This video is a few months old now so I figured I'd pop back in to share some additional ideas I've come up with since (Spoilers for the Revamp!): - First, Forward Tilt. I think its functionality is a bit too close to the original attack, so instead of the sweetspot having the _most_ knockback, I could see it having a bit of a soft paralysis effect (or at the very least _low_ knockback like Roy's jab) at low aura levels, referencing Force Palm's chance to paralyze in the games. This makes it a better combo tool at low percents but would scale too high to be used that way at later percents. In _those_ scenarios, hitting the _disjointed attack_ at max range would be the strong hit, a sensible change given how the hand increases in speed, range, and size the higher your damage is, it looks like it _should_ pack a punch... or I guess in this instance a palm strike. If any character should have dynamic, percent dependent spacing combos, I think Lucario fits the bill perfectly. - Second, I'm still a bit unsure on how to adapt the bone staff. Maybe it _is_ just bias but I think Bone Rush not being a special move is still a bit weird. It could be a Side B rekka to reference its multi-hitting nature in Pokémon, but this concept really _needs_ Final Gambit as a move to function property, so I'm not sure. An Octaslash-style Up B that gains additional hits and range at higher percents? Maybe? I don't know, _this_ is why they need to bring back custom moves. As is, Extreme Speed functions fine as a recovery and I still got the bone in there in some form so this is more just food for thought. - Finally, I didn't really go in depth for his alts which I _do_ regret because Lucario _especially_ sucks in this regard. The yellow shiny costume is a given, an orange and white Infernape alt would be cool, and I think he has potential for a _REALLY_ sick looking black and red alt, referencing Gen _5's_ Lucario, Zoroark. Whatever they do with him, _anything_ is better than his current color set. ...And that's pretty much it! I'd like to express my appreciation again for the overwhelming support I got on this project as well as my other Smash related endeavors. It gave me a lot of motivation to continue and make content that I'm really proud of, some of which I shall now shill here: My first Smash video, a moveset for Riku: ua-cam.com/video/TbjjJY5XegQ/v-deo.htmlsi=MVpz0lE9l1Dlq-W0 And my latest Smash video, a critique of Kingdom Hearts' representation: ua-cam.com/video/77GQVEoRp4Y/v-deo.htmlsi=OqpC3WyhYnGnMmLX Thank you for viewing my comment.
This was a fun concept to watch. Love how you gave Lucario a way to balance it's aura, since not having a way to bring it down - even if it makes sense for balancing purposes - really weirds me out.
Honestly, I think that Aura could be remade into a counter mechanic where each move should be all about movement and dodging and counter hitting opponents. Reading and recording each of the opponent's moves, and then utilize each of your moves to counter each of the opponents' attacks. No freebie counter, though. That's Wobbufett's shtick, not Lucario's. Overall though, this is perfection. Bone is less of a sword and more of a blunter staff with less finesse being designed in mind for anyone else who isn't Lucario. This video is fast, but you've fixed everything he needs to have. Especially Life Dew and the Side special, those two needed to have happened.
Just saw the video through Duke of Dork’s livestream. This move-set is just perfect in every way, and I actually forgot that Lucario talked. 10/10 man, keep up the good work. Also respect to a fellow Nidoking supporter
I do want to point out that Pokken uses Aura Storm as Lucario's burst attack, so I don't think the actual move needs to be replaced as much as the way it's used. It's way too easy to simply avoid. I'm fine with it being changed tho. His side taunt would also be fun to get rid of as it kinda sucks and it would be neat to see Lucario be more expressive. Perhaps he takes a meditative stance similar to when he senses Snake, with his aura sensors perking up while he closes his eyes and reaches his hand out? It would show his more controlled personality way better than what he has. I like the other two editions. I do believe his voice needs to stay tho. Lucario may not have a voice, but it's still something many people see him having as a smash character. Losing it would feel weird. Still have no idea why Mewtwo lost his in english, but Lucario feels distinct from other pokemon due to his voice and losing it to be more faithful feels wrong. He's the only other pokemon who doesn't enter in a pokeball as well and smash has depicted him as his own entity. I think it's unfair for him to lose all that when Smash is a big part of why he is so popular and used so much I also wish to fight for his down air. It stalling all momentum in midair is honestly super useful as it allows him a bunch of options, such as catching dodges, ledge trapping or stalling to reposition and is seen by many as one of his best moves. The other changes I mostly agree with, tho his side special being a flare blitz esque move in final gambit feels a little wrong and goes against his controlled fighting style. I think a better solution would be something like metal claw or close combat. Metal claw would be another steel type move that allows Lucario range beyond shorter than his bone but longer than normal, similar to Wolf's claws but could also do a tiny bit of chip damage. Close combat could be a command-que grab where Lucario rushes the opponent and, on hit, puts them in a stunned state similar to Ryu's special, whilst also giving Lucario a bit of chip damage to simulate the stat decreases in game. It would look like a burst of consecutive hits too fast too see except the aftermath punch effects. On whif, it could have Lucario look confused and a little goofy (with him even looking around shocked for a second), showing Lucario's more silly side that both the fandom and anime have leaned into. More personality is always better. I feel both work better, especially close combat, at giving Lucario that dignified fighter feel than Final Gambit would. Final gambit is also just weird for a Lucario to have whilst Close combat is very common and seen as the strongest physical fighting move by many, making a ton of sense. Presentation over game accuracy is Lucario's go to after all. Great video overall. As long as my blue doggo gets fixed (and hopefully better so he's actually good) I'm happy
