Lucario (Super Smash Bros. Brawl)


 * This article is about Lucario's appearance in Super Smash Bros. Brawl. For other uses, see Lucario.

Lucario (, Rukario) is a character in Super Smash Bros. Brawl. It is said to have replaced Mewtwo, though their fighting styles are different.

While primarily a Fighting/Steel-type Pokémon, most of Lucario's moves are augmented with its innate ability to use "Aura", in a style very similar to Mewtwo's Psychic augmented fighting style, but with different techniques similar to martial arts. Lucario is the second playable Pokémon to speak human language via telepathy (the first being Mewtwo, although this feature was only in the Japanese release of Melee, making Lucario the first in North American, European, and Australian releases of the Super Smash Bros. series). It is also one of three playable Pokémon characters in Brawl that are dual type Pokémon (the others being Ivysaur and Charizard being Grass/Poison and Fire/Flying respectively) and is the first Fighting-type Pokémon. Like Mewtwo, it voice acting is attributed to its telepathic abilities demonstrated in the movie Lucario and the Mystery of Mew, except it seems to speak more than Mewtwo did, especially when announcing its Final Smash and during its victory poses. Although implied to just be communicating with a form of telepathy, Lucario's mouth moves in sync with its victory quotes. Lucario is unique among the fighters in that its attacks that rely on Aura become more powerful as it takes damage. The aura boost caps at 182%, as tested by the Lucario boards at Smash World Forums. Its power also increases slightly if it is behind in a match, effectively meaning that it is more powerful if fighting at a "disadvantage". Unfortunately, Lucario also loses power if it is ahead of the opponent in a match.

The current tier ranks Lucario 11th in the list due to its Aura properties as well as a good balance in power and speed and that his recovery helps him recover from extremely long distances. However, it relies heavily on racking up damage and is easily juggled, placing it in the B tier.

How to Unlock
Complete one of the following:
 * Play 100 matches in Brawl, then defeat Lucario.
 * Complete the Target Test on all difficulty levels with one character (this can be done on 1 or 2 player mode), then defeat Lucario.
 * Get Lucario to join your party in The Subspace Emissary (the stage "Glacial Peak)".

