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Old 04-13-2008, 03:29 PM   #11 (permalink)
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How To Use Ike
By: Chouy

This is a guide on how to use Ike a lot better then you would before.
I base the attacks on a Game Cube controller so just remember; A is Basic attack, B is Special attack, R/L is Shield and C-Stick is Smash Attacks.

Lesson one: Controls.
Ok now everyone who plays as Ike knows how he works right? Well here are some basic things.

Simple 'A' Attack
His simple 'A' attack is actually very useful in times, For example if who ever you are face keeps roll dodging to get behind you but you follow them it pretty much goes on for a while. Just flip around, Hold down on the 'A' button and they'll pretty much just roll into your attack which happens to be pretty strong. It's a 3 Combo move that is able to kill your opponent with its punch then kick then sword attacking, once they are about 150% or more damage (or if you get them at them all the way to the end of the level thus killing them at what ever damage they are.

Simple 'B' Attack
Ok the simple 'B' attack is as you know a big fire blade thing just as a rip off of Roy from Super Smash Brothers Melee which in my opinion was a cheesy character. It charges up then lets off a big explosion of fire, but yet again as Roy did as he charged up 'B' it gives you 10% damage because this attack is so powerful. Seriously, I doubt that you will be able to get to a point where you can hit your opponent with 'B' charged up all the way. But this attack can hit in the back of you a little bit much has best range in the front of you hen you use it. Here's something I do but not often. when some one is falling down after you hit them up just jump up and use 'B' it actually can cancel any attack from your opponent thats not a simple air dodge or counter.

Jump 'A' Attacks
Ok if you do use these moves you know that they are awesome.
Ok don't use Jump Up+A because that has like no range but if you get close enough it can do some good damage while killing your opponent (But mostly works when they are 100% or up (Depends on the level). Jump Side+A is my favorite Jump attack. When you jump and use it, it has enough power to kill your opponent at 40% damage or higher (Also Depends on level). Jump Down+A is VERY useful. If you and your opponent are in the air but you are above press Down+A it will literally EXPLODE Them into the ground or if the isn't a floor under where you both are.. INSTANT KILL. Like if you are reviving and you are cliff hanging right after jump up and use down+A, this only works with good timing you have to wait till you are close to them before you attack. It will hit them Up into the air (Which kinda doesn't make sense) and if they are at high damage it will kill them.

Smash Attacks
Ok Smash attacks are based on the C-Stick Or Control-Stick+A. Ike's Down Smash is something that isn't very useful. He swings in front of him then behind. I recommend not using this often but you play how you feel. Ike's Side Smash is a very nice attack that can be a K.O. Machine he swings in front of himself which actually has pretty good range. Ike's Up Smash is my favorite, He swings all around him and like if someone tries to roll dodge past his Up Smash... Well they are screwed, let's say it leik that.

Side+B and Up+B
Well let's start with Side+B. This is a very useful attack that you can charge and hold as long as you want. It attacks by pretty much flying into your opponent and attacking instantly. This can also be used to recover if blown off the sides of the stages. If at right timing you can get a blow on your opponent while saving your self. Up+B is the original recover move but yet again it doesn't really save you if you're blown off to the side of the stage. This attack makes you fly up into the air pretty high and can be used if you are falling off an edge to recover. This attack also can be used just to attack someone by hitting them up then mashing then into the ground. I can't get a K.O. easily, maybe if your opponent was 250% or higher. Up+B pretty much makes you invincible as you go up but when you go down you can be hit. Yet again it's hard to dodge a 100 MPH Beating on the ground.

Down+B (Counter Attack)
Ok this will be simple. You press down be with Ike and it will reflect any attack, BUT! I found out recently that Ike's Counter reflects while doing the same damage as you were intended to get. Like if someone does a charged smash attack on you and you do a counter, it will make them go flying as much as you would have been flying from the attack.

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Old 04-13-2008, 03:32 PM   #12 (permalink)
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Lucario - By: MEGAMAN FTW

How To Use Lucario
By: MEGAMAN_FTW


Megaman's guide to Lucario.


Basic

Lucario is one of the most abnormal characters ever to appear in all of Smash Bros. His unique use of Aura makes him a powerful foe to the very end, but it does give him some interesting strengths and weaknesses that players must understand well or else miserably fail. As with most things, Lucario is subject to a certain Rock-Paper-Scissors themed balance. By understanding well who you are fighting and what to do about it, you can make the most of any battle.

