Super Smash Bros. Brawl Character Guide: Lucario Version: 1.7 Author: J. Honaker (jehonaker) Date completed: 8-07-2008 This guide is only for GameFAQs and its affiliates. Copying this guide will result in disemobwelment from toe to tonsil or legal action. *And, before you ask, you may NOT add this guide to your site. I shan't give permission. ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZ (The above line is 78 characters, used for my formatting ease.) =Table of Contents= 0. Version History [vhs] 1. An Introduction to Lucario [int] 2. Handling the Aura [chr] 3. Aura: Lucario's Gimmick [ara] 4. Terms and Techniques [trm] 5. Aura Tech: Ground attacks [grd] 6. Aura Tech: Smash Attacks [sma] 7. Aura Tech: Air Annihilation [air] 8. Aura of Special Type [spc] 9. Aura Tech: Flinging your Foe [thr] 10.Aura Tech: The Wrath of Aura Storm [fsm] 11.The Art of Recovery [rcv] 12.General Tips and Strategies [tip] 13.Jackal Gone Wrong: Versus the Others [mtc] -Mario [mar] -Luigi [lui] -Peach [pea] -Bowser [bow] -Donkey Kong [don] -Diddy Kong [ddy] -Yoshi [ysh] -Wario [war] -Link [lin] -Zelda [zel] -Sheik [shk] -Ganondorf [gan] -Toon Link [tli] -Samus [sms] -Zero Suit Samus [zss] -Pit [pit] -Ice Climbers [icc] -R.O.B. [rob] -Kirby [kir] -Meta Knight [mtk] -King Dedede [ddd] -Olimar [oli] -Fox [fox] -Falco [flc] -Wolf [wlf] -Captain Falcon [cfl] -Pikachu [pka] -Pokémon Trainer [pok] +Squirtle [sqr] +Ivysaur [ivy] +Charizard [chz] -Lucario [luk] -Jigglypuff [jgl] -Marth [mrt] -Ike [ike] -Ness [nss] -Lucas [lcs] -Mr. Game & Watch [gaw] -Snake [snk] -Sonic [snc] 14.Contact Twaddle [ctw] 15.Acknowledgements [ack] =Version History= [vhs] -Version 1.0: Started 8-03-2008. Completed 8-07-2008. -Version 1.5: Completed 9-04-2008. Revised match-ups, fixed typos, and added how to unlock him. Added pros and cons. -Version 1.7: Completed 9-22-2008. Added more info and fixed typos, and elucidated on Aura. Need to add: -Helpful terms -Advanced Techs -Questions and Answers =An Introduction to Lucario= [int] Lucario, obviously, is a Pokémon, being #448 out of 493. With most Lucario being male, I'll refer to the blue jackal as a male. His first appearance was in "Pokémon Mystery Dungeon", making a small cameo. Since then, he's had a movie, and is a rather popular Pokémon in the Diamond/ Pearl generation of games, thanks to his odd Steel-Fighting type. Many people see him as having replaced Mewtwo, the much-demonized fighter from Melee who was largely panned for being utterly flawed. Honestly, the two are about as similar as apples and eels are. While Mewtwo relied on staying away and attacking from a distance, Lucario prefers close-quarters combat. And while I miss my main from Melee, Mewtwo, Lucario is an excellent choice. His current position in the SBR tier list is #9, in the High tier. There are some problems you may want to be attentive to, but these aren't fatal. Ah, yes...Lucario's an unlockable character. Here's how to unlock him: +Play 100 brawls. The winner of the match will IMMEDIATELY battle Lucario on Spear Pillar. +Beat all 5 levels of "Target smash!!" with a character. You will then fight Lucario on Spear Pillar. +Play through the Subspace Emissary until Lucario joins you. With the first two, you must beat him before he'll be unlocked. =Handling the Aura= [chr] So, how do Lucario's statistics compare to his brethren? He is a rather odd mix of floatiness and speed, but his power is a bit...unusual. +Land Speed: 3.5/5 Lucario is a touch above average on the ground. He's not the most agile or nimble of the Brawl cast, but he actually outpaces a lot of foes. +Aerial Mobility: 4/5 His floaty movements and excellent lateral movement work well for Lucario in most battles. He does well in the air. +Jumping: 4.5/5 Lucario has two rather massive, floaty jumps. They won't match up to his "predecessor", but they work well. +Recovery: 3.5/5 He has two massive jumps and the unusual ExtremeSpeed special to come back. It has its benefits, but Lucario is easily edgeguarded and sabotaged. +Weight: 2.5/5 His weight is far from ideal, but at least Lucario has some staying power. +Shielding: 5/5 Lucario has lightning-fast dodges and a decent-enough shield size. It's one of his best areas. +Grabbing: 4/5 Grabbing isn't good in this game, but Lucario has one of the best sets of throws and options to use. +Power: ???/5 This is the wild-card. I'll explain it in the next section. +Range: 4.5/5 Deceptive. The extra pulse at the end of his attacks affords greater range than would be expected. Fighting Lucario can be disorienting as such. +Priority: 4/5 The extra range his attacks have afford good priority. Usually, Lucario wins out against most foes. So, here are his pros and cons, summarized. Pros: +Power increases as the match progresses. +Excellent range and priority from disjointed hitboxes. +Great air game. +Solid recovery. +Quick, erratic movements aided with an excellent shield. +Can chaingrab. +Can counter opponents. +Floaty, with excellent lateral motion. +Good overall power. +Solid projectile (Aura Sphere). Cons: -Average speed on the ground. -Fairly light. Not Jigglypuff-light, but not that heavy. -Slow smashes. -Floaty, leaving him largely vulnerable to juggling. -Weak at the start of matches, and has trouble returning from an unfavorable stock count. -Recovery is susceptible to being blocked. =Aura: Lucario's Gimmick= [ara] If you're unfamiliar to Lucario but have heard of him on the Internet, you probably know about "Aura". Here's the rundown of it: Lucario's attacks start out weaker than most characters' attacks. As he takes on damage, though, his power slowly starts to build. It's tough to get a good read on how the damage rises, but it is easy to note at around 30%-40% for the first time. The boosts stop at 200%, where his moves hit for double power and knockback IF they use Aura. (Don't worry: only three of his moves do not use Aura in them.) Note that this figure isn't 100% accurate...the Aura cap is closer to 167%. So...this means that Lucario's attacks power up by 5% every time his damage goes up by 10%, or something like that. Five percent of, say, thirteen is not very large. It's when they start stacking that Lucario becomes dangerous. The 5% boost is off of the base power, so his boost is 1.2 times at 40%. Additionally, Lucario powers up slightly when he falls behind in a match. This is actually a boon for Lucario. A thread on Smash World Forums states that his damage output is impacted in the following manner: ~If Lucario is AHEAD BY 2+ STOCK/POINTS: [Aura Boost] * 0.8 ~If Lucario is AHEAD BY 1 STOCK/POINT: [Aura Boost] * 0.9 ~If Lucario is TIED IN STOCK/POINTS: [Aura Boost] * 1.0 ~If Lucario is BEHIND BY 1 STOCK/POINT: [Aura Boost] * 1.2 ~If Lucario is BEHIND BY 2 STOCK/POINTS: [Aura Boost] * 1.4 So, what does this mean? Here's an example. If Lucario's tied for the lead, at 100%, his damage output is 1.5x the output at 0%. If he's ahead by 2+, the multiplier falls to 1.2x. If he's ahead by 1, the multiplier is 1.35x. If he's behind by 1, the multiplier is 1.8x. If he's behind by 2+, it spikes to 2.1x his output at 0%! The maximum Aura multiplier is at a disadvantage of 2+, if Lucario is at peak Aura (anywhere from 167%-200%), is 2.8x. Problem is, Lucario is not particularly durable or heavy. He starts running into danger at 110%, earlier against the extreme powerhouses. This is where tactics come into play: do you stay away, or do you let your percentage rise in hopes of increasing his power? =Terms and Techniques= [trm] These may help you as Lucario. Knowledge is power, da? -Frame A still image. 