Levitas
the moon
You post them, we talk about them, they end up here. I'll add the first two, since I think they're both pivotal to lucas's game:
You can see the murderous intent in their eyes
1. Auto-cancelled Nair to jab/ftilt/utilt/nair/fsmash
-The basic of basic lucas combos. If you Nair soon enough in your short hop (or at the correct timing in a full hop), you get a lot less lag upon landing. use this to your advantage by hitting the opponent with nair and following up with whatever ground move is appropriate.
-If your opponent shields this, don't fret. Use the jab combo upon autocancelling and if they try to shieldgrab immediately, they'll get hit. If you think they won't grab immediately, wait and then ftilt. Or grab.
-Nair leads into fsmash at high %s as long as you don't hit with the last nair hitbox (the strong one)
2. Full hop Dair to fast fall to dtilt lock to fsmash/usmash/dsmash/anything really
-works on most characters from 85-100%
-Opponent must get hit by the last hit of the Dair (spike) with sufficient force to knock them into the ground
-Opponent must not tech upon landing
-Dtilt while they're still down to "reset" them and force them into a getting up animation. Do this as many times as you want.
-Smash them when you feel like it and then they die.
3. Dthrow to Utilt
-works at very low %s on most characters
-Use Uair if you can get away with it and they're just past the percent where utilt stops working
-Find out what works best for you in terms of followups from the utilt--the longer you keep your opponent above you the better in general.
- http://www.smashboards.com/showthread.php?t=166003
4. Zap jumping
-Executed by inputting a jump and then IMMEDIATELY a pk fire (w/in 1/60th of a second)
-Either change grip (not recommended) or controls (either bstick or L/R jump is my recommendation) to make this easier
-Greatly increases vertical distance/speed of second jump
-Greatly useful for aiding recovery
-requires a bit of practice, so be sure you take the time to learn how to do this consistently before trying to apply this. If you're one frame early on PK fire, you will die, and if you do pk fire one frame late, you'll at the very least be at a large disadvantage, so I cannot emphasize practice enough.
-normal demonstration here
-can be done with items (just throw the item immediately after jump) instead of pk fire shown here
Wavebounce the pk fire in a zap jump for horizontal movement as well (pretty much requires bstick and is much easier with both a bstick and L or R set to jump)
5 Full Hop Lagless PK Fire
- immediatly after inputting a Full Hop, input a PK Fire. If timed correctly, Lucas will be able to either airdodge, jump, or use an attack before he lands. This ability to airdodge before lucas has hit the ground gives a landing that is without lag.
- Alone this can be a great tool for spacing, but it can also be wavebounced, creating even more space between Lucas and his opponent.
- Can be Magnet Pulled, allowing for possible combos or to be used as a spacing tool.
- Can be followed up by a 2nd jump, which gives Lucas a multitude of options to follow this up.
-0:53
6 Thundersliding
-perform a PKT2 immediately upon running off a platform
-PKT2 will start sooner than normal and launch at an affected angle (more downwards as a general rule)
-can be used to catch opponents off-guard, anyone who hasn't played against a dedicated lucas will NOT see this coming
-demonstrated here
7 Grab release to dtilt (trip) to fsmash
-a surprise factor tactic, so use sparingly
-details here
8 Edgeguarding with psi magnet
-works best on characters who can't cover themselves during recovery (sonic/lucario during up b, etc)
-requires a bit of time to set up compared to Fair, but not nearly as much as PKT
-Less "DIable" than fair for a KO, also likely to be less decayed
-extremely mean vs Lucas/Ness, just be sure to absorb the PKT and not hit them for certain death
9 Spacing with PK fire
-Use this to zone people away from you by spacing PK fire at maximum length or even just out of range
-wavebouncing increases this move's effect. Wavebounce by using bstick controls or being really technical (do a side b in the wrong direction and then hit the direction you want PKF to go really quickly, then hold the direction you want to move in immediately afterwards.
