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Brawl Character Tutorial Project?, Would it kick off?
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| QUOTE (Parakarry @ Aug 10 2008, 02:16 AM) | Lucario
Lucario is a very popular Pokémon, star of his own anime movie and used by many of the game's players. As a Fighting type, his quick moves and strong combat have found their way into Super Smash Bros. Brawl.
Lucario's biggest asset is his control of Aura. Aura is a kind of energy in all living things, much like the Force in Star Wars. In Lucario's case in brawl, besides his attacks, Aura helps him when he takes damage. As Lucario accumulates more and more damage, his aura intensifies, and his attacks become more powerful, so he isn't to be taken lightly at the end of his rope. As Snake put it, "The cornered rat will bite the cat."
I'm not going to go into detail about every single move minute move he has, but I'll mention the more common/useful ones. I'll update this if I can think of any more good ones.
Standard moves: A+A+A: Punch Punch Kick. Quick move to get some fast damage and moderate knockback.
Forward Smash: Lucario does a powerful punch.
Down Smash: Lucario attacks downward with both of his fists on either side.
Up Smash: Lucario spins around and strikes above him.
Down Aerial: This move is really useful. Lucario will do a double downwards kick. Not only is this good for quick damage in the air as an aerial strike, but it stops Lucario from moving left or right, so you can gain a hold if you get knocked back. (Assuming you can still control him when you get knocked back.)
Specials B: Aura Sphere
Holding down B charges the Aura Sphere. At any time, you can pause the charging and hold the move while you move around and attack. When B is pressed again, the sphere is released, Lucario will fire a sphere of energy in a straight line in front of him. Good, long range. As Lucario gets hurt more, the maximum size of the sphere increases.
Best used: At most any range, but not too far or else the foe will see it coming. It's also a good idea to move around and hold the charge until you're positioned right in front of your foe later on.
B+Forward: Force Palm Lucario takes a moment, and then fires a force from his hand that extends a short distance away from him. This can hit from the edge of the short range, or if you're close enough, Lucario will actually grab the opponent, rending him incapable of action until he gets struck.
Best used: Really close range so as to grab opponent. Not worth it to try to strike from the longer distance.
B+Down: Double Team Lucario will split into illusionary images, and during a short time, any attack will make him disappear, and then reappear while striking a counterattack. On the plus side, it doesn't matter where the opponent strikes him, the counter will still take effect. On the downside, the effect of counter doesn't last too long, and afterwards he is left vulnerable.
Best used: When you KNOW you're going to get hit with something, and can time it very well.
B+Up: Extremespeed Recovery move. In a bit of a cross between Pikachu and Fox's recovery, Lucario will pause for a moment and dash in the direction of the control stick. The direction of the stick can also be changed during the move, resulting in a slightly curved dash. Regardless, this move has no attack power. You can also use this move to jump in a direction quickly, but remember that Lucario takes a small pause before starting, so it's not recommended to use this while your opponent is close.
Best used: Only as a recovery move.
Final Smash: Aura Storm "Watch the power of Aura!" Lucario will warp to the top of the screen and fire a powerful aura laser from his hands down at the battlers below. This laser can be slowly angled with the control stick. The longer the foe gets stuck in the path of the laser, the more damage he or she will receive. The last hit before the laser dissipates will knock opponents away. However, if Lucario doesn't have much damage, it won't knock away as far. The more damage Lucario has, the more powerful the knockback. Warning: This attack can be avoided if the player is quick enough and can move and jump out of the way. Use it at the right time. |
a few edits and additions:
Standard moves: Standard AAA combo: an okay combo to use, but applications are sparse if your opponent knows how to block. the kick leaves you wide open for retaliation afterwards, and it's often best to jab once, or jab twice and use another move, such as a grab or the forward B attack. this can confuse an opponent, and can even hit them if they decide to down dodge, due to the energy burst that comes out afterwards.
Forward smash: it's not a punch at all.. he forces a a conic concentration of aura out in front of him. it's basically a huge explosion from his palms that can send opponents flying, as often times people are never really sure of the true range of this attack. best used to end comboes, or end opponents.
which brings me to another point.. due to lucario's beginning power level which isn't that good, it's good to save his killing attacks for when you're either powered up from your damage, or by not using em until your opponent is within killing range (at the ledge of a stage, around 90 - 130 is a good range to mess with. don't forget about DIMINISHING RETURNS. don't repeatedly use the same move if you didnt kill with it in the first place.) good kill moves are forward smash (prefferably near the tip), down smash (at the tips, where the actual explosions occur), back aerial (at the upper part of the explosion coming from his palm at the first frame of the attack), up aerial (beginning of the attack, tip of foot), down aerial, and neutral aerial off the stage. hitting with the beginning of each attack, and hitting precisely is important as you can tell.
back to the attacks themselves..
