Post by Dettadeus on May 24, 2011 21:50:22 GMT -5
Feel free to contribute to this if you have anything to add.
So after playing as Lucario some more(and getting rather bored) I decided to make this sort of strategy guide for Lucario.
First: The Aura Multiplier.
This is what makes Lucario so unique. Almost all of his attacks are powered up by a certain amount depending on how much damage he has taken and how many lives behind his opponent he is.
Here's a video demonstrating Lucario at his maximum aura multiplier:
www.youtube.com/watch?v=WAH84tGwYEM
As you can see, his attacks can do significantly more damage and knockback, most notably his Neutral Special, Aura Sphere, which increases in size, damage, knockback and priority by a massive amount before capping out.
Now, although the multiplier is cool, it's really not something you want to use. If you're affected by the multiplier, you're probably behind in the match or very close to losing a life (or the game). So it's more of a useful power-boost for when you need to get back into play.
Second: Lucario's "Advanced Techniques".
-Force Palm Chain Grab. Lucario's Side Special, Force Palm, is a special type of grab that can affect airborne opponents and can be initiated in the air as well as on the ground. This can allow for a short chain grab. You can combo this into a number of attacks, such as a dash attack, a N-Special or an U-Special, as well as a Final Smash if you have one ready.
-Aura Sphere Cancel. Aura Sphere, while charging, can cancel out a massive number of ground attacks and a number of aerial attacks. This even includes a few Final Smashes up to a certain extent.
-D-Air Recovery Glide. While moving forward in the air, perform a D-Air and tap forward at the same time and you will seem to glide forward due to the D-Air slowing your fall. Be careful, because you'll likely go into a fast-fall while performing this.
-Aura Sphere Recovery. Not really an AT, so to speak, but while in the air, throwing an Aura Sphere can push you a large distance in the opposite direction. If you're off the stage and facing away from it, try throwing a fully charged Aura Sphere to get you closer to the stage.
(And before you even ask, I'm not putting Crusade Cancel in here, Felipe. :P)
A video of the first three techniques being performed is here.
A better example of the Chain Grab is here (performed on a CPU) and here (also on a CPU).
Third: Strategy.
-Well, Lucario does get that nice bonus from getting beaten up, so it's not necessarily a bad idea to go all-out offensive and take a bit of damage to start off. It's also a good mindgame for your opponent because they'll think that you're just some button-masher who doesn't think out his attacks before performing them, then you get to prove them entirely wrong.
-Never taunt without a fully charged Aura Sphere. In the time it takes to perform your taunt once or twice, your Aura Sphere could be charged.
-Counter. Lucario's counter is best when he's at high percentages, and this is just when you want to be using it. Keep in mind it has no effect on projectiles and will not counter them. Also, be careful about the timing because you could rush in from your counter and be hit by the attack you supposedly countered. This is especially true with multi-hit attacks.
-If you're getting close to or above 100%, start using Aura Sphere above everything else. This is by far your safest attack while at high percentages because it's most powerful then. Make sure to always keep Aura Sphere charged and take every chance you get to charge it.
So if you have anything to add, just say it. ;D
So after playing as Lucario some more
First: The Aura Multiplier.
This is what makes Lucario so unique. Almost all of his attacks are powered up by a certain amount depending on how much damage he has taken and how many lives behind his opponent he is.
Here's a video demonstrating Lucario at his maximum aura multiplier:
www.youtube.com/watch?v=WAH84tGwYEM
As you can see, his attacks can do significantly more damage and knockback, most notably his Neutral Special, Aura Sphere, which increases in size, damage, knockback and priority by a massive amount before capping out.
Now, although the multiplier is cool, it's really not something you want to use. If you're affected by the multiplier, you're probably behind in the match or very close to losing a life (or the game). So it's more of a useful power-boost for when you need to get back into play.
Second: Lucario's "Advanced Techniques".
-Force Palm Chain Grab. Lucario's Side Special, Force Palm, is a special type of grab that can affect airborne opponents and can be initiated in the air as well as on the ground. This can allow for a short chain grab. You can combo this into a number of attacks, such as a dash attack, a N-Special or an U-Special, as well as a Final Smash if you have one ready.
-Aura Sphere Cancel. Aura Sphere, while charging, can cancel out a massive number of ground attacks and a number of aerial attacks. This even includes a few Final Smashes up to a certain extent.
-D-Air Recovery Glide. While moving forward in the air, perform a D-Air and tap forward at the same time and you will seem to glide forward due to the D-Air slowing your fall. Be careful, because you'll likely go into a fast-fall while performing this.
-Aura Sphere Recovery. Not really an AT, so to speak, but while in the air, throwing an Aura Sphere can push you a large distance in the opposite direction. If you're off the stage and facing away from it, try throwing a fully charged Aura Sphere to get you closer to the stage.
(And before you even ask, I'm not putting Crusade Cancel in here, Felipe. :P)
A video of the first three techniques being performed is here.
A better example of the Chain Grab is here (performed on a CPU) and here (also on a CPU).
Third: Strategy.
-Well, Lucario does get that nice bonus from getting beaten up, so it's not necessarily a bad idea to go all-out offensive and take a bit of damage to start off. It's also a good mindgame for your opponent because they'll think that you're just some button-masher who doesn't think out his attacks before performing them, then you get to prove them entirely wrong.
-Never taunt without a fully charged Aura Sphere. In the time it takes to perform your taunt once or twice, your Aura Sphere could be charged.
-Counter. Lucario's counter is best when he's at high percentages, and this is just when you want to be using it. Keep in mind it has no effect on projectiles and will not counter them. Also, be careful about the timing because you could rush in from your counter and be hit by the attack you supposedly countered. This is especially true with multi-hit attacks.
-If you're getting close to or above 100%, start using Aura Sphere above everything else. This is by far your safest attack while at high percentages because it's most powerful then. Make sure to always keep Aura Sphere charged and take every chance you get to charge it.
So if you have anything to add, just say it. ;D