SSBU/Lucas

From Dragdown


Overview

Lucas
Weight:94
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3-17F Intangibility)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3-30F Intangibility (Neutral)
3-21F Intangibility (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Floaty Double Jump
Tether Recovery
Fastest OOS:NAir, UAir (10F)
USmash (1-7F Invincibility)
Overview
Lucas (リュカRyuka) is a surprisingly balanced character with emphasis on tricky movement & misdirection by leaning into his excellent wavebounces & air mobility. With his disjointed, low-lag aerials, he can cover a good amount of space within horizontal planes to force mistakes or telegraphed movement options, which he can then retaliate against and punish.

He has very flexible recovery trajectories at the cost of execution (PKT2/Rocket aiming) & exploitable gaps. His tether provides a veritable safety net for him to lean on for stage recovery. Where his greatest strengths are seen is in his oppressive edgeguarding, which is among the best in the game. His offense isn't lacking either, with many options stringing into vortex situations that can lead into surprisingly high damage and even KOs.

However, his defensive game is somewhat lacking in a few areas. While he does have quick buttons for scramble situations, Lucas's OoS and landing options are fairly lackluster. You will often find yourself relying on wavebounce and b-reverse specials in order to mix up your landing, which can sometimes be punished depending on which special you b-reverse. His fastest OoS option being a low-range, frame 10 Neutral Air combined with him having a slower tether grab instead of a traditional one means you will often find yourself getting shield pressured without much chance to fight back.

Overall, Lucas likes to play the mid range with his disjoints and mobility, while also having the ability to scrap up close and deal good damage thanks in part to being blessed with good frame data on many important moves. And of course, he still has that juicy cheese factor that can absolutely steal stocks when you really need it.

Summary
Lucas uses a thoroughly strong aerial game, from terrifying PK attacks to unique movement, to pressure opponents into mistakes that can lead into a devastating punish game.
Pros Cons
  • A PK Zoner: An effective zoner with an harassment game using PK Fire, F-Tilt and his Z-Air, while also having the ability to counter the opponent's projectiles with PSI Magnet, his F-Smash, and Z-Air again.
  • Edgeguard Champ: Lucas has a suite of both powerful and low-commitment attacks, spikes, and potent two-framing options to make for some brutal edgeguarding and ledge trap situations while also being able to make it back with his versatile recovery.
  • Powerful Disjoints: Moves such as FTilt and FAir are both safe, disjointed, and boast high killing power, meaning Lucas’s neutral is played with his primary kill threats.
  • Mobility: Lucas's floaty nature gives him surprisingly ambiguous movement when utilizing wavebounces, b-reverses, and DJCZDouble Jump Cancel Z-Air. This gives him great mixups in neutral, advantage and even disadvantage, along with being able to space effectively.
  • Kill Throws: At mid percent and beyond, Lucas is guaranteed to have at least one throw that will give him stage control and eventually kill, blessed with two of the strongest kill throws in the game.
  • Safe on Block: Many of Lucas's moves, such as FAir and PSI Magnet, are extremely safe on shield, which can make it very difficult to actually punish his shield pressure, even if they have fast out-of-shield options.
  • High Execution: Heavily reliant on having a good grasp of wavebounces, B-reverses, double jump cancels, and the ability to execute these consistently to be able to press his advantage.
  • Blind Spots: Lucas has slow and specific out-of-shield options that create highly exploitable blind spots behind him, and his tether grab makes point-blank punishment difficult. He also struggles to catch jumping opponents, having no good grounded tools to control the area above him.
  • Unable to Land: Lucas's combination of poor landing options and floatiness make him prone to getting locked in the air, taking way more damage than necessary to reach the ground again.
  • Tether Grab: While Lucas’s Z-Air and its tether recovery are a massive boon, the frame data penalty to his normal grab makes him significantly easier to shield pressure and evade in neutral.
Floaty Double Jump
Lucas sports an unusually slow and floaty double jump that gradually accelerates him vertically, rather than a more typical immediate double jump like most of the roster. Lucas's floaty jump enables him to catch characters almost anywhere on the screen in terms of vertical positioning, and pairs well with his specials to offer a great degree of flexible space control.

However, it has a few problems. Lucas cannot readily jump away from opponents, either defensively or as a bait, must commit to using a wavebounce/B-reverse/DJCZDouble Jump Cancel Z-Air if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries.

Rope Snake
Lucas, like a small handful of other characters, utilizes a tether for a "tether grab". In his case, it comes in the form of his trusty pal, Rope Snake. This means that his grab has extended range and increased active frames, but slower startup as well as more end lag to compensate. It can also be used in the air as an extra far-reaching (but weak) aerial, as well as a recovery option that allows him to snap to ledge from a distance.
  • Allows Lucas to recover quickly in comparison to PK Thunder
  • Lucas's Tether recovery is 5 training mode units wide
  • He doesn't have to rely on airdodge or drift when PK Thunder is too risky
  • Tethers cannot be 2 framed so it helps in that aspect.
  • Has built-in tether cancel mixups offstage for coming back onstage
  • Hard to react to the tether recovery
  • Tether grab gives Lucas further reach than most standard grabs.
  • His pivot grab is very good at catching landings or dash in approaches.

Tether grabs/recoveries have some notable downsides however:

  • Doing a tether cancel is a niche mixup but it also nerfs the intangibility of your ledge options.
  • Since it has more startup than standard grabs it has less utility as an out-of-shield option.
  • Moves with lingering hitboxes (such as sex kick Neutral Airs) can catch the tether pull animation before Lucas snaps to the ledge so it can be fairly exploitable at max range
  • Tether grabs tend to be much more committal in exchange for the range which means you can hit Lucas before he grabs you or grab earlier or grab trade with faster grabs.
  • Very poor dash Grab.


(C) = The hitbox closest to Lucas.
(M) = The hitbox in the middle of other hitboxes.
(F) = The hitbox farthest from Lucas.
(G) = Hitbox hits ground opponents only
(A) = Hitbox hits aerial opponents only.

Normal Attacks

Jab Sequence

+ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit (C) 2.5% 2 19 361 -13 -
Hits (M)1/(M)2 2.5% 2 19 180/361Middle 1 / Middle 2 -13 -
Hits (F)1/(F)2 2.5% 2 19 180/361Far 1 / Far 2 -13 -
  • Middle 1 / Middle 2 and Far 1 / Far 2 are separate hitboxes that overlap each other that serve two different purposes. Middle 1 and Far 1 hitboxes are meant to send the opponent back towards Lucas so he can more easily follow up into Jab 2 as theses hitboxes have more priority and can only hit fighter hurtboxes compared to their overlapping counterparts. While Middle 2 and Far 2 is to interact with anything besides a fighter, like items or stage elements.

His fastest move coming in at frame 2, Lucas's jab is usually relegated to being a "get off me" tool that can also send characters into tech chases at very low percents. It deals low damage and has a bad habit of not linking properly into later hits along with being unsafe and low-range compared to his other moves. Lucas's jab as a whole is an un-reactable grounded mixup poke for Lucas. It launches decently far, can be combo'd into from a down tilt, and has some creative utility to it for being a really quick move despite its flaws. Very useful after a clash as this move's speed will usually beat your opponent's.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit (C) 35 0 35 - - 4 ? 0 Direct Rebound 0 ×1.7 ×1.0
Hits (M)1/(M)2 20 0 28 - - 4 ? 0 Direct Rebound 0 ×1.7 ×1.0
Hits (F)1/(F)2 20 0 20 - - 4 ? 0 Direct Rebound 0 ×1.7 ×1.0
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit (C) 1.5% 3 19 361 -13 -
Hit (M) 1.5% 3 19 361 -13 -
Hit (F) 1.5% 3 19 361 -13 -

Jab 2 description

  • Primarily used for jab locks
  • Leaves Lucas at +23 frame advantage after a successful jab lock
  • Can be used to check if the opponent will try to drop shield or do a defensive option after jab 1


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit (C) 25 0 30 - - 3 ? 0 Direct Rebound 0 ×1.8 ×1.0
Hit (M) 20 0 28 - - 3 ? 0 Direct Rebound 0 ×1.8 ×1.0
Hit (F) 20 0 20 - - 3 ? 0 Direct Rebound 0 ×1.8 ×1.0

Hit (C):

  • Hitbox has +2 additional hitstun frames.


