B.A.M.
Smash Lord
Lucario Frame Trap Compendium
Introduction
Lucarios im trying to get a thread in each character boards that hold the majority of their frame traps. I think it will aid people in making the most out their punishments. It will help the whole pressure game that lacking in Brawl, better. So can we all try to list all the common frame traps used with Lucario? Im sure newcomers to the character would love to have one thread with this info in one place. So lets all try to figure out some good ones.
Frame Traps
[COLLAPSE="Definition"]A set of two actions that due to the first action's cooldown, shield stun, range or a combination of these sorts punishes majority of defensive options present.[/COLLAPSE]
Aerial Frame Traps:
It goes without saying that Lucario is a beast in terms of aerial frame traps; no other character imo can get as much guaranteed damage of a frame trap than him. So that being said this Section will just list the frame traps and wont necessarily have an indepth analysis on one particular trap unless really needed (or one of you does a write up on one).
Fair:
If you know anything about lucario u know this move is amazing. It combos into itself and other aerials, its got a nice hitbox all around, and when aura builds up, the already fairly safe move (stupid pun) becomes even safer due to greater shield stun being present.
[COLLAPSE="Hide"]Nair: Move combos from Fair as well making it an auto frame trap lol ( lucario has a ton of these). If you can get an opponent at low percents in the air with a nair you can string into a myriad of other things so easily; my personal favorite being buffer sh fair>nair x n. Theres little to nothing an opponent can do once caught in sh range with this frame trap.
Dair: Awesome frame trap, as well as a nice block string due to its shield poking properties.
Fair: at SH this is a foolish endeavor unless you really cant reach your opponent. it will work, but u wont have any solid follow ups. higher in the air however, this comes a great frame trap as the move as stated before easily combos into itself and other aerials (ex:fair>DJ fair> dair.)
[/COLLAPSE]
Uair:
Uair has a great disjoint and when aura buffed can be quite the kill move. It has a hitbox that extends to lucarios tail. Definitely great for juggles.
[COLLAPSE="Hide"]Nair: the hitbox is good, so its probably more likely to hit than anything. Unfortunately no combos due to hits long duration.
Dair: Always a solid option; move does good damage and can get ppl offstage.
Fair: this one is my favorite. Why? Its freakin fair. Free combo is free. Please try to use this if possible.[/COLLAPSE]
Nair
Nair sometimes auto frame traps in itself due to the duration of the move. The fact that it chains easily WITHOUT it hitting meaty, in the case that it does during it auto frame trapping means you just got a crap ton of advantage. Someone needs to find out how much there is during this scenario.
[COLLAPSE="Hide"]reverse utilt: if you are coming at someone descending from FH height, its sometimes nice to through out this frame trap. If u catch the nair then combo city, if not then u get that beautiful arc of utilt covering a good chunk of landing space ( no b-reverse for you). reversing it just ups your chances on catching someone with a good ff AD. [/COLLAPSE]
Option Selects
[COLLAPSE="Definition"]An Option Select is a joystick or button input which functions as multiple possible actions simultaneously, letting the game engine decide the best counter to a situation. Specific instances allow only certain moves to come out, so you can worry less about your opponents options, and focus more on your own offense.[/COLLAPSE]
I am going to make a video later detailing what option selects are good for lucario and why. For now I will leave this video of SF detailing OS and my blog on AIB regarding them.
http://allisbrawl.com/blogpost.aspx?id=125939
There are a couple Shield OS that are potentially good for Lucario:
Grab^Roll OS:
[COLLAPSE="Hide"]There are a multitude of grab^Roll OS. the ones we will discuss are:
ISSDI forward x 1 grab^Froll OS
ISSDI x 1 backwards grab^Broll OS
ISSDI forward x 2 grab^Froll OS
Inputs:
- cstick forward for ISSDI forward x 1 grab or Froll
- cstick backward for ISSDI x 1 backwards grab or Broll
- forward on the analog stick + cstick up (ISSDI forward x 2 grab or Froll)
Why they could be useful:
- Lucario has amazing Rolls
- most people arent just going to stand there while in CQC meaning you are now behind your opponent and can punish a whiff attempt or spotdodge. Its also nice that Lucario's rolls have good distance, allowing him to be at a safe distance frame wise to use his slower than average but solid tilts.
I would definitely love some of our Lucario mains to do some in-depth testing on these and see what they find.[/COLLAPSE]
Aerial OoS^Roll OS:
[COLLAPSE="Hide"]I think these ones have some awesome potential for Lucario as well. We have Aerial OoS^Broll OS and Aerial OoS^Froll.
Input:
-Aerial OoS^Broll OS: rotate the analog stick from back to up (this is if you have tap jump on, otherwise you have to input the back on the analog stick then a jump command afterwards) then put in the aerial of your choosing. This must be done quickly.
- Aerial OoS^Froll: rotate the analog stick from forward to up (this is if you have tap jump on, otherwise you have to just input the forward and jump command right after) then put in the aerial of your choosing. This must be done quickly.
Why they could be useful:
this allows u to combat tilts/smashes that could be potentially used as anti airs/spacing tools against u. If they attempt to use a grab to thrwat your approach, spotdodge, or roll you either get to punish or you stay relatively safe. Please test these in your friendlies and see what works best for you. Froll for offense and Broll for a safer shield approach.[/COLLAPSE]
Jab OS by FlameWave K:
all the information in the collapses [ to be edited in later] will assume your opponent is around jab range.
for more information, ask or check out this write-up
http://allisbrawl.com/blogpost.aspx?id=95600
Offensive
Jab -> Charge Fsmash
Can either let go for slight charge or delay it even more.
Covers Sidestep, and maybe even Forward and Back Roll depending on spacing and positioning
You can also stutterstep back but not forward
Jab -> Aurasphere Charge
Can go into any Aurasphere Cancel
Can Shoot the sphere
Grab
Shield
Sidestep
Jump into air moves
UpB
Jab -> Aurasphere Charge - B reversed
same options as above, just no grabbing and AS shot unless they roll forward or something.
mosty done to hit with the charge hitbox
Jab -> Force Palm
Grabs people out of sidestep/shield after sidestep
sometimes can super armor through moves
FP flame might save you half the time if they buffer their sidesteps
Defensive/Movement
Jab -> Roll Forward
Crosses Up
Jab -> Roll Back
Retreats
Jab -> Shield
shields counterattacks
do any shield option before or after
Jab -> Sidestep
I guessss to avoid grabs
Jab -> Extremespeed
Weird Escape Option?
Want to grab the ledge?
its doubles and you need to edgehog someone? :S
Jab -> Dash
Cross-up
you can pivot grab or jump any time during the dash
or specials too.
Jab -> Short Hop
positioning maybe.
let go of A after you jump do to do aerials
could do specials too I guess.
Jab -> Jump
same thing as short hop you just go higher.
Jab -> Pivot Walk
sillier version of dash
can't trip from this
Jab -> Crouch
to syke them out
can let go of A and dtilt afterwards
if you think they'll hit you downB or shield
to be updated