-be ready to punish people for running in after PKF with jab combo
-correct spacing makes this move safe against reflective moves such as Pit's mirror, fox's shine, and ness's bat
10 PKT mixups
changing when you stop following the curve changes the direction you go-The path shown is the fastest path that can make a grounded lucas PKT2 in either direction OR floorblast
-Instead of picking a direction, you can loop the PKT twice and then PKT2 if the situation calls for it
-Often it is possible to trick the opponent into getting hit by the bolt and then the PKT2, which usually does at least 20% but can go as high as 60% if you're APC or something (requires 2 bolt hits and the full PKT2)
-Pay attention to the stage, as it's extremely rare for lucas to be able to be able to go in either direction without killing himself by overshooting the stage.
-Floorblasting is situationally useful, but is somewhat risky at times. This is because when you're lying on the ground, you only have 4 options and it's not hard to guess which you'll pick if you're not careful
11 Psi Magnet cancel
-when not airborne AND in the process of absorbing an energy projectile, lucas can cancel it to avoid punishment. KNOW THIS TRICK.
-Execute by holding a direction as you abosorb the projectile or by jumping with another button.
-up means jump(tap on), down is spotdodge, and left and right are rolls
12 PK freeze followups
-PK freeze often sends the opponent too high for a followup if you don't already have a plan going in. As a result, at medium to high percents you usually have one of two options
-PK freeze to zap jump. Just watch your spacing and it's funny.
-PK freeze to pk freeze. Wait and time the PK freeze to hit them right after they break out of the first one. Otherwise it does reduced damage, and it's more likely to KO this way.
-at low percents you can sometimes get away with a uair, and people have been known to follow up with usmash if the opponent's asleep or something (but you might as well try it sometimes anyway )
13 Absorbing IC's blizzard and waddle dees
-Do it if possible, it's a free 40% health or so if you get a full blizzard.
-PsiM cancel before it's completely over, because if you get grabbed, you're dead and the health wasn't worth it.
-Absorbing a full waddle dee is worth more than 60%
-list of what each projectile is worth is here
14 The bat reflects things
-it reflects any projectile that moves and isn't dumb (don't expect to hit samus with her bombs or zss with her downsmash, lol
15 Lucas edge tricks
-normal stuff (ledgehop, get up attack, ledge jump, roll, and stand from the edge)
-ledge jump to psi magnet (just press x while on edge, not to be confused with ledge hop) cancels momentum and puts you right on the stage with the magnet ready to hit any time. Use as a surprise tactic (therefore sparingly)
-The ropesnake can tether the edge 3 times before it stops grabbing the edge. Note that it has a hitbox as it grabs the edge, so it's unwise to wait to pull yourself in for any length of time
-PKT can be used to ledgestall fairly safely. Press back to drop and IMMEDIATELY use up b. Curl it into the stage ASAP. Without jumping, lucas will be at the correct height to regrab the edge upon the PKT vanishing. An alternate (slower and less safe) option involves ledgehopping a PKT from just above the stage, giving it a bit more range, but leaving you more open.
-ledgehopping with a zap jump can be used to surprise opponents at times.
-ledgejump and immediately zair for a quick stand up animation when you're over 100. It will leave you standing on the stage with minimal lag.
16 dair to footstool to dair
-works on most characters
-fullhop the first dair (do this whenever you intend to dair, actually) and followup the last hit with a footstool dair
-At high percents, switch from this to the dair to dtilt to smash
17 magnet pulling
thanks to APC for this diagram-after a PK fire, use PsiM to get an additional horizontal boost in either direction while facing either way.
-Can be used as a surprise KO (at fairly high percents) because nobody will see variation 1 coming (left-most in picture)
-Variations 3 and 4 are best for recovery purposes, use PK fire away from the edge and pull towards it. Variation 4 is ideal because you can then tether
-The wavezap can be combine with magnet pulling.
18 general recovery strats
-Make full use of DI. Always aim yourself for the top corners of the screen, which does not mean just point your stick at those directions. Ask if you have questions about DI, it's worth it.
-Recover as quickly as possible, and take full advantage of lucas's tether. Find its full range and use it often.
