue) has 3, 6, 2, 2 stocks left.

red team : 3+6=9 stocks (in advantage)
blue team : 2+2=4 stocks

N1 = 3-6 = -3
N2 = 3-2 = 1
N3 = 3-2 = 1

N1 < 0 < N3, so...
strength change = 8/k

  k=[−4x(−3)+12x1]/[−(−3)+1]
   =(12+12)/4
   =24/4=6

thus, attack power is multiplied by 8/6 (increasing)


*1P(red lucario) 2P(red) 3P(blue) 4P(blue) has 4, 1, 5, 5 stocks left.

red team : 4+1= 5 stocks (in disadvantage)
blue team : 5+5=10 stocks

N1 = 4-5 = -1
N2 = 4-5 = -1
N3 = 4-1 = 3

N1 < 0 < N3, so...
strength change = 8/k

  k=[−4x(−1)+12x3]/[−(−1)+3]
   =(4+36)/4
   =40/4=10

thus, attack power is multiplied by 8/10 (decreasing)




[/collapse]
[/collapse]
[collapse= Techniques][collapse= Non-Stall Dair] This is a rather simple technique done by simply doing Dair while in either hitstun or shield stun. Doing so will cause the momentum stall to not happen and Lucario to continue in whatever path he was in. You can also buffer a jump in hitstun or shieldstun before you Dair for Lucario to perform a rising Dair out of his jump. This is especially useful as it's basically unpunishable and can be a great punish tactic out of shield and a great getaway tactic when used in hitstun. It's also important to DI towards your intended target as you Dair. Personally I set the L button to jump just for this technique. If you use the L to jump, the C stick to Dair and the left stick to DI, you don't have to move your hands and can do this very quickly.

Example of a rising Dair out of shield

Example of a rising Dair out of hitstun[/collapse]
[collapse= Platform Canceling]Ok so this is an AT that lets you basically ignore gravity when you're rising up and reach the level of a moving platform. This is great for mixing up and there are many ways Lucario can abuse this. There are 3 types of platform cancels.

Aerial Platform Cancel:
to do this you must be holding down and perform any aerial other than Dair right when you become level with the platform. if you do this you'll suddenly appear on the platform with basically no lag. this is a good alternate way to pressure an opponent on a platform. You can do anything out of this and can and will catch your opponent off guard.

an easier way to do this is to simply perform a quarter circle with the analog stick starting from the bottom and moving it either to the left or right. this is rather easy to do and doesn't commit your C-stick to a direction, giving you freedom to choose any option you desire.

Shield Drop:
This cancel is performed by pressing the shield button and pressing down at the same time when level with the platform. if successful you will stop rising and suddenly fall through the platform. Lucario can do pretty ridiculous things with this if you're heavy on his B-reverse game. Also you can do this indefinitely with Lucario’s Dair which can be great for shield pressure.

Shield Cancel:
This cancel is performed by pressing the Shield button when you are level with the platform while holding down. If successful you'll appear on the platform with your shield active. this isn't very effective as the aerial cancel basically covers the same thing but is the easiest and a viable mix up nonetheless

but yeah this AT can add a ton of creativity into your game on certain stages. This is also a recently discovered AT so hardly any of its applications for Lucario have been discovered yet. So I'd recommend playing with this AT a lot and see what you can do with it. ALSO REMEMBER THIS ONLY WORKS ON MOVING PLATFORMS LIKE SV's AND LYLAT'S.

Vid of what platform canceling looks like (sorry there are no vids of Lucario doing this)

[/collapse]
[collapse= B-reverse Aurasphere] This is probably Lucario’s most useful and applicable advanced technique once mastered. It basically is manipulating your direction and/or momentum in the air with aurasphere charge. This can be used to escape pressure, adjust spacing, or just get away. Once you master this start playing around with it you'll start to see many uses for it.

Now on to the technique itself. It's relatively simple; however there are 3 different types.

B-reversal

This is the most basic type of B-reversal. to do this simply tap the control stick opposite the direction Lucario is facing, then move it back to neutral and press B. If done correctly Lucario will change the direction he's facing and start charging aurasphere. This isn't really very useful however it can be used to change your direction if you happen to jump facing the wrong way or can be used to catch someone air dodging in the charge itself.

Wavebounce

This is a slightly more applicable B-reversal however just as easy as the first. to do this simply press B then quickly tilt the stick in the opposite direction that Lucario is facing. If done correctly Lucario will change the direction is facing and his momentum will be reversed. This doesn't have too many uses but is very useful to avoid juggles and can be used to punish in certain situations.

Wavebounced B-reversal (B-Roversal)

this is by far the most useful type of B-reversal however naturally it is the most difficult to use. that being said once you get the hang of it you should be able to do it consistently. This AT is basically the title; you both Wavebounce and B-reversal at once. To do this tilt the control stick towards Lucario’s back, return it to neutral, press B, then tilt the control stick to Lucario's front. This must be done fast and takes so practice. If done correctly Lucario will be facing the same direction but his momentum will change. Think of it as doing the B-reversal then wavebouncing it. you B-reversal then are facing the other way. Then you Wavebounce it so you change your direction again but also change momentum. so the direction shifts cancel each other out but the momentum shift remains. This can be very useful for baiting out SH approaches and punishing them with an aurasphere. this is great for adjusting spacing as well.
[/collapse][/collapse]
 

Steam

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so yeah.... Feedback would be really really good because this "guide" is bad and I want to make it good. a lot of this was made a long time ago.
 

phi1ny3

Not the Mama
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Remember to add that moving away from the opponent's edgeguarding, while counter-intuitive, can save you at times. Dair stall is good this way because it allows you to re-adjust your momentum a bit and make your movement a little more erratic, although still punishable when read like you said.

