SSBU/Lucas/Techniques

Tech tied recovery

Lagless Pull: The most precise tether tech that allows Lucas to land onstage from tether with practically no lag.

PK Thunder Bonking:

Also coined as Double pk thunder or thunder wall bouncing, this is the ability to do a second PK Thunder if you are colliding with a part of the stage or wall perpendicularly( You have a 31 frame window to do this) It is a very important mixup and is most consistent done when recovering on the right side ledge and holding down while doing a more horizontal angle. Be mindful that you will have to practice it differently on each stage as they don't work the same cause of wall differences, ledge and stage layout with unique differences.

Movement tech:

Snakedash and Snakeland: A variation of a full hop zair on platforms with no hitbox or a shorthop djcz with no hitbox. This is meant to be a mixup bait option. It is achieved from doing full hop and zair after the apex and not at the apex of a full hop when you reach a platform. On the ground you have to do the double jump and zair input early so that tends to be a frame or so earlier.

Versatile tech:

Double Jump Cancel Zair: This is what people refers to as "DJCZ" or zair chains. Don't fall into the habit of only practicing this and nothing else, take your time and maybe learn to use zair and combo and space with it normally before you learn to apply djcz for neutral and additional combo routes. DJCZ allows for more consistent ways to use falling zair frame advantage while moving. This is what allows it to chain into itself and gives you the opportunity to be close.This makes some confirms more reliable which tends to make Lucas' zair confirms to start from other combo starters. or you could corner carry till they are closer offstage for an easier opportunity to kill and if it's too early.

Situationally useful or lesser used tech: ACJC Upsmash/ Jump cancel AC Upsmash: It is an attack cancelled upsmash that goes into jump