I was more concerned about giving him a move that would feed into the function I had in mind rather than what's considered "viable" as a move in his home series. A lot of Pokemon have moves in Smash that kinda suck in the original games like Pound on Jigglypuff or are adapted for an entirely different function like Withdraw on Squirtle, so Final Gambit being a so-so move in the games, both in terms of usefulness and association with the character, didn't really bother me. I did consider adapting Close Combat as that is a very iconic move in its own right, but I felt that the effects of Final Gambit were more immediately understandable and allowed for a much greater shift in the momentum of the match than having your defenses lowered or taking some minor chip damage. Plus, given the move's ethereal nature, I still think it fits his aesthetic, especially for someone who already has precedent for getting stronger the more he's put into a corner.
Came here from peasant's perspective, and I like the moveset! Overall think it's a good concept. Making aura scale more reasonably would make the character much more enjoyable to play overall. As a fellow swordie enjoyer, I would love to see the bone staff more often though.
That's exactly what I was hoping to hear! From the outset I had a lot of ideas as to what to change about him but I tried to limit myself as much as possible to please fans of his current playstyle, all in the means of better representing himself and to be more accessible for more people, and I'm glad I was able to deliver in that regard.
Interesting ideas. I would honestly be ok with Lucario if he wasn't as floaty at the very least. We already have Jigglypuff for a floaty Mon. Now if there's another character that I think really needs a revamp it's Meta Knight. His moveset in the mainline games have seriously outpaced his Smash incarnation, same as Lucario.
This seems like a substantial improvement on the base concept of Lucario's design. I haven't played Smash in a while, and even when I did I never really played as him, but if a new game were to come out with this moveset? I'd certainly give him a shot!
Firstly, I've never understood why people want the aura bone staff thing to be the crux of his kit, so the more balanced approach of just making it his smashes is a refreshing angle. Rebalancing his aura is also probably necessary at this point. But to the more important part, I really appreciate how the focus of this video was more on the animations than his kit. Less "this is how he should play", and more "this is what the fantasy of playing him should be." Its an underappreciated part of moveset design, I feel. And while the choice and player expression of Final Gambit vs Life Dew is cool in isolation, when combined with the focus on selling the fantasy of a martial arts master that also means you can have Lucario mirrors act like old martial arts films where its less about the physical fight and more the battle of ideology between the two schools.
Lucario has always been a disappointment to me, I want to like him, but he just feels annoying and akward, so these changes for the most part would help a lot, a character that can manage health that way is super unique. That being said, I've never been a fan of the bone club, I know it is iconic but I always thought it was super goofy and I'd much rather have him fight bare hand as a traditional martial artist. That is why even with these changes, I prefer the project m lucario by a long shot, your lucario is, to be fair, just a different, and equally unique playstyle, so I couldnt compare them, they are both great, but now comparing it to vanilla lucario, I just love how they tuned up his fighting representation by a lot and turned him into a traditional fighting game love letter by having attacks cancel into others based on a hierarchy, with also gaining a sort of super attack invisible bar from landing hits rather than getting hit, that is a mix between the usual super moves and his aura mechanic, giving you access to one upgraded special that leads to either kills if used right or used to extend his now insane combo potential, the best part is that even with this he still feels accesible and they actually changed surprisingly little moves, but having amazing ones for the changed ones, like tweaking his side b to be a lot more usable and fun, and becoming an awesome downwards finisher in the air, as well as a shoryuken like multihit for his up smash which is super fun to use.
This video is a few months old now so I figured I'd pop back in to share some additional ideas I've come up with since (Spoilers for the Revamp!):
- First, Forward Tilt. I think its functionality is a bit too close to the original attack, so instead of the sweetspot having the _most_ knockback, I could see it having a bit of a soft paralysis effect (or at the very least _low_ knockback like Roy's jab) at low aura levels, referencing Force Palm's chance to paralyze in the games. This makes it a better combo tool at low percents but would scale too high to be used that way at later percents. In _those_ scenarios, hitting the _disjointed attack_ at max range would be the strong hit, a sensible change given how the hand increases in speed, range, and size the higher your damage is, it looks like it _should_ pack a punch... or I guess in this instance a palm strike. If any character should have dynamic, percent dependent spacing combos, I think Lucario fits the bill perfectly.