-Don't hesitate to zap jump, especially if the opponent has been hitting you out of your second jump. The fact that you are now a mile above him means that it's a lot harder for him to hit yu
-If you have to use PKT2, use it from a safe distance. Don't get too close to the edge where your opponent can run off and hit you, stay near the boundries of the screen where you can make it both to the stage and the edge.
-If you MUST pick either aim PKT2 at the stage or the edge, choose the stage. Lucas has a surprising amount of aerial control after PKT2, and this can be used to avoid the opponent, even if it means aiming above the edge to get your opponent off the edge and then grabbing it yourself.
-Wavezap if you're cool. Wavezap to magnet pull if you're too cool to need PKT2.
19 grabbing tips
-pivot grabs reduce lag (only 64% as long from the grab frame as standing grab!), so use them whenever it's not a guaranteed grab setup
-shield grabs are the safest if you know when the grab is guaranteed. Keep a mental list of what you can shield grab and what you can't. For example, a shielded MK dsmash will often leave MK open to a shieldgrab, but MK's fsmash is almost never possible. The idea is that you can grab them while they're still lagging, so it's guaranteed to some extent.
-Avoid using running grabs, as they grab later than usual and have a total duration about 12% longer than standing grabs (which last way too long anyways)
20 ftilt lock (against walls)
-These are not my words, as I have never done this before:
-At low percentages and decay you can lock opponents with ftilt against walls...this is not escapable wil they get to high percentages and before they get to high(probably about 60%) you can end the combo with fsmash
-It has to decay to work properly which means you have to repeat using it. But if the percentage gets too high before the decay makes it weaker, it will stop working and knock the opponent down so they can escape. It's also possible to DI out of it on short walls like on Delfino but not on other walls such as Corneria. You usually want to end it in the 70% range or it will start to knock them down regardless of how decayed it is. You can finish with an Fsmash or a grab.
21 uair chains
-At low percentages, SH uairs can lead into more SH uairs for quick (and fairly safe) damage racking
-This is possible due to low knockback on lucas's uair at low percents
-NOT a guaranteed combo. with proper DI, it's possible for many characters to hit you out of it, but it IS a fairly safe followup due to uair's high priority and speed
22 usmash beats some ledge getup attacks
-You must predict the ledge getup attack
-these are the getup attacks that get beaten
23 use PK freeze to force airdodges/frame trap opponents
-PK freeze at an airborne opponent can be used one of two ways
-One option is to use it immediately upon the opponent being in range, and using the ~40 frames of lag they need for the airdodge to complete to attack them while they're helplessly in lag
-Another option is to wait for the airdodge and release PK freeze once they come out of it (requires a more specific placement of PK freeze)
-against grounded opponents, if you can get them to shield the freeze (hit their close side so it pushes them away), you can usually surprise them with an attack. This is because most people expect PK freeze to have a lot of lag at the end, and try to attack you while you're in this lag. In reality, it does have some lag, but not nearly as much as one might expect.
24 Upsmash and PK freeze can be used to stagespike opponents on the edge
-Pay attention to whether opponents will stay on the edge for too long.
-If they often do, hit them with either a PK freeze or a usmash for an effect similar to hitting them with a spike.
25 Ropesnake can be used to edgehog more easily
-use against characters with fast recoveries that don't have lasting hitboxes
-execute by hanging on the edge until the opponent is about to recover, then pressing back and hitting "Z" twice.
-Lucas will regrab the edge and move to it, renewing his invincibility for a (very) brief period of time. Any opponent that needed to recover the edge will then proceed to die
-tethering the edge only works 3 times until you must touch the ground to refresh it.
26 Follow up grab releases on wario and ness for additional damage
-wario and ness get shafted by grab release in brawl similarly to how we do (but with an aerial break in wario's case)
-capitalize on this by following up a grab release on wario with a fair, uair, nair, or psi magnet for additional damage.
-On Ness, you get an ftilt or you can walk forward, dtilt for a trip, regrab, and repeat.
-silly brawl, leaving things like this in the released version of a fighting game.
27 Non-AC nair for combos
-On larger opponents, the last hit of lucas's nair will often connect when he auto-cancels it.
