Matchup Summary (Win Condition and Game Plan)
Lucario uses Aura Sphere and mobility to build a mid-range game, and every counterhit becomes more dangerous as Lucario’s percent rises, so this matchup gets worse for Zero Suit Samus the longer she lets stray hits pile up.
However, Lucario’s low-aura damage is modest and its close-range scramble speed is still behind Zero Suit Samus, so she can usually seize control first with walk, dash back, Zair, neutral air, and down tilt. If she interrupts Aura Sphere charge time and sends Lucario into the air early, the aura comeback factor shrinks a lot.
The frame table also shows that Jab 1-3, Up Tilt, Dash Attack, every smash attack, Neutral B, Side B, and Up B are all clearly punishable with Up B (6f) as the main answer, while Back Air, Up Air, and Down Air can also be checked by Up B or OOS uair/fair. Down Tilt and Forward Air are much thinner punish windows, so forcing a slow shield punish there is usually worse than just resetting the spacing for the next Aura Sphere or burst attempt.
The win condition is to lead before aura becomes threatening, keep the juggle and ledgetrap going once Lucario is airborne, and finish quickly with back air, up smash, or up B. Deep edgeguards are less reliable because Extreme Speed and Double Team can flip the position, so holding the ledge is usually stronger.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Zero Suit Samus OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -16 | -15 | -14 |
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| Jab 2 | 5 | -18 | -18 | -17 |
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| Jab 3 | 9 | -23 | -22 | -21 |
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| Forward Tilt | 12/15 | -12 | -11 | -8 |
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| Up Tilt | 6 | -22/-21 | -20/-20 | -18/-17 |
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| Down Tilt | 7 | -9 | -7 | -5 |
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| Dash Attack | 7 | -28/-27 | -26/-24 | -22/-20 |
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| Forward Smash | 19 | -27/-25 | -24/-26 | -19/-21 |
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| Up Smash | 15/19 | -37/-38 | -34/-36 | -30/-31 |
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| Down Smash | 16 | -28 | -25 | -21 |
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| Neutral Air | 10/18 | -2/-2 | -1/-2 | 0/-1 |
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| Forward Air | 7 | -6 | -6 | -5 |
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| Back Air | 13 | -10/-10 | -9/-9 | -7/-7 |
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| Up Air | 10 | -10/-10 | -9/-10 | -7/-9 |
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| Down Air | 4/11 | -10/-9 | -9/-9 | -8/-8 |
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| Neutral B | 9 (+8) | -26 | -25 | -23 |
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| Side B | (9)24 | -24/-30 | -19/-27 | -10/-24 |
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| Up B | 46 | -23/-31 | -22/-31 | -19/-29 |
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| Down B | 5 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Use walk, dash back, Zair, and nair to throw off Aura Sphere charge timing and get the first hit while Lucario’s aura is still weak
- After blocking Jab 1-3, Up Tilt, Dash Attack, any smash attack, Neutral B, Side B, or Up B, punish immediately with Up B (6f)
- Check Back Air, Up Air, and Down Air with Up B or OOS uair/fair when spacing allows so Lucario cannot build aura value through repeated safe pressure
- Treat blocked Down Tilt and Forward Air as reset spots unless the punish is clearly there, then rebuild spacing instead of forcing a slower punish
- Finish stocks with ledge back air, landing-trap up smash, and point-blank up B while covering Extreme Speed’s return point from onstage
Actions to Avoid
- Scrapping too often in center stage once Lucario has high aura and letting one back air or side B swing the whole stock race
- Repeatedly jumping over Aura Sphere on reaction and drifting into anti-airs like up air or back air
- Forcing a heavier punish after shielded down tilt or forward air when the move does not actually leave enough room to reach
- Chasing too far offstage and letting Extreme Speed or Double Team reverse the position and erase your ledgetrap