Attributes
Lucario in general is well balanced in both power and speed. However, due to its "high risk, high return" property, it is very difficult to pull off a good KO. Lucario is too reliant on Directional influence and kills near the Blast lines. This is because most of Lucario's aura based attacks will do low knockback and damage when Lucario has taken low percent damage, and the higher its percentage is, the more powerful its aura based attacks will be. Also, it has no attack with the ability to meteor smash opponents (except beginning of Final Smash which is a spike with set but high knockback). However, all of its aerials are quick and have decent damage, knockback, priority, and range properties. Lucario is very useful when it comes to stringing together attacks in order to rack up damage. In fact, most of Lucario offensive power involves juggling and follow-up attacks. In terms of defensive power, Lucario is a floaty middleweight. This makes it easier to KO vertically but difficult to chaingrab. Lucario has 13th highest horizontal Launch Resistance and 16th highest Launch Resistance which still makes him a little difficult to by far. A way to help against Vertical KOs is to fast fall (works with all characters) or use d-air since it soaks up all momentum. Since the majority of Lucario's attacks use Aura, he fights with disjointed-hitboxes and has high priority on his attacks. This means Lucario is very good at cutting through opponents attacks and spacing. Lucario's attacks that use Aura grow in range, power, and priority in proportion to the amount of damage he has taken and at stock advantage/disadvantage. Lucario even at his weakest will not suffer a priority nerf from his priority tied in stock. One of the most popular string of attacks is the use of neutral attack combo or dash attack and one could follow it up with strong up attack, which has good juggling capacities and can be spammed easily. His counter-attack, Double Team is the strongest counter-attack in the game. It can also protect Lucario from all regular attacks, special attacks, and some Final Smashes due to the counter-attack and damage cancellation area. It also has invincibility frames at the beginning of the move. Two of its aerials, the forward aerial and up aerial, can combine with other attacks and juggle themselves respectively (In addition, the forward aerial can used as a pseudo-Wall of Pain technique). Its trademark ability, the Aura Sphere, is a very powerful projectile with decent knockback and damage when fully charged, but is harder to KO with unless Lucario is at higher percentages; it can also damage opponents while it is charging, but the opponents have to be very close to Lucario to do this. It also has a small Wavebounce when used in the air. Lucario's side special, Force Palm has a good Wavebounce and can serve as an excellent Chain grab against in low percentage damage. However, if Wavebounce is used in a small distance, Lucario uses it as a distance type attack. It is also one of the few projectiles that can go through walls. Lucario has the highest Wall jump [The wall jump is so high that Lucario can wall jump between two pillars in the Shadow Moses Island stage once without ever having to touch the ground nor to use ExtremeSpeed to wall cling (and possibly the only character to do so). Bear in note that doing so will bring Lucario above the upper blast line for a moment while wall jumping and should it get hit, it will result in a Star KO.], the longest Wall cling (Lucario and Sheik can hang on for five seconds), and a very low crawl. He also has one of the longest and fastest rolls in the game. Its up special, ExtremeSpeed, serves as a powerful recovery move and can "bend" and even cling into walls, although it deals no damage, unlike Pikachu's Quick Attack (which is ironic, considering that in the Pokémon games, ExtremeSpeed has very high priority and deals twice as much damage as Quick Attack), which leaves it somewhat vulnerable to edge-hogging, but the recovery is long enough to often return to the stage(even without double jump). ExtremeSpeed is a good move to edge-hog others when they are trying to survive but doing this is very risky meaning if they grab the ledge before you you will fall to your death, but if you have good timing, you can take the ledge and cause your opponent fall to their death. Almost all of Lucario's attacks can combo into one another making Lucario on of the few characters who actually have "true combos" and one of the best combo-rackers in the game if not the best. Lucario also has amazing edgeguarding abilities with his aerials to force opponents off the stage and immense range with smashes, projectiles, and the risky Extremespeed. Lucario is also one of the best characters when it comes to fighting multiple opponents because of priority of the disjointed hitboxes and their range coupled with large hitboxes. This also serves as a good defense. Since Lucario has the fastest backwards dodge in the game, his ground speed can be significantly increased by combining dodges and won't prat fall, whereas his dash speed is slow(22nd fastest tied with Falco). This is rather odd as Lucarios are known as a High Tier sweeper Pokemon in the games. His dash animation is also different than other Lucarios. Others run with their hands behind them, whereas this one runs with them at his sides.

Lucario's down aerial can serve as a good killing move, catch jugglers by surprise, and even can aid recovery because it soaks up all momentum for Lucario and can help prevent KOs. Another killing move, its down smash, uses aura and can serve as a good horizontal killer when Lucario has taken medium to high damage, as it covers both sides simultaneously. Lucario's up smash has a huge amount of range all around, and Lucario's Forward smash has immense horizontal range.

Lucario is a character that, rather simply, relies on building and maintaining momentum throughout the match until it can safely KO the opponent. It has all the right tools and tricks for the job, but falling behind can prove problematic for a Lucario player. This can also be helpful with the added power to his Aura-based moves to turn the tide of the match against the opponent(s).

Aura
Lucario is unique among the fighters in that its attacks that rely on Aura (all but three moves) become more powerful as it takes damage, capping at 170% (when attacks are twice as strong). Its power also increases if it is behind in a match (and decreases once it pulls ahead), effectively meaning that it is more powerful if fighting at a "disadvantage." However, Lucario's power stops increasing after it falls back by two stocks, in last place with three or more people, and at 182%.It stops decreasing after it pulls ahead by two stocks and in first place with three or more people. Also, when there are more than two players, Lucario becomes stronger when a single player has pulled far ahead of everyone else than if it were far behind everybody. On the other side though, Lucario is weaker when it is far ahead of everybody else than if a single player were to fall far behind. With this, a Lucario at 182% and behind by two stocks and in last place with three or more people is the most powerful character in the game while a 0% Lucario that's ahead by two stocks and in first is one of the weakest. If a player is skilled enough, they can survive to over 182% while churning out deadly Aura-based attacks, using hit-and-run tactics to win. Conversely, a Lucario fighting with 0% damage and a stock advantage has practically no kill power, so it is always wise to play defensively with Lucario. A Lucario that is in a match with more than two players is in last place and two or more stocks behind begins with a power boost that is approximately equal to when it is tied in stock and at 182%. With the power increase, Lucario is capable of KOing Bowser at very low percentages(teens through 30s) with a well placed uncharged forward smash. Each of Lucario's moves have different percentages when they do their max damage. For a list of when they cap, check the link to the character guide at SWF(Smashboards.com).