What is Aura?

Aura is an ability unique to Lucario. It makes it so that as his damage increases, so does his potential to deal damage. As he gets hit more and more times, the damage and knockback of his own attacks increases. But, he does not reach full power until he is at roughly 200% damage, and when he reaches this he will be extremely vulnerable to attack from other enemies. The difference in power is most noticeable with his Standard Special: Aura Sphere. It is a charge attack that works similarly to Samus's charge beam. Aura makes Lucario hard to use because when he is at very low damage he is very weak. It is not until his damage goes up to around 60% that he reaches an average level of power and can then fight as well as most characters do from the start.

Balance of Lucario

Because his aura makes him so unique, Lucario faces an interesting Rock-Papper-Scissors sort of situation when fighting against various different characters. Characters such as Zelda, Ike, and DK have powerful attacks that can knock him off the stage at low damage before he has even reached his full attack power. On the other hand, characters like Shiek and Sonic who have mostly weak and fast attacks will have to send him upwards of 160 damage before they can perform a K.O. Aside from this, stage plays a major roll. Stages where characters can survive at high damage such as Shadow Moses Island and the notorious damage box* of Hyrule Temple give Lucario an advantage because surviving at high damage means that he can fight at his full power for longer, giving him a unique edge over the competition. Inversely, stages such as the bridge of Eldin allow very easy K.O.'s at virtually no damage and put Lucario at a loss if his enemies exploit this well.

Guide to Lucario's attacks

All control references are to camecube controller controls. If you are using something else, keep in mind that A= attack and B= special attack.

Lucario's attacks are good for dealing damage, but they will be hard to use for those used to Zelda or Snakes train powered attacks. He has few finishers, but his moveset makes him good for juggling the enemy around for total control of the battle to get the enemy's damage up for one of his few powerful finishers.

Special Moves

Up+B: Extreme speed
This move deals no damage and leave him vulnerable in transit, making it among the weakest Up+B attacks in smash. It is used for little other than recovery, and aiming for a ledge is vital since he is very vulnerable after landing with this move.

Down+B: Double Team
This move causes Lucario to strike an odd stance and appear as 2 transparent Lucarios standing side by side. The move lasts roughly 3 seconds and if he is attacked during the first half of it, not only will he take no damage but he will quickly and brutally counterattack. He will materialize from the side at lightning speed to attack at whoever it was who triggered it (but others can still be hit by the counter). Timing is key with this move since using it leaves you vulnerable to any and all attack in the second half of it. Use it wisely, and avoid overusing it because if the enemy attacks with a grab they cannot be countered. Use this after you have learned your enemy's movements and can predict their attacks. Unlike Ike and Marth's counter, Lucario's double team has the power to kill if he or the enemy is at high damage.

Forward+B: Force Palm

This move is particularly dependent on your current damage level. It will attack with a small burst of energy in a short distance in front of Lucario if used normally. However, if you enemy is very close (withing grabbing distance) he will quickly grab them and force palm them right in the face, using this attack to its fullest extent. This move can be hard to kill with, but the damage it deals is not bad, and it has a special roll in some of my strategies.

Standard Special attack: Aura Sphere

I love this attack, and everyone else hates that I love this attack. Lucario will hold his hands in a remarkably DBZ-ish stance, and a ball of purple (the purple is for pimpin') energy will grow between his hands. Just as he starts, the maximum size of the charge is puny. Almost laughable. But when Lucario has taken heavy damage this attack can grow every bit as powerful as Samus' coveted Charge Beam and more. It is a somewhat effective finishing move, but is more often used to interrupt a recovery or just piss someone off. When my enemy is annoying me too much, I often just use it to put distance between me and them so I can laugh while they come running back to attack me again. I will talk more about this attack in my strategies.

Final Smash

Aura Beam

Lucario jumps upwards hitting all enemies on his way for low damage and knocking them a short distance in the air. Then he comes down from the top of the screen and fires a giant laser beam straight down. The laser continuously fires for the durration of the final smash. It is important to steer this into your enemies to trap them in it and rack up damage (up to 50 damage is dealt by this) and then knock them out of the screen at the end of it. It will not kill a fresh enemy, but an opponent who already has about 70% or more damage will likely be finished off. This attack can be easily avoided by running far to the left or right as it starts, then jumping when the laser comes up close to your feet. Keep in the air as long as possible so it will end before you come back down to land. This is among the easier smashes to dodge.