- Second, I'm still a bit unsure on how to adapt the bone staff. Maybe it _is_ just bias but I think Bone Rush not being a special move is still a bit weird. It could be a Side B rekka to reference its multi-hitting nature in Pokémon, but this concept really _needs_ Final Gambit as a move to function property, so I'm not sure. An Octaslash-style Up B that gains additional hits and range at higher percents? Maybe? I don't know, _this_ is why they need to bring back custom moves. As is, Extreme Speed functions fine as a recovery and I still got the bone in there in some form so this is more just food for thought.
- Finally, I didn't really go in depth for his alts which I _do_ regret because Lucario _especially_ sucks in this regard. The yellow shiny costume is a given, an orange and white Infernape alt would be cool, and I think he has potential for a _REALLY_ sick looking black and red alt, referencing Gen _5's_ Lucario, Zoroark. Whatever they do with him, _anything_ is better than his current color set.
...And that's pretty much it! I'd like to express my appreciation again for the overwhelming support I got on this project as well as my other Smash related endeavors. It gave me a lot of motivation to continue and make content that I'm really proud of, some of which I shall now shill here:
My first Smash video, a moveset for Riku: ua-cam.com/video/TbjjJY5XegQ/v-deo.htmlsi=MVpz0lE9l1Dlq-W0
And my latest Smash video, a critique of Kingdom Hearts' representation: ua-cam.com/video/77GQVEoRp4Y/v-deo.htmlsi=OqpC3WyhYnGnMmLX
Thank you for viewing my comment.
This was a fun concept to watch. Love how you gave Lucario a way to balance it's aura, since not having a way to bring it down - even if it makes sense for balancing purposes - really weirds me out.
Honestly, I think that Aura could be remade into a counter mechanic where each move should be all about movement and dodging and counter hitting opponents. Reading and recording each of the opponent's moves, and then utilize each of your moves to counter each of the opponents' attacks. No freebie counter, though. That's Wobbufett's shtick, not Lucario's.
Overall though, this is perfection.
Bone is less of a sword and more of a blunter staff with less finesse being designed in mind for anyone else who isn't Lucario.
This video is fast, but you've fixed everything he needs to have. Especially Life Dew and the Side special, those two needed to have happened.
Just saw the video through Duke of Dork’s livestream. This move-set is just perfect in every way, and I actually forgot that Lucario talked. 10/10 man, keep up the good work.
Also respect to a fellow Nidoking supporter
Damn straight.
I do want to point out that Pokken uses Aura Storm as Lucario's burst attack, so I don't think the actual move needs to be replaced as much as the way it's used. It's way too easy to simply avoid. I'm fine with it being changed tho. His side taunt would also be fun to get rid of as it kinda sucks and it would be neat to see Lucario be more expressive. Perhaps he takes a meditative stance similar to when he senses Snake, with his aura sensors perking up while he closes his eyes and reaches his hand out? It would show his more controlled personality way better than what he has. I like the other two editions.
I do believe his voice needs to stay tho. Lucario may not have a voice, but it's still something many people see him having as a smash character. Losing it would feel weird. Still have no idea why Mewtwo lost his in english, but Lucario feels distinct from other pokemon due to his voice and losing it to be more faithful feels wrong. He's the only other pokemon who doesn't enter in a pokeball as well and smash has depicted him as his own entity. I think it's unfair for him to lose all that when Smash is a big part of why he is so popular and used so much
I also wish to fight for his down air. It stalling all momentum in midair is honestly super useful as it allows him a bunch of options, such as catching dodges, ledge trapping or stalling to reposition and is seen by many as one of his best moves. The other changes I mostly agree with, tho his side special being a flare blitz esque move in final gambit feels a little wrong and goes against his controlled fighting style. I think a better solution would be something like metal claw or close combat. Metal claw would be another steel type move that allows Lucario range beyond shorter than his bone but longer than normal, similar to Wolf's claws but could also do a tiny bit of chip damage. Close combat could be a command-que grab where Lucario rushes the opponent and, on hit, puts them in a stunned state similar to Ryu's special, whilst also giving Lucario a bit of chip damage to simulate the stat decreases in game. It would look like a burst of consecutive hits too fast too see except the aftermath punch effects. On whif, it could have Lucario look confused and a little goofy (with him even looking around shocked for a second), showing Lucario's more silly side that both the fandom and anime have leaned into. More personality is always better. I feel both work better, especially close combat, at giving Lucario that dignified fighter feel than Final Gambit would. Final gambit is also just weird for a Lucario to have whilst Close combat is very common and seen as the strongest physical fighting move by many, making a ton of sense. Presentation over game accuracy is Lucario's go to after all.
