PMS | steelguttey said: yes when lucario touches you health bars appear and walls form on both sides of the stage. di is removed from the game. you get to choose 2 assist characters.



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I've avoided talking about Lucario before because I admittedly didn't know much about the character(though I always thought he didn't at all belong), but I think I understand enough now to properly convey my thoughts.So from the perspective of someone who never played TFGs, Lucario's OHC system seems completely arbitrary. I believe it goes jab->tilts->smashes->not sure. But also neutral b charge can be cancelled with anything I think?(not sure on this because I know he has to cancel the charge with R/L) I don't know when aura has to be used during that series at all, or if it's just specials or whatever. Point being, it's super bizarre without the requisite background knowledge. I'm all for unique mechanics being in the game, but this seems more to me like a collection of random ways to ignore endlag.His other mechanic is supercharged versions of his specials, this I'm mostly fine with(although the up-b follow-ups are a big part of the underlying non-interaction problem). My biggest complaint here is that since I started in 2.5 I thought his giant Aura Sphere looked really sloppy(slow speed plus abrupt disappearance).Anyway, the end results seems to be Lucario players auto-piloting combos that they learned because they can keep you in hitstun the entire time. The thing that I see a lot of smash players take the most pride in is that our game almost always has some sort of interaction(even the dumb stuff like Fox up-throw->up-air).I could probably get past all of the rando mechanics, but the character is also just boring to watch. Combos in smash are exciting not only because of tight execution, but because you are generally still outplaying your opponent while comboing them. Large strings are never true combos, it's a series of DI reads/reactions, tech-chases, and sometimes baiting an escape option to continue your punish. Lucario combos are boring not only because they're generally very repetitive(in my experience), but because all they really have to do is sometimes react to your DI when they go for up-b->up-air/n-air finisher.3.5 Lucario just jumped at you backwards and repeatedly put his hands behind is back and turned you blue over and over again to lock you in hitstun, that was awful(this might still be the case on some characters).On top of all this, he has a projectile that he doesn't even want to use at high level play(overcharged or not), and his up-b doesn't eat his jump for some reason(like 95% of the cast).So yeah, flame me, enlighten me, justify this character.EDIT: Burden of matchup knowledge for the other player seem pretty big against Lucario too(because of all this random stuff + how Aura works)