Hit (M):

  • Hitbox has +2 additional hitstun frames.


Hit (F):

  • Hitbox has +2 additional hitstun frames.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitboxes 3.5% 6-7 29 361 -19 to -18 -

Jab 3 description

  • VERY unsafe and committal against blocking opponents
  • Will always send opponents into tumble assuming jab 1 and 2 connect


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitboxes 64 0 80 - - 4 ? 0 Direct Rebound 0 ×2.0 ×1.0


Dash Attack

Dash State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 9.0% 13-17 37 75 -15 to -11 -
Sweetspot 13.0% 13-17 37 46 -12 to -8 -
  • Has a strong sweetspot on the PSI blast that launches horizontally and a sourspot on Lucas's arm that launches vertically
  • Sourspot has higher hit priority than the sweetspot
  • Lucas moves forward slightly during the active frames

A somewhat strange move, Dash Attack is relatively slow for a move of its type and is incapable of crossing up shields, making it less of a burst option and more of a tool for catching an opponent's landings and as a KO option. In a sense, it could be considered a much slower but stronger Forward Tilt with more horizontal range.

The sweetspot gives it very good kill power for a DA, being comparable to Forward Air, but since this move will usually be used much less frequently, it tends to KO earlier due to it being less stale. During tech chases, it's great for covering both missed techs and opponents who tech in place since both can be caught with the same timing. Using an IDAInstant Dash Attack as a finisher for DJCZ chains is also a strong option, as it will launch opponents at a good angle to set up for an edgeguard situation. Additionally, it can catch some characters who choose to hang on ledge for too long.

The sourspot weakly launches opponents vertically, and can lead to true follow-ups into Up Air chains at low to mid percents (depending on an opponent's weight), which can be made easier if you choose to use Tap Jump, as it allows you to bypass the shorthop aerial macro.

Dash Attack is not that punishable on whiff compared to other moves of similar startup, killpower and size, it is quite strong for a dash attack when spaced. It is a lot more punishable on shield when hit during the early frames, especially on the sourspot, although it can be made much safer with proper spacing. The disjoint and active frames, along with decently high pushback, can allow you to avoid shield grabs if it hits with the sweetspot, especially during the later active frames. It is very rewarding at higher percents when spaced due to the threat of a disjointed kill move. It is still vulnerable to long-range out-of-shield options such as Shulk's Air Slash even when spaced, so use with caution.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 60 0 76 - - 9 ? 1 Direct Rebound 0 ×1.0 ×1.0
Sweetspot 60 0 81 - - 12 ? 1 Direct Rebound 0 ×1.2 ×1.0


Tilt Attacks

Forward Tilt Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 7.5% 7-9 25 361 -10 to -8 -
Sweetspot 11.0% 7-9 25 361 -8 to -6 -
  • Consists of a large sweetspot in the PSI blast, and a sourspot on Lucas's arm
  • Sourspot hitbox has higher priority than the sweetspot
  • Sourspot is negative on hit at low percents

Considered one of the best in the game, Forward Tilt is one of Lucas's most important grounded options to master due to its angling and utility. It is extremely flexible thanks to a combination of speed, safety, a deceptively large disjoint, and high kill power.

Its most common use is as an amazing mid-range poke, very good for both spacing and checking grounded approaches. Its high range and low endlag makes punishing this move very difficult, especially on shield due to high pushback. Forward Tilt is very strong when done out of a pivot cancel, essentially making it a burst option in situations where Dash Attack's slower startup just won't cut it.

For a button as quick as it is, Forward Tilt also has very high knockback scaling, making it one of Lucas's best KO options. It is very easy to confirm into off of a Down Tilt, or even just land it in neutral against an approaching opponent.

The sourspot, while usually less desirable, still has its fair share of more niche uses. At low to mid percents, it is very good for locking opponents who miss a grounded tech, as unlike Jab, it is possible to buffer any option afterward, making the follow-up window much more lenient. Additionally, it can consistently hit characters with thinner hurtboxes where Jab might whiff. At specific percents, it is plus enough on hit to combo into Jab assuming they're in range, sending them into tumble for a potential tech situation. At higher percents, it will send into a guaranteed tech situation by itself, allowing Lucas to call out an opponent's tech option.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 20 0 60 - - 8 7 0 Direct Rebound 0 ×1.0 ×1.0
Sweetspot 55 0 80 - - 10 13 0 Direct Transcendent 0 ×1.0 ×1.0

Sweetspot:

  • On frame 9 hitbox size shrinks.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 7.5% 7-9 25 361 -10 to -8 -
Sweetspot 11.0% 7-9 25 361 -8 to -6 -
  • Consists of a large sweetspot in the PSI blast, and a sourspot on Lucas's arm
  • Sourspot hitbox has higher priority than the sweetspot
  • Sourspot is negative on hit at low percents

The up-angled version is a potent close-up diagonal anti-air. It is also useful to combo lighter and taller characters for longer out of a Down Tilt. This is a much safer and less commital alternative to doing an aerial to antiair or using Up Tilt ,Grab or Up Smash Both angled versions also make it easier to hit the sweetspot where the un-angled version would normally hit with the sourspot.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 20 0 60 - - 8 7 0 Direct Rebound 0 ×1.0 ×1.0
Sweetspot 55 0 80 - - 10 13 0 Direct Transcendent 0 ×1.0 ×1.0

Sweetspot:

  • On frame 9 hitbox size shrinks.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 7.5% 7-9 25 361 -10 to -8 -
Sweetspot 11.0% 7-9 25 361 -8 to -6 -
  • Consists of a large sweetspot in the PSI blast, and a sourspot on Lucas's arm
  • Sourspot hitbox has higher priority than the sweetspot
  • Sourspot is negative on hit at low percents

The down-angled version is a potent 2-framing tool that can more reliably be used on reaction, unlike Down Smash as it has much less commitment and is starts up quicker. Both angled versions also make it easier to hit the sweetspot where the un-angled version would normally hit with the sourspot.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 20 0 60 - - 8 7 0 Direct Rebound 0 ×1.0 ×1.0
Sweetspot 55 0 80 - - 10 13 0 Direct Transcendent 0 ×1.0 ×1.0

Sweetspot:

  • On frame 9 hitbox size shrinks.
Up Tilt Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Scoop Hits 1.5% 4 33 120 -26 -
Clean Hits 8.0% 7-10 33 93 -18 to -15 -
Late Hit 5.0% 11-16 33 90 -16 to -11 -
  • Has a launcher hitbox on both sides of him which combos into the main hit
  • Weak hit is much smaller but hits slightly higher than the strong hit

Lucas's Up Tilt is a quick, disjointed, and very active vertical thrust kick that primarily functions as his most reliable anti-air, and early-stock mix-up tool.

It has a decently strong hitbox to keep out opponents above him, but it truly shines on platform stages as at low to mid percents, the opponent can be forced to land on platforms while in tumble to enable platform tech chase situations. This can potentially reset into a new combo if Lucas predicts or reacts to their landing/tech options options properly.

