Lucas

 

(click to show Brawl trivia)

Lucas wass often compared to Ness, but it was a mistake. Yes, Lucas did have many of the same problems as Ness, but he also had a host of problems on top of that. Lucas needed serious help.

What Lucas got was not only a solution to the horrible problem of grab release, but he also saw his bread and butter moves refined to be on the same level of power as the better characters. Lucas is still focusing on setting up tricks with down aerial, getting reliable damage with jabs and tilts, and poking with Pk Fire. He just gets a lot more reward now when he does that.

Overall, Lucas plays the same way he always did, but the big change is that now his playstyle is much more likely to result in him winning.

Balanced Brawl Bonus: Maturity

  • Lucas’s move set has seen a big overall tune-up in terms of general effectiveness. It’s like he’s grown up now!

Other Major Changes

  • Jab combo now does 12% total damage.
  • Up tilt, down tilt, and back aerial are now generally more effective.
  • Down aerial is revamped; it has all the old uses and some new ones.
  • Down smash is now more powerful on later hits.
  • Pk Fire now does 12% total damage.
  • Pk Freeze now hits more favorably in general.
  • Up throw now does 1% more damage.
  • Lucas’s spotdodge now recovers 3 frames faster (identical to Link, Yoshi, and other “fast” spotdodges).
  • Pk Thunder’s missile attack now connects multiple hits better.

Full Technical Change List

  • Spotdodge: interruptible on frame 22 (previously on frame 25)
  • Jab 3 hitbox 0-2 properties: Damage (4 -> 6)
  • Up tilt frame 7 hitbox 0-2 properties: Damage (8 -> 9), Knockback Growth (105 -> 95), Base Knockback (40 -> 37)
  • Down tilt hitbox 0-2 properties: Knockback Growth (24 -> 0), Base Knockback (6 -> 34), SDI Multiplier (0.40 -> 0.20)
  • Up Smash frame 24 hitbox 0-1 properties: SDI Multiplier (1.00 -> 0.00)
  • Down Smash frame 24 hitbox 0 properties: Damage (14 -> 15), Base Knockback (30 -> 35)
  • Down Smash frame 34 hitbox 0 properties: Damage (11 -> 13), Base Knockback (20 -> 30)
  • Back aerial hitbox 0 properties: Damage (9 -> 11)
  • Back aerial hitbox 1 properties: Damage (12 -> 18), Knockback Growth (90 -> 75), Base Knockback (30 -> 60)
  • Back aerial hitbox 2 properties: Damage (10 -> 12)
  • Back aerial hitbox 3 properties: Damage (7 -> 9)
  • Down aerial frame 4 hitbox 0 properties: Damage (5 -> 4), Knockback Growth (10 -> 0), Base Knockback (50 -> 60), SDI Multiplier (1.00 -> 0.40)
  • Down aerial frame 4 hitbox 1 properties: Damage (5 -> 4), Knockback Growth (100 -> 0), Weight Knockback (20 -> 0), Base Knockback (0 -> 35), SDI Multiplier (1.00 -> 0.40)
  • Down aerial loop hitbox 0 properties: Damage (5 -> 4), Knockback Growth (10 -> 0), Base Knockback (50 -> 60), SDI Multiplier (1.00 -> 0.40)
  • Down aerial loop hitbox 1 properties: Damage (5 -> 4), Knockback Growth (100 -> 0), Weight Knockback (20 -> 0), Base Knockback (0 -> 35), SDI Multiplier (1.00 -> 0.40)
  • Down aerial final hitbox 0 properties: Damage (5 -> 8), Knockback Growth (110 -> 40), Base Knockback (10 -> 55)
  • Down aerial final hitbox 1 properties: Angle (* -> 270), Knockback Growth (130 -> 45), Base Knockback (10 -> 35)
  • Standing grab grab box now lasts 4 frames (from 1).
  • Running grab grab box now lasts 4 frames (from 1).
  • Pivot grab grab box now lasts 4 frames (from 1).
  • Up throw throw box properties: Damage (10 -> 11), Knockback Growth (65 -> 60)
  • Ground break: animates at 1.35x speed starting on frame 1
  • Pk Freeze hitbox 0 properties: Angle (70 -> 0), Knockback Growth (40 -> 15), Base Knockback (50 -> 70)
  • Pk Fire initial hitbox 0 properties: Damage (3 -> 4)
  • Pk Fire splash hitbox 0 properties: Damage (5 -> 8)
  • Pk Fire splash hitbox 1 properties: Damage (4 -> 6)
  • Pk Thunder body attack frame 0 hitbox 0-1 properties: Angle (* -> 365)
  • Pk Thunder body attack loop hitbox 1 properties: Angle (365 -> 363), Base Knockback (30 -> 80), Knockback Growth (50 -> 0)