Beginning: It sounds crazy but I found it. Lucario is the best counter we have! Sound like conjecture but you see I can tell you. Lucario as a Spacer is the direct counter to meta knight it has the things Meta Knight lack. Easy attributes: he is 1. Heavy keeping himself alive as long as possible as well he benefits out of it with 2. Aura so even if he gets bodied it would help him he gets hit it gets better. It is somewhat similar to rage from smash 4 but with better usage, he is 3. Spacer to wall MK out ok onto Moves.
1. Aura Sphere a good spacer you can charge like this clip https://www.youtube.com/watch?v=Y5c2zutmhz8 (I know it is a Sm4sh clip but it has the same properties as well.) to be a ledge guard it charges fully around frame 120 at highest percent 2. Force Palm, a command grab that starts on frame 9 and ends on frame 43 true combos to rack up damage as well as a good combo ENDER to send MK to the blastzone at the end of a true combo or the 2 1/2. FP Flame to space him out and keep him out of the area to hit him 3. Double Team a counter to use against if MK gets in hitbox starts on frame 6 and completes on frame 81 and as you can control where Lucario comes from it can be safe and a tech chase making impossible for MK to predict where that damage comes from, think about it he can now either shield and if MK does that you can use the Force Palm to a long fatal true combo or if he just stays there you gain more combos and punishes including another long fatal true Force Palm or space him out with the FP Flame as well as a ok edge guard against getup attack 4. Extreme Speed very mobile and long after Aura it starts on frame 30 and can last about 78 frames ground to air so you can move around MK like from one ledge to another so he can't edge guard or even mix it up and if you hit the stage correctly you don't get that much end lag or anything similar as well 5. Jab starts on 6 with low priority it starts out bad but gets stronger with aura with ok knockback and damage 6. Dtilt has ok frame data at and spacing and *POSSIBLY* be safe on shield and could poke at lower shields 7. Ftilt has a ok hitbox starting on frame 12 and ends on frame 29 and a ok knockback and spacer a close MK 8. Utilt hitbox starts at frame 5 ends on frame 32 and can be a good anti-air to stuff approaches or get combos started to a Utilt or Force Palm 9. Fsmash has really strong damage and knockback output on aura and can serve as a good spacing tool as well as an ok ledge guard not charged against normal or jump getup options and if you can shield the get up attack or positioned correctly could also work on roll or attack as well it can become a kill move at high percentage or Aura 10. Usmash another anti-air but with more of a kick as it sends higher and can become an ok kill move at higher aura as well can be a-ok edgeguarding tool against getup jump or normal getup on MK as well it can be a-ok combo starter as lower percents with Force Palm or Bair and spring into another long fatal combo up air a ok kill move at the end of Utilt/Usmash as well as another good anti-air to combat MK's six jumps as well can snatch jumps if done well 11. fair is a good combo extender out of Force Palm as well can be fatal at later percents as it is ok in knock back into Force Palm back air it is ok on knockback and damage and can stage spike or stuff approaches, ok at making a wall between MK and Lucario keeping Lucario safe from MK's combos as well from these projectiles. You could even allow the infinite dimensional cape and it could work like that means he has counter the first attack you could just spam uncharged aura sphere and you only have to be right once as if you are right in the time of the hit and the end of the counters end lag you can start Force Palm combos to KO him 12. Fgrab is good as it does a similar to Force Palm to start a combo as well as an ok ledge guard against normal or jump getup 13. Dair is ok to start combos as well as punish MKs that grab the ledge twice or jump getup as well as an ok air stall or a combo extender has little to no knockback to start a fair string as well could work if you time it against MKs up smash if they tried to anti-air or if you hit Metaknight's Shuttle Loop or Drill or even Mach Tornado could bait a Dimensional Cape keeping you safe with Double Team if you still have a jump to start a combo against an infinite Dimensional cape MK to lead into another Force palm or grab combo 14. Dthrow has knockback up to use an ok short hop Uair combo as well as Bair can lead to a tech chase situation as well can combo into a dash attack or Force Palm or another grab as well could be a kill throw at high percent 15. Uthrow at low percents can lead to a chain grab or a short hop uair and at higher percents can lead to a fatal uair/Force Palm combo or even just for percent to make room for another combo dash attack it quick and the hitbox comes out early can help bait counters or just to punish a miss or no tech can be a ok anti air if you can time MKs landing he is pretty heavy so it can prevent some staple MK combos as well as make some faster techs as well as a ok run speed to move around his shield works as well as roll and spot dodge his jumps are high to stop some other notorious MK combos air dodge comes out fast to prevent other combos n air can work to end others if a jump or airdodge is to slow n air is great to stuff anti airs or combo extender can make racking up damage faster as it has low knock back so won't be fatal to extend it or make percent higher to help combos that won't normally work as well as a out of shield option or poke/damage shields and is ok in neutral games as it can be spaced out if you Di away this is why lucario is a perfect counter with all of this it seems obvious to me how did no one think of this before we can beat him with this kind of training as well you could easy space with him so MK can't even get in to combo or hit in the first place that is all I have to say bye Alwsomex0 out!