60 frames are issued every second. -Stale Move Negation Decreased knockback and damage on repeated usage of a move. -Tilt Shorthand for the forward-A, up-A, or down-A attacks. -Shield Hold L or R to use your shield. Tap left or right to roll, or tap up or down to spot-dodge. You can use attacks out of shield, like an up-tilt or an up-B, or jump. Grabbing is also a possibility out of shield. -Air Dodge Tap L or R in mid-air to become temporarily immune to attacks. -Tech/Ukemi Tap L or R to convert falling momentum into a standing position or to cancel momentum as you impact a wall. -Disjointed hitbox An attack that comes out away from the user, such that the opponent cannot hurt them if the attack is outprioritized. -Chaingrab Mercilessly grabbing and throwing so that your foe is unable to escape. Lucario has a chaingrab, but not a conventional one. -Grab-Release Grabbing, pummeling, and releasing a foe, then grabbing them once more before they regain control following a grab. Sometimes referred to as a "deathgrab". Lucario does not have one for or against him. -Foxtrot Repeatedly tap the control stick so that you dash while being able to go into a smash or tilt. -Dash Attack Cancel Using an up-smash out of a dash attack by cancelling it in the opening frames. -Edgeguard Preventing an opponent from grabbing a ledge, forcing them into the abyss. -Gimp To destroy a recovery with an attack. -Footstool Jump Springboarding off of an opponent to gain height. This is a spike that can be pulled off by anyone of a mid-air opponent, especially if they try to Meteor Smash you... -Meteor Smash/Spike A Meteor Smash is an attack that launches downwards, hopefully into a void. A spike is a stronger version. I will use them interchangeably. Lucario DOES NOT HAVE A SPIKE OR METEOR SMASH. -Wavedash An infamous "advanced tech" from Super Smash Bros. Melee, which entailed air dodging into the ground to slide along. This is NOT IN BRAWL, but Yoshi can perform a different variant of it. =Aura Tech: Ground Attacks= [grd] Here's the general format I will be using for his attacks: +Button combination, assuming a GameCube controller. Description: what Lucario does. Damage: sliding-scale of damage, NOT factoring in stock-based multipliers. Knockback: qualitative knockback comparison. KO Potential: if you should use it to deliver the final blow. Analysis: anything else to note about the attack, including commentary. +Neutral-A Combo Description: Lucario delivers two jabs and a kick, Aura at each end. Damage: three hits, 7-14% if all three hit. Two weak hits, one strong hit. Knockback: fair on last hit, poor on other hits. KO Potential: probably not. Analysis: One of the better jab combos, Lucario's three hits are fast and fairly powerful. It's a good damage builder at low percentages, but the final kick is often too strong at higher percentages. +Forward-A Description: Lucario jabs forward, unleashing an Aura burst. Damage: 9-18%. Knockback: fair. KO Potential: hopeless. Analysis: This attack comes out quickly and with good range, but it has no hope of killing at reasonable percentage. +Upwards-A Description: Lucario unleashes an Aura-tipped roundhouse kick. Damage: 4-8%. Knockback: decent. KO Potential: nope. Analysis: It's possibly the fastest move in Lucario's arsenal, and it's good as a surprise or juggle-starter. It's not the best, though, at building up damages. +Downwards-A Description: Lucario unleashes a low, Aura-tipped kick. Damage: 5-10%. Knockback: meh. KO Potential: no dice. Analysis: Another quick attack, its point is to trip the foe or merely shock them with a bit of damage as a plus. +Dashing Attack Description: Lucario delivers a split kick. Damage: 10%. Knockback: passable. KO Potential: no chance! Analysis: This attack is a bit different. For one, it has no Aura augment. This is good at low percentages, because it is a consistent, fairly fast damage builder. But, it will quickly fall behind his other moves in terms of damage output. Use it early, but abandon it at 70%. +Ledge Attack Description: Lucario leaps up and delivers a kick. Slows down at 100%. Damage: 4-8%. Knockback: meh. KO Potential: nyet, nyet, nyet. Analysis: It's a decent safety move. That is all. +Floor Attack (after being knocked down) Description: Lucario sweeps around him with an Aura-tipped appendage. Damage: 5-10%. Knockback: adequate. KO Potential: Cheerwine! ...er, no. Analysis: It is quick and effective, but nothing special. =Aura Tech: Smash Attacks= [sms] +Forward Smash Description: Lucario rears back and fires a blast of Aura. Damage: 11-22%, uncharged. 15-30%, charged. Knockback: very good. KO Potential: da. Analysis: This is Lucario's strongest attack at full power, if you have the time to charge it. The cone of Aura is wide and powerful, and Lucario at peak power can kill the foe at 60% with an UNCHARGED one of these. There is a problem with this attack, though. Lucario has a distinct wind- up motion for this attack, making it a bit slower than you would like. By the time Lucario rears back, the opponent might be in your face... Fun Note: This attack was like Mewtwo's forward smash. Mewtwo's version, though, was a fixed-damage blast of dark energy. +Downwards Smash Description: Lucario winds up and unleashes a shockwave of Aura. Damage: 10-20%, uncharged. 14-28%, charged. Knockback: good. KO Potential: eh...possibly. Analysis: This attack is one of the rare down-smashes to hit on both sides at the same time. Its range is decent, thougn a bit less than you'd like, and it has a fair bit of force. It's the fastest of Lucario's smashes, but it still has a bit of wind-up. This move shines, though, as a safety trick. It pushes foes away, and it's not too slow. If you need a bit of breathing room, use it! +Upwards Smash Description: Lucario does a slow spin, firing an Aura shot upwards. Damage: 9-18%, uncharged. 