Up Tilt can also be used to trap opponents at low percents by baiting them to airdodge or mash an aerial, giving Lucas a free punish with a pivot grab or Forward Smash since the recovery is so low. The high active frames and good disjoint can also let this move trade well against or even outright beat long-lasting aerials. However, the main caveat to this move is how unsafe it is on shield. It's minus enough for the opponent to respond with many shorthop aerials if they are anticipating it, especially if only the launcher hit connects on their shield, so Lucas may want to evaluate his risk-reward in using this against non-committal approaches.

In combos, Up Tilt works well as a go-to followup from dragdown Neutral Airs if you're unsure of which side you'll land on, and can true combo into Up Air strings with a full hop (albeit the percents for the latter are specific). Both of these can make for kill confirms as well. You may want to utilize Tap Jump in Up Air followups, as you can use it to buffer one out of the tilt attack immediately.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Scoop Hits 0 60 100 - - 3 ? 0 Direct Transcendent 0 ×0.33 ×1.0
Clean Hits 50 0 100 - - 8 ? 0 Direct Transcendent 0 ×0.66 ×0.5
Late Hit 50 0 100 - - 6 ? 0 Direct Rebound 0 ×0.5 ×1.0

Late Hit:

  • Hitbox shrinks on frames 15-16.
Down Tilt Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit (C) 5.0% 3-4 15 84 -6 to -5 -
Hit (F) 5.0% 3-4 15 40 -6 to -5 -
  • Tied with Ness, R.O.B., Little Mac, and Meta Knight for the second fastest Down Tilt in the game
  • The inner hitbox has more hit priority than the outer hitbox
  • The exact follow-ups you can land vary greatly with percent, an exact list of combo percentages can be found here.
  • Can pseudo-infinite fastfallers by micro-walking between Down Tilts, most notably Fox
  • Even for untrue followups, Down Tilt is good as it doesn't send into tumble so the opponent cannot buffer options.

An extremely fast and safe leg sweep which acts as another crucial part of Lucas's pressure and combo game as it creates a decent amount of his kill confirms. The inner hitbox leads to various follow-ups and is what you want to hit, as the outer hitbox has no true follow-ups and is even negative on hit at low percents. Its sheer speed and safety also make it difficult to react to, meaning some untrue follow-ups can still connect with opponents who are caught off guard. Additionally, you can very often get away with following up on this move after hitting someone's shield with another move, such as an Forward Tilt, another Down Tilt or even a Grab if they decide to hold shield. Lastly, it is one of Lucas' better hitstun moves at later kill percents and even with rage, allowing him to kill confirm even at very high percents.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit (C) 20 0 45 - - 6 ? 0 Direct Rebound 0 ×0.7 ×0.4
Hit (F) 10 0 45 - - 6 ? 0 Direct Rebound 0 ×0.7 ×0.4

Hit (C):

  • Hitbox has set weight.


Hit (F):

  • Hitbox has set weight.


Smash Attacks

Forward Smash Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 14.0%19.6% Max Charge 14-15 45 361 -21 to -20-18 to -17 Max Charge 11-19 Reflector
Sweetspot 15.0%21.0% Max Charge 14-15 45 361 -21 to -20-17 to -16 Max Charge 11-19 Reflector
  • Charge hold is frame 7
  • Consists of a very strong tipper hitbox and a slightly weaker, but still strong, inner hitbox.
  • Third strongest reflector in the game with a 1.5x projectile multiplier and high damage threshhold.
    • Reflector damage multiplier only beaten out by Ness' Forward Smash and Kazuya's Left Splits Kick.

Lucas's fastest smash attack, Forward Smash is a very reliable finisher that also functions as a reflector. It is deceptively strong given its speed and can kill surprisingly early, especially if you manage to land the tipper hitbox. It's great for punishing landings if the opponents lands with an aerial or airdodge, and even as a whiff punish tool if you get a good read. Lucas can also confirm into this move via Down Tilt, a grounded Down Air spike, or a jab lock. Z-Air can also be used as a confirm via DJCZ, but this will usually whiff on floatier characters. As with most smash attacks, Forward Smash is fairly punishable both on shield and on whiff, although it can be made somewhat safer when spaced thanks to its disjoint.

The reflector doesn't see as much use due to it being relatively slow, but is still useful in certain matchups. It's commonly used against physical projectiles which Lucas cannot absorb with PSI Magnet such as Samus Missiles or Link Boomerang. Reflecting energy projectiles in instances where Lucas might get punished for trying to absorb them can catch opponents who were expecting PSI Magnet off guard as well.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 50 0 88 - - 1013 Max Charge ?? Max Charge 0 Direct Transcendent 0 ×1.0 ×1.0
Sweetspot 50 0 91 - - 1014 Max Charge ?? Max Charge 0 Direct Transcendent 0 ×1.2 ×1.0


Up Smash Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Scoop Hits 2.0%2.8% Max Charge 28 98 110 -67-67 Max Charge 1-7 InvincibilityInvincibility on every hurtbox.
Clean Hit 21.0%29.4% Max Charge 30-32 98 95 -54 to -52-49 to -47 Max Charge 15-29 Intangibility (Head & Arms)Intangibility on head, upper right arm, lower right arm, upper left arm, and lower left arm hurtboxes.
Late Hit 1 20.0%28.0% Max Charge 33-37 98 95 -52 to -48-47 to -43 Max Charge -
Late Hit 2 18.0%25.2% Max Charge 38-42 98 95 -48 to -44-44 to -40 Max Charge -
Late Hit 3 16.0%22.4% Charge 43-47 98 95 -44 to -40-41 to -37 Max Charge -
Late Hit 4 14.0%19.6% Charge 48-52 98 95 -40 to -36-37 to -33 Max Charge -
Late Hit 5 14.0%19.6% Charge 53-54 98 95 -35 to -34-32 to -31 Max Charge -
  • Charge hold is frame 4
  • Hitboxes get smaller and weaker in the later active frames but reach higher
  • FULLY INVINCIBLE from frames 1-7, the last 3 of which can be delayed by holding the charge

The infamous high risk, decently high reward move that will almost always result in either you OR your opponent eating a huge punish. Its easily reactable startup and extreme end lag make this move ungodly committal, meaning it should rarely be used, if ever. It is, however, tied with Bowser for the strongest up smash in the game, able to kill midweights as early as 80 off the top uncharged, and even earlier with rage.

While insanely slow and punishable, the 7 frames of full-body invulnerability give it a fair share of niche-but-still-somewhat-risky uses as a makeshift invincible reversal. For starters, the i-frames allow it to be consistently used against multihit attacks such as Joker Dash Attack as an out-of-shield option by timing the up smash to tank the final hit. Additionally, it also allows Lucas to escape grounded strings or situations that he otherwise wouldn't be able to. If you have a good read on your opponent's habits, you may be able to punish landing aerials you would otherwise be unable to had you shielded or even parried, due to the opponent being stuck in hitstop while up smash continues uninterrupted. If your opponent likes to mash oosout-of-shield options, it's possible to land with a safe aerial such as Up Air and call them out with Up Smash. The mere threat of Up Smash's i-frames can also be seen as another positive aspect of this move, as it may cause opponents to refrain from mashing buttons and play a bit more conservatively with their approach, which Lucas can then take advantage of. The upper body intangibility on the later half of the move's startup combined with the large hitbox give it potential to be used as a risky anti-air against opponents who like to jump or land haphazardly, but Up tilt is much safer and will usually outclass it in that regard.

