NESSBOUNDER
Smash Master
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.
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.