12-24%, charged. Knockback: excellent. KO Potential: da. Analysis: This attack is just strange. It has strange lag patterns, but is best described as his forward-smash, turned 90 degrees. The difference is that the lag is mostly cooldown lag, and it has better range than is immediately apparent. The blast hits both sides of the jackal, and it hits pretty hard. It starts as a juggler and becomes a nasty vertical killer. =Aura Tech: Air Annihilation= [air] +Neutral Aerial Description: Lucario spins in a tight circle, Aura alight in paw. Damage: 7-14%. Knockback: decent. KO Potential: nyet. Analysis: This is Lucario's aerial safety attack. It has good range and a quick start-up. It's not too weak, but it has this horrific cool-down lag. Use it only if you're not too far from ground, because it effectivelt ends your aerial onslaught. +Forward Aerial Description: Lucario does a kick in front of him. Damage: 4-8%. Knockback: decent. KO Potential: maybe, as a Wall of Pain. Analysis: It's fast and effective. It's not much for damaging, but it is gifted with good knockback. Lucario's air mobility lets him set-up a Wall of Pain, forcing foes off of the stage with well-placed aerials. It's not his best move, but it works. +Backwards Aerial Description: Lucario jabs behind himself. Damage: 8-16%. Knockback: good. KO Potential: maybe. Analysis: It has less-than-ideal range, but it comes out quickly and has the force you need to maul foes. +Upwards Aerial Description: Lucario kicks very high, with the Aura coming overhead. Damage: 7-14%. Knockback: good. KO Potential: da. Analysis: Again, it's quick and has good force. It is a good way to net a KO by pushing your opponent off of the screen vertically. +Downwards Aerial Description: Lucario pauses in the air and delivers two stepping kicks. Damage: 11-22%, split over two hits. Knockback: excellent. KO Potential: da, da, da. Analysis: Many players see this as Lucario's best move, and it is. The jackal delivers two powerful blows underneath its feet. Even at low percents, the victim will go flying a bit. With a damaged Lucario, it's as potent as a tactical nuclear device. It soaks up all of Lucario's aerial momentum, aiding in recovery. Use this move with frequency, as it clocks in as the Aura Pokémon's best move. =Aura of Special Type= [spc] +Neutral Special (B): Aura Sphere Description: Lucario concentrates his Aura into a destructive blue ball. Damage: 1-2%, hit by the charge. 5-10%, uncharged Aura Sphere. 13-26%, fully-charged Aura Sphere. Knockback: increases with charge; excellent at full charge. KO Potential: da, indeed. ANalysis: Aura Sphere is Lucario's signature attack in the Pokémon games, and it translates well here. It's a versatile projectile that can kill, and it proves the best indicator of Lucario's Aura strength. Uncharged spheres follow a sine wave pattern, while fully-charged spheres fly straight and true. They hit hard, and charging one when you get the chance can never hurt you. This attack is the one most impacted by Aura: its size AND speed increase as Lucario's damage does. Fun note: This is another attack used to compare Lucario with Mewtwo. The Shadow Ball Mewtwo packed was different, though: it always hit for 26% at full power, and it had a hideously erratic path. +Forward Special (Side-B): Force Palm Description: Lucario charges and fires an Aura jet from its palm. If the foe is close, Lucario will grab and slap them away. Damage: 7-14%, jet attack. 9-18%, grab-and-throw. Knockback: decent on jet, good on grab. KO Potential: nyet. Analysis: Force Palm is a mixed bag. The Aura jet is slow and not too damaging for the charge tacked on. It does have decent range, but it still isn't good. The grab effect, though, is excellent. It can be turned into a "chaingrab", which involves grabbing your opponent mercilessly, sending them to higher percents easily. Even without that, it's quick and decently powered. +Upwards Special (Up-B): ExtremeSpeed Description: After honing his evil for a second, Lucario dashes in the path you guide him in. His trajectory can be arced. Damage: no damage. Analysis: This is not an attack, really. It is exclusively for Lucario to move around and recover with. As far as such attacks go, it's merely decent. As a move, ExtremeSpeed suffers from hideous lag and being easily sabotaged by non-damaging tricks. Lucario is vulnerable entering the move, but is not able to be damaged during movement. Its benefit, though, is being able to curve its trajectory by up to 90 degrees. Lucario can easily bend around platforms, and colliding with a wall will allow him to adhere like tape to it. It's not the worst recovery means, but it's far from excellent. +Downwards Special (Down-B): Double Team Description: Lucario assumes a defensive position. If attacked at the right time, he unleashes a sliding kick into the opponent. Damage: 7-14%. Knockback: excellent. KO Potential: da! Analysis: The bad news is that Double Team is easy to exploit and easy to punish, thanks to horrendous lag at the end of the attack and a strange timing to trigger it. It's vulnerable to grabs, and even using it correctly may result in a self-destruct if Lucario slides off the edge. However, Double Team is an absurdly strong attack that can hit multiple victims. Augmented by Aura, it can kill at 100%. Don't use this move to the point of predictability, but it can stun your foe. If you're playing with items, it can block a Final Smash. =Aura Tech: Flinging your Foe= [thr] Lucario seems to have been gifted with a good set of throws. Here are his tricks in that realm: +Grab (Z): Lucario reaches out to grab the foe. +Pummel (A): A quick Aura jolt is unloaded. 1-2%, very fast. +Forward Throw: The victim is launched by a burst of Aura. 7-14%. +Back Throw: Lucario spins and flings the victim. 10%, is not an Aura attack. +Up Throw: Lucario delivers an Aura-powered uppercut. 4-8%. +Down Throw: Raising them up, Lucario smashes the foe into the ground. 