As with most invincible reversals, you absolutely shouldn't start getting too antsy with throwing this out too often, as wary opponents may simply bait it out with a roll or shield, giving them all the time in the world to punish you with whatever they please. The extremely slow startup for an Up Smash also makes it so moves that are fast enough or have low enough hitstop such as Sheik Forward Air can potentially avoid punishment. It's also inadvisable to use against opponents who are at very low percents since it is easily punishable on hit.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Scoop Hits 110 0 90 - - 33 Max Charge ?? Max Charge 0 Direct Transcendent 0 ×1.0 ×1.0
Clean Hit 48 0 77 - - 1419 Max Charge ?? Max Charge 0 Direct Rebound 0 ×1.0 ×1.0
Late Hit 1 42 0 77 - - 1318 Max Charge ?? Max Charge 0 Direct Rebound 0 ×1.0 ×1.0
Late Hit 2 37 0 77 - - 1216 Max Charge ?? Max Charge 0 Direct Rebound 0 ×1.0 ×1.0
Late Hit 3 32 0 77 - - 1114 Max Charge ?? Max Charge 0 Direct Rebound 0 ×1.0 ×1.0
Late Hit 4 27 0 77 - - 1013 Max Charge ?? Max Charge 0 Direct Rebound 0 ×1.0 ×1.0
Late Hit 5 22 0 77 - - 1013 Max Charge ?? Max Charge 0 Direct Rebound 0 ×1.0 ×1.0


Down Smash Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean Hit 17.0%23.8% Max Charge 20-22 59 361 -28 to -26-24 to -22 Max Charge -
Late Hit 1 14.0%23.8% Max Charge 29-31 59 361 -20 to -18-15 to -13 Max Charge -
Late Hit 2 11.0%15.4% Max Charge 39-41 59 361 -12 to -10-10 to -8 Max Charge -
  • Charge hold is frame 5
  • Each consecutive hitbox after the first gets larger but noticeably weaker.

An unorthodox attack of its kind, Down Smash is another one of Lucas's notoriously good edgeguarding tools along with being one the strongest down smashes in the entire game, able to seal out stocks at absurdly early percents at the ledge. The generous hitbox allows it to two-frame many recoveries, including those that are notoriously difficult to two-frame such as Inkling or Incineroar. The hitbox is big enough that it can even sometimes catch tether recoveries, which normally cannot be two-framed due to a lack of the aforementioned two-frames of ledge snap. Despite being as strong as it is, it has surprisingly low end-lag, meaning recovering opponents might not be able to punish you if you miss a two-frame. Additionally, it's incredibly safe on shield for a move of its caliber due to the aforementioned low ending lag as well as high pushback, to the point where the majority of the cast is incapable of punishing it. At low percents, if you somehow hit someone from behind, the move will combo into the later hits for LUDICROUS damage. There are no true confirms into Down Smash outside of a jablock, but it is possible to catch people airdodging off of a Down Tilt for a cheeky early stock.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean Hit 43 0 90 - - 1115 Max Charge ?? Max Charge -10 Direct Transcendent 8 ×1.0 ×1.0
Late Hit 1 30 0 90 - - 1015 Max Charge ?? Max Charge -8 Direct Transcendent 9 ×1.0 ×1.0
Late Hit 2 20 0 90 - - 810 Max Charge ?? Max Charge -6 Direct Transcendent 9 ×1.0 ×1.0


Aerial Attacks

Neutral Air Attack

Air State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Rehit 2.0%1.7% Short Hop 7-21 44 366 -35 to -21-10 Landing -
Final Hit 4.0%3.4% Short Hop 26 44 60 -15-9 Landing -
  • Launch direction is dependant on which side opponent is on during the final hit

Very versatile crossup move, tied with Up Air for his fastest aerial. Neutral Air is Lucas's most frequently used out-of-shield option, but not a particularly great one. The low range and relatively high startup OOS make it inconsistent at punishing opponents that strike his shield, as they can often shield before the hitbox comes out or even stuff it out if they're safe enough. The lingering, multi-hitting nature of the move can allow it to catch opponents attempting to spotdodge your out-of-shield option. This also causes it to be relatively difficult to parry, and opponents being hit after shielding an earlier multihit is not uncommon thanks in part to its low hitstop. Neutral Air is negatively disjointed during the multihits, and will always either trade poorly or get outright beaten by most other active hitboxes, making it inconsistent in air-to-air situations.

The second and (somewhat) more consistent purpose of this move is as a low-percent combo starter. By fastfalling between the third and fourth hits when performed out of a shorthop, Lucas can true combo into various other moves, such as Forward Air, Up Air or into another Neutral Air for Neutral Air loops depending on DI. At mid to high percents, combos usually become impossible due to it launching opponents too far away for any follow-up to connect. However, dragdown combos into Down Tilt and Up Tilt become possible at those percents.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Rehit 20 0 70 12 37+ 2 ? 0 Direct Transcendent 5 ×0.44 ×2.0
Final Hit 40 0 140 12 37+ 3 ? 0 Direct Transcendent 0 ×1.2 ×1.0


Forward Air Attack

Air State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 9.0%7.65% Short Hop 9-10 41 361 -28 to -27-3 Landing -
Sweetspot 12.5%10.625% Short Hop 9-12 41 42 -27 to -24-2 Landing -
  • Consists of a large sweetspot on the tip and a weaker sourspot on Lucas's foot
  • Sourspot hitbox disappears after the first two frames

What is essentially the "Swiss Army Knife" of Lucas' aerials, Forward Air is a very crucial move that he uses in tandem with Z-Air and Forward Tilt. It has great knockback, and at 0% can combo and lead into itself, Forward Tilt, Z-Air or grab for important early BnBShorthand for "Bread & Butter", or the main combos of a character.s. It is also very effective as a spacing tool thanks to it's generous sweetspot hitbox which is absurdly safe on block. It Lucas's safest aerial along with on block alongside Z-Air, being only -2. The disjoint also enables it to potentially trade with long-range aerials such as Lucina Forward Air. This makes it nigh impossible to punish for most of the cast, especially when spaced. It is also one of Lucas' easiest finishers to land compared to moves like Forward Smash or Dash Attack, being relatively easy to hit in neutral, or confirm into from a Down Air, Down Tilt, Z-Air or Up Air although it will most likely be a bit stale since you will be using this move A LOT.

The sourspot is used for low to mid percent confirms such as Sour FAir > DTilt, can jablock in specific scenarios, and can even set up for tech chases at mid-high percents. It is also still very safe on block, being up to -3. At later kill percents, it is very detrimental to hit or trade with the sourspot due to much lower knockback and hitstop, not to mention it will still stale the move, lowering the sweetspot's kill power. While it is very non-committal when done landing, it is exactly the opposite when done in the air or when done rising due to its high aerial end lag compared to its low landing lag. This makes it quite unsafe when done rising unless you're able to drift backwards and fadeback.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 10 0 100 7 1 / 34+ 4 ? 0 Direct Rebound 0 ×0.8 ×1.0
Sweetspot 30 0 103 7 1 / 34+ 5 ? 0 Direct Transcendent 0 ×1.2 ×1.0

Backward Air Attack

Air State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sour (C) 9.0%7.65% Short Hop 15-22 39 361 -20 to -13-5 Landing -
Meteor (A)+(M)1 12.0%10.2% Short Hop 15-19 39 280 Aerial Opp. Only -
Meteor (G)+(M)2 12.0%10.2% Short Hop 15-18 39 280 -19 to -15-4 Landing -
Sour (F) 7.0%5.95% Short Hop 15-22 39 361 -21 to -14-6 Landing -
Sweet (G)+(M) 12.0%10.2% Short Hop 19-22 39 361 -15 to -12-4 Landing -
  • Lucas's slowest aerial in terms of startup
  • Has a more generous autocancel window than his other aerials.
  • Looks cool as hell

