It's funny because using PK fire makes you fly.
I've never been a huge fan of Lucas (largely because I'm a huge fan of Ness) but after trying him out in 2.0 a bit, I'm actually pretty excited to give him a chance. The momentum mechanics with PK fire, dash attack, and so on make me giddy anticipating their potential. I don't really know or care whether or not Lucas would be very "good" compared to the rest of the cast, I'd just like to get some discussion on him going. So I suppose to start off...
Zap jumping. Firstly, does it still exist? If so, how does the PK fire momentum effect it? And more importantly, what's the timing? (I'm not going to B-stick, but my L button is a jump button.) The timing's tough, so could I have some idea on how to work on it? How would I know if I'm too early or too late?
And then his utilt. Seems like it would start combos like mad, but that thing sends people every which-way and I can't get a lock on it. What determines which way they travel, and what combos come out of each way?
Thank you kindly.
Just what ARE the momentum mechanics? My as-of-yet-virgin-to-2.0 eyes haven't seen anything.
Hold B to make PKfire send you forward, tap it and you fly back. Using it in air makes you go farther. You can cancel said momentum into most attacks.
Oh, and zap jumping still works and it sends you pretty crazy high and pretty crazy far if you use the PKfire-PSI magnet momentum nonsense with it too. Said PSI magnet nonsense seems to be the same as in vBrawl. Anyway, Lucas' recovery is offically in the "retarded good" category if you have your double jump, and it's still kind of lame if you don't... but zap juping sends you to the top of the screen and you can double PKflier all the way across the sky, which is so intense that you should never really need to do otherwise. I'm getting the timing on my own because no one cares enough about Lucas to post here I guess.
I have yet to put much effort in figuring out what's up with utilt. Silly knockback on that thing.
Dash attack and PK Fire forwards can both hit confirm into usmash or dsmash at certain %s.
Dash attack can? Really? That's so beastly! I love his DA. Of course, upsmash ain't what it used to be... what does it kill at now?
Not sure... Definitely below 100% on just about everyone though.
So of course the question becomes, "does it combo at that percent?"
Lucas has become a pretty scary camper. With access to a quick retreating projectile, a long-range control projectile, and an impressive temporary area denial in his jump cancel PK freeze, not to mention a reflector AND an absorber, it's incredibly difficult to out-camp Lucas. Still loses to Snake and DDD in terms of camping thanks to their non-absorbable and non-reflectable projectiles, but his approach and close-combat games are better then theirs so he's fine. PK fire activating on waddles/nades is a nice bonus as well.
(07/20/2010 08:23 PM)Doom Wrote: [ -> ]Lucas is really really lacking. He has a few great moves, but no way to hit with them.
Lucas:
- Make dthrow like, actually combo.
- Make uthrow kill a little sooner.
- He needs a better approach. Fair and dash attack aren't good enough. Make fair autocancel and give it a tiny range buff.
- His zair is trash if you tech immediately after being hit by it. Make that impossible.
- NEW! Make up smash cancelable by shield BEFORE the hitbox comes out. This would be a great way to psyche out landing opponents and utilize some of Lucas's long-lasting moves as powerful landing traps.
Dthrow sends opponents at a very strange angle right now. It really only can combo into up smash and bair, neither of which can be followed well. For the massive amount of risk Lucas subjects himself to by grabbing, especially considering the short reach his grab has for a tether, his throws simply are not rewarding enough. Up throw being a viable kill move would be a great compliment to a comboability buff on dthrow. Alternatively, fthrow could also be a kill move. Not enough fthrows are good in Smash in general.
Lucas's approach game is quick, but it just lacks priority and range. These shortcomings would be fine if he had a fair with no landing lag. Possibly increased shield damage instead. Zair would aid his approach game greatly due to his ability to fastfall during zair that everyone else lacks, but the move is invalidated entirely by the ability to tech immediately after it hits.
Lucas's dsmash and nair have really long-lasting hitboxes. However, they don't cover a lot of space, and can easily be challenged by a landing opponent. If up smash were to be shield cancelable pre-hitbox launch, he could bait an air dodge and use it as a mixup into dsmash or nair.
I like this stuff.
I would lower the trajectory of f-air and weaken the BKB. If you devs feel like remodeling him completely, you give all his moves the '3' theme. Stuff like DA and his tilts can all be put like that, and I would definitely do that to PK Fire, in addition to letting each individual shot control forwards or backwards (more control).
Needs buffs.