10%, does not use Aura. Decent, but not apocalyptic. Lucario can net a kill with the Aura-powered throws at higher percentages. =Final Smash: The Wrath of Aura Storm= [fsm] "Watch the power of Aura!" Lucario's Final Smash deserves mention, because it does not operate like the bulk of his attacks. +Final Smash: Aura Storm Description: Lucario leaps skywards and comes down from the sky. Charging up, he unleashes a steady beam of Aura that can be aimed. Lasts about 5 seconds. Damage: 10%, contact on ascent. up to 28-56%, actual Aura beam if hit for full time. Knockback: good on ascent, extreme at the end of Aura Storm. KO Potential: hell, yes! Analysis: Aura Storm is one of those Final Smashes that depends on the foe you are up against. If your opponent can fly or has a lot of jumps, it will miss. If you are on a larger stage, it probably will miss. That being said, this Final Smash does have a nice bit of power on it. It has one-shot potential if Lucario's at peak power, and it kills at 90% without any power boost. It is predictable and avoidable, but it looks cool and has enough to keep it from absolute suckitude. =The Art of Recovery= [rcv] He may not have wings or rockets, but Lucario has a decent recovery. Here are the things to keep in mind while recovering: +Lucario has but one midair jump, but it is a massive one. His fall rate is slow, so duping your opponent will help you out. +His downwards aerial, the double Aura stomp, halts aerial momentum. This can be used to keep from dying, aiding in stopping a knockout. +Your aerials are fast and safe, so use them. +You can cling to walls, and Lucario's wall jump is the largest in the game. +Only use ExtremeSpeed if you need that extra boost to return. It is laggy, but you can curve the trajectory to suit your needs. The distance gained is that of Mewtwo's Teleport from Melee. If you hit a wall, you'll cling to it. Note that you won't regain jumps or use of ExtremeSpeed, but you CAN use aerials. =General Tips and Strategies= [tip] Regardless of your foe, here are tips for you to use in battle: +Remain unpredictable. If your opponent notices a pattern in your attacks, you will be punished harshly. Plus, overusing attacks will make them weaker. +Don't toy with your opponent excessively. They will be pissed, and it will leave you open. Lucario is sometimes a bit frail. +Know which attacks you can take. You can't take Warlock Punch very well, but projectiles are a good way to boost your own damage. +At the same time, avoid being reckless for the above reasons. +Never concede. Nobody is unbeatable, but some are tougher. The Aura boosts are a boon in allowing you to come back. +Always charge Aura Sphere to use if the opportunity arises. =Jackal Gone Wrong: Versus the Others= [mch] Any characters that you're having trouble against? This section is to help you prepare for matchups, with advice on how to maul the opposition. I will present data like this: +Character Name Difficulty of match-up: scale of 1-7. 1 is good for you, 7 is bad for you. General strategy: What to do to prevail. Look out for: attacks that can particularly hurt. In general, you'd think the powerhouses are the shredders and the weaker hitters the shreddees. This holds solid for about half of the cast...but some characters defy this trend. And, here we go. +Mario [mar] Difficulty: 3/7 General strategy: Eh, Mario is nothing special. He has some ways to make the match interesting, but his lack of killing power is a bonus to Lucario. There are three big ways he can do you in: using his Cape to block your Aura Sphere or recovery, his F.L.U.D.D. to edgeguard, or his forward-aerial spike. If you remain vigilant, those aren't really lethal. He does have one main killer on the ground, his forward-smash, but it can't kill easily until the 100% range. Play carefully, and the worst plumber will die easily. Keep to the air, because Mario is not good in the skies. Look out for: his Cape. It can reflect Aura Sphere and stop your recovery. +Luigi [lui] Difficulty: 4/7 General strategy: Luigi is a match that can give you woe if you've never fought a good Luigi. Lucario is good in the air, but Luigi largely matches your prowess. He has better power than the red plumber, and his recovery isn't the worst. Your aerial game is marginally better, and your reach is superior. Do not play him like his brother, or you will pay. Notably, he is open to Aura Sphere due to his lack of recovery. If you play with items on, I will only say this: Luigi's Final Smash is the WORST one to be caught in. Keep him away from the sphere at all costs. Look out for: Fire Jump Punch, his up-special. It is a twitchy attack, but it can take you out at around 70%. If Luigi blows it, smash him. +Peach [pea] Difficulty: 2/7 General strategy: Easy match, really. Peach is fairly slow and floaty, but she's plagued by a lack of killing power. This is a bad thing for the dainty princess, because Lucario is not good news for one like her. The killing moves she does have are telegraphed, but she has an odd way of playing. Her Toad can counter Aura Sphere and other attacks, but don't let that stop you. Her floating can segue into her aerials, which are her best killers (though not especially deadly). The jackal easily mauls the princess. Don't let yourself be surprised by her odd attacks, and you cannot lose. Look out for: her side-special, Peach Bomber. It comes out with an obvious indicator, but it does hit hard and can surprise you with the explosion of loathe afterwards. +Bowser [bow] Difficulty: 2/7 General strategy: In theory, Bowser's tendency to hit very hard would give him the advantage. However, his utter sloth gives Lucario the advantage. That being said, Bowser DOES hit hard and can take Lucario out at 80%. You outrange the big turtle, though, and your attacks are faster. If you can get him airborne, use that chance to pound him into submission. Bowser's weight may keep him alive longer, but his inability to reliably hit you with his powerful attacks gives you the advantage. Look out for: his forward-smash. It's slow and obvious, but it hits like a train and can tack on 43%, charged. +Donkey Kong [don] Difficulty: 5/7 General strategy: The big ape is not a fun match for Lucario. He has the strength to keep you from taking advantage of Aura AND the range and speed to keep up with you. However, Donkey Kong is not blessed with ways to take projectile abuse, and his attacks do have lag on them. He is none too nimble in the air, so you can get ahead with your superior air game in a dogfight. He does have a good backwards aerial, and he'll use it to approach, so be cautious. If DK starts putting damage on you, you won't last long. Let him build you up a bit, but rely on Aura Sphere and your range more than usual. Look out for: Giant Punch, his normal special. It has a long charge and a telltale indicator of its charge, but it WILL maul you. +Diddy Kong [ddy] Difficulty: 2/7 General strategy: The chimpanzee tries to use his banana peels and his speed to control the match. Again, though, his power is poor. His smashes are not lacking in power, but they lack range. All of this will help the jackal to reach climax