One of Lucas' higher reward moves that has a strong spike, making it a naturally good edgeguarding tool, especially in certain matchups. It's his slowest aerial in terms of startup and comes with some risk due to its arc. Even before it starts spiking grounded opponents, it is still able to lead into Forward Tilt and Up Tilt. Once it does start spiking at around mid percent, it is able to combo into any of Lucas's aerials including itself, including kill confirms into and Up Air, Forward Air, and itself. Despite it being slow, it is deceptively safe on block. Keep in mind that the spike hitbox will disappear on the later active frames and will instead send opponents away from Lucas, which may kill but otherwise is quite detrimental and will usually trade worse. Do not spam this when landing every time or in neutral, keep it as a crossup or after conditioning your opponent to expect PK Fire, Neutral Air, Forward Air, Forward Tilt and Z-Air. It being a spiking Backward Air grant it the privilege of being able to catch unique recovery paths that most characters could not, and can even hit opponents slightly above Lucas due to its arc. Turning your back to opponents when attempting recover to create the threat of being reverse edgeguarded is also a common tactic, as it may allow frightened opponents to respect your recovery and let you get back to stage more easily.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sour (C) 30 0 80 9 1-2 / 34+ 4 ? 0 Direct Rebound 0 ×1.0 ×1.0
Meteor (A)+(M)1 30 0 90 9 1-2 / 34+ (A) Only (A) Only 0 Direct Rebound 0 ×1.0 ×1.0
Meteor (G)+(M)2 30 0 90 9 1-2 / 34+ 5 ? 0 Direct Rebound 0 ×1.0 ×1.0
Sour (F) 10 0 60 9 1-2 / 34+ 3 ? 0 Direct Rebound 0 ×1.0 ×1.0
Sweet (G)+(M) 30 0 90 9 1-2 / 34+ 5 ? 0 Direct Rebound 0 ×1.0 ×1.0

Meteor (A)+(M)1:

  • Hitbox only hits aerial opponents.


Sweet (G)+(M):

  • Hitbox can only hit grounded opponents.


Up Air Attack

Air State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 11.0%9.35% Short Hop 7-10 31 80 -20 to -17-3 Landing -
Coverage 11.0%9.35% Short Hop 8-10 31 80 -19 to -17-3 Landing -

Lucas Up Air is the lowest commitment aerial he has when landing, due to the nature of this, it can be useful in many niche scenarios as well as a mixup to keep in mind of in neutral. It is extremely high reward and is one of Lucas's combo tools that is able to kill way after it no longer combos. Its extreme safety and high reward on hit also makes it his best combo starter and can lead into a variety of follow-ups at starting to mid percents, even being able to kill confirm into Forward Air or Backward Air by the ledge. The back hitbox makes it useful for ambiguous shield crossups as well, and will still lead to high reward on hit. The low total frames also make it the most common move for Lucas to use to get out of tumble so he can fastfall again. Despite all of its strengths, it will it will often trade poorly against many spiking moves and down airs due to its relatively low vertical range. Its strengths still far outweigh its weaknesses however and is one of Lucas's best tools in many scenarios, including disadvantage.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 20 0 100 7 1 / 34+ 4 ? 0 Direct Rebound 0 ×1.1 ×1.0
Coverage 20 0 100 7 1 / 34+ 4 ? 0 Direct Rebound 0 ×1.1 ×1.0

Down Air Attack

Air State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Iterations (F) 3.5%2.975% Short Hop 10-12 / 18-20 / 26-28 56 363 -44 to -42 / -36 to 34 / -28 to -26-14 Landing -
Iterations (C) 3.5%2.975% Short Hop 10-12 / 18-20 / 26-28 56 270 -44 to -42 / -36 to 34 / -28 to -26-14 Landing -
Meteor (F) 5.0%4.25% Short Hop 34-35 56 270 -19 to -18-13 Landing -
Final (C) 5.0%4.25% Short Hop 34-35 56 361 -19 to -18-13 Landing -
  • Has some landing confirms with the first 3 multihits at later percents
  • The multihits have a decent gap in between so you have a decent amount of time to react even when blocking
  • Poor range both vertically and horizontally causes it to trade poorly

A decently fast, spiking multihit down air which is used both as a rewarding, albeit risky edgeguarding option as well as a great punish tool that can lead to massive damage and easy confirms. At mid to high percents, it can loop into itself on most characters, leading to massive damage and eventually a kill confirm, usually into Forward Smash or Forward Air. It can uniquely be used to punish opponents at ledge (such as after a blocked ledge attack) to drag them offstage and put them in a horrible position. While it is Lucas's slowest aerial in terms of startup, it is still an incredible punish tool against poorly spaced moves both on shield and on whiff.

While rewarding to actually land, it is also quite punishable both on shield and on whiff, being Lucas's most unsafe aerial by a decent margin, especially given its low range compared to Lucas's other moves. The final hit also has a sourspot that launches opponents horizontally and is very detrimental to Lucas's combo game, making Down Air loops less consistent, especially when combined with hurtbox shifting and SDI.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Iterations (F) 42 0 10 16 47+ 2 ? 0 Direct Rebound 0 ×0.66 ×1.0
Iterations (C) 0 20 100 16 47+ 2 ? 0 Direct Rebound 0 ×0.66 ×1.0
Meteor (F) 10 0 110 16 47+ 3 ? 0 Direct Rebound 0 ×0.66 ×1.0
Final (C) 10 0 130 16 47+ 3 ? 0 Direct Rebound 0 ×0.66 ×1.0

Grab Air Attack

Air State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Sweetspot 5.0% 9-12 51 45 -36 to -33-2 Landing -
Early Sourspot 3.0% 9-12 51 45 -36 to -33-4 Landing -
Late Hits 3.0% 13-21 51 45 -34 to -26-4 Landing -
  • Detects ledges on frame 7 to tether grab to.
  • Between frames 10-29 Rope Snake will still be out upon transitioning to landing lag.
  • Same shield safety but longer range makes it more consistently safe than Forward Air
  • Destroys most non-transcendant projectiles.

Midair Rope Snake, a.k.a. Z-Air, is as important if not more important in some cases than his already multi-purpose Forward Air. It is useful both defensively and offensively and serves to be both anti zoner protection tool but also a mixup and spacing tool to keep Lucas safe from normally potentially dangerous scenarios where he can't commit to fair and his other aerials aren't safe enough and could be outranged. It can practically allows Lucas to wall out the opponent in some cases with the disjoint but mostly important, it is very good pressure to set up edgeguards and corner pressure.

Additionally, when this move is used close enough to the ledge while recovering, Rope Snake will immediately snap to it, with Lucas hanging on. You then have the option of pulling yourself to ledge immediately by holding up, or you can simply not press anything afterwards and delay your ledge snap timing. Like all tether recoveries, this pull cannot be 2-framed.

One notable downside of Z-Air, however, is that it is very committal when used rising, similar to Forward Air, and is therefore almost exclusively used while landing or with DJCZ. Additionally, it will always trade poorly knockback wise. At very late percents it will also start sending opponents into tumble, making it impossible to combo effectively without the sourspot. It also has lower range compared to other Z-Airs, but that's barely a downside given it's still an extra aerial where most characters have none.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Sweetspot 60 0 30 8 - 6 ? 0 Direct Trample 0 ×1.0 ×1.0
Early Sourspot 60 0 30 8 - 4 ? 0 Direct Trample 0 ×1.0 ×1.0
Late Hits 40 0 30 8 - 4 ? 0 Direct Trample 0 ×1.0 ×1.0


Special Attacks

PK Freeze

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 10.0% - 23.0%CHECK EXTRA DATA 5-7 31 34 CHECK EXTRA DATA 35-87 Charge Frames
  • Can be steered left or right, with the direction Lucas is facing dictating its momentum
  • Hitbox becomes much bigger and the knockback much stronger the longer the button is held
  • The hitbox comes out 5 frames after releasing the button, and is active for 4 frames
  • Knockback direction is dependant on which side the projectile is on relative to Lucas
  • Only the explosion can be reflected or absorbed
  • If an opponent has recently broken out of a freeze, they cannot be frozen again for a brief period of time
    • If PK Freeze hits during this "cooldown" period it will instead launch them with normal knockback.