(Thanks to "The Lucario Framedata project" they are the only one I could find Lucario Framedata from for helping me with research)
1. Aura Sphere a good spacer you can charge like this clip https://www.youtube.com/watch?v=Y5c2zutmhz8 (I know it is a Sm4sh clip but it has the same properties as well.) to be a ledge guard it charges fully around frame 120 at highest percent 2. Force Palm, a command grab that starts on frame 9 and ends on frame 43 true combos to rack up damage as well as a good combo ENDER to send MK to the blastzone at the end of a true combo or the 2 1/2. FP Flame to space him out and keep him out of the area to hit him 3. Double Team a counter to use against if MK gets in hitbox starts on frame 6 and completes on frame 81 and as you can control where Lucario comes from it can be safe and a tech chase making impossible for MK to predict where that damage comes from, think about it he can now either shield and if MK does that you can use the Force Palm to a long fatal true combo or if he just stays there you gain more combos and punishes including another long fatal true Force Palm or space him out with the FP Flame as well as a ok edge guard against getup attack 4. Extreme Speed very mobile and long after Aura it starts on frame 30 and can last about 78 frames ground to air so you can move around MK like from one ledge to another so he can't edge guard or even mix it up and if you hit the stage correctly you don't get that much end lag or anything similar as well 5. Jab starts on 6 with low priority it starts out bad but gets stronger with aura with ok knockback and damage 6. Dtilt has ok frame data at and spacing and *POSSIBLY* be safe on shield and could poke at lower shields 7. Ftilt has a ok hitbox starting on frame 12 and ends on frame 29 and a ok knockback and spacer a close MK 8. Utilt hitbox starts at frame 5 ends on frame 32 and can be a good anti-air to stuff approaches or get combos started to a Utilt or Force Palm 9. Fsmash has really strong damage and knockback output on aura and can serve as a good spacing tool as well as an ok ledge guard not charged against normal or jump getup options and if you can shield the get up attack or positioned correctly could also work on roll or attack as well it can become a kill move at high percentage or Aura 10. Usmash another anti-air but with more of a kick as it sends higher and can become an ok kill move at higher aura as well can be a-ok edgeguarding tool against getup jump or normal getup on MK as well it can be a-ok combo starter as lower percents with Force Palm or Bair and spring into another long fatal combo up air a ok kill move at the end of Utilt/Usmash as well as another good anti-air to combat MK's six jumps as well can snatch jumps if done well 11. fair is a good combo extender out of Force Palm as well can be fatal at later percents as it is ok in knock back into Force Palm back air it is ok on knockback and damage and can stage spike or stuff approaches, ok at making a wall between MK and Lucario keeping Lucario safe from MK's combos as well from these projectiles. You could even allow the infinite dimensional cape and it could work like that means he has counter the first attack you could just spam uncharged aura sphere and you only have to be right once as if you are right in the time of the hit and the end of the counters end lag you can start Force Palm combos to KO him 12. Fgrab is good as it does a similar to Force Palm to start a combo as well as an ok ledge guard against normal or jump getup 13. Dair is ok to start combos as well as punish MKs that grab the ledge twice or jump getup as well as an ok air stall or a combo extender has little to no knockback to start a fair string as well could work if you time it against MKs up smash if they tried to anti-air or if you hit Metaknight's Shuttle Loop or Drill or even Mach Tornado could bait a Dimensional Cape keeping you safe with Double Team if you still have a jump to start a combo against an infinite Dimensional cape MK to lead into another Force palm or grab combo 14. Dthrow has knockback up to use an ok short hop Uair combo as well as Bair can lead to a tech chase situation as well can combo into a dash attack or Force Palm or another grab as well could be a kill throw at high percent 15. Uthrow at low percents can lead to a chain grab or a short hop uair and at higher percents can lead to a fatal uair/Force Palm combo or even just for percent to make room for another combo dash attack it quick and the hitbox comes out early can help bait counters or just to punish a miss or no tech can be a ok anti air if you can time MKs landing he is pretty heavy so it can prevent some staple MK combos as well as make some faster techs as well as a ok run speed to move around his shield works as well as roll and spot dodge his jumps are high to stop some other notorious MK combos air dodge comes out fast to prevent other combos n air can work to end others if a jump or airdodge is to slow n air is great to stuff anti airs or combo extender can make racking up damage faster as it has low knock back so won't be fatal to extend it or make percent higher to help combos that won't normally work as well as a out of shield option or poke/damage shields and is ok in neutral games as it can be spaced out if you Di away this is why lucario is a perfect counter with all of this it seems obvious to me how did no one think of this before we can beat him with this kind of training as well you could easy space with him so MK can't even get in to combo or hit in the first place that is all I have to say bye Alwsomex0 out!
(Thanks to "The Lucario Framedata project" they are the only one I could find Lucario Framedata from for helping me with research)
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