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Lucas normally has to use full hop in very specific cases for Uair but with tap jump you can confirm a {{clr|tilt|Utilt}} into a {{clr|
===Instant Double Jump===
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Lucas unlike other double jump users has a slower rising double jump so buffering it from a jumpsquat can help with reaching your opponent for a trap or string but in some cases full hop is a lot quicker if you can afford to use platforms. Instant double jump is most effectively used with {{clr|
===Pivot Cancel===
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PK Thunder Bonking:
Also coined as Double {{clr|special|PK thunder}} or thunder wall bouncing, this is the ability to do a second PK Thunder if you are colliding with a part of the stage or wall perpendicularly( You have a 31 frame window to do this)
It is a very important mixup and is most consistent done when recovering on the right side ledge and holding down while doing a more horizontal angle. Be mindful that you will have to practice it differently on each stage as they don't work the same cause of wall differences, ledge and stage layout with unique differences.
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Snakedash and Snakeland: A variation of a full hop {{clr|
Wavebounce Specials ({{clr|
Although this is a more general tech of combining b reverse with turnaround specials, this is very much a very early level or important to practice optimization as you can fake out, be safer during pressure and gain more momentum or distance when landing, throwing out the projectile.in advantage oor pretending to go offstage and then switching up where you are positioned or returning to a further back position. For example, Lucas PK fire naturally pushes him away and he goes even further in the air so adding a wavebounce makes it safer by allowing to retreat or to be able to space the projectile from a different position or timing.
Wavebounce Magnet and freeze can be used at ledge for messing up the opponents recovery routes, confusing them on where you will land. In these cases sometimes the B reverse is enough of a mixup but Wavebounce freeze can be used to act as if you walked off ledge but in actuality you back onstage.
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{{aerial|Double Jump Cancel ZAir (DJCZ)}}:
What some abbreviate as "DJCZ" is an {{clr|aerial|ZAir}} advanced technique exclusive to Lucas utilizing the attributes of his floaty extended double jump when already airborne from a shorthop or fullhop. When grounded from a standing or crouching position while holding the control stick to the direction you want to face or drift towards, Lucas must first
This does not have to be done immediately after the 3 frames of jumpsquat finish as long as you are airborne and input it 6 frames after the first jump as should allow Lucas to and the hitbox won't cancelled by landing. If DJCZ is inputted too early on frames 3-5, there won't be a hitbox to protect Lucas and he will still have 8 frames of endlag,this is called a Snakedash and on platforms this is used for landing quicker than Lucas would with a waveland. The drift from that forward or back control stick input can be transferred to the DJCZ for fadeback and forward momentum mixups. DJCZ can also be done in place by doing the input by holding down. Be aware that you do not get a djcz but instead double jump rising zair if you don't hold a direction.
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Revision as of 23:23, 23 April 2023
General Techs
Tap Jump Buffered Full Hop UAir
Lucas normally has to use full hop in very specific cases for Uair but with tap jump you can confirm a Utilt into a Uair loop which deals a great deal of damage. It is not as heavily recommended as using Tilt stick controls for Lucas but Tap Jump gives you easier access to your Uair strings from a full hop among other things and this makes routes not normally possible without being frame tight more doable in practice.
Instant Double Jump
Lucas unlike other double jump users has a slower rising double jump so buffering it from a jumpsquat can help with reaching your opponent for a trap or string but in some cases full hop is a lot quicker if you can afford to use platforms. Instant double jump is most effectively used with Bair, Uair and Nair
Pivot Cancel
Pivot Canceling is when a character pivots in the other direction during a dash, and then uses a tilt in the direction they were dashing. If done correctly, the character should slide forward a bit during their tilt. Lucas having one of the safest and most versatile Forward tilts in the game means that you will be using pivot cancel tilts. Because of this, tilt stick is recommended heavily for Lucas.
- Recovery Tech
Lagless Pull: The most precise tether tech that allows Lucas to land onstage from tether with practically no lag.
PK Thunder Bonking:
Also coined as Double PK thunder or thunder wall bouncing, this is the ability to do a second PK Thunder if you are colliding with a part of the stage or wall perpendicularly( You have a 31 frame window to do this) It is a very important mixup and is most consistent done when recovering on the right side ledge and holding down while doing a more horizontal angle. Be mindful that you will have to practice it differently on each stage as they don't work the same cause of wall differences, ledge and stage layout with unique differences.
- Movement Tech
Snakedash and Snakeland: A variation of a full hop ZAir on platforms with no hitbox or a shorthop djcz with no hitbox. This is meant to be a mixup bait option. Snakeland is achieved from doing full hop and zair after the apex of a full hop when you reach a platform. On the ground which is what we call snakedash, you have to do the double jump and zair input early right after jumpsquat ends which means it can be done on frames 3-5. This input is much more consistent to do with tap jump on as you can buffer the early input.
Wavebounce Specials (PK Freeze, PK Fire,PSI Magnet: Although this is a more general tech of combining b reverse with turnaround specials, this is very much a very early level or important to practice optimization as you can fake out, be safer during pressure and gain more momentum or distance when landing, throwing out the projectile.in advantage oor pretending to go offstage and then switching up where you are positioned or returning to a further back position. For example, Lucas PK fire naturally pushes him away and he goes even further in the air so adding a wavebounce makes it safer by allowing to retreat or to be able to space the projectile from a different position or timing. Wavebounce Magnet and freeze can be used at ledge for messing up the opponents recovery routes, confusing them on where you will land. In these cases sometimes the B reverse is enough of a mixup but Wavebounce freeze can be used to act as if you walked off ledge but in actuality you back onstage.
- Versatile Tech
Double Jump Cancel ZAir (DJCZ):
What some abbreviate as "DJCZ" is an ZAir advanced technique exclusive to Lucas utilizing the attributes of his floaty extended double jump when already airborne from a shorthop or fullhop. When grounded from a standing or crouching position while holding the control stick to the direction you want to face or drift towards, Lucas must first initiate a jump to ensure that this is done from a double jump. After the jumpsquat frames( frame 6 onwards in this case is when lucas can act) input a double jump and zair at the same time.
This does not have to be done immediately after the 3 frames of jumpsquat finish as long as you are airborne and input it 6 frames after the first jump as should allow Lucas to and the hitbox won't cancelled by landing. If DJCZ is inputted too early on frames 3-5, there won't be a hitbox to protect Lucas and he will still have 8 frames of endlag,this is called a Snakedash and on platforms this is used for landing quicker than Lucas would with a waveland. The drift from that forward or back control stick input can be transferred to the DJCZ for fadeback and forward momentum mixups. DJCZ can also be done in place by doing the input by holding down. Be aware that you do not get a djcz but instead double jump rising zair if you don't hold a direction.
If you have already jumped before using this technique or are coming off a platform you only have to perform double jump + ZAir and any direction excluding up at the same time as you already are airborne. Tap Jump makes it easier to do the DJCZ input forward and back as you can hold forward after and only need to press a button jump and Grab This is what people refers to as "DJCZ" or zair chains. Don't fall into the habit of only practicing this and nothing else, take your time and maybe learn to use zair and combo and space with it normally before you learn to apply djcz for neutral and additional combo routes. DJCZ allows for more consistent ways to use falling zair frame advantage while moving. This is what allows it to chain into itself and gives you the opportunity to be close.This makes some confirms more reliable which tends to make Lucas' zair confirms to start from other combo starters. or you could corner carry till they are closer offstage for an easier opportunity to kill and if it's too early.
- Situationally useful or lesser used tech