A controllable projectile that will freeze opponents on hit and send them flying away from Lucas, usually used as an edgeguarding or ledgetrapping tool. It is best used against opponents with linear and reactable recoveries, such as Chrom, or opponents who have burned resources attempting to recover, leaving them with almost no room to avoid it. However, it is much less effective against characters with quick recoveries or those that can mix it up in variety of ways. Against opponents who choose to recover high, it is possible to bait out an airdodge when they expect you to release the charge, only for you to hold it and punish them for preemptively airdodging. Even if they do airdodge through it, it's sometimes still possible to punish opponents due to PK Freeze having comically low end lag. It also functions as a relatively safe, but avoidable, ledgetrapping tool. It will generally force opponents to get off ledge and may catch whatever option they choose with proper spacing.

Defensively, PK Freeze can be used to stall while offstage, as it briefly halts Lucas's vertical momentum, even more so than PSI Magnet. If you have a lead, it might be a good idea to take your time getting back to stage when it is difficult for many characters to challenge him offstage. It can also be b-reversed and wavebounced, which can give you some decent landing mixups. Don't get too antsy however, as this could be used against you when they attempt to set up a ledgetrap or catch your landing.

If used onstage, Lucas can easily be punished by an aggressive opponent who chooses to run at him before he can release the charge, so avoid doing so and reserve it primarily for edgeguards and calling out airdodges. It doesn't have many good uses outside of that, but it definitely does its job well.


Lucas PK Freeze Data
Charge Frame Total Frames Shield Advantage Shieldlag Shieldstun Base Damage
Frame 35Uncharged 66 -14 to -12 8 4 10.0%
Frame 36 67 -14 to -12 8 4 11.0%
Frame 37 68 -14 to -12 8 4 11.0%
Frame 38 69 -14 to -12 8 4 11.0%
Frame 39 70 -14 to -12 8 4 11.0%
Frame 40 71 -13 to -11 9 4 12.0%
Frame 41 72 -13 to -11 9 4 12.0%
Frame 42 73 -13 to -11 9 4 12.0%
Frame 43 74 -13 to -11 9 4 12.0%
Frame 44 75 -12 to -10 9 5 13.0%
Frame 45 76 -12 to -10 9 5 13.0%
Frame 46 77 -12 to -10 9 5 13.0%
Frame 47 78 -12 to -10 9 5 13.0%
Frame 48 79 -11 to -9 10 5 14.0%
Frame 49 80 -11 to -9 10 5 14.0%
Frame 50 81 -11 to -9 10 5 14.0%
Frame 51 82 -11 to -9 10 5 14.0%
Frame 52 83 -11 to -9 10 5 15.0%
Frame 53 84 -11 to -9 10 5 15.0%
Frame 54 85 -11 to -9 10 5 15.0%
Frame 55 86 -11 to -9 10 5 15.0%
Frame 56 87 -11 to -9 10 5 16.0%
Frame 57 88 -11 to -9 10 5 16.0%
Frame 58 89 -11 to -9 10 5 16.0%
Frame 59 90 -11 to -9 10 5 16.0%
Frame 60 91 -10 to -8 11 5 17.0%
Frame 61 92 -10 to -8 11 5 17.0%
Frame 62 93 -10 to -8 11 5 17.0%
Frame 63 94 -10 to -8 11 5 17.0%
Frame 64 95 -9 to -7 11 6 18.0%
Frame 65 96 -9 to -7 11 6 18.0%
Frame 66 97 -9 to -7 11 6 18.0%
Frame 67 98 -8 to -6 12 6 19.0%
Frame 68 99 -8 to -6 12 6 19.0%
Frame 69 100 -8 to -6 12 6 19.0%
Frame 70 101 -8 to -6 12 6 19.0%
Frame 71 102 -8 to -6 12 6 20.0%
Frame 72 103 -8 to -6 12 6 20.0%
Frame 73 104 -8 to -6 12 6 20.0%
Frame 74 105 -8 to -6 12 6 20.0%
Frame 75 106 -7 to -5 13 6 21.0%
Frame 76 107 -7 to -5 13 6 21.0%
Frame 77 108 -7 to -5 13 6 21.0%
Frame 78 109 -7 to -5 13 6 21.0%
Frame 79 110 -6 to -4 13 7 22.0%
Frame 80 111 -6 to -4 13 7 22.0%
Frame 81 112 -6 to -4 13 7 22.0%
Frame 82 113 -6 to -4 13 7 22.0%
Frame 83 114 -5 to -3 14 7 23.0%
Frame 84 115 -5 to -3 14 7 23.0%
Frame 85 116 -5 to -3 14 7 23.0%
Frame 86 117 -5 to -3 14 7 23.0%
Frame 87Full Charge 118 -5 to -3 14 7 23.0%




Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 35 0 60 - - CHECK EXTRA DATA CHECK EXTRA DATA 0 Indirect Transcendent 0 ×1.0 ×1.0

Hitbox:

  • Hitbox is a projectile. Hitbox has the ice effect.


PK Fire

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Spark Hit 3.0% 21-38 52 80 -24 to -7-12 to +2 Landing -
  • The aerial version has more range than the grounded version and pushes Lucas back much further than the grounded version.
  • The move functions as two hits, the bolt itself and a "burst" which activates after making contact with an opponent.

PK Fire is a mixup heavy spacing tool Lucas uses in advantage and as niche mixup in neutral when not in true midstage neutral. You will usually be using shorthop fadeback or wavebounce PK Fire as it is by far the safest since it will create good distance between you and your opponent. It can be very safe on shield if spaced properly, but is naturally very UNsafe if used at closer ranges. The grounded version isn't completely useless and has some uses, as it is decent for catching certain landings or characters that can otherwise low profile shorthop PK Fire, it's harder to react to when the opponent has less space or is in the corner and although it may have a more specific niche but it has less startup, gives up less stage control. Both versions have their own different uses and tradeoffs As an edgeguarding tool, it can be used to seal out stocks against opponents airdodging early or those with predictable recovery habits.

One important thing to note, however, is that practiced opponents can easily parry PK Fire on reaction thanks in part to Lucas loudly yelling the move's name every time you use it. Additionally, its decently high ending and landing lag also make it very easy to whiff punish if not used at a distance, so don't act like this is an actual neutral tool and throw it out willy nilly like Elite Smash might have you believe. PK Fire is best utilized when cornering and conditioning the opponent to shield and jump, and is great tool to call out jumps in the opponent's disadvantage and can be used offstage to catch airdodge habits or partially predictable recovery arcs.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Spark Hit 40 0 50 19 - 2 ? 0 Indirect Rebound 0 ×1.0 ×0.0

Spark Hit:

  • Hitbox is a projectile. Once colliding with a hurtbox it will link into the second attack (pillar attack) on the next frame.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sweetspot 7.0% 1-19 - 42 - -
Sourspot 3.0% 1-19 - 42 - -
  • Pillar does not activate on shields.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sweetspot 45 0 110 - - - ? 0 Indirect Transcendent 0 ×0.0 ×1.0
Sourspot 40 0 110 - - - ? 0 Indirect Transcendent 0 ×0.0 ×1.0

Sweetspot:

  • Hitbox is a projectile.


Sourspot:

  • Hitbox is a projectile.