As a general idea, Lucario's power is increased by about 1% (from the base damage) for every 2% on its damage meter, up to 170%. It also gets an additional multiplier based on its current stock standing in stock matches (80% at a 2-stock advantage, 90% if ahead by 1 stock, 115% if behind by 1 stock, and 130% if at a 2-stock disadvantage).

Lucario's Aura at its max potential for each move as follows(smashes are charged); Neutral A- 21% Side Tilt(both hits)- 27% Up Tilt- 12% Down Tilt- 13% Side Smash(sweetspotted)- 46% Up Smash- 38% Down Smash- 40% Neutral Aerial- 22% Forward Aerial- 11% Up Aerial- 21% Back Aerial- 24% Down Aerial(both hits)- 33% Aura Sphere(fully charged)- 39% Force Palm(projectile)- 21% (grab)- 27% Double Team- 23% ExtremeSpeed- 0%(doesn't do damage anyways and aura is not used) Pummel-6% Forward Throw- 21% Up Throw- 12% Down Throw- 10%(aura is not used) Back Throw- 10%(aura is not used) Dash Attack- 10%(aura is not used) Aura Storm(all hits and beginning hit is up close to spike)- 128%

These calculations are subject to change. They are based on Lucario when fighting at least three people, behind two stocks, in last place, and at 170% damage(where Aura caps at for all moves). Lucarios moveset is equal to in power when tied in stock and at 170% damage when the above conditions(except 170% damage) are met. His moveset calculations are based on the Aura increase when tied in stock. The below percentages for the moves are as follows(smashes are charged); Neutral A- 7% to 14%; increase 7% Side Tilt(both hits)- 9% to 18%; increase 9% Up Tilt- 4% to 8%; increase 4% Down Tilt- 5% to 9%; increase 5% Side Smash(sweetspotted)- 16% to 31%; increase 15% Up Smash- 12% to 25%; increase 13% Down Smash- 14% to 27%; increase 13% Neutral Aerial- 8% to 15%; increase 7% Forward Aerial- 3% to 7%; increase 4% Up Aerial- 7% to 14%; increase 7% Back Aerial- 8% to 16%; increase 8% Down Aerial- 11% to 22%; increase 11% Aura Sphere(charged)- 13% to 26%; increase 13% Force Palm(projectile)- 7% to 14%; increase 7% (grab)- 9% to 18%; increase 9% Double Team- 8% to 15%; increase 7% ExtremeSpeed- 0%(no damage and aura) Pummel- .5% to 3%; increase 2.5% Forward Throw- 7% to 14%; increase 7% Up Throw- 4% to 8%; increase 4% Down Throw- 10%(no aura) Back Throw- 10%(no aura) Dash Attack- 10%(no aura) Aura Storm(all hits and beginning hit is up close to spike)- 38% to 78%; increase 40%

These calculations are accurate and tested on Training Mode. That is where the calculations for damage increase came from and where applied to the conditions of tied in stock and at 170% damage. Here are the results of Lucario when fighting at least three people, in first place, two stocks ahead, and at 0% damage. They are as follows(smashes are charged). The nerfs are from when tied in stock and at 0% damage. Lucario will also not suffer a priority nerf from when tied in stock and at 0% damage; Neutral A- 6%; nerfed 1% Forward Tilt(both hits)-8%; nerf 1% Up Tilt- 3%; nerf 1% Down Tilt- 4%; nerf 1% Side Smash(sweetspotted)- 14%; nerf 2% Up Smash- 10%; nerf 2% Down Smash- 12%; nerf 2% Neutral Aerial- 6%; nerf 2% Forward Aerial- quicker move decay nerf(same damage for first hit) Up Aerial- 6%; nerf 1% Back Aerial- knockback nerf(same damage) Down Aerial- 10%; nerf 1% Aura Sphere(charged)- 11%; nerf 2% Force Palm(projectile)- 5%; nerf 2% (grab)- 8%; nerf 1% Double Team- 6%; nerf 2% ExtremeSpeed- no nerf(no damage and aura) Pummel- no nerf Forward Throw- 6%; nerf 1% Up Throw- 3%; nerf 1% Down Throw- no nerf(no aura) Back Throw- no nerf(no aura) Dash Atack- no nerf(no aura) Aura Storm- no nerf

Moveset
Note: Lucario's Aura-powered attacks gain power and knockback at higher damages.