quickly. Fight as normal, using your aerial prowess to trounce Diddy. You do outrange him, and you overpower the primate. This isn't too tough, really. Look out for: his banana peels! He can keep two out on the field at any time. Keep track of them, because they prove integral to his evil. +Yoshi [ysh] Difficulty: 3/7 General strategy: Ah, the green dinosaur. Yoshi is one that can be tough to handle if you have not faced a competent one. The trademark second jump makes his recovery tougher to punish. Fortuitously, Yoshi isn't particularly strong. His killers are not very good, and most attacks exist to build up damage. Keep Yoshi on the ground, though: his aerials hurt more than you'd think, with his Flutter Kick and his up-aerial as the pinnacle of his evil. He can use his backwards aerial as another effective damage builder. Fight on the ground, and keep enough distance to dodge his smashes. You shouldn't have it too tough in this match. I will mention, though, that Yoshi has access to a pseudo-wavedash that can catch you off-guard. Be wary of it. Look out for: his upwards-aerial. It's a strong tail flip that can easily kill you at 90-100%. This attack is why you want to fight him on the ground. +Wario [war] Difficulty: 3/7 General strategy: Wario is unlike any other character. He's floaty, with aerial prowess to rival yours. The portly plumber, though, is cursed with piss-poor range. What may make this fight tough is the fact that Wario's moves all have a choppy animation, placing lag only at one end. You easily outrange him, but Wario up-close and personal is not fun. Use Aura Sphere and your aerials to maul Wario. Don't get above him, or his up-aerial will make you pay the price. Look out for: all of his aerials. They hit hard, but they lag on landing. +Link [lin] Difficulty: 2/7 General strategy: Poor Link, cursed by slow attacks and a mediocre ranged game. His recovery sucks, and his attacks are too slow to be of danger on a consistent basis. His projectiles serve to make you stronger, too. He has strong attacks, but his sloth hurts him. Keep away from Link's sharp sword as best you can, and you'll kill him. Get him off of the stage, and the odds are not good of Link returning. Look out for: Link's forward smash. It comes out as two slashes, the second of which is usually cataclysmic. It's slow, so don't panic. +Zelda [zel] Difficulty: 5/7 General strategy: Zelda is one wicked sorceress. She moves slowly, but her attack speed isn't slow. Worst of all, she fights in your ideal range without needing to build up power. Everything Zelda does packs a punch. While Aura Sphere may seem like it will help, Nayru's Love will bounce it back at you. Dodge often to get in, and take advantage of her slightly slower attacks and your better range. Thankfully, Zelda is fragile, dying around 100%. But she still is not an easy mark. Look out for: Din's Fire. It has a massive range with a massive hitbox. If you can, use Aura Sphere as she deploys the magical fireburst. +Sheik [shk] Difficulty: 1/7 General strategy: Sheik is a light-hitter with practically no power. She does have some tricks, but it's a chore for her to kill at under 150%. This is a boon for the Aura-powered jackal. Sheik is fragile, relying on blistering attack speed to overwhelm you. Be patient: she can't do much to you, but you can. This is an easy match-up. If she changes to Zelda, punish the shift. Look out for: her up-smash. It's her only reliable killer below 150%. +Ganondorf [gan] Difficulty: 2/7 General strategy: Ganondorf, as far as characters go, is an utter catastrophe. He has only one area of note: power. Problem is, he is the strongest character in terms of killing power. His sheer power will force you to keep far, far away. But his attacks are very laggy, so you may get out of danger with careful timing. Aura Sphere is your friend in this showdown. Ganondorf will have trouble getting to you, but he is capable of flooring you at 30%! Yes, that early. I can't emphasize how badly a good Ganondorf can maul you...but you still have the advantage. Look out for: Warlock Punch, his neutral special. It hits for 32% and an absurd amount of knockback...but it has a long charge-up. If it hits, though, you WILL die at 40%. +Toon Link [tli] Difficulty: 4/7 General strategy: Toon Link is what his realistic counterpart wishes he was. He sacrifices a bit of range for attack speed and general speed. This makes him much tougher in general. His shorter range, though, plays into Lucario's paws. You outrange him with his nastiest attacks, and your projectile beats his three. Toon Link is not as effective in the air...but do NOT get under him, or you will pay. Toon Link is a solid opponent, but the master of Aura is a good match for him. His projectiles are good for building your damage up, so you can kill the cel-shaded swordsman easily. Look out for: his downwards aerial. It spikes, hits for about 13%, and can hit twice. Dodge him and punish the ending lag! +Samus [sms] Difficulty: 1/7 General strategy: Samus just isn't a good character. She has four projectiles and a decent set of attacks, but no killing power. This is good for you and bad for her...because Lucario loves to soak up damage, like a little voodoo doll, really. This shouldn't be tough, really. For one as floaty as she is, her aerial game SUCKS, mostly serving to rack up your damage. Her power shortage is not one that helps her. If you face Samus, have fun with the armored woman. Look out for: her downwards aerial, which spikes. It's slow, but be wary of her using it as you approach from below. +Zero Suit Samus [zss] Difficulty: 2/7 General strategy: Zero Suit Samus packs a bit more power than her less armored counterpart, but she still isn't a tough foe. Lucario has the advantage in all ways, and you will easily brutalize her. She can be a bit squirrely, so play carefully. Her best attacks tend to lag, so use that to your advantage. She has few killers, and those are telegraphed and easy to dodge. She CAN kill you earlier than 100%, so be wary. Look out for: her neutral special, Paralyzer, and the down-smash. Zero Suit Samus will use those to great effect as set-ups for the kill. +Pit [pit] Difficulty: 3/7 General strategy: Pit is widely considered a cheap little piece of...er, oops. The angel has two spammable moves that all notably lack killing power. Stupid angels can rack up your damage percentages faster than Congressional approval ratings plunge...but at your benefit. For having wings, Pit is actually worse in the air. He can use Palentua's Arrow to slow your advances, but your aerials work well. Aura Sphere is not a good idea, because