Lucas (ssbu) – smashwiki, the super smash bros. wiki gas evolution reaction


A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. Hits first on frame 2, making it Lucas’ fastest ground attack la gas leak. The first and second hits can jab lock. The second hit can be interrupted sooner than in Smash 4, and lead into a grab or aerial attack.

Swings a stick in front of himself. The stick’s tip deals slightly more damage and knockback, while the move overall functions very similarly to Ness’ forward smash, including the ability to reflect projectiles. Compared to Ness’ version, it has less start-up and ending lag, but deals less damage, knockback and has a lower damage multiplier when reflecting projectiles.

Emits a large blast of PSI energy above his head. Despite in-game tips saying it can attack opponents hanging on the edge, this is not true; the completely whiffs most edge-hanging characters unless their head pokes above the edge. It is a high-risk, high-reward attack; it has an extreme amount of ending lag, which makes it very punishable if missed gas outage, but it is strong enough to KO at 80% when uncharged and at 54% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-4, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a good anti-air attack if used correctly. The animation appears to based on Lucas’ Seven Needles pulling animation.

Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO as low as 60% near the edge depending on the opponent’s weight and DI. If well timed, it can also catch recovering opponents before they grab the edge. Has a bit of start-up lag, but electricity and magnetism quiz questions low ending lag. Unlike in SSB4, each blast is treated as it’s own hitbox, meaning that it can potentially hit multiple times at low percents, and damages shields more than once.

An alternating series of stomps, with each stomp emitting a small blast of PSI energy from his feet. Like his back aerial, it is disjointed and has a meteor smash hitbox below himself on the fourth and last hit. The move itself is also difficult electricity dance moms song to fully land on smaller grounded opponents, such as Pikachu and Kirby. The last hitbox of this move can lock opponents at low percents.

Thrusts both of his hands forward to release a lightning bolt-shaped PSI projectile from his hands. Unlike Ness’ PK Fire, Lucas’ version results in a brief, fiery explosion of PSI energy that launches the opponent backward, rather than a long-lasting pillar of fiery PSI energy. It is further differentiated from Ness’ version in that it flies straight ahead regardless of whether it is used on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air, making it more effective as a spacing tool than Ness’ PK Fire.

Emits a streaming, electrical PSI projectile from his head. Like Ness’ PK Thunder, it can be directed into Lucas to launch him at a high speed. Unlike Ness’ version, it does not disappear after hitting an opponent and instead hits multiple times, giving it damage racking potential. This effect also electricity orlando applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them.

Thrusts his arm forward to emit a glowing orb of PSI energy around his outstretched hand. Any energy-based projectiles it absorbs will heal him, although it no longer absorbs energy projectiles that are launched directly at his back as it did in Brawl. It can also be used offensively, due to it dealing damage and semi-spike knockback to opponents bp gas prices inside of it when it dissipates. The move now has a windbox box that drags in opponents near it.

Unique to Lucas’ version of PK Starstorm, the range of the meteors can also be adjusted. Tilting the stick up causes the meteors to spread out near the top of the screen (this will allow the meteors to hit opponents closer to the upper blast line, but will miss any who are grounded); tilting down causes the meteors to slightly angle outwards as they fall towards the stage (if done from the center of Final Destination, the meteors will cover almost the entirety). Overall, it has far more control than Ness’s version.