Normal

 * Neutral attack - Lucario waves its hand forward, does a palm thrust, and then kicks high. Each hit has blue aura accompanying it and moves Lucario a fair bit forward. The first hit can combine with other attacks well, especially grabs. By using the first strike, Lucario can initiate a Force Palm grab, standard grab or tilt to start a combo. Initial damage: 1st hit is 2%, 2nd is 1%, 3rd hit is 4%. Total damage is 7%. At 170% it caps and total combo does 14% with moderate to high knockback.
 * Dash attack - Lucario slides one leg forward on the ground, hitting low. Aura is not involved in this attack. 10% damage at outset, with useful pop-up behind him should the move land towards its end. Like most dash attacks, very vulnerable to shieldgrabs. Sourspotted does 7%.
 * Strong Down - Sweeps one leg out along the ground. Paws flare with aura when it does this. Hits in front and in back. Has a small amount of IASA frames. Does 5% standard, at 166% it caps and does 9%.
 * Strong Side - Puts its paws together in front of itself with two small blasts of blue aura. Quicker and shorter ranged than its Forward smash. Can be aimed up or down a bit. Small amount of IASA frames allow it to cancel into itself effectively. Starts off with 9% if both blasts hit, 167% does 18% where it caps.
 * Strong Up - Swings its leg in an arc over its head. Quick and can juggle. Hitting with only the Aura-powered foot gives the move a sweet-spot for higher damage/knockback. Similar to Donkey Kong's up-tilt. Does 4% at outset and increases to 8% at 170% where it caps.

Smash

 * Side Smash - Lucario places its paws together in front of itself and shoots a blast of blue aura energy, with great range and a good amount of active frames. Attack is strongest when only Aura blast connects. When sourspotted, damage is equal to a down smash. Move has IASA frames very quickly after active frames finish, making it unusually difficult to punish for such a strong move, though the start-up is still very punishable. When Lucario is at high percentages it is one of the strongest side smashes in the game, otherwise below average knockback. Does 10% with little knockback, or 12% with a good amount of knockback when sweetspotted. Charged does 14% if sourspotted, 16% if sweetspotted. At 165% it caps and it does 24% if sweetspotted and uncharged and does 31% if sweetspotted and charged. Slow start-up time is significantly decreased if charge attack at beginning. This makes this attack one of the strongest side smashes in the game in terms of power.


 * Down Smash - Lucario brings its paws down to either side of it in a downwards slapping motion, similar in appearance to Sheik's Up Smash, except with blue aura around the hands. Horizontal knockback. Noticeable starting and ending lag, coupled with only decent range, make this his most difficult Smash to land. Even so, attack speed is pretty fast. Does 10% at outset and 14% if charged. It caps at 169% and it does 20% uncharged and 27% charged. This attack is amazing as a get-off-me tactic because of good hitbox and decent knockback.


 * Up Smash - Lucario holds its paw above its head, with a large burst of blue aura from it, and spins in place. Damages enemies in front and behind of Lucario, with the attack having an exceptional amount of active frames (lasting until nearly the end of the move). Amazing anti-air move with a deceptive amount of priority. Hitbox to the sides is greater when opponent is behind Lucario than in front of him. Does 8% at outset and 12% charged. At 167% it caps and it does 18% uncharged and 25% fully charged.

Other

 * Ledge Attack - Lucario quickly gets back on the stage, attacking with a burst of Aura. Excellent range and a disjointed hitbox make this a very good ledge attack. 5% outset, 99% does 8%.


 * Over 100% Ledge Attack - Lucario slowly brings its feet over its head (a semi-flip) and kicks, releasing aura. Rather slow and not recommended unless as surprise attack. Stronger than most 100% ledge attacks. 11% outset, 182% does 14%.


 * Floor attack - Spins around while getting up, kicking on one side, and punching on the other. Very good floor attack, insanely fast, and unexpected with decent knockback. 6%.


 * Trip attack - Lucario kicks forwards, then backwards. Slow start, does 5% each kick.

Aerial Attacks

 * Neutral Aerial - Lucario extends both of its hands with blue energy, and spins. The end effect is similar to Mewtwo's Neutral aerial, except with blue aura bursts instead of psychic sparks and much more knockback. Large amount of ending lag in the air, but minimal landing lag.8% at outset, 169% it caps and does 15% with good knockback.


