With so many characters in Super Smash Bros Ultimate, there are some that get overlooked, unfortunately. One that should definitely not be overlooked is Lucas. We were super excited to hear that Lucas would be back in this latest entry of Super Smash Bros.
The good news is not only is he back, but he's even better than he was in his last appearance. There are some slight changes from his past version such as his PK fire being more explosive which in our opinion is a good thing. At times, I do miss the Nes-like PK fire at times which sort of traps you for a few seconds, but on the whole I rather the extra explosion and launch power. It comes in handy, especially on the flat boards.
This guide is based on personal experience, so if there are some strategies that go against the current "meta" forgive me, but do let me know what I could change. It's based solely on personal success. Now enough with my disclaimer lets get to the nitty-gritty.
One thing that annoys me about some Lucas players is it seems like, at times, they rely on gimmicky tactics such as spamming the PK thunder, PF fire, or even just playing stay-away and absorbing any and every projectile while conserving damage until being forced to fight. All that is completely whack and gives Lucas unnecessary flack just because of individual's stupid gameplay. Don't get me wrong, those moves are all essential on their own, but nobody should be a one-trick pony.
Similarly to Samus, our preference is to play him as a bit of a zoner, but I'm definitely more aggressive hand-to-hand with Lucas than I am Samus. I think Lucas has a great skill set and his smash attacks are some of the best in the game in my opinion. They all have an aggressive launch rate, especially his Up Smash the move is amazing and will launch foes off at a high rate. It's also great for people who use down A or down B dive attacks such as Yoshi, Bowser, or Ridley. They'll think they have the advantage while flying down to deliver a blow, but jokes on them when you pop that up smash and send em flying off the screen. It has a large hitbox too with some good upward range.
Honestly, all of his smash attacks are very good but don't sleep on his quick A attacks and dash A attacks. For a little kid, he packs a punch. Whether it be his magic or his fist he can do some good damage quick. He's also on the lighter side, but nowhere near the lightest and in my experience usually doesn't get launched until well over a 100% damage.
For Lucas, this is his PK Freeze. I'll be honest I don't use this too much only because I feel it leaves the user extremely vulnerable for something that has a low chance of actually hitting the mark. I do like to use it on the edges from time to time because it can be a pain to recover from. This is probably the one thing I wish they didn't change from Nes' moveset. I wish Lucas had the green explosion which is really powerful, but that's up for debate. I've talked to many people who prefer the freeze. Just preference I guess.
Ah, the fabled PK fire. We touched upon it earlier in the guide, but it is a very important move for all Lucas lovers. There's honestly not a lot to it. It's a horizontal projectile that will slightly burn, and launch your opponent away from you. It's really good if you want to keep distance from your opponent. It's essential for controlling players who overuse their dash. No joke I've played people that attempt to engage using the dash A literally every chance they get. I get it, it's good, but if you're going to do the same thing over and over next time you try against my Lucas expect a fireball to the face. The great thing is it isn't blocked by many moves at all. Even someone like Meta Knight with a great dash move, it is easily beat with a little PF fire. It comes in handy.
Lucas' or Nes' Up + B is probably the most unique Up +B's there is in the game. Most characters have a second jump or something, but Lucas has PK Thunder. I think it's the most versatile move in the game. You can direct it anywhere with really good range. Some people only use it for long range, but if you get comfortable enough you can make it into a super annoying short to mid-range move as well. Muscle memory comes into play when you do it enough, but my suggestion is practice with it as much as you can it can really be frustrating to deal with. Also, don't be the guy that just spams it from the corner of the map. No one likes that guy.
A good ole' absorb. While it's wildly unimpressive, it does serve a good role. If you're good with it you can eat up projectiles while recovering your health along the way. I don't see a ton of opportunity to throw it out often, but when you get a pesky ranged fighter it definitely comes in handy. The good thing is that it's not a timing type of move you can hold it as long as you want. It's definitely a situational type of move.
He's well rounded for sure, but he definitely has the projectile edge in most fights if not all. Lucas quick and light with enough power to get people off the map. I think his recovery is extremely good too. It might seem daunting at first to get a hang of the Up + B, but once you get it it'll be game-changing. That move can be difficult to pull off and leave you vulnerable. On some maps with holes or drops with walls on both sides, it can be impossible to pull off just an FYI. The nuances of this moves are worthy of your time.
