Tactics: A lot of these moves don’t have as much range as many of Lucas’ aerials. Moves you are going to want to try to use in neutral are: Fair,F-Tilt (Preferably angled up) and Zair to antiair and air to air Mario. If Mario uses fireballs, use magnet on the ground, it heals you for damage and has low lag so you can escape the situation by cancelling the magnet heal with a shield, roll, or spot dodge. Do not solely rely on just this, try to also utilize zair to beat it out as you get the benefit of reward on hit if you get close enough and mario won't be able to grab you for it. You mainly want to use f-tilt to outrange in neutral If you use pk fire, be aware that Mario can reflect it back at you but you can absorb it.
- Shielding Mario’s fireballs is a very bad idea, since Mario can get a grab off on your shield which you do not want to be getting hit by, so it’s recommended to just use magnet to absorb the fireballs.
- Do not take Mario to platforms. Mario has ladder combos that can kill at very early percents so banning any stage that he can perform these combos on is very important.
- Take Mario to flat stages, since this will make it much harder for Mario to combo you and you can get out of disadvantage easier.
- Mario will also be trying to charge his F.L.U.D.D. in neutral since that is going to be one of his maining gimping methods in any MU.
Tactics: Against Olimar your neutral as Lucas will be played in a very linear plan. Utilizing zair and PK fire to fend off his pikmin. It's harder to use your other aerials and Ftilt besides 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 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 Dsmash or using 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 PK Thunder, Lucas has to exploit his advantage because of Olimar's poor disadvantage.
- 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.
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 Spin Dash or Spin Charge. Fortunately Sonic is forced to respect your disjoints because Sonic lacks good trade options, so your F-Tilt, F-Air and Z-Air will be really useful to challenge him in close quarters combat. You can also use PK Fire to pressure him if he is camping in the corner and, if you have good timing, stop his 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 F-Tilt angled down to 2-frame him on reaction (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).
- Despite using the same sound effect, Spin Dash and Spin Charge have their differences:
- 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.
- 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.
- PK Fire can pressure Sonic if he is charging Spin Dash in the corner. However, if Spin Dash reaches his max charge Sonic can use its intangibility to pass through 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 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.
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