-As a result, lucas has a hard time following up his nair into other moves (jab, ftilt, utilt, fsmash)
-To remedy this, use nair a bit later in the short hop to avoid auto-cancelling it. You will have a little more lag upon landing, but the opponent won't be thrown out of range for your next attack.
28 fair to dtilt lock
-At mid percents, fair will knock down opponents should they land after being hit (without airdodging)
-Follow their trajectory and dtilt lock them where they land
-This abides by all the same rules as the dair to dtilt lock combo
29 stage antics
-stages with ceilings can be used to set up a dtilt lock by utilting or dthrowing an opponent into the ceiling.
-corneria has a couple different lasers for you to absorb, notably the main cannon of the ship (under the left edge). Recover with a zap jump or DJ to PKT2 once you absorb the laser.
30 energy projectiles and psi magnet
-psi magnet > energy projectiles
-trick dumb (or unknowledgable) opponents by holding the PsiM away from them and wait for them to use their energy attacks
-Starts absorbing 1/6 of a second after you hit down b
-here's a list of how much each projectile is worth absorbed
31 b-reverse PsiM to tether
-execute a b-reverse psi Magnet by hitting down B then (immediately) backwards.
-The b-reverse PsiM will turn you towards the edge so that you can tether it.
-If possible/relevant, execute the b-reverse PsiM before using your second jump and then tethering. The farther away you are from your opponent while using PsiM, the safer you are.
32 Lagless PKT2
-PKT2 loses all its ending lag if a certain amount of time passes between the move ending and lucas hitting the ground.
-As a result, aiming a bit above the ground to deliberately fall a little farther (and therefore encounter less lag) is preferable.
-Experiment with this so that you know how far above the ground to aim, or whether it's worthwhile in a given circumstance.
33 Nair for an item grab
-Against characters that use items as projectiles (such as snake, diddy, and peach), nair is useful to grab items.
-Since SH nair autocancels, you can throw the item right back at them upon landing, while maintaining a level of safety in the air due to the nair.
-It's possible to item grab with any aerial AND airdodge, so sometimes nair isn't the best option. However, nair is frequently the best choice.
So basically, contribute tricks and I'll put them here. the goal is 100 tricks.
You can see the murderous intent in their eyes
1. Auto-cancelled Nair to jab/ftilt/utilt/nair/fsmash
-The basic of basic lucas combos. If you Nair soon enough in your short hop (or at the correct timing in a full hop), you get a lot less lag upon landing. use this to your advantage by hitting the opponent with nair and following up with whatever ground move is appropriate.
-If your opponent shields this, don't fret. Use the jab combo upon autocancelling and if they try to shieldgrab immediately, they'll get hit. If you think they won't grab immediately, wait and then ftilt. Or grab.
-Nair leads into fsmash at high %s as long as you don't hit with the last nair hitbox (the strong one)
2. Full hop Dair to fast fall to dtilt lock to fsmash/usmash/dsmash/anything really
-works on most characters from 85-100%
-Opponent must get hit by the last hit of the Dair (spike) with sufficient force to knock them into the ground
-Opponent must not tech upon landing
-Dtilt while they're still down to "reset" them and force them into a getting up animation. Do this as many times as you want.
-Smash them when you feel like it and then they die.
3. Dthrow to Utilt
-works at very low %s on most characters
-Use Uair if you can get away with it and they're just past the percent where utilt stops working
-Find out what works best for you in terms of followups from the utilt--the longer you keep your opponent above you the better in general.
- http://www.smashboards.com/showthread.php?t=166003
4. Zap jumping
-Executed by inputting a jump and then IMMEDIATELY a pk fire (w/in 1/60th of a second)
-Either change grip (not recommended) or controls (either bstick or L/R jump is my recommendation) to make this easier
-Greatly increases vertical distance/speed of second jump
-Greatly useful for aiding recovery
-requires a bit of practice, so be sure you take the time to learn how to do this consistently before trying to apply this. If you're one frame early on PK fire, you will die, and if you do pk fire one frame late, you'll at the very least be at a large disadvantage, so I cannot emphasize practice enough.