Also, some dashers like Cloud or Inkling can be a royal pain but try to rely on the PK fire and a dash move of your own to keep them at bay.
Good luck getting Global Smash Power aka GSP up! Hit us up on Twitter @gaminginsweats if you want to show off your new found skills.
Super Smash Bros Ultimate brings a huge library of fighters for you to choose from. One of the originals Samus is still a beast when used right. Some tier lists shy away from her on the top tiers, but honestly, I completely disagree. She is easily one of the more well-rounded fighters there is. She has a ton of range, while still being a great fighter up close.
This is a guide of how I play her, but feel free to leave comments if you think you have some other strategies with her. Samus is currently my highest Global Smash Power Rating or GSP, with Lucas being right behind her.
Here's the thing about Samus, distance is always preferred even though you can hand out your melee beatings just as well with her. I consider her more of a zoner than anything because if the opponent leaves me be, I can absolutely pick someone apart from distance, and if you charge me the strategy is to deliver a few blows then regroup elsewhere.
One nuance to Samus is always trying to have your shot charged. It can be tough sometimes because it does leave you vulnerable, so what I suggest is take advantage of K.O's and other times when your opponent might not be directly on top of you. We'll get into that later, but it's a great weapon to have handy whenever you may need it. With that being said, if you are versing her be sure to be mindful if Samus has her shot locked and loaded or not. It could be the difference in the game. You never run out of power or anything like Inkling , so shoot as much as you please.
Like I stated earlier make sure the shot is charged whenever you possibly can. It is a great way to finish opponents not only from far away but even up close when they least expect it. I can't tell you how many people I've launched with a shot from feet away. The shot is more about deception than anything. Lull your opponent to sleep, make them forget that you even have it charged and then boom, see you later!
The only thing to be careful with this is that some characters have reflects and/or absorb moves that can neutralize this big time. I'm not saying don't use it, but you must use it wisely. A few notables are K. Rool, Mario, Zelda, and many others. I think of it as having an ace up your sleeve.
Samus' side special is really good IMO. Some people don't care for it as much, but I think they can be so useful when trying to keep up the pressure on someone or trying to keep a distance.
There are two types of missiles that get shot randomly. One is a homing missile and the other is a more explosive straight missile. Both have their uses and Samus shoots them quickly, so it is nice to have in a lot of different situations. It's even possible to launch people with the straight shot which is always a plus in my book if you can launch someone from a distance.
Samus' Up B is awesome quite frankly. It is a great recovery and has a lot of launch power by itself. It's great to use if your opponent is flying downward because it can keep popping your opponent in the air for a punishing juggle. What is also cool is it's super quick and fairly simple to hit.
If anyone says this move is useless they're simply not a Samus player. While this is one more that has no launch ability whatsoever it is one of the most important things you can master as a Samus player. Her Down B or "bloops" as I've heard them called before are essential to controlling your opponent. Got a pesky opponent who keeps spamming the dash attacks? Drop a little "bloop" for them and they'll have to be more cautious the next time.
Also, cool sidenote which has been in the game since Melee I believe is they can be extremely useful in getting back on to the board. While in mid-air you can navigate through the air by hitting yourself with these "bloops" to get an extra boost to get back on the stage.
I think her greatest strength is just how well balanced she is. If she didn't shoot anything I'd still use her and that's what I hate about some of the backlash going on with her. Some will disregard her as someone who just shoots stuff, but she's so much more than that. Her dash is great and her grab is one of the best because it has great range. Don't miss or else you're left vulnerable, but needless to say that with most moves in the game.
Another helpful hint is to use the hell out of Down + A. It's super quick and has a launch power. It's great when fighting up close. This can even start a combo if you're quick about it because it will pop them in the air.
The only weaknesses she may have is the number of projectiles with no other smash specials. This can come back to bite you when you're versing someone with a great dodge or reflect. While she's good hand-to-hand, there are certainly better out there.
Pick a zone and hold it down. If they let you sit back torture their life with projectiles, but if they charge you be ready to lay the smack-down and then later regroup back to safety and recharge your shot. Once you charge up, poke the bear until they charge you and repeat the process until the percentage is high enough to launch them off.
Don't forget your "bloops" aka Down+B, and use your grab as an offensive weapon to create space for yourself.