Down smash: Lucario's aura explodes from his palms on both sides. this is nice to use against opponents who love to roll. use it as a preemptive strike.. a punish attack, rather. otherwise, its slow startup is easy to see coming and you in turn can be punished for ignoring the fact that timing is required.
Up Smash: Lucario does a sort of, on teh ground shoryuken, shooting a cone of aura above him, like his forward smash. i'm not sure about the exact strong point of this attack, but i'd only use it on a helpless opponent, or one that will not be able to fall past it. the up smash also lingers a bit, so if your timing is a bit off the opponent will run to your opening only to get a whiff of your awesome aura.
Down aerial: this move's uses extend beyond stopping yourself in mid air, it also punishes basically every possible combo in the game. you can shield an attack, jump above an opponent and give them a quick stomping. rinse and repeat until they start to block, then go in for a few quick grabs. keep your opponent's footing completely destroyed.
**ADDED**
Forward Aerial: Lucario kicks up a small burst of aura from his foot. this is your opening move to many of lucario's comboes. add another forward aerial or two...finish with a neutral aerial, up aerial, down aerial, whatever. the range is also confusing to some opponents, like his forward smash. keep people away from you!
Back aerial: Lucario puffs concentrated aura from behind him. nice to use off the ledge to shove opponents out of range for recovery. the sweet spot around the top ledge of the attack is potentially deadly.
Neutral Aerial: combo finisher, and a nice way to get an opponent away from you for some breathing space. this attack lasts quite a while, so be careful and make sure you have some room while using this off teh stage. landing this attack cancels out immediately, so you can sometimes use it to open up for comboes if they're not pushed too far.
Forward tilt: Lucario reaches forward and puffs aura outwards. this attack hits twice, and sometimes pokes through shields. the range is great, and the speed is also great. great for spacing, great for punishing. this is an awesome move..just don't become predictable with it.
Up tilt: obvious combo starter, and also punishes opponents trying to attack you close range. follow up with an aerial of any kind, make sure you land it right. if they're heavy, up aerial to grab works well. comboing into more up tilts is good as well, just make sure to get out of the way eery once in a while to see if your opponent will try to retaliate.
Down tilt: a possible finisher for the A+A+(attack) combo, also a spacer. sticks out in front of you, lifts opponents fairly high..not too reliable for kills, though it really looks like it hurts. just a sort of back up off me type move at best.
Specials B: Aura Sphere
You don't hold b to charge, you press once to charge, press again to fire, blocking or hitting a direction to roll will pause charging. while charging, the aura sphere itself can damage your opponent, sometimes pushing them a bit in front of you..at this point you can let them sit there struggling a bit, and fire your sphere. the sphere will keep them locked in it, and it will hit them, guaranteed. very situational..don't count on it. you're better off using small aura spheres to control your opponent's movement, and charging a big one to scare them. you don't even have to actually use it to kill them. Believe me, they'll screw themselves over..especially if they have a reflector/absorber move.
Forward B: force palm can be used in many ways, but they're all extremely risky, and you have to know your opponent. using the force palm attack stops your movement completely, so it can be used to force your opponent to try and attack you while you rushed them. use this to play games with yer opponent...only if you really want to..not recommended, though..unless you know your opponents really well
Down B: only thing i can add here is that the move itself takes a little bit longer to take affect. time a bit ahead when you decide to use this move..using it at the exact right time....will just let you get hit. think ahead! this is lucario's entire game, thinking ahead.
Up B: if you're recovering, try to hit the floor with this move. you'll bounce to your feet faster than if you just landed after the move itself.
Final Smash: Aura Storm
One tip while using this move...your opponent is gonna run. aim the other way. he's most likely gonna try and run back. then again, this depends on who you're fighting... which brings me back to thinking ahead... know your opponent, and lucario's arsenal of comboes will overwhelm them.
This post has been edited by c0nker on Aug 11 2008, 02:13 AM
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