A trick lucario can use to avoid his enemies jumping out of the way like that is to get them into the air prematurely. By being underneath them when he activates this, he will knock them into the air as he jumps upward out of the screen. This is generally difficult to do, but by jumping (I know this sounds crazy) underneath the stage and lining up with your opponent you can actually jump up through the level and hit them. Then they will still be in the air when your laser starts and be ultimately unable to dodge when it comes for them.
A attacks

Lucario's normaly attacks are not particularly impressive except for a few that need to be noted.

His standard A attack can be made into a 3 hit combo that moves at relatively normal speed. His third hit will send enemies up diagonally away from lucario, and while it is never enough to kill it is enough to repel your enemy for a moment.

Normal A attacks

Lucario's Up+A is a sweeping kick that does light damage to his sides closeby, and a fairly decent knock upwards. Less skilled opponents can be juggled repeatedly by this move to increase their damage, but most veterans will get out of it with an air dodge before the third hit.

Lucario's Forward+A attack is interesting. It is among his faster attacks and creates a blast of aura in front of him. It has 2-3 hits, and even at 0 damage Lucario hits 9 damage with this if it hits right on. At higher damage (I tested this at 98%) it deals as much as 14 damage each time. At very high damage (170%) this attack deals 18-20 damage, making it a valuable part of his arsenal of damage boosting attacks. It is fairly simple to use if you can remember to use his soft attack and not his smash.

Lucario's Down+A is really nothing special. A low kick that doesn't deal particularly high damage or knockback. Even at 200% damage, lucario only deals about 9 per hit with this. Its hardly worth mentioning.

Running+A is a simple kick attack. It deals no great damage, but repeated use can repeatedly knock the enemy into the air and rack up damage over time. This is also useful because an enemy at low damage can be juggled around with air moves until they are taken back to the ground for a finishing smash attack.

Air attacks

Standard A in air attack is fairly simple. His hands glow and he does a quick spin around. This is not a bad attack, but its not particularly great either. It has no great knockback, but it is enough to keep an enemy at bay for a recovery. With Lucario at high damage, you can deal 10-15 damage with this depending on how well the attack connects.

Down+A in the air. This is my favorite. Lucario's air speed goes to nothing for a second while he kicks downward twice, using aura underneath his feet for a very good reach on the attack. It looks quite comical as well, always reminding me of that strange kick dance that I constantly assume is Russian. This has great knockback to it, and if the enemy is at high damage (150 or more) it can easily be used as a finishing move.

Forward+A in the air. This attack is a staple to using Lucario in the air because if you small jump and use it to an enemy's face, it will knock them in the air so you can often jump in the air and hit them with it again while they have no control. Its a bit difficult, but this is an interesting tool for staying in control of the battle.

Up+A in the air is a kick straight above Lucario's head. Like other attacks, it uses aura to get a pleasant reach, and it can be good for hitting an enemy that is standing on a platform from below without exposing yourself to any danger from their attacks, since Lucario's actual body is safely below the platform. An enemy at high damage can be knocked out of the room with this. If an enemy is coming in for a landing from above you, they will almost always attack on the way down meaning that it would be a better time for Double Team than for this attack.

Backwards+A in the air causes Lucario to partly turn around and launch a devestating punch to behind him. This deals a lot of damage and knockback, but I do not consider it a finishing move because the delay is so long and hard to time that even an experienced player needs a lot of practice and a little luck to connect with it.

A note on throwing

Lucario's throws have poor range and moderate damage, with the exception of his forward throw which actually has good distance to it. If you need to kill an enemy at low damage for some reason, lure them to the edge of the stage then use this. Then jump out after them when they try to recover and do one of two things. If they can recover easily, hit them again so they have to go farther out. If they have already used their double jump and will have to use up+b, consider ledge hogging.

Smash Attacks

All of Lucario's Smash Attacks have similar timing and reach, making them quite formidable in the hands of those who know them well. While they are hard to time, their reach is amazing and they are among Lucario's only good finishers.

Upward: A punch above Lucario's head that uses Aura for great reach. The attack goes straight up, so it won't hit things to the side of Lucario. It is hard to hit with, but it's a great finisher.

Forward: This is basically the same as his soft forward+a attack except that it has more delay, more damage, more range, and above all else, a massive knockback power. Roughly 50% of all my K.O.'s come from this move.

