SSBU/Lucas/Matchups

Marcina (Marth & Lucina)

 * -|Marth=


 * -|Lucina=

Olimar
{{MatchupSummaryBox
 * game=SSBU
 * character=Olimar
 * favorability= Even
 * oneliner=
 * summary=

Tactics: Against Olimar your neutral as Lucas will be played in a very linear plan. Utilizing {{clr|aerial|zair}} and {{clr|special|PK fire}} to fend off his pikmin. It's harder to use your other aerials and {{clr|tilt|Ftilt}} besides {{clr|aerial|Uair}} as yellow pikmin are immune to Lucas' sweetspot electric moves. Olimar can use yellow pikmin to extend your hitboxes you have to punish you more consistently but this also means he might have to trade with a strong hitbox.

Fortunately {{clr|aerial|Zair}} works just fine if you corner him. Your main goal is keeping him in the corner, keeping your stage with these tools and punishing him offstage. Olimar's upb recovery gets worse if you hit him multiple times offstage, you don't need to commit deep offstage. You can utilize {{clr|smash|Dsmash}} or using {{clr|special}|PK Freeze}} can force higher recoveries or jumps and when Olimar jumps you can react to when Olimar may upb and direct him offstage with, Lucas has to exploit his advantage because of Olimar's poor disadvantage.

Additional Notes:
 * Olimar is very easy to shield poke so you aim for his aim during shield pressure with up angled ftilt or upair and other crossup tools
 * Olimar has a poor ledgehang so you will have a much easier time utilizing 2 frames.

}}

Pit

 * -|Pit=


 * -|Dark Pit=

Sonic
{{MatchupSummaryBox
 * game=SSBU
 * character=Sonic
 * favorability= Slight Disadvantage
 * oneliner= This matchup is bad but is not as bad as you might think
 * summary=

Tactics: The matchup itself is basically a neutral-based contest in which whoever gets the lead first has to play an extremely metered neutral to force the other player to overcommit in his approaches and capitalize on his mistakes to extend their already existent lead.

With that said, Sonic being the fastest character in the game allows him to control how fast or how slow the match will be regardless of who has the lead, so most of the match will be you reacting to what Sonic does after {{clr|special|Spin Dash}} or {{clr|special|Spin Charge}}. Fortunately Sonic is forced to respect your disjoints because Sonic lacks good trade options, so your {{clr|tilt|F-Tilt}}, {{clr|aerial|F-Air}} and {{clr|aerial|Z-Air}} will be really useful to challenge him in close quarters combat. You can also use {{clr|special|PK Fire}} to pressure him if he is camping in the corner and, if you have good timing, stop his {{clr|special|Spin Dash}}.

When offstage, Sonic has a lot of mixups while recovering so is really difficult to edgeguard him, but most of the time he will choose to recover low. You can use your {{clr|tilt|F-Tilt}} angled down to 2-frame him on reaction ({{clr|smash|D-Smash}} is quite useful too, but since is harder to use it on reaction is better to save it if you notice the Sonic player likes to drop ledge).

Additional notes: - {{clr|special|Spin Dash}} has an elipse form, pull Sonic backwards while charging it, has the whole sound effect playing, has a little hop on startup when its not at full charge, has a bit of intangibility during startup and its a single hit.
 * Despite using the same sound effect, {{clr|special|Spin Dash}} and {{clr|special|Spin Charge}} have their differences:

- {{clr|special|Spin Charge}} has a circular form, is stationary while charging, the sound effect restarts with every charge and Sonic can drop it if he stops charging it, doesn't have any kind of invincibility and its a multi-hit.
 * {{clr|special|PK Fire}} can pressure Sonic if he is charging {{clr|special|Spin Dash}} in the corner. However, if {{clr|special|Spin Dash}} reaches his max charge Sonic can use its intangibility to pass through {{clr|special|PK Fire}} and punishing Lucas with his dangerous convertions. That's why the distance is important.
 * Sonic is really good at edgeguarding, so you want to mixup your recovery unless you want to give him an early stock. This is also important because this the main way that Sonic uses to take stocks, so if he can't edgeguard you he is going to have a hard time taking yours. Plus Sonic can 2-frame your recovery as well with {{clr|smash|F-Smash}}.
 * Sonic belongs to that group of characters that can go under the stage to the other ledge, so if you don't anticipate it you might not be able to punish it.