Great video overall. As long as my blue doggo gets fixed (and hopefully better so he's actually good) I'm happy
I was more concerned about giving him a move that would feed into the function I had in mind rather than what's considered "viable" as a move in his home series. A lot of Pokemon have moves in Smash that kinda suck in the original games like Pound on Jigglypuff or are adapted for an entirely different function like Withdraw on Squirtle, so Final Gambit being a so-so move in the games, both in terms of usefulness and association with the character, didn't really bother me. I did consider adapting Close Combat as that is a very iconic move in its own right, but I felt that the effects of Final Gambit were more immediately understandable and allowed for a much greater shift in the momentum of the match than having your defenses lowered or taking some minor chip damage. Plus, given the move's ethereal nature, I still think it fits his aesthetic, especially for someone who already has precedent for getting stronger the more he's put into a corner.
Lucario is cool in Ultimate; This makes him even cooler.
Came here from peasant's perspective, and I like the moveset! Overall think it's a good concept. Making aura scale more reasonably would make the character much more enjoyable to play overall. As a fellow swordie enjoyer, I would love to see the bone staff more often though.
As a Lucario main, I love almost all of these changes! I love playing him but with a few tweaks he would be much better and much healthier.
That's exactly what I was hoping to hear! From the outset I had a lot of ideas as to what to change about him but I tried to limit myself as much as possible to please fans of his current playstyle, all in the means of better representing himself and to be more accessible for more people, and I'm glad I was able to deliver in that regard.
@@gubsy3730hope the algorithm works in your favor in the future! The only change I would make is keep Nair the same as it is such a good move!
Interesting ideas. I would honestly be ok with Lucario if he wasn't as floaty at the very least. We already have Jigglypuff for a floaty Mon.
Now if there's another character that I think really needs a revamp it's Meta Knight. His moveset in the mainline games have seriously outpaced his Smash incarnation, same as Lucario.
This seems like a substantial improvement on the base concept of Lucario's design. I haven't played Smash in a while, and even when I did I never really played as him, but if a new game were to come out with this moveset? I'd certainly give him a shot!
Hey, found your video through the Peasants’ Perspective doc, and I enjoyed it.
Hope it appears in the livestream!
Amazing ideas being introduced here. I don't even play Pokemon but this makes me hyped up for Lucario
Firstly, I've never understood why people want the aura bone staff thing to be the crux of his kit, so the more balanced approach of just making it his smashes is a refreshing angle. Rebalancing his aura is also probably necessary at this point. But to the more important part, I really appreciate how the focus of this video was more on the animations than his kit. Less "this is how he should play", and more "this is what the fantasy of playing him should be." Its an underappreciated part of moveset design, I feel. And while the choice and player expression of Final Gambit vs Life Dew is cool in isolation, when combined with the focus on selling the fantasy of a martial arts master that also means you can have Lucario mirrors act like old martial arts films where its less about the physical fight and more the battle of ideology between the two schools.
This was a great rework! Down B especially caught me off guard but was implemented excellently!
Great idea. I did have a counter that heals Lucario but this is equally good.
Here from PP. Great work, man!
The lucario in smash is straight up just the one from the movie so that’s why he talks
Big Chungus; big changes.
SPIRIT BOMBBBB (great video lmao)
I would main LUCARIO if this was his moveset
Slay girlboss
Lucario has always been a disappointment to me, I want to like him, but he just feels annoying and akward, so these changes for the most part would help a lot, a character that can manage health that way is super unique.
That being said, I've never been a fan of the bone club, I know it is iconic but I always thought it was super goofy and I'd much rather have him fight bare hand as a traditional martial artist.
That is why even with these changes, I prefer the project m lucario by a long shot, your lucario is, to be fair, just a different, and equally unique playstyle, so I couldnt compare them, they are both great, but now comparing it to vanilla lucario, I just love how they tuned up his fighting representation by a lot and turned him into a traditional fighting game love letter by having attacks cancel into others based on a hierarchy, with also gaining a sort of super attack invisible bar from landing hits rather than getting hit, that is a mix between the usual super moves and his aura mechanic, giving you access to one upgraded special that leads to either kills if used right or used to extend his now insane combo potential, the best part is that even with this he still feels accesible and they actually changed surprisingly little moves, but having amazing ones for the changed ones, like tweaking his side b to be a lot more usable and fun, and becoming an awesome downwards finisher in the air, as well as a shoryuken like multihit for his up smash which is super fun to use.
Hi
There