• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Flashy combos for a fresh Lucario.

NESSBOUNDER

Smash Master
Joined
Dec 19, 2002
Messages
3,167
Location
somewhere sunny
I've been playing around with Lucario in training mode, mainly having a look at his chain throws and combos. At 0 to 50 percent, Lucario has some really lovely and technical combos available to him. And by combos I mean REAL combos, not just attack strings.

Basically, if you can land a jab, you can rack up 50% free damage on a large-ish opponent. For characters smaller than Ganondorf, you can get about 27-30% by reducing the number of force palms. Smaller characters like Metaknight and Lucas can't be comboed beyond the initial jab-jab force palm as far as I know of.

Thos combo has been tested on a human player as well as a computer, and has been tested at 1/4 speed in training mode. It's unescapable up to the point of the throw, after which the opponent can try to DI or air dodge away from a continued offensive.

LUCARIO SUPER COMBO:
1) jab jab side B. If you do it fast enough, this WILL grab the opponent before they have a chance to roll if they do touch the ground.

2) walk forwards very slightly and repeat the jab jab side B. It's important not to overstep, or you'll end up missing the opponent. The timing takes some practise, but it's worth it.

3) chain 2 more side B's together, walking forwards slightly each time. When the opponent reaches above 30 %, run and grab them. Tap A a few times to get some extra damage until they're at 40%.

4) throw the opponent downwards and then follow up with jumping Fairs and Uairs. This is where the combo ends, usually ending up with a nice 50-ish damage on most characters. If you're feeling brave, you can also use a shorthopped Fair instead of a running grab, but if this is going to be a combo, then the timing needs to be perfect.

So in short: Jab, Jab > force palm> jab jab> force palm> force palm> force palm > running grab > grab attack repeatedly > down throw.

That brings me on to the next flashy combo, and one which works when Lucario is at higher % below 100.

Lucario's Fair has hardly any ending lag. You can jump almost instantly after using this move. For this reason, if you hit your opponent with a slightly delayed shorthopped Fair while they're at low %, you can usually footstool jump off them during the hitstun, and then follow up immediately with a Dair. The footstool jump is good because it pulls Lucario right up on top of the opponent as opposed to the Dair sometimes hitting too low as a follow up of a Fair. And if you screw up your timing and footstool jump off your opponent's shield, you'll be a lot higher up and out of harm's way than if you were to just use Dair straight away.

Footstool jumps only cause the flinch effect if the opponent is idle, walking, running, jumping, suffering from attack lag, air dodging or in hitstun. Nothing say stylish like jumping off your opponent's head and following up with a Dair before they're recovered from the stun. However, if you footstool off an opponent while they're attacking or shielding, you simply bounce off them very high and very fast. Because of this, you'll either avoid a shield grab or get a free Dair if you did it properly, so it's not all just eye candy.
 

kenkowtow

Smash Apprentice
Joined
Oct 24, 2007
Messages
91
Location
North Hollywood, CA
Not to be a jerk or anything... but I assume that combo is DI-outable?

And just to let you know, it was pretty hard to read your post.... your sig is hilarious.
 

Waldorf

Smash Rookie
Joined
Sep 30, 2006
Messages
8
Location
NC
Yeah, i'm gonna try these, but it seems that an opponentcould easily DI-outtathis. I would figure though, that most opponenet's I'd play would be dumbfounded (1st time i tried it on them) and either DI the wrong way or get lucky with it (that didn't sound weird)
 

verditude

Smash Journeyman
Joined
Nov 15, 2007
Messages
346
yeah... Training mode registers CF's knee to Falcon Punch as a combo. I don't think the 1st one is inescapable, you can probably jump out of one of the FP grabs. The 2nd one looks pretty sound though.
 

8r0k3n

Smash Cadet
Joined
Jul 24, 2007
Messages
55
ya
u wud have to perfect it b-4 someone could easily DI, air dodge, or jump
if u do put up a video make sure u perfect it first(or else u'll look like a complete idiot)
 

Hestix

Smash Cadet
Joined
Mar 23, 2008
Messages
59
Location
San Luis Obispo
Sounds strong. People need to remember that innovation is key within their critiques, and simply because they cannot do it does not mean it isn't possible. Look forward to hearing more from you, even if I have to shrink my window to stop starin at your sig XD
 

NESSBOUNDER

Smash Master
Joined
Dec 19, 2002
Messages
3,167
Location
somewhere sunny
I told you, I did this in training mode in slow motion and applied every kind of DI to it. It's NOT escapable. Even if the opponent tap DI's, you have enough prescision time to simply walk forwards just a little bit further than usual to catch them. Force Palm's grab range is surprisingly large.
 

legendary23

Smash Rookie
Joined
Mar 17, 2008
Messages
9
i'm gonna have to try these, except the second combo seems more reasonable to pull off though.
 

NESSBOUNDER

Smash Master
Joined
Dec 19, 2002
Messages
3,167
Location
somewhere sunny
Sadly the combo IS escapable, the player can shield the second jab of the AASideB. But it's still a great combo!
Try holding the A button instead of tapping it. Also, the second set of jabs can be replaced with a force palm to get the same kind of effect. And of course, this combo only works on larger characters. Smaller characters can still be comboed, but with a lot less force palms.
 
Top Bottom