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Disclaimer: I can't read Japanese, so I may have missed certain effects that are hard to test (such as shieldbreaker properties) and I don't know the names of the custom moves so I've completely made them up.
This time it's Lucario, the first Pokemon I've done so far. I did want to do Charizard, but I ended up getting more custom moves for Lucario than Charizard and completed his moveset first, so here we are!
Also, to preface this, Lucario's Aura Power seems to be at maximum strength around the 165% mark, anything above that doesn't seem to increase his offensive abilities at all. So whenever I talk about minimum Aura, medium Aura or max Aura, I'm talking about when Lucario is at 0%, 90% and 165% respectively. Obviously Lucario's Aura Power scales gradually though and isn't just three set levels, it's just some baselines for you to get a feel of things.
Neutral Special 1 (Aura Sphere)
Lucario charges an Aura Sphere, the range of the move is determined by charge time, the damage, knockback and size of the sphere is influenced by both charge time and Lucario's Aura Power
At minimum charge, it will travel just under halfway through Battlefield whereas at full charge, it will travel just under the entirety of Battlefield.
Minimum Aura: minimum charge does 4% and negligible knockback, maximum charge does 11% and greater knockback (won't kill Samus until around the 240% mark)
Medium Aura: minimum charge does 7% and slightly larger knockback, maximum charge does 19% and even greater knockback (won't kill Samus until around the 120% mark)
Maximum Aura: minimum charge does 11% and more knockback than the previous, but still really low. Maximum charge does 28% and will kill Samus around the 80% mark)
You can hit people with the sphere whilst it's charging still, though the damage and knockback is minor, being only 1% a hit at all levels, though the larger sphere means it's easier to hit with at higher Aura levels.
Neutral Special 2 (Vortex Sphere)
Very similar to the default, only this time, the Aura Sphere Lucario throws moves much slower (so the range isn't as large) and sucks enemies in towards it. It also does multiple hits instead of a single hit and the sphere is also slightly larger.
The range works in the opposite way to the default as well, at minimum charge, the sphere goes the furthest, getting halfway across Battlefield. Whilst the fully charged version will barely go a quarter of the way.
Minimum Aura: minimum charge does 1-2% a hit and maximum charge does 9-10% a hit. A fully charged version will still only kill Samus at 240%.
Medium Aura: minimum charge does 2-3% a hit and maximum charge does 16% a hit. A fully charged version will kill Samus around 150%
Maximum Aura: minimum charge does 4% as hit and maximum charge does 22%. A fully charged version will kill Samus around 90%
Damage whilst charging is still only 1% a hit, and the sphere doesn't suck people in whilst charging, only when thrown. Endlag on the move may also be slightly higher.
Neutral Special 3 (Fast Sphere)
This time, Lucario throws a much faster Aura Sphere that travels further and goes through enemies and projectiles, but loses out on damage and knockback. The size of the sphere is similar to the default.
At minimum charge, the sphere will travel over halfway across Battlefield and at maximum charge it will go across the whole thing and a bit extra.
Minimum Aura: minimum charge does 2% and maximum charge does 4-5% a hit. Knockback is very minor, but it's more horizontal which means it ends up still being able to kill at similar percents as the previous move, killing Samus at 250%
Medium Aura: minimum charge does 3-4% and maximum charge does 7-8% a hit, the maximum charge is able to kill Samus around 205%
Maximum Aura: minimum charge does 4-5% and maximum charge does 10%, the maximum charge is able to kill Samus around 170%
Side Special 1 (Force Palm)
Lucario shoots a blast of Aura out of his palm, the higher his Aura Power, the greater the range, damage and knockback. If someone is next to you during the startup of the move and you're on the ground, it instead becomes a grab with even higher knockback and damage.
The blast does more damage closer to Lucario
Minimum Aura: Range is just over Lucario's width and the damage is 7% at close range and 4% at max range, knockback is very low unless the grab is activated, which will do 8% and kills Samus around 190%.
Medium Aura: Range has been extended to about a quarter of Battlefield, blast damage is 13% at close range and 8% at max range, the knockback is still relatively low, but the grab does 15% and will kill Samus around 130%.
Maximum Aura: Range is now over a third of Battlefield, blast damage is 19% at close range and 12% at max range, the knockback from the blast will now kill Samus around 200%. The grab now does 21% damage and will kill Samus as low as 80%
Side Special 2 (Force Dash)
This variation allows Lucario to dash forward before shooting the blast/grabbing, at the expense of blast range, damage (the blast damage is also uniform now, rather than being stronger closer to Lucario
and the blast damage is the same as the grab damage) and knockback. The dash distance is the same at all Aura levels: a quarter of Battlefield.
Minimum Aura: Does 6% damage with little knockback and the grab knockback can't kill Samus until 235%
Medium Aura: Does 11% damage with little knockback, the grab kills Samus around 150%
Maximum Aura: Does 15-16% damage with better knockback and the grab can kill Samus at 115%
Anything else about the move seems to be the same.
