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Just a minor correction, it hits on frame 46.So Extreme Speed hitbox comes out on frame 42. Wonder if there is anything we could do to combo into that. Extreme Speed kills are the most hype and disrespectful thing we can do.
You usually have to head shot from a short hop on a good read if using AS. Reverse Fp is usually good off a fake approach. The match up can be annoying if you aren't patient.Whats this 1frame landing lag thing im curious :O
Also back to my real question. How does lucario generally do against Rosaluma? How do Force palm and Aura sphere deal with Luma?
I think that's a great idea, especially if there's a main-thread linking to all of them. Wading through a single matchup thread with bits and pieces scattered everywhere is... pretty awful, IMO.Since the metagame will change with every balance patch what do you guys think about making a thread for every character? That way we can revisit matchups as they get updated. We can also give input in the same thread about the same character which would make it easier to find.
Footstool for characters that go too deep. I wonder if DAir hit 1 might lead to some silly stuff.I find it hard to gimp ppl as Lucario. Stage Spikes are one thing, but pure gimps.
What would you say are his best GImping Tools?
Hmm. Is Lucario fast enough to Fair (or even better - Bair) and then follow and Foot Stool if they airdodge the attack?Footstool for characters that go too deep. I wonder if DAir hit 1 might lead to some silly stuff.
I prefered doing this on the Brawl boards, maybe when I am not swamped with stuff to do I can work on this.Since the metagame will change with every balance patch what do you guys think about making a thread for every character? That way we can revisit matchups as they get updated. We can also give input in the same thread about the same character which would make it easier to find.
I like stage run off to dair fake when they grabbed the ledge to a footstool. Works well on falcon or characters with bad recoveries.I find it hard to gimp ppl as Lucario. Stage Spikes are one thing, but pure gimps.
What would you say are his best GImping Tools?
I would say his upthrow is his next best move since you can combo out of it and can bait out airdodges easily. Luacrio is a hard character to learn tilts are good for keeping characters away from you and for linking into aerials, spacing with nair is always good with empty hops into grabs as well. Its going to take alot of time to "figure" this character out but he's very powerful once you do, goodluck!What would you guys say is Lucarios best move outside of AS? I just can't seem to figure out this guy. Average ground and air speed, poor range, pretty darn good neutral, no gimpablilty, ok kill power. Well, his sh aerials are solid, and aura is a killer. Can't figure out a good system.
Up Throw for them combooos.What would you guys say is Lucarios best move outside of AS? I just can't seem to figure out this guy. Average ground and air speed, poor range, pretty darn good neutral, no gimpablilty, ok kill power. Well, his sh aerials are solid, and aura is a killer. Can't figure out a good system.
After seeing the videos @DireWolf put on the video thread, his neutral game is basically HIS game. Up throw-up air shield grab, rinse repeat seen in action.I would say his upthrow is his next best move since you can combo out of it and can bait out airdodges easily. Luacrio is a hard character to learn tilts are good for keeping characters away from you and for linking into aerials, spacing with nair is always good with empty hops into grabs as well. Its going to take alot of time to "figure" this character out but he's very powerful once you do, goodluck!
its in the Q and A threadSomeone gave step by step instructions for the reverse wavebounce. With the controller schematic and everything. Where is it.
B Reverse: hold L analog stick slightly towards ur back, then pressSomeone gave step by step instructions for the reverse wavebounce. With the controller schematic and everything. Where is it.
Nope, those are Turnaround and Reverse simultaneously.B Reverse: hold L analog stick slightly towards ur back, then press
Wavebounce: press b, then immediately hold L analog stick slightly in a direction opposite ur momentum
So b reverse is>>
Wavebounce is>>
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You need to do a jump between the shield and the up Smash, and the USmash cancels the jump.So I recently picked up Lucario, and was playing last night. I got the wavebounce(or b-reverse? Always get them confused) ASC at the ledge to ledge hog.. I understand when they roll just shoot.. however when they get up and are stuck in my AS, I know I should cancel into an upsmash... however this is never hitting. Any advice? I'm pressing shield to cancel, and then up smash immediately. Perhaps I am not doing it correctly? Do I need to turn around first?
Also what's the best way to punish a spot dodge? With my other characters I tend to just charge a Smash.. however Lucario's smashes seems too slow to be charging. Do I just Fsmash/Dsmash without charging if I read a roll?
So no need to turn around to upsmash? Should I wait until a certain point while they're in the Aura Sphere to usmash? Or as long as they are in there, they will get hit regardless?You need to do a jump between the shield and the up Smash, and the USmash cancels the jump.
Also, the best way to punish spot dodges are pivot grabs/attacks, ASC and Dair. They can be easily punished if you see them coming, but don't worry too much if you can't.
Mmmm... the timing is hard to explain... it's like the closest to the center/up center from the ASC. And leave some distance between the floor and your foe to don't let them shield, but not that high to let them jump out.So no need to turn around to upsmash? Should I wait until a certain point while they're in the Aura Sphere to usmash? Or as long as they are in there, they will get hit regardless?
Any videos?Mmmm... the timing is hard to explain... it's like the closest to the center/up center from the ASC. And leave some distance between the floor and your foe to don't let them shield, but not that high to let them jump out.