Down: This is useful for those moments when the enemy keeps shield rolling past you. The charge for this move looks very similar to that of the forward smash, so sometimes you can start charging to trick an enemy into rolling behind you only to get hit with it in full force and get knocked of. This is another of Lucario's dangerous finishing moves. He slams both of his hands into the ground making a cloud of aura shoot out from both hands as he does so. This hits both sides of him at the same time, and its effects are devestating.
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Old 04-13-2008, 03:34 PM   #13 (permalink)
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Lucario (continued)
By: MEGAMAN_FTW


Battle Strategies

For Lucario more than anyone else, it is important to know exactly who you are fighting and what to do about it. There are various important kinds of enemies you need to know about specifically how to fight. First to cover are some of Lucario's offensive strategies.

Spamslawlzdesudesudesu

This strategy is as annoying as its name. Clever use of the Aura Sphere can make or break a game of Brawl. I keep one of these suckers charged whenever I can. Even if you don't have high enough damage to deal much with this, it can be exactly what you need for disrupting your enemy. If an enemy likes to charge from in front of you and use their running A attack at you, you can do one of two things. Double team, which will fail if they try a grab, or spam them with an Aura Sphere to stop them in their tracks as they flinch. If Aura Sphere is fully charged, they will go flying. If it wasn't charged at all and you hit them with a puny one, they will still flinch leaving them open to a charging attack of your own. Once you get the enemy in the air, they are easy to beat around with Lucario's various air moves. When Lucario is at low damage, use uncharged shots of aura sphere to make the enemy flinch so you can pound on them with normal attacks. When Lucario is at high damage, use an attack to knock the enemy away and make time to charge. Then, when the Sphere is fully charged, fight them normally with your other attacks until you see they are open, and let them have it. If it hits, they will be knocked so far away that by the time they recover you will have charged another Aura Sphere already. An important part of charging Aura Sphere is to remember that you can conveniently press left or right to dodge any incoming attacks and hold on to whatever charge you have made already. Oftentimes I start a charge to provoke an enemy into attacking, then dodge away from them when they attack, then run in for an attack of my own. Sometimes they will roll backwards when you do this and charge again. The instinctive reaction is to roll away yourself when they charge. Do not roll away this time. This time, use a forward A (smash or not, depends on how much time you have) or a double team to send their damage up or their body flying. I have also found that much of the time enemies will be overly jumpy when they know an enemy Lucario has an Aura Sphere charged. By using Force Palm from a long distance away, they may mistake it for an Aura Sphere and jump. Then you jump too and throw an aura sphere at them in the air. This can be hard to aim, but if it connects you will damage your enemy as well as utterly humiliating them.

General offensive

Keep in mind Lucario's almost epic range. His attacks hit from farther than it may look, because his foot ends a lot sooner than the Aura does. This is especially true with his Forward Smash, his Upward Smash, and his downward A attack in the air. Because Lucario has simple, low knockback air attacks (with the exception of his back+A) he can be used to juggle an enemy with relative ease. Normally I catch them off guard and knock them into the air, (most often with a running+a charge attack, but I use variations to avoid being predictable) then smack them around a bit.

Two ways to kill

Personally, I have found two methods of killing that work well with Lucario. Both need to be used depending on who you are fighting, and especially how dangerous their Up+B attack is.

The first method of killing is the basic mindless task of racking up damage and then nailing them with a smash attack. You will do this the most, and it it well suited for light enemies, such as kirby, who are easy to send offscreen, and for enemies with a very dangerous up+b attack, such as marth.

The second method, which I have talked about less, is much harder and takes practice. You send the enemy a short distance off of the level, and then jump out to intercept when they try to recover. Down+A in the air and Forward+A in the air are the best for this. The idea is to wait for your enemy to use their air jump, then knock them back out again leaving them with nothing left to recover except their Up+B. This will not work well on characters with multiple air jumps like Metaknight, Dededee, Purin, or Kirby, and it will especially not work well against characters with a long distance up+b recovery such as Pit. With enough practice, you may even learn to jump off of a recovering enemy's head in order to send them hurtling downward. This is similar to the strategy of using meteor smashes, but is much more difficult because Lucario has no meteor smashes.