-normal demonstration here
-can be done with items (just throw the item immediately after jump) instead of pk fire shown here
Wavebounce the pk fire in a zap jump for horizontal movement as well (pretty much requires bstick and is much easier with both a bstick and L or R set to jump)
5 Full Hop Lagless PK Fire
- immediatly after inputting a Full Hop, input a PK Fire. If timed correctly, Lucas will be able to either airdodge, jump, or use an attack before he lands. This ability to airdodge before lucas has hit the ground gives a landing that is without lag.
- Alone this can be a great tool for spacing, but it can also be wavebounced, creating even more space between Lucas and his opponent.
- Can be Magnet Pulled, allowing for possible combos or to be used as a spacing tool.
- Can be followed up by a 2nd jump, which gives Lucas a multitude of options to follow this up.
-0:53
6 Thundersliding
-perform a PKT2 immediately upon running off a platform
-PKT2 will start sooner than normal and launch at an affected angle (more downwards as a general rule)
-can be used to catch opponents off-guard, anyone who hasn't played against a dedicated lucas will NOT see this coming
-demonstrated here
7 Grab release to dtilt (trip) to fsmash
-a surprise factor tactic, so use sparingly
-details here
8 Edgeguarding with psi magnet
-works best on characters who can't cover themselves during recovery (sonic/lucario during up b, etc)
-requires a bit of time to set up compared to Fair, but not nearly as much as PKT
-Less "DIable" than fair for a KO, also likely to be less decayed
-extremely mean vs Lucas/Ness, just be sure to absorb the PKT and not hit them for certain death
9 Spacing with PK fire
PK fire would be broken if it were represented accurately
-Basics of basics. Short hop this. Short hop this at people. Short hop this away from people.-Use this to zone people away from you by spacing PK fire at maximum length or even just out of range
-wavebouncing increases this move's effect. Wavebounce by using bstick controls or being really technical (do a side b in the wrong direction and then hit the direction you want PKF to go really quickly, then hold the direction you want to move in immediately afterwards.
-be ready to punish people for running in after PKF with jab combo
-correct spacing makes this move safe against reflective moves such as Pit's mirror, fox's shine, and ness's bat
10 PKT mixups
changing when you stop following the curve changes the direction you go
-Instead of picking a direction, you can loop the PKT twice and then PKT2 if the situation calls for it
-Often it is possible to trick the opponent into getting hit by the bolt and then the PKT2, which usually does at least 20% but can go as high as 60% if you're APC or something (requires 2 bolt hits and the full PKT2)
-Pay attention to the stage, as it's extremely rare for lucas to be able to be able to go in either direction without killing himself by overshooting the stage.
-Floorblasting is situationally useful, but is somewhat risky at times. This is because when you're lying on the ground, you only have 4 options and it's not hard to guess which you'll pick if you're not careful
11 Psi Magnet cancel
-when not airborne AND in the process of absorbing an energy projectile, lucas can cancel it to avoid punishment. KNOW THIS TRICK.
-Execute by holding a direction as you abosorb the projectile or by jumping with another button.
-up means jump(tap on), down is spotdodge, and left and right are rolls
12 PK freeze followups
-PK freeze often sends the opponent too high for a followup if you don't already have a plan going in. As a result, at medium to high percents you usually have one of two options
-PK freeze to zap jump. Just watch your spacing and it's funny.
-PK freeze to pk freeze. Wait and time the PK freeze to hit them right after they break out of the first one. Otherwise it does reduced damage, and it's more likely to KO this way.
-at low percents you can sometimes get away with a uair, and people have been known to follow up with usmash if the opponent's asleep or something (but you might as well try it sometimes anyway )
13 Absorbing IC's blizzard and waddle dees
-Do it if possible, it's a free 40% health or so if you get a full blizzard.
-PsiM cancel before it's completely over, because if you get grabbed, you're dead and the health wasn't worth it.