PK Thunder

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Head Hit 2.5% 20-130If hitbox collides with stage, attack move will end going into a 44 frame animation, which will lead into special fall in the air. 44 EndlagSuffers endlag upon projectile dissipation 361 Variable -
Tail Hit 0.75% 20-130If hitbox collides with stage, attack move will end going into a 44 frame animation, which will lead into special fall in the air. 44 EndlagSuffers endlag upon projectile dissipation 80 Variable -
  • Consists of a "head" hitbox and a "tail" hitbox that are multihits
    • Head hitbox will knock opponents away while the tail hitbox hits the opponent every couple frames and doesn't send into tumble.

Absurdly effective at gimping opponents who have no reliable way of getting past it, can often rob stocks even earlier than his actual kill moves. Attempting to stage spike with this is viable due to being very difficult to react to unless opponent is fully aware of the possibility.

This is one of Lucas' most consistently utilized edgeguarding tools. It may not be very safe to use on stage but it locks the opponent in shield so they have to hit Lucas while he is controlling the slow thunder orb or to avoid contesting it. It is an extremely long active electric hitbox projectile which can continually drag the opponent further and further offstage if used optimally. It's important to position yourself properly when edgeguarding with this, as if opponents get past it they can easily punish you if the projectile isn't gone already.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Head Hit 70 0 50 - - 2 ? 0 Indirect Rebound 48 ×1.0 ×2.0
Tail Hit 4 0 40 - - 2 ? 0 Indirect Transcendent 6 ×0.5 ×2.0

Head Hit:

  • Hitbox is a projectile.


Tail Hit:

  • Hitbox is a projectile.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hits 5.0% 1-2 60+ 367 Variable 1-9 IntangibilityIntangibility on every hurtbox.
Early Iterations (F) 2.0% 4-5 / 6-7 / 8-9 / 10-11 / 12-13 60+ 367 Variable -
Early Iterations (C) 2.0% 4-5 / 6-7 / 8-9 / 10-11 / 12-13 60+ 366 Variable -
Late Iterations (F) 1.5% 14-15 / 17-19 / 20-21 / 23-24 / 26-27 60+ 367 Variable -
Late Iterations Inner(C)/Outer(C) 1.5% 14-15 / 17-19 / 20-21 / 23-24 / 26-27 60+ 363 Variable -
Final Hit 10.0% 29-30 60+ 50 Variable -
  • Triggers when Lucas hits himself with the projectile
  • Launch angle is dependant on whether Lucas is traveling left or right
    • If Lucas is traveling straight up or down (90 or 270 degrees), it depends on which side the opponent is on relative to Lucas
  • Final hit triggers special zoom
    • Fun fact the final hit is not the strongest part of the move, it's actually the linking hitboxes as they have extremely high set knockback meaning they can kill but these hitboxes have lower priority which makes them inconsistent to connect into in practice.
  • If the projectile is absorbed, reflected, or otherwise destroyed during startup, Lucas will go into free fall
    • Interestingly, this does not apply to Mr. Game & Watch Bucket, which will instead absorb the projectile multiple times without destroying it

This is the recovery portion of PK Thunder, dubbed "PK Thunder 2" or PKT2 for short. It is a unique move as it has frame data seperate from the projectile, keeping him safe for the first 9 frames thanks to the intangibility as well as having a very big hitbox at the start so it connects more easily. If all hits connect, it is the most damaging up special in the game, able to deal up to 40+%. However it is heavily affected by SDI due to its 2.5x multiplier, meaning opponents can fall out with proper SDI. Despite its great damage, it is very poor for killing unlike Ness's version of the move, struggling to take stocks even at high percents unless the opponent has poor DI. Learning to recover with PK Thunder is very different from most traditional recovery up specials, due to needing to aim a separate projectile into yourself at specific angles. This can cause some difficulty with getting more desirable angles at times, but it grants Lucas a lot of flexibility when it comes to said angles when mastered. It may take a while to angle PK Thunder to get to the recovery but the activation when the aiming is finished is frame 1 after you self-hit Lucas, which means it cannot be reacted to after it is finished. The time it takes to aim the projectile is very easily reactable however, allowing knowledgeable to set up ledgetraps or time their edgeguards. Although this is a very useful tool near ledge and offstage, be mindful of your angle and that landing with it or mixing up to recovery onstage is very committal as you can only act half a second later due to its high landing lag.

If Lucas "bonks" off of a wall or terrain, he has a 31 frame window to input another PK Thunder before going into freefall. This enables him to not only extend his already great recovery distance, but also create mixups to throw off an opponent's edgeguard attempt. This technique can only be done once before landing or grabbing ledge. The final hit will also come out immediately upon colliding with terrain. It should also be noted that it interacts differently with walls depending on which side of the stage Lucas is on, being more likely to slide up the left side while being more likely to "bonk" off of the right side. This is most noticeable on stages with vertical walls (e.g. Kalos, Yoshi's, etc.).


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hits 0 50 100 30 - 6 ? 0 Direct Trample 0 ×0.3 ×0.3
Early Iterations (F) 30 50 50 30 - 3 ? 0 Direct Trample 0 ×0.5 ×2.5
Early Iterations (C) 50 0 50 30 - 3 ? 0 Direct Trample 0 ×0.5 ×2.5
Late Iterations (F) 0 120 100 30 - 3 ? 0 Direct Trample 0 ×0.5 ×2.5
Late Iterations Inner(C)/Outer(C) 0 130/180Inner/Outer Hitboxes 100 30 - 3 ? 0 Direct Trample 0 ×0.5 ×2.5
Final Hit 90 0 74 30 - 10 ? 0 Direct Rebound 0 ×1.3 ×0.5

Final Hit:

  • Hitbox forces a critical zoom in.


PSI Magnet

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Windbox 0.0% 6 18+ 180 - 7-18+ AbsorberAbsorber detection hitbox ends upon releasing attack, earliest being frame 18.
  • Will heal 2x the damage of the absorbed projectile, which is more than Ness PSI Magnet
    • Heals a maximum of 30% per projectile, regardless of how strong said projectile is
  • Briefly halts downward momentum when used in the air
  • Earliest the release hitbox can come out is frame 19, making it relatively slow startup-wise

The most important part of PSI Magnet that ties it to being a primarily defensive tool, the absorb. It forces opponents to think twice about using their energy-based projectiles as pressure or zoning tools unless they want you to heal back all the damage they just dealt. If you absorb a projectile while grounded, the animation can be cancelled with spotdodge, roll or jump. However, this cannot be done in the air and Lucas may be susceptible to being punished in those scenarios. The windbox scales with the opponent's percent if Lucas uses PSI Magnet in the air, but not when used on the ground. With it, you can sometimes cheese stocks by pulling opponents attempting to ledgetrap offstage and reverse the situation in your favor.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Windbox 0 23 100 - - 0 0 0 Indirect Transcendent 6 ×0.0 ×0.0

Windbox:

  • Hitbox does not deal damage, knockback, hitlag, or hitstun (a windbox).
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 8.0% 1 9 25 -1 -

Can occasionally KO due to high knockback scaling combined with a brutal semi-spike launch angle, which is always funny. Or also set up tech scenarios at mid percents.

The release hitbox of magnet has 0% to early percent conversions into Up Air and Dash Attack if it connects but this tends to be very precise and requires you to know for sure that it will hit and not trade.

Lucas PSI Magnet is primarily a movement and defensive pressure tool. It can be combined with the likes of Down Tilt, Up Air, Forward Air, Neutral Air and Forward Tilt during shield pressure it forces the opponent to have more limited options when blocking but has a very small release hitbox that only lasts for one frame. Do note that this move is nerfed is less safe for Lucas when parried due to it being an indirect hitbox so besides it's stubby range,the opponent can punish you a lot kore easily from parry. The move is much more than just a release hitbox, as the windbox is the soonest thing Lucas has access to at the very beginning and it serves to pull the opponent closer and it can be used to gimp opponents, especially if done in the air.