Fighting on the defensive

When using Lucario it is vital to fight on the defensive at times. When you have enough damage for your Aura to be at its strongest, a mere one hit can stand between you and death. With Lucario, being killed means not only losing a life (or point), but also that your damage is back to zero and your attacks will be weak again until it is higher. Because of this, dodging and battle control are two important aspects of playing Lucario. But there are a few kinds of enemies that must be avoided in particular or dealt with in a strange way.

Ranged attack spammers

If you have been using my Aura Sphere strategies, then fighting one of these annoying 10 year old children is a matter of karma and nothing else. But, you can kick the universal order of fate in the face by working around it. These players are almost always Starfox, Falco, Wolf, Pit, Link, or Toon Link. Sometimes they can be Samus or one of some other characters. They constantly use a rapid fire weapon from far away in order to make it so that you have to attack them. This makes things difficult, because Lucario is often meant to be played defensively, on your own terms. Being forced to assault the enemy instead of countering their attacks puts you into a whole new playing field. The solution is somewhat annoying but it still is possible to win. I bet half of you expect me to tell you to drop Aura Sphere. Are you daft? Heck no! Aura Sphere works and so you keep it. You just save it for later. In the start of the battle, the enemy will likely start bombarding you with arrows, lasers, cannonballs, cats, or whatever ranged weapon they have on hand to make sure that you fight their battle and not yours. This can be avoided in some of several ways. Fox and Link can be avoided by jumping twice and then starting to charge aura sphere in the air. Stop charging before you get near the flow of their attacks again (this can be done with an air dodge). Do this twice and you should be fully charged. Don't use this yet though, because they will see it coming and some projectiles will knock the Sphere out of the air before it gets close.

The key is to remember Lucario's almost legendary Down+A in the air attack. The aptly named "Russian wierd dance" is one of my favorite attacks. Use it to jump above the head of a ranged attack spammer and deliver justice in the form of a swift kick. Since people who play like this almost always wait at the other end of the level to get more distance between you and them (all the better to annoy you with), getting them off the edge should not be hard. Keeping them there will be quite a chore. Always remember when trying to keep an enemy off of the edge that you should probably still have an Aura Sphere charged and waiting. You won't likely kill them the first time around. They will likely recover and then, depending on their level of maturity, try 1 of 2 things. A) They will run to the other end of the level so they can shoot at you some more. B) They will try to fight you up close for now.

If they chose A, chase them down and hurt them. Its not hard. If they chose option B, they might be a bit of a threat. Dodge their attacks and use counter when appropriate. Get them in the air to knock them around a bit and then go for one of your finishing moves when you get the time. Important moves to remember when holding people off of the edge are Your Forward or Down + A in the air attacks to pelt them back (wasting their air jump) and then jump back onto the stage yourself (this can be dangerous because if they use their up+b well they can take you down with them).


Reflector Shields, and Energy Absorbtion

Fox, Falco, Wolf, Ness, Lucas, Pit, and Zelda all have moves that can be used to knock back energy projectiles like aura sphere, or even worse, absorb them to heal their own damage. I have head diddy can do it too, but never bothered to check because I don't really care.

The most reasonable course is to ditch aura sphere against these enemies because they can turn it against you. But I'm not a very reasonable person. As always, keep an aura sphere at the ready, and wait until they are busy to throw it at them. Keep track of which moves have high recovery time. If pit is trying to shoot his arrows at you and you lug an Aura Sphere at him, he will have to wait through a long recovery time before he can bounce it back at you. Nonetheless, be prepared to jump over your own attack should it return. Ness and Lucas can heal from Aura Sphere by similar means. They are dealt with the same way, get them when they're busy.

A good thing that can be made out of this is that if you throw enough weak aura spheres at them they will eventually become jumpy about when they use their reflectors/healers/absorbers. If you charge an Aura Sphere, they will expect you to use it. That is when you use Force Palm to fake them out and trick them into wasting time on their defensive special attack, so you can rush in and bash them around with melee attacks. Remember, Lucario is all about distraction first and attack second.

Counter!

Marth and Ike (and other enemy Lucarios) have moves set to Down+special that allow them to prepare for an enemy attack and then counter it. They will do this one of 3 ways....

1. Use it well. These guys are pro's. They know what they're doing. Be on guard, and if they let you attack them too easily it means they are probably preparing to use this.

2. Use it over and over and over and over and over and over and over and over.... these guys are newbs. If they seem to be spamming down+B, deal with it the same way any character has to deal with it. Just grab them.