-Absorbing a full waddle dee is worth more than 60%
-list of what each projectile is worth is here
14 The bat reflects things
-it reflects any projectile that moves and isn't dumb (don't expect to hit samus with her bombs or zss with her downsmash, lol
15 Lucas edge tricks
-normal stuff (ledgehop, get up attack, ledge jump, roll, and stand from the edge)
-ledge jump to psi magnet (just press x while on edge, not to be confused with ledge hop) cancels momentum and puts you right on the stage with the magnet ready to hit any time. Use as a surprise tactic (therefore sparingly)
-The ropesnake can tether the edge 3 times before it stops grabbing the edge. Note that it has a hitbox as it grabs the edge, so it's unwise to wait to pull yourself in for any length of time
-PKT can be used to ledgestall fairly safely. Press back to drop and IMMEDIATELY use up b. Curl it into the stage ASAP. Without jumping, lucas will be at the correct height to regrab the edge upon the PKT vanishing. An alternate (slower and less safe) option involves ledgehopping a PKT from just above the stage, giving it a bit more range, but leaving you more open.
-ledgehopping with a zap jump can be used to surprise opponents at times.
-ledgejump and immediately zair for a quick stand up animation when you're over 100. It will leave you standing on the stage with minimal lag.
16 dair to footstool to dair
-works on most characters
-fullhop the first dair (do this whenever you intend to dair, actually) and followup the last hit with a footstool dair
-At high percents, switch from this to the dair to dtilt to smash
17 magnet pulling
thanks to APC for this diagram
-Can be used as a surprise KO (at fairly high percents) because nobody will see variation 1 coming (left-most in picture)
-Variations 3 and 4 are best for recovery purposes, use PK fire away from the edge and pull towards it. Variation 4 is ideal because you can then tether
-The wavezap can be combine with magnet pulling.
18 general recovery strats
-Make full use of DI. Always aim yourself for the top corners of the screen, which does not mean just point your stick at those directions. Ask if you have questions about DI, it's worth it.
-Recover as quickly as possible, and take full advantage of lucas's tether. Find its full range and use it often.
-Don't hesitate to zap jump, especially if the opponent has been hitting you out of your second jump. The fact that you are now a mile above him means that it's a lot harder for him to hit yu
-If you have to use PKT2, use it from a safe distance. Don't get too close to the edge where your opponent can run off and hit you, stay near the boundries of the screen where you can make it both to the stage and the edge.
-If you MUST pick either aim PKT2 at the stage or the edge, choose the stage. Lucas has a surprising amount of aerial control after PKT2, and this can be used to avoid the opponent, even if it means aiming above the edge to get your opponent off the edge and then grabbing it yourself.
-Wavezap if you're cool. Wavezap to magnet pull if you're too cool to need PKT2.
19 grabbing tips
-pivot grabs reduce lag (only 64% as long from the grab frame as standing grab!), so use them whenever it's not a guaranteed grab setup
-shield grabs are the safest if you know when the grab is guaranteed. Keep a mental list of what you can shield grab and what you can't. For example, a shielded MK dsmash will often leave MK open to a shieldgrab, but MK's fsmash is almost never possible. The idea is that you can grab them while they're still lagging, so it's guaranteed to some extent.
-Avoid using running grabs, as they grab later than usual and have a total duration about 12% longer than standing grabs (which last way too long anyways)
20 ftilt lock (against walls)
-These are not my words, as I have never done this before:
-At low percentages and decay you can lock opponents with ftilt against walls...this is not escapable wil they get to high percentages and before they get to high(probably about 60%) you can end the combo with fsmash
-It has to decay to work properly which means you have to repeat using it. But if the percentage gets too high before the decay makes it weaker, it will stop working and knock the opponent down so they can escape. It's also possible to DI out of it on short walls like on Delfino but not on other walls such as Corneria. You usually want to end it in the 70% range or it will start to knock them down regardless of how decayed it is. You can finish with an Fsmash or a grab.