For edgeguarding, I noticed Trela using something that's pretty good for this (it's not new, but it's still something that should be used more often), he'll ledgehop -> nair from below onto the stage again, and use the invincibility to keep him safe, while hitting the opponent's recovery (works surprisingly well even on ones like Peach's upB).
 

MythTrainerInfinity

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I would suggest talking more about advanced techniques and talk about the useful ones in detail and/or...

Links to more of the good research/instructional/data threads.
(Most if not all of my threads are data related for Lucairo, lol. If you want to dig up some links the easy way.)

Also, you might want to mention how our priority messes up a lot of characters. At certain percents Yoshi, Pika, Peach, and others have a difficult time camping us due to our big blue balls.

Junebug also needs to learn at 104% a fresh Aura Sphere beats out every projectile both Links have except for bombs. Not to mention the Links will might hit more with their Boomerangs or Arrows than we will with AS... Which actually is good for us in a way since they stale it and we could outprioritize it sooner. Lucario camping TL sounds weird, but it can work at over 100%.

Also, matchups.

And... counterpicking stages.

And you might want to work on the formatting. Like bullet points, capitalization, etc. One of the things that would turn me off to a guide no matter how good it is is poor structure, spelling, and/or grammar. For example I really don't feel compelled as a person to look at Michael Hay's blog info because of the way it looks.
 

Steam

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thanks for all the feedback so far guys <3

I'll get to fixing things whenever I find free time. I've been busy ever since college started XD
 

MythTrainerInfinity

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Pika in 64, melee Pichu...

However, we make up for it as every single one of our moves could potentially lead to some awesome setup or finisher.
 

phi1ny3

Not the Mama
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Oh yeah, is it possible if we could also have the pictures of the individual move hitbubbles around? Or did we not get a compendium of those?
 

Steam

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yeah, I know, I spent a good ammount of time on it X_X

I had originally planned to have a stages and matchups section but I realized I had bit off more than I could chew.

especially now.

and anyone who's able to can feel free to edit it to improve it. soo... hi red.
 

#HBC | Red Ryu

Red Fox Warrior
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Yeah pretty much me.

I wanted to ask about frame data, something I can't get myself. Even with aura multipliers added for shield (dis)advantage added.
 

Steam

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It's still there. I'm just trying to perfect this one so maybe it can be like a secondary guide or something.

edit: fixed some mistakes in the first post, will look at the 2nd post later.
 

#HBC | Red Ryu

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Ok, I'm gonna sticky this later today.

But Steam, I think you should add the frame data to the moves section anyways, it's better to put them together so people don't need to look back and forth on that note.

On the other side, I think you should change his con of slow start up to apply to his ground moves, a lot of his aerials are actually pretty fast.
 

#HBC | Red Ryu

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Sure thing, also you don't need to collapse them all, though I guess it helps to make it easier to find each section.
 

Raziek

Charging Limit All Day
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I would like this guide so much more if it didn't hurt to read Steam's paragraphing.
 

Steam

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I would like this guide so much more if it didn't hurt to read Steam's paragraphing.
I'm really bad at the english language.

and dealing with walls of text.

each section used to have no paragraphing at all... so be happy D:<
 

Pivot

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Very informative. It could have used some double spacing and maybe a few you're/your corrections here and there, but it was very helpful.

Also, would SH Fair --> AD --> Reversed FCAS be possible for an approach if they shield the Fair? Or if they don't shield it maybe SH Fair --> Reversed FCAS would be better.
 

jerry04

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If you know about trela (which I'm convinced you guys probably do) he can make lucario do a double bounce in the air with AS. Initially, he starts by doing a wavebounce aura sphere (charging). Right before he lands on the ground, he shoots the aura sphere. This time, his momentum changes again towards the original direction he jumped in. (ex. faces to the right, jumps to the right, wavebounce shift to the left as he charges the ball, does another wavebounce causeing the aura sphere to shoot...all this happening before he hits the ground). What I'd like to know is how can I do that.
 

Sunnysunny

Blue-nubis
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Location
Peyton, Colorado
If you know about trela (which I'm convinced you guys probably do) he can make lucario do a double bounce in the air with AS. Initially, he starts by doing a wavebounce aura sphere (charging). Right before he lands on the ground, he shoots the aura sphere. This time, his momentum changes again towards the original direction he jumped in. (ex. faces to the right, jumps to the right, wavebounce shift to the left as he charges the ball, does another wavebounce causeing the aura sphere to shoot...all this happening before he hits the ground). What I'd like to know is how can I do that.
Could you give us an example?
Like, do you have a video of him doing this?
 
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