3. Use it at certain times. I have noticed that the majority of people with counter (even I am at fault for this with double team from time to time) will use it as they are falling downward closer to their opponent. This is done because they want to get to the ground safely to add to their sense of security in the game. In reality, this does very little for them except against the few people that play like I do, and try to juggle with air attacks. Being in the air also makes it impossible to grab them, so you have no choice but to take the first couple of hits until you can predict when they will use counter, then wait until they hit the ground and smack them around then.


Another famous use for counter is to run straight at your enemy to make it seem as if you plan to charge. Then they will activate counter when they get right in front of you. The strategies I have given for what I call 'strategic aura sphere spam' have already made a foiler for this. Any time an enemy is charging, you need to throw a weak aura sphere at them. If this enemy is planning a counter, then they will counter and have their counter activated by aura sphere while you are still comfortably out of their counter's attack range. Then you go in to hit them around some during their move recover.
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Old 04-15-2008, 06:16 PM   #14 (permalink)
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Lucas Guide
By: Dinkdude


Lucas is a very interesting character. He is over all strong and has many distinguishing skills. His smash attacks are above average, his special moves are very useful, but hes not very good at recovering.


Standard attacks- Not horrible, but not great either. Good for some fast hits.

Running Attacks- Pretty powerful. They do lots of damage, but aren’t at the top of his arsenal.


Smash Attacks:
Up- Incredible attack. This move is usually a one hit kill when charged up and their damage is over 30. Difficult to set up, because people usually move when they see you charging it. That’s why his special comes in handy.

Side- Pretty strong also. Easily a killer when charged and damage is over 50 or so. Also easier to set up than up move, but not as strong.

Down- About as strong as the side, a little stronger. A good move, because it does damage on both sides, but still not as strong as the up.


Special:
Standard- Probably more of a tool than an attack. Lucas launches up a ball of thunder which he controls. Doesn’t do much damage, but can go through them and stuns them. It is also used for his recovery. If hit with his thunder, he is launched in whatever direction, damaging things in whatever is in his way in a manner to Fox’s. Difficult to recover though, so DON’T GET HIT HARD!

Side- Lucas launches a fire seed to the side, which explodes on impact, knocking whatever it hits with fire damage. As opposed to Ness’s, it goes straight, not downish. Has decent range, and does a bit of damage.

Down- Very helpful. Lucas opens a psychic ball in front of him. It absorbs most projectiles, and uses them to heal him. It absorbs stuff like ROB’s laser, foxs gun, lucarios aurora balls, and pikachus thunder. It doesn’t work on items or Link’s arrow. Also, if an enemy is in it when you stop using it, he takes a little damage.


Tactics:
- Lucas is a beast. He can put up a fight with just his melee attacks and stand a bit of a chance.

- Since Lucas has a nice range on his attacks, he can manage to stay out of the battle and still attack his enemies.

-When an enemy gets hit with his standard special, it is frozen and flung into the air. While in the air, it’s not too difficult to get underneath and Up smash him, usually killing him.


So that’s my Lucas guide. I hope you found it helpful! Please rep me(dinkdude) if you did
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Old 04-19-2008, 10:20 PM   #15 (permalink)
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wow, this is the craziest guide i've ever seen. Really helped my with ike, thanks alot man!!
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Old 04-20-2008, 09:16 PM   #16 (permalink)
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Since I got a bit more love than I expected from my Lucario guide, and I am now twice as learned with Shiek as Lucario, I will now be writing a guide on Shiek/Zelda to go in this thread. Whats the catch? I have moves and strategies for not one, but two characters, then another set of strategies for combining the two. Its going to be long. It should be done in another day or so.
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Old 04-20-2008, 09:19 PM   #17 (permalink)
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add in that being a zelda ass isnt too hard. tele spam on ur enemy. works better with zelda than sheik tho. sheiks is only damage on the first hit, not both. shorter too
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Old 04-20-2008, 09:27 PM   #18 (permalink)
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I got one on Advanced Techniques for Toon Link coming up within the next week or so. I've been studying the whole time my Wii was getting repaired. Just didn't actually test them out on the game yet haha. I'm pretty sure without even playing I have a super unique control scheme that will make it pretty easy.
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Old 04-24-2008, 12:31 AM   #19 (permalink)
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yeah I found it very helpful.

it's fine I guess.
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Old 05-22-2008, 07:31 PM   #20 (permalink)