 * Forward Aerial - Lucario kicks forward with a slight upwards tilt. The end has a small burst of blue aura energy, like most of Lucario's moves. It can also hit twice in one short hop and can always hit another time if an enemy is hit with the first one. This can combine with other attacks well. Initial damage is 4% with max Aura boost does 7% at 170% but becomes harder to combo with. Hitbox extends everywhere except above Lucario.


 * Up Aerial - Lucario kicks similarly to its forward aerial, but higher, hitting in front of its head. Entire body is a hitbox, but sweet spot is the Aura burst near the foot. This aerial has best defense of all aerials because of body being an entire hitbox and great priority for canceling out other attacks. 7% outset does 14% at 170% where it caps.


 * Down Aerial - Lucario pauses in the air, thrusts its feet together downwards, and lets out a fairly large burst of aura energy. Fairly long duration, and has unique properties that make it an incredibly powerful move. When it starts the move, all of its momentum is immediately canceled. This allows it to be used as an aid for recovery (stopping horizontal or vertical knockback to keep from going off the edge). It can also be used to perform a "pseudo-SHFFL": if used immediately after jumping, Lucario will cease to jump and immediately use the attack, making it one of the lowest possible attacking aerial moves. There is also no landing lag when doing this, as the entirety of the move is performed stationary in midair. Initial damage of first hit is 5%, 2nd hit is 6%. All together is 11%. Excellent knockback on 2nd hit. Often considered his best move and is a great combo finisher. Does 22% with both hits at 168% where it caps. There is also a method with this move that doesn't get a lot of mentioning. This move can stop all horizontal and vertical knockback to save Lucario from a KO since it soaks up all momentum and comes out incredibly quickly. This cannot be done while Reeling.


 * Back Aerial - Lucario slams one paw backwards, similar in appearance to Ganondorf's Back aerial. Accompanied by standard little burst of blue aura. Significant start-up time and landing lag, making it a poor choice near the ground, but a lasting hitbox makes it powerful for edge-guarding. Great knockback. Beast hitbox makes this attack have incredible aerial range. Does 16% at 168% where it caps. 8% at outset. This move also is a good defense and approach option. A good strategy for defense is to get the hitbox inside the character model for Lucario to serve as a multi-opponent surprise attack option. This is performed by jumping backwards or moving backwards in the air. The range then makes it only good for close range combat only. Can also serve as a move canceler like up aerial.

Grabs and Throws

 * Pummel: Sends an instant pulse of Aura into its opponent with little lag (if any). Very low damage at low damages makes up for speed, being the only pummel in the game capable of doing no damage on a hit. Great for counteracting Stale-Move Negation on other attacks. 1% alternately, but gaining power as Aura increases, to a maximum of 3% each pummel. Caps at 170%.


 * Forward Throw: Uses Aura to blast opponent forward. Initial damage is 7%. Great horizontal knockback at higher damages. Lucario's fastest throw. Does 14 at 170% where it caps. Great killer even at lower percentages. Excellent to put room between Lucario and opponent to provide breathing space.


 * Down Throw: Telekinetically slams opponent straight into the ground in front of Lucario. Aura is not used in this attack. 10% damage. Best throw to set up an aerial combo or kill.


 * Back Throw: Turns and slams the opponent behind itself. Aura is not used in this attack. 10% damage. An excellent finisher at high damages when near the edge due to great horizontal knockback. Similar to Snake's Forward throw.


 * Up Throw: Uses aura to hit the opponent upwards with its paw. Initial damage is 4%. Extremely low knockback and damage increase (even with Aura) make this able to be combined with other attacks at practically any realistic combat percent. Does 8% with increased knockback at 168% where it caps. Lucario's best throw to set up a follow up attack(up tilt and up smash particularly). Can chain grab heavyweights and fast fallers.

Taunts

 * Up: Rises into the air, yells, and blue aura is emitted from its body.
 * Side: Moves its paws and puts one forward, and blue aura is emitted from that paw.
 * Down: Takes a martial arts stance similar to Link's taunt from the original.

Use In Training Mode
Since charging Aura Sphere causes enemies that touch the charging sphere to be hit, it is possible to create a stage that bounces a large character, in Training Mode, back to the sphere, creating the ability to get extortionate combos which unlock the required trophies.