Angel Ring and Mirror Shield rebound it. His recovery seems good, but it is not. Nail him as his wings glow, and it's game over for the winged dirge. Look out for: Angel Ring, his side-special. It builds damage AND deflects all of your projectiles. Truly annoying, really. +Ice Climbers [icc] Difficulty: 5/7 General strategy: Nana and Popo are unusually dangerous. They hit hard, they can chaingrab you to hell, and two targets are usually tougher to handle than a single opponent. They actually have quick attacks, and they don't lack power like you'd expect. This makes the battle tough for Lucario. The best way to fight is to focus on only one Ice Climber at a time. It is advantageous to get rid of the CPU player, because one Ice Climber is about 60% the average character in many ways. They aren't durable, but they hit hard, especially when both are alive... Get them into the air, if possible. They are none too good in the air. Plus, they can't chaingrab you in the air. Look out for: their tandem attacks in general. When together, they hit for the same damage expected from a heavyweight. +R.O.B. [rob] Difficulty: 6/7 General strategy: R.O.B. is actually deadly. It has power, speed, and prowess on all areas. Arm Rotor rebounds Aura Sphere, and its close-quarter tricks will hurt you. The robot is good in the air and on the ground. Double Team is oddly useful, because it deals well with the quick attacks it delivers. Your aerials are of necessity in this battle, especially the down-aerial. I'll be blunt: R.O.B. is a tough foe. You can take it, but the toughness of nailing down a single reason the robot is tough shows how tough it is... Look out for: his gyro. It has some charge-up time, but it hits hard. +Kirby [kir] Difficulty: 3/7 General strategy: Pink and fluffy, Kirby sucks. He's a solid character, but Kirby is not extremely deadly. Lucario outranges and outmuscles him, and the pink wonder isn't a powerhouse. Kirby has a Hammer and his Stone attack as killers, but Lucario has little trouble mauling the laggy finishers. The jackal outperforms him in the air, and he outperforms him on terra firma. Aura Sphere is good, and Force Palm will pierce Kirby's Stone (as will grabs). Inhale may be used in a suicide, so be wary if he sucks you up near an edge. The pink puff is not a miserable opponent, but Kirby can be tough. Lucario, though, is better (and cuter). Look out for: his Stone attack, his downwards special. 18% damage and protection from damage is not fun to cope with. It's vulnerable to grabs, and it lags at both ends, but it's still good. +Meta Knight [mtk] Difficulty: 5/7 General strategy: Meta Knight is a paradox. He's a light hitter, so that would scream "Aura bait". But the wee warrior hits FAST. You do have the air advantage, because Meta Knight's bat wings are none too condusive to lateral movement. Ground-wise, though, the wee warrior will annihilate you with his blazing onslaught. Your Aura will keep you in the battle, but Meta Knight is fierce. Be wary of him ending your recovery with his aerials. It is tough to really advise about the way to beat him...he is just good. He is light and has no answer to Aura Aphere, and your full-power Aura Sphere and forward aerial break his annoying Mach Tornado. Take full advantage of Aura boosts, and make every blow count. Look out for: Shuttle Loop, his up-special. It's his main killer, and it comes out quickly. Good luck. +King Dedede [ddd] Difficulty: 5/7 General strategy: The portly penguin is nasty. Range, agility, and power are all melded into a lethal package, and Lucario is at the wrong end. The King churns out enough damage to inhibit Aura from its full force...but the bulk of Triple-D leaves him vulnerable to Lucario's down-aerial and his chaingrab. Keep airborne to avoid the worst of what the King has to use, and be ready with Doule Team. The King needs to get close to kill you, because his ranged options usually only serve to empower you. Problem is, he has a LOT of those close killers. Look out for: his forward smash. This attack, if landed like one clubs a baby seal, will kill you at 30% if charged. It's slow, but don't underestimate how it can kill you. +Olimar [oli] Difficulty: 3/7 General strategy: Some opponents have a tough time against lightning-fast Olimar and his Pikmin, but Lucario doesn't. It just seems as if the Aura- charged assault is made for the lower power Olimar has. Lucario's attacks are made to ward off Pikmin and kill stragglers. It is a daunting prospect to fight Olimar from the sky, but his aerials are hurt by poor range. The captain is crippled by poor range, but his attack speed makes up for it. This can be tougher, but Lucario has the edge. Don't screw up. Look out for: his smashes. All three are quick and well-ranged, and they hurt. +Fox [fox] Difficulty: 3/7 General strategy: Of the three Space Animals, Fox is the easiest one to face. He hits quickly, and his combo ability is excellent. Only thing is, his killing power isn't THAT good, and most Fox players will build up damage. This is good for Lucario. Reflector can cause a measure of trouble, acting as the "shinespike" and neutralizing your Aura Sphere. His attacks have less range than yours do, so his speed advantage is slightly negated. Double Team isn't a poor option in this battle. Keeping the battle in the air is wise, because Fox falls very fast. Lucario should not have a lot of problems in this battle. Look out for: his Reflector. It can spike, it can reflect, and it can cause a good deal of problems. +Falco [flc] Difficulty: 4/7 General strategy: Falco has a lot of differences from his captain, making the match slightly tougher. Again, Falco has problems killing, thanks to his slow, obvious killers, but he has the Blaster and other attacks to get you into danger. His infamous chaingrab is less effective on floaty Lucario, so that's something you need not worry about as much. His reliance on high percentages and spiking you early effectively requires you keep in the air. Reflector will block Aura Sphere and keep you away. The Blaster is his friend: he'll short-hop and slowly advance while slowly building up damage. Oddly, you outdo the bird in the air, no matter how much he prefers it. The best solution to Falco is to rely on your many tricks and your greater power to pluck his feathers. This is an even match, really. Look out for: his Blaster. It has enough stun to keep you from getting close, and it lets his killers hit that much harder. +Wolf [wlf] Difficulty: 4/7 General strategy: He may not be the "best" of the Space Animals, but Wolf is more than a good match for Lucario. He combines the nastiest features