21 uair chains
-At low percentages, SH uairs can lead into more SH uairs for quick (and fairly safe) damage racking
-This is possible due to low knockback on lucas's uair at low percents
-NOT a guaranteed combo. with proper DI, it's possible for many characters to hit you out of it, but it IS a fairly safe followup due to uair's high priority and speed
22 usmash beats some ledge getup attacks
-You must predict the ledge getup attack
-these are the getup attacks that get beaten
23 use PK freeze to force airdodges/frame trap opponents
-PK freeze at an airborne opponent can be used one of two ways
-One option is to use it immediately upon the opponent being in range, and using the ~40 frames of lag they need for the airdodge to complete to attack them while they're helplessly in lag
-Another option is to wait for the airdodge and release PK freeze once they come out of it (requires a more specific placement of PK freeze)
-against grounded opponents, if you can get them to shield the freeze (hit their close side so it pushes them away), you can usually surprise them with an attack. This is because most people expect PK freeze to have a lot of lag at the end, and try to attack you while you're in this lag. In reality, it does have some lag, but not nearly as much as one might expect.
24 Upsmash and PK freeze can be used to stagespike opponents on the edge
-Pay attention to whether opponents will stay on the edge for too long.
-If they often do, hit them with either a PK freeze or a usmash for an effect similar to hitting them with a spike.
25 Ropesnake can be used to edgehog more easily
-use against characters with fast recoveries that don't have lasting hitboxes
-execute by hanging on the edge until the opponent is about to recover, then pressing back and hitting "Z" twice.
-Lucas will regrab the edge and move to it, renewing his invincibility for a (very) brief period of time. Any opponent that needed to recover the edge will then proceed to die
-tethering the edge only works 3 times until you must touch the ground to refresh it.
26 Follow up grab releases on wario and ness for additional damage
-wario and ness get shafted by grab release in brawl similarly to how we do (but with an aerial break in wario's case)
-capitalize on this by following up a grab release on wario with a fair, uair, nair, or psi magnet for additional damage.
-On Ness, you get an ftilt or you can walk forward, dtilt for a trip, regrab, and repeat.
-silly brawl, leaving things like this in the released version of a fighting game.
27 Non-AC nair for combos
-On larger opponents, the last hit of lucas's nair will often connect when he auto-cancels it.
-As a result, lucas has a hard time following up his nair into other moves (jab, ftilt, utilt, fsmash)
-To remedy this, use nair a bit later in the short hop to avoid auto-cancelling it. You will have a little more lag upon landing, but the opponent won't be thrown out of range for your next attack.
28 fair to dtilt lock
-At mid percents, fair will knock down opponents should they land after being hit (without airdodging)
-Follow their trajectory and dtilt lock them where they land
-This abides by all the same rules as the dair to dtilt lock combo
29 stage antics
-stages with ceilings can be used to set up a dtilt lock by utilting or dthrowing an opponent into the ceiling.
-corneria has a couple different lasers for you to absorb, notably the main cannon of the ship (under the left edge). Recover with a zap jump or DJ to PKT2 once you absorb the laser.
30 energy projectiles and psi magnet
-psi magnet > energy projectiles
-trick dumb (or unknowledgable) opponents by holding the PsiM away from them and wait for them to use their energy attacks
-Starts absorbing 1/6 of a second after you hit down b
-here's a list of how much each projectile is worth absorbed
31 b-reverse PsiM to tether
-execute a b-reverse psi Magnet by hitting down B then (immediately) backwards.
-The b-reverse PsiM will turn you towards the edge so that you can tether it.
-If possible/relevant, execute the b-reverse PsiM before using your second jump and then tethering. The farther away you are from your opponent while using PsiM, the safer you are.
32 Lagless PKT2
-PKT2 loses all its ending lag if a certain amount of time passes between the move ending and lucas hitting the ground.
-As a result, aiming a bit above the ground to deliberately fall a little farther (and therefore encounter less lag) is preferable.
-Experiment with this so that you know how far above the ground to aim, or whether it's worthwhile in a given circumstance.
33 Nair for an item grab
-Against characters that use items as projectiles (such as snake, diddy, and peach), nair is useful to grab items.
-Since SH nair autocancels, you can throw the item right back at them upon landing, while maintaining a level of safety in the air due to the nair.
-It's possible to item grab with any aerial AND airdodge, so sometimes nair isn't the best option. However, nair is frequently the best choice.
So basically, contribute tricks and I'll put them here. the goal is 100 tricks.