Good luck out on the battlefield! Hit us up on Twitter @gaminginsweats if you want to show off your new found skills.
Super Smash Bros Ultimate brings a huge library of fighters for you to choose from. One of the fan favorites from the batch of new fighters in this game is Inkling - a cute little squid looking thing that inks enemies and dips below the ground when dashing, dodging, and reloading (which you have to do).
Here is our first ever Smash Bros character guide for your viewing pleasure. We present our official Inkling guide:
Everything you do, shoot, and splat with inkling revolves around the ink that gets all over the place and on enemies as you perform your smash attacks and specials. They all apply ink in one way or another.
The ink doesn't only annoy your enemies, though. When covered in ink, your enemies will also take more damage from your attacks. Pretty cool!
Your ink tank will deplete as you use the moves that apply ink. Once that runs out, you can refill by pressing B when totally empty. If you want to refill during a pause in the action, you can do so when not empty by shielding (L or R) and pressing B.
Attacks with Inkling are super fast and can lay out the damage pretty fast when you're landing your attacks. Inkling's dash attack is one of the best and they can be hard to see when dashing because of their animations. Landing dash attacks can be pretty easy when done correctly. Their jab combo is also one of the best around. It applies ink and can do tons of damage.
Inkling fires his/her gun like a machine gun, damaging and inking enemies in the path. You can control the direction of the stream by tilting up and down on the stick. Inked enemies take more damage from attacks.
Overall, we don't use this move a ton. It can be good for some quick damage and ink, but usually, there are better moves to be using!
Inkling's side special pulls out the paint roller and runs in the direction you activate it. It can be done in the air for a quick way to get across to your opponent, giving them less time to react. When you hit enemies with the roller, they will be dug into the ground and stunned until they shake themselves out.
If you circle back and hit them with the roller for a second time, it will smash them, sending them flying.
It could just be us, but we find it a bit hard to put the roller away for some reason. It could be something that will be getting patched, but as of now, it sometimes takes us 2-3 presses of B before inkling will put the roller away. A bit annoying when fighting good players when every second matters and response times are so short.
Inkling goes into squid form and shoots upwards. One of the best recoveries in the game in our opinion and it can do some damage and box enemies out upon landing. It does no damage until landing and isn't a great damage move in general - the usual trade off for being such a good recovery.
Inkling throws an ink grenade at a variable distance that will explode after a few seconds, causing damage in a large area around the explosion and applying ink. You can extend the range depending on how long you hold B.
If you just tap the button, Inkling will do a little lob, throwing the grenade right in front of him/her.
This move is variable, unpredictable, and can do some serious damage. Since the splash is large, it is pretty easy to hit with. We love using the short distance throw in close combat with someone. It adds an extra thing for them to have to block and is usually unexpected.
Inkling's greatest strengths are speed and agility. If you're into fast fighters like Greninja or Shiek, Inkling will probably be a good fit for you. You should move around a lot, pull off many dash attacks, and leverage your speed as much as possible when fighting, especially against slower fighters like Ganondorf or Bowser.
Of course, if they do catch you, your going to get launched like a potato out of a rocket launcher, so be careful!
Ink supply is something you have to worry about a lot with Inkling and make sure it is always as full as possible. Putting your shield up and then hitting B will let you refill at any time, so use your speed and get to an open spot to reload or wait for a lull in the action like when you blast someone far away or KO them.
When fighting Inkling, keep them pressured. If you stay on top of them they wont be able to reload and will be weaker without their special abilities like the grenade and roller. Their smash moves also won't be as strong when they are short on ink, so keep that pressure on!
Generally, you just want to stay on the move with Inkling to keep yourself safe and get those dash attacks in as much as possible. You can pretty easily combo someone from there with inklings relatively straight forward aerial attacks. The up aerial attack is especially useful when trying to just add that little bit of damage to an already flying enemy. It has some pretty good power to it, too, so you can sometimes get that up smash KO out of it.
Use mobility to your advantage while dodging and dashing around the arena. Keep enemies at bay or disrupt a fight with a well placed grenade, sending 2 or more enemies flying and confused.
Keep your eye on your ink meter and use the best opportunities to refill. The best times are when other enemies are fighting each other, get KOd, or are just far enough away that you can reload. You don't have to fully reload every time!
That's pretty much all you need to know!