of the other two into a sleek, feral package. Reflector works differently, outright making him invincible. Wolf Flash has a strange angle, but it can KILL you. He moves quickly and has fast moves. Thankfully, Wolf is much poorer in aerial combat. As a bonus, Wolf has a tough time killing you, and his poor aerial mobility will make it less likely you will be spiked. Abandon Aura Sphere, but don't be afraid to get in his face. Wolf will have difficulty finishing you before 120%, barring a spike. His recovery is truly bad, so punish that. It's an even match, all in all, no matter how much he can't let you do that. Ah, lest I forget...if you end up against a Landmaster, run and stay off of the top of the tank. Look out for: Wolf Flash, his side-special. This attack has a strange angle (30 degrees), but him hitting you at the move's end will spike or kill you at decent percents. The strange angle makes this attack fearsome. +Captain Falcon [cfl] Difficulty: 1/7 General strategy: Captain Falcon beats you in the style department and loses massively in the actual realm of fighting prowess. This has to be the easiest match-up for Lucario. The F-Zero pilot is jinxed by having laggy attacks that, while decently powered, are easily outprioritized and outranged by yours. His only killers are very slow or extremely tough to nail, and your damage will go up rather quickly on his watch. Aura Sphere exploits his lack of projectile protection. Your tilts and smashes maul him, and his aerials pale in comparison to yours. If you lose this match, your horns must droop in shame. Look out for: FALCON PUNCH! Seriously, this attack is not one you want to be on the other end of. It hits for 27%, with enough force to kill you at 70%. Thankfully, everything you do outprioritizes it and its 52 frame charge-up. Also, his Knee Smash merits notice. Its sweet-spot is wee, but it is a nasty horizontal killer if sweet-spotted. +Pikachu [pka] Difficulty: 5/7 General strategy: You want cheap? The cheapest battler has to be this little piece of...er, oops. I kid you not, though, because his smashes and electrical attacks are spammable AND excellent. While this isn't bad for Lucario, Pikachu has killing power unlike other lightweights, which is not good. Pikachu will drop Thunder every chance he can. When you hear the roar of "PIKA!", beware of the bolt. He moves quickly, but his aerial assault is very poor and is better employed with lightning bolts. It may not be wise to come in by air because of the threat of Thunder. A fully-charged Aura Sphere breaks the Thunder Jolts sent your way once Lucario's damage rises. You largely outrange Pikachu, but he's faster. The key to winning is to stop Thunder and his down-smash: your smashes will send the evil rodent flying early because of his lack of weight. Look out for: Thunder and his down-smash. His down-smash will hit for 15% with good knockback, and Thunder can spell the end of you if you are in the air. +Pokémon Trainer [pok] Because you don't actually fight the Trainer, I'll just jump into the three Pokémon he controls. +Squirtle [sqr] Difficulty: 1/7 General strategy: Of the three, Squirtle is meant to be the light-hitter. He fills this role well, but the light-hitting characters fare poorly against Lucario. Squirtle has arguably the worst set of specials in the game, and he is horribly open to Aura Sphere. He is lightweight, flying far from an attack others might weather. He is plagued by horrid range, but he does have some power here and there. Water Gun can screw your recovery over, but not often. This isn't a tough match, really. Smash, tilt, and aerial your way to victory. Your down- aerial is best here, killing early the Tiny Turtle. Look out for: Withdraw, his side special. He's invincible, but he acts a lot like a Green Shell. It can't kill you, but it can build up damage. Jump on him when he uses it. +Ivysaur [ivy] Difficulty: 4/7 General strategy: The spotted one is a tougher match for Lucario. While he moves fairly slowly and has a horrible recovery, Ivysaur has good range AND power, and Bullet Seed and Vine Whip do wonders for stopping your best approach: the air. The way to win is to get Ivysaur off the stage and remorselessly edgeguard. Throw him off and build damage with Aura Sphere and Force Palm, and use your tilts carefully. You NEED to get him off of the stage, because Ivysaur has unusually good killing power and falling behind is not good for Lucario. Look out for: Bullet Seed, his neutral special. It will trap you and can tack on 40-60%. Thankfully, it lags a bit, and you can punish Ivysaur if it fails to trap you. +Charizard [chz] Difficulty: 3/7 General strategy: The winged lizard is the cutest and second-easiest of the three Pokémon for Lucario. He's the fastest heavyweight, but he's also one of the slowest in terms of attack speed. He is heavy, affording much in the way of survival. He can breathe fire (good for you), unleash a cone of flame (also good), and use his well-ranged, hard-hitting smashes (bad) from afar. Though winged, you beat Charizard in aerial combat, so turn to your aerials and your best-ranged attacks. Like many large foes, he has little answer for the blue sphere of doom. He hits hard, but slowly. This match is easier than you would expect. Look out for: Rock Smash, his forward-special. It comes out slowly and with poor range, but it can hit for 20-40% AND kill. +Lucario [luk] Difficulty: 4/7 General strategy: You know how to fight yourself by now, I'd hope. Play at your best, and try to kill quickly with your smashes. +Jigglypuff [jgl] Difficulty: 3/7 General strategy: Jigglypuff is an exteme character. She's the slowest on the ground and the lightest, and her range is poor. But she rules the skies like no other can, fixing her range problem and zipping around. She's oddly powerful, hitting with greater force than expected. The best way to describe her is an aerial version of Kirby...their attacks even look similar to the other's attacks! Her power is there...but she is the lightest character. This is good, for you have hard-hitting attacks. She'll fight in the air, so don't take her on in the skies. Her ground game is bad, so exploit that. Also be wary of Rest...it hurts and can kill at 50-60%. Though semblant of pudding, she isn't that weak. But she dies around 70% from a smash, so you've the clear advantage. Look out for: the Wall of Pain. Jigglypuff uses a string of forward and backward aerials to force you off the stage to where you cannot recover. The timing is very twitchy, though, so be prepared if an opening arises. +Marth [mrt] Difficulty: 7/7 General strategy: The original lord of