Role in The Subspace Emissary
Meta Knight is making his way up a snowy mountain with the Ice Climbers in pursuit. Meta Knight is trying to catch the Halberd which has flown overhead. At the top, he encounters Lucario in a meditative stance on the peak of the mountain. Lucario challenges Meta Knight and the two fight, as the Ice Climbers nervously watch on. After the battle, the victor revives the other from his trophy state. The pair deem each other worthy and shake hands, making an alliance. Suddenly the Halberd slams the Great Fox into the mountain, and Lucario and Meta Knight board it whilst Ice climbers are knocked off the mountain into the valley below. After managing to get onto the Halberd, the two pass by Snake, who is hidden in his box. Lucario, being the only one who notices something suspicious about the box, uses its aura to peer into it. Seeing Snake huddled inside, Lucario removes it, and Snake realizes that his cover is blown. Meta Knight draws his sword, but just as he and Snake prepare to fight, Lucario steps in, having sensed a mass of Primids approaching, and the three team up to fight through. Not long after, the trio meets up with Zelda and Peach as their trophies are cloned by the Shadow Bugs. Once the clones are taken care of, Snake, Lucario and Meta Knight discover that the Halberd bridge is being piloted by a group of Mr. Game & Watches. They knock all of the Mr. Game & Watches out of the window, and they all land near Peach, Sheik, and Fox who have gathered on the deck of the ship. The Mr. Game & Watches then revert into Shadow Bugs, which fuse into Duon. Lucario and Snake leap from the bridge to the aid of the trio already there, and they are joined by Falco, skydiving from his Arwing. They battle and defeat the monster, who collapses into wrecked metal, Shadow Bugs and Mr. Game & Watch's trophy. Peach revives him so he can join your party. Meta Knight, with the Halberd once again in his control, steers his vessel into brighter skies.

Lucario is later selectable in the Entrance to Subspace level, and is present when Tabuu turns all characters back into trophies. You must find its trophy in one of the Subspace levels, then you may choose it as part of your team for the Great Maze and for the fight against Tabuu himself.

Exclusive Stickers
The following stickers can either only be used by Lucario, or can only be used by a select few, including Lucario:
 * Charizard: [Arm, Leg] Attack +10
 * Deoxys: [Slash] Attack +10
 * Entei: [Flame] Attack +20
 * Goldeen: [Leg] Attack + 4
 * Gulpin:[Electric] Attack +16
 * Jigglypuff: [Body, Spin] Attack +31
 * Jirachi: [Arm, Leg] Attack + 7
 * Meowth: [Slash] Attack + 5
 * Metagross: Launch Resistance +23
 * Mew: [Body, Spin] Attack + 4
 * Moltres: [Flame] Attack +20
 * Pokémon Trainer: [Arm, Leg] Attack +13
 * Staryu: [Specials: Direct] Attack + 3
 * Togepi: [Body, Spin] Attack +11
 * Torchic: [Flame] Attack + 8
 * Box Boxer: [Aura] Attack +26
 * Chikorita: [Aura] Attack +13
 * Chozo Statue: [Aura] Attack +25
 * Dry Bones: [Aura] Attack +17
 * Lakitu: [Aura] Attack + 6
 * Lucario: [Aura] Attack +41
 * Munchlax : [Aura] Attack +13
 * Rachel: [Aura] Attack +11
 * Rayquaza: [Aura] Attack +24
 * Starman: [Aura] Attack + 6

Trivia

 * Lucario is the only non-Generation I playable Pokémon character in Brawl, and one of two overall in the series.
 * Lucario is one of only three characters in Brawl able to perform three aerials (in Lucario's case, rising Forward aerial, two Down aerials) in one short hop, the others being Meta Knight (three Up aerials) and Luigi (rising Forward aerial, Forward aerial, then Neutral aerial or Up aerial).
 * Lucario is one of the few characters who cannot be infinitely chain-grabbed by King Dedede without a fixture.
 * Despite the Smash Bros. series being classified as fighting video games, Lucario is only the first playable Pokémon character in the series to have been at least part Fighting-type in its own games.
 * Lucario is the only playable character who didn't make his debut in a game.His first appearance was in the 2005 movie "Lucario and the Mystery of Mew" and didn't make his game debut until Pokemon Diamond and Pearl.