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SSBU/Lucas/Techniques

From Dragdown
< SSBU‎ | Lucas
Revision as of 15:24, 30 August 2022 by CutterX3 (talk | contribs)

Tech tied recovery

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.

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 initate 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: ACJC Upsmash/ Jump cancel AC Upsmash: It is an attack cancelled upsmash that goes into jump

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