Maikou
Smash Ace
There's a problem with that strategy for me: AI's don't get mindscrewed. Ever. They see all and they do all. Like I said, my problems aren't exactly too huge, but my problem with the down-special is from playing against picture-perfect AI. Level fives, to be exact, which are distinctly brutal and obviously made for competitive play. I fought against one in All-Star Special mode and one of the things I will never forget from that fight is Falco obliterating me with that Reflector of his.Naw man. It's cool. I know you weren't angry or anything. I was just outlining the difficulties a Lucario from PM/Smash 4 would face if we keep his aura mechanic and change up his moves. Though I was indeed addressing what you brought up.
I don't think it's a good idea to revert to Brawl/Smash 4 Lucario in the PM environment. I wasn't necessarily saying they are good or bad objectively. It would require some serious changes to the old aura system to be a gimmick worthy of functioning in the faster environment as it stands right now. There's too much against it right now in theory.
I'm not exactly sure how to change DT to be more straightforward, but I'll tell you the best way I can to help you understand it. Use it to screw with your opponent. You can go to it from any attack other than specials or grabs. It's great for putting space between you, and just great for looking stylish and making your opponent go "WTF was that?". All my practice partners still get mind****ed by this move. I don't really know anything about SSE in all honesty. Most of my time is consumed in training trying to get my daggum hand to get down moonwalking. I'm so not used to moving my hand for that kind of technique.
I kind of don't have anyone to play against, at all.
I'd like to thank both of you for being helpful. I haven't exactly had the best experiences with posts like that first one up there. In all honesty, besides my Lucario complaints and the brutal AI, I don't really have any problems with Project M. I like a lot of the changes actually.@ Maikou So this DT conversation is quite similar to one I had with a Brawl Lucario main when he first started playing PM with me. As an alternative way to think about the move (in addition to what was stated above), think of Double Team as a counter to projectiles and unsafe over commitment. The move shares the read-punish nature of a standard counter, but also has the added benefit of allowing the player to choose the punish, and comes with a fair bit of utility in the form of monstrous horizontal recovery distance, general movement, and safer escapes when applying unsafe shield pressure.
Though I can't say I'm sure why Lucario received OHC specifically, I can definitely clarify the removal of the previous Aura mechanic: it takes reward out of the player's control. In the Project M setting (and with very few exceptions, in the Smash Bros. setting as a whole), the reward a player received in play was dependent upon the character's design and the player's skill. Further, this reward remained static, characterwise, across the entire play experience. The Brawl Aura design drastically changed Lucario's potential throughout the match, depending upon the situation specifics of "Stock Lead?(Y/N); Percent?" (I must say that I am thankful of Smash 4's percent dependency only design.). PM Lucario's experience is more normalized: Damage remains constant across stocks and percent, though significant reward is obtained via player skill (in this case successful read/punishes and combo game), players are expected to have around one charge at any one moment, a charge is gained via the Lucario player's successful interaction with the opponent, and using a charge effectively still relies greatly on player interactions. Notably, 3.02 Lucario featured the most normalized play experience thanks to the minimum one charge on respawn (Though I must say I enjoy 3.5's requirement to make conscious decisions when recovering (Should I burn DT now or later? Save a charge and risk a more difficult recovery? Prioritize this stock's survival over powerful kill potential? Recover now and try to squeak out an opponent's stock or respawn and Force Blast the 130% opponent?)).
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