Side Special 3 (Power Palm)
It seems like the range and grab knockback has increased on this move, with the startup being longer and a little less damage as the tradeoff.
Minimum Aura: does 2% at max range and 5% at close range, the grab does 8% and is able to kill Samus around 180%
Medium Aura: does 4% at max range and 8% at close range, the grab does 14% and will kill Samus around 85%
Maximum Aura: does 7% at max range and 11-12% at close range, the grab does 20% damage and is able to kill Samus at 70%
Up Special 1 (Extreme Speed)
Lucario dashes in the direction the stick is held, he has some control during the first half and his Aura Power increases speed and distance, goes into special fall afterwards and he conserves momentum from the move, meaning at higher Aura Levels, it's possible to completely miss the stage and go past it.
There is also a sweetspot, doing damage and horizontal knockback at the very end of Lucario's control over the move.
Minimum Aura: Travels a third of the length of Battlefield at 1.25x Lucario's dash speed, does 4% damage and won't kill Samus until around 200%
Medium Aura: Travels half the length of Battlefield at around 1.5x Lucario's dash speed, does 6% damage and kills Samus around 150%
Maximum Aura: Travels almost the entirety of Battlefield at around 2x Lucario's dash speed, does 9% damage at the sweetspot and will kill Samus around 100%
Up Special 2 (Controlled Extreme Speed)
Lucario gains increased control and distance, but loses out on the sweetspot at the end of the move, turning the special into a pure recovery special. Distance travelled as well as speed is increased as Aura increases, but the speed seems generally slower than in the default.
Minimum Aura: Lucario travels two thirds of Battlefield.
Medium Aura: Lucario travels the entirety of Battlefield.
Maximum Aura: Lucario travels way past Battlefield and dies.
Up Special 3 (Ramming Speed)
Lucario's extreme speed loses the sweetspot and large knockback in favour of multi hit, everything else about the move feels the same. The knockback loss means it's harder to kill with, but the multihit means it's easier to connect with the move.
Minimum Aura: Does 2% on the first hit and 5% on the second, the second hit is able to kill Samus at 280%
Medium Aura: Does 4% then 8%, second hit can kill Samus at 155%
Maximum Aura: Does 6% on the first hit, 11% on the second, the second hit is able to kill Samus at 130%
This version of Extreme Speed also lets you go through projectiles.
Down Special 1 (Double Team)
Lucario enters a defensive stance and glows with aura, if he gets hit during this period, he'll disappear and retaliate with a dive kick, the damage and (vertical) knockback increases as his Aura strength does.
The retaliation isn't guaranteed to hit and it is punishable in addition to the long endlag, so you need to be careful about using it too much.
Minimum Aura: 7% damage, knockback kills Samus at 150%
Medium Aura: 12% damage, knockback kills Samus at 100%
Maximum Aura: 17% damage, enough knockback to kill Samus at 80%
Down Special 2 (Auto-Counter)
In this Variation you don't need to get hit at all for Lucario to perform a retaliation, during his defensive stance he's completely invincible and ends it with a mini aura blast.
Minimum Aura: Does 6% damage and can't kill Samus until 250%
Medium Aura: Does 11% damage and kills Samus around 170%
Maximum Aura: Does 15% damage and kills Samus at 110%
So basically the trade-off for an easier counter is less damage and knockback, it's a much safer move than the default due to the fact that you'll create a hitbox even if you miss.
Down Special 3 (Shocking Counter)
In this variation, the dive kick is replaced by Lucario teleporting around the same spot, dealing electric damage and stunning them at the end of the move.
The enemies current percentage increases the length of the stun (around 150% is the minimum amount needed to actually followup with a quick move)
Lucario's Aura seems to have no effect on this move, always doing 1% damage a hit for up to 4 hits and stun at the end.
Final Thoughts
Yes, I know 90% isn't halfway between 0% and 165%, but I started this writeup with the impression that it capped at 180 but not 165, this means that my minimum and maximum auras were fine, but I'd have to retest the medium aura moves, and I'm too tired for that.
I like the Vortex Sphere, reminds me of the PM Spirit Bomb a lot, just different, I like any stage control projectiles honestly.
Shocking Counter doesn't seem that useful, maybe if the stun wasn't so pathetic or if it or damage scaled with your Aura strength, but this seems to be one of those cases where the default move looks better to me.
The Controlled Extreme Speed is good if you find yourself dying a lot to your own recovery, but I prefer the Ramming Speed one just because it lets you get through projectiles.
I would write more about this because I really like Lucario, but I'm also tired, this one took longer than I expected due to all the aura workings and my neck was really hurting from staring down at the 3DS for the last hour of it.
Anyway, my loadout: 2331.