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My ideas for 1.5 Lucas
07/20/2010, 08:23 PM
Post: #1
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.

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07/21/2010, 10:13 AM
Post: #2
Agree with all of those but the Up-Smash. The Up-Smash is giant, and if you do something like that there is virtually no punishment option for using his strongest kill move. Also, I think you're undervaluing dash attack. Canceling DA into ftilts and dtilts can put on serious shield pressure without the possibility of being punished.

I think Zair should be longer or stronger. When you use it to grab onto an edge, that snake becomes as long as Samus's. When used as a Zair, it has a very low range and damage.

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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07/23/2010, 09:41 PM (This post was last modified: 07/23/2010 09:44 PM by Kink-Link5.)
Post: #3
(07/21/2010 10:13 AM)filbert Wrote:  Agree with all of those but the Up-Smash. The Up-Smash is giant, and if you do something like that there is virtually no punishment option for using his strongest kill move.

I don't see how allowing a move to cancel before its hitbox comes out makes it nonpunishable. If it were cancleable after-the-fact, then it would be. But it isn't. If you follow through with the attack, you are still open to a huge assortment of moves- many of them being charged smash attacks.
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07/23/2010, 09:45 PM
Post: #4
Yeah, if you actually want to hit someone with it, you need to let the hitbox come out. And then you're committed to a very slow move. Sounds like a good idea.

Also, given how hard it is to actually grab someone with Lucas's grab, either improving his grab or making his throws a lot better would be a good idea.
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07/23/2010, 10:11 PM
Post: #5
Everything that Karnith said. I have to start reading posts more carefully. I'm fine with the Up-Smash.

Rope Snake is really lacking right now. As a grapple and a Zair.

It was even in bold. How did I miss the giant BEFORE?

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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07/25/2010, 01:46 PM
Post: #6
I think for his grab, it either needs a little bit longer reach (if possible) or work like ZSS's where the grab persists as long as the animation is out. It makes as much sense as ZSS's (the whip is electric and still looks like it can grab while it's out) because the snake is still sticking out, so it wouldn't look TOO weird.

As a Zair, I'm not sure what exactly the reasoning behind making it hit behind you and down at the ground was. It makes it hard to follow up. I like B+'s where it hits forward and down, but not able to be teched for such a big frame advantage.
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07/26/2010, 08:51 AM
Post: #7
Regarding Lucas, I have full faith in Veril who's working on him and in Doom's feedback. You just go guys, make it epic =)

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