Fire Emblem is one of the best characters in Brawl, and he is a tough foe for Lucario. The problem is that Marth fights well in Lucario's comfort zone, because him "tipping" his slashes magnifies damage and knockback greatly. No doubt, this is tough. Aura Sphere might work, but Marth advances quickly and can cancel with his Falchion. His attacks are lethal and quick, and you are not heavy enough to survive long if he keeps tipping his blows. He can Counter like you can, and his aerials are good. Still, the air is your only hope. You must be better than Marth, or you will lose. Look out for: Honestly, all of Marth's attacks can be lethal if he lands them at the tip. That shows how dangerous he can be. +Ike [ike] Difficulty: 1/7 General strategy: Ike is best described as the "bricks in pillowcase" fighter. He is strong, but very awkward and cursed with poor mobility. And he hates projectiles. This is good for you indeed. His sword actually outranges you, but his attacks are SLOW in execution. This makes him bait for Aura Sphere and Double Team. His backwards aerial, Aether, jab combo, and Quick Draw are his fastest attacks...which is sad. Keep in the air. Pelt him with aerial carnage and your distance attacks, and the spiky-haired swordsman nobody cares about will die. Look out for: his forward-smash. It will club you like a baby seal...if it actually hits. It does kill at around 40%, charged. +Ness [nss] Difficulty: 4/7 General strategy: This is where the match-ups start becoming odd. Ness is an peculiar character, relying on a graceful chaining of attacks to maul the opponent. Nonetheless, Lucario isn't deep-sixed in this epic battle. Ness has PK Fire and PK Thunder to set up combos, squashing advances from the ground and the air, but they merely fuel your Aura tricks. He's good in the air (beware of the Step Kick) and on the ground. The attacks you need to be wary of are PK Flash and PSI Magnet: the latter means that Aura Sphere and Force Palm are too risky. Thing is, his PSI augments are outranged by your attacks (barely, though). He isn't very heavy, and his recovery is VERY tough to use. If you stop the ball of electricity, he'll die. Ness can surprise you, so you must know what his attacks are capable of. Look out for: PK Flash, his neutral special. Of his attacks, this one has the most power behind it. If he's using it, deploy Aura Sphere, because 37% is nothing to sneeze at. +Lucas [lcs] Difficulty: 4/7 General strategy: Where his counterpart is a technician, Lucas is described best as a powerhouse. Pound for pound, he has more power and less chaining potential. This is normally not a good thing, but his attacks are just slow enough to keep this match even. His specials are stranger than the other PSI user: PK Fire is a single hit, PK Thunder pierces with greater damage, PK Freeze is bad, and PSI Magnet will punish a misaimed Aura Sphere or Force Palm. His attacks tend to be a bit telltale, so Double Team works well. You beat Lucas in the air, so take note of that. Lucas hits hard, but is a bit laggy. And we know how Lucario loves to whip laggy foes. Look out for: his up-smash. It comes out slowly, but 18-23% is not anything you want to be caught in. Be careful and cautious, and punish the charge. +Mr. Game & Watch [gaw] Difficulty: 6/7 General strategy: Mr. Game & Watch is truly vicious. His attacks have little in the way of lag, and they hit very hard. The range is there, and the 2-D terror is very tough. Oil Panic shuts down Aura Sphere and Force Palm quickly, so those should not be used. His aerials are quick and disjointed, and his smashes have the same benefits. He's a heavy-hitter in a lightweight package. Truth be told, he has only two weaknesses: his recovery is predictable, and he is the second-lightest character. Try to kill him quickly, because he is rather fearsome in an extended showdown. Look out for: his down-smash, Vermin. It hits with heavyweight-like power, it has good range, and it's game over at decent percentages. +Snake [snk] Difficulty: 5/7 General strategy: Snake? Snaaaaaaaaake! ...sorry, couldn't resist. Snake is probably one of the worst matches for Lucario. While most power characters have trouble landing their attacks, Snake does not. He hits very hard and very quickly, and he's durable. His range is about the same as yours, and he can end a stock at around 80% with a perfectly aimed blow. Your best hope is, oddly enough, is to get close to him. Snake has nasty attacks, but he thrives on mind games and ranged combat. Get close and keep pounding him. He hates being pressured, and your priority is about on par with his. This IS tough, but Lucario isn't screwed. Snake's aerial game is solid, but lacklustre in comparison to yours. That may be the best route. Look out for: While many attacks he has are deadly, C4 is one you need to be wary of. It can kill you at 100%, and it's tough to know where it is. +Sonic [snc] Difficulty: 1/7 General strategy: Sonic is all about speed, as he'll have you know. He has nothing else, though: no range, no priority, and no power. So, how do you kill him? He's squirrely, so be patient. His killing power is piss-poor, so he needs to get you up to 120% to kill. From there, you can Aura smash him to hell, where he belongs. Don't get frustrated by his speed: it's all he has. In addition to no power, he's lightweight. This is good news for you. (Fun fact: Kirby gets nothing from copying Sonic or King Dedede. He already sucks. Sorry, just had to add that.) Look out for: his forward smash. It's a wind-up punch that is obvious, but still delivered with Sonic-like speed. It's his only notable killer. =Contact Twaddle= [ctw] You can contact me with pertinent guide-related twaddle at firstname.lastname@example.org. Please, for my sanity, note the following: 1. Put something in the title that relates to the guide, so I know what you are contacting me for. 2. I understand French, English, and leet. Do not e-mail me in leet or a language not listed here. 3. Have a purpose for writing. Minimize flaming, and please have helpful suggestions. 4. Try to keep your spelling and grammar as close to standard English as you can. Plans for cold fusion mean naught if nobody can grok them. =Acknowledgements= [ack] Thanks to those that made my motivation for writing this possible. Special thanks to: +GameFAQs boards, for advice on strategies and advantages. +The countless people that I used my favorite jackal against successfully. +Smash World Forums, for the Aura Multiplier information. +The Smash Bros. Wiki, for info that I checked and cross-checked. +You, obviously, for reading this. And with that, get outta here.