It can be used to stall above someone recovering or getting back to ledge to setup for an edgeguard while keeping your double jump. This is mainly due to its low lag after release so offstage it tends to be safer to throw out in some cases compared to PK Freeze like for turning around to recover with tether.

All in all, this makes Lucas PSI Magnet a surprisingly versatile move that is oriented on a slower pace Lucas style and is good for mixups onstage in neutral but also a setup tool offstage that helps to mixup your landings and approach thanks to it's stall and momentum wavebounce properties.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 40 0 98 - - 8 ? 0 Indirect Transcendent 0 ×1.0 ×1.0


Grabs & Pummel

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grabbox - 12-17 46 - - -

This is Rope snake, which is Lucas' fastest grab, it's the best of both worlds but not necessarily his most useful. He exposes his hurtbox a lot more than with Pivot Grab and he might trade more due to this. Can occasionally be used OoS against notably unsafe options such as smash attacks or jab combos, with the longer tether range also sometimes allowing Lucas to punish things a normal shield grab wouldn't.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grabbox - - - - - - - - - - - - -

Grabbox:

  • Can catch rebound frames 11-17.


Dash Grab

Dash State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grabbox - 14-19 54 - - -

By far Lucas' most committal grab with the longest reach, it's relatively niche and usually outclassed by his other grabs due to how laggy it is. It also exposes his hurtbox the most out of his grabs. Best used as a follow-up off of a DJCZ.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grabbox - - - - - - - - - - - - -

Grabbox:

  • Can catch rebound frames 13-19.

Pivot Grab

Dash State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grabbox - 15-20 49 - - -

Arguably the best grab variation Lucas has, especially for catching landings and positioning to be safer to avoid trading. It's only drawback is that it's slower than Standing Grab. Opt for this over either of the two grabs when spacing and retreating especially.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grabbox - - - - - - - - - - - - -

Grabbox:

  • Can catch rebound frames 14-20.


Pummel

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 1.3% 1 6 361 -3 -

One of the best ways for Lucas to unstale his other moves. It's usually not advisable to do more than 1 or 2 pummels before high percents if you want to use Downward Throw or a kill throw like Up Throw or Backward Throw, as it gives opponents more time to mash out. It is, however, quite good to add a few of these in at higher percents in order to guarantee a kill as well as unstaling moves for the opponent's fresh stock.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 0 30 100 - - 3 9 0 Direct Transcendent 0 ×1.4 ×1.0

Hitbox:

  • Does not include hitlag.


Throw Attacks

Forward Throw

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 10.0% 23 52 48 - 1-23 InvincibilityInvincibility on every hurtbox.
Catch Release 3.0% 1-23 52 361 - -

This is Lucas' most "niche" throw. The high launch angle is HORRID for KOing without bad DI or even setting up edgeguards, despite actually having greater scaling than Back Throw, meaning this throw is usually used to keep your other throws fresh and not much else.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 80 0 69 - - - - - - - - ×0.0 -
Catch Release 60 0 100 - - - - - - - - ×0.0 -

Backward Throw

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 10.0% 20 52 41 - 1-20 InvincibilityInvincibility on every hurtbox.
Catch Release 3.0% 1-20 52 361 - -
  • Lower launch angle makes it much better for sealing out stocks as well as setting up edgeguards compared to Forward Throw

Back Throw is your go to throw for edgeguards and kills and it's never not useful in most scenarios unless you are not closer to ledge but even then it can still be used. It is especially dangerous out of a quick DTilt > Grab > BThrow or dragdown NAir > DTilt > BThrow as it is much harder to DI on reaction. Not nearly as useful midstage, but still gives you stage control and may surprise opponents expecting an Forward Throw.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 80 0 65 - - - - - - - - ×0.0 -
Catch Release 60 0 100 - - - - - - - - ×0.0 -

Upward Throw

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 10.0% 25 55 90 - 1-25 InvincibilityInvincibility on every hurtbox.
Catch Release 3.0% 25 55 361 - -
  • It's a 90-degree throw, meaning only horizontal DI works

This is Lucas' second-best and most consistent throw as it kills the same way anywhere on the stage, except when on platforms which help it kill earlier. This throw can also set up for a tech situation on Battlefield and Yoshi's top platforms at starting percents.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 77 0 73 - - - - - - - - ×0.0 -
Catch Release 60 0 100 - - - - - - - - ×0.0 -

Downward Throw

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 11.0% 41 57 74 - 1-41 InvincibilityInvincibility on every hurtbox.
Catch Release 3.0% 41 57 361 - -
  • Large amount of i-frames can be used to avoid certain projectiles and explosives
  • By far the slowest and most reactable throw Lucas has.

Contrary to popular belief, this is a very useful throw in many ways due to it's higher throw damage, low to mid percent confirms and 50/50 and techchase platform setups. Even being able to combo into Forward Air on most characters at starting percents for a quick 30%. This is a much better throw in stages with platforms and with low blastzones as if they DI in Lucas Downward Throw at 0% near ledge, Lucas could spike them with Backward Air and lighter characters might have trouble getting back onstage. If the opponent DIs out anywhere close to offstage or a platform, Lucas can capitalize on either covering their landing or to setup edgeguards. Its high base knockback make it less useful after mid percents, but it's never bad as it gives Lucas most raw damage off of a grab.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 100 0 32 - - - - - - - - ×0.0 -
Catch Release 60 0 100 - - - - - - - - ×0.0 -


Miscellaneous Attacks

Ledge Attack

Ledge State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 9.0% 22-24 55 45 -24 to -22 1-24 IntangibilityIntangibility on every hurtbox.

One of the worst and lowest ranged ledge attacks in the game tied with Young Link. Very unsafe on shield and it does not hit very far at all, be mindful of that when using ledge attack with Lucas. It tends to be better to use this as last resort mixup on aggressive ledgetrapping opponents that are close but be aware they can sometimes reactively shield punish this and you will likely lose the interaction in most cases.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 90 0 20 - - 9 7 1 Direct Transcendent 0 ×1.0 ×1.0

Getup Attack

Floor State (Faceup or Facedown) +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Back Hit 7.0% 17-18 45 48 -21 to -20 1-22 IntangibilityIntangibility on every hurtbox.
Front Hit 7.0% 21-22 45 48 -17 to -16 -

Attack hits from the back first then to the front.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Back Hit 80 0 48 - - 7 7 8 Direct Transcendent 0 ×1.0 ×1.0
Front Hit 80 0 48 - - 7 7 8 Direct Transcendent 0 ×1.0 ×1.0
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Front Hit 7.0% 17-18 45 48 -21 to -20 1-22 IntangibilityIntangibility on every hurtbox.
Back Hit 7.0% 21-22 45 48 -17 to -16 -

Attack hits from the front first then to the back.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Front Hit 80 0 48 - - 7 7 8 Direct Transcendent 0 ×1.0 ×1.0
Back Hit 80 0 48 - - 7 7 8 Direct Transcendent 0 ×1.0 ×1.0

Trip Attack

Trip State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Back Hit 5.0% 19-20 49 361 -24 to -23 1-7 IntangibilityIntangibility on every hurtbox.
Front Hit 5.0% 29-30 49 361 -14 to -13 -

Description.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Back Hit 60 0 50 - - 6 6 8 Direct Transcendent 0 ×1.0 ×1.0
Front Hit 60 0 50 - - 6 6 8 Direct Transcendent 0 ×1.0 ×1.0


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