I'm gonna be detailed. Don't be offended, I WILL rip this video apart and find as many mistakes as possible.
http://www.youtube.com/watch?v=NS-aNuAmUBI&feature=channel_page
There is my latest vid on my Lucas. Please tell me what you think. There was a better vid, but it got deleted for whatever reason, and it was against a good DK ;_;
:12 - you trip, he moves behind you, and you start utilting in front of his shield. Do a SH nair and move behind him for a safter option to pressure with. If he catches on that you move behind him all the time, start moving to be centered with him so that he has a harder time telling which way to grab, or end the AC nair with a jab combo or ftilt (depending on how soon you think he'll grab--later = ftilt, sooner = jab combo)
:25 - he lets you on the stage, rolls to the edge, and is cornered. you could have recognized that he is deciding to retreat and close the gap with a nair/dair combo, but instead decide to play it safe with pk fire. Next time, if you decide to use PK freeze, let it be when he's able to retreat from PK fire and has done so. Going into the air and closing in would have actually given the circumstance than 2x pk fire > pk freeze at that range.
:35 - you try to recover high. he sees this coming. ALMOST ALWAYS go for the edge first. it's really really really safe. You doubled your percent as a result of poor recovery. Once you have your footing, immediate PK fire > PK thunder. It works out, but PK thunder onstage against an opponent that isn't recovering is always a risk.
1:00 - the fact that you had to risk a hard PKT recovery here is due to you deciding to hold "back" as you passed the edge. technical error, probably. More edgegrabs = less damage for you to take = longer lives = better games.
1:04 - you descend with lucas's horribly telegraphed Dair against DDD's disjointed Uair. It works. WTF?!?!?! after that, the PK fire is well spaced.
1:18 - Pointless PK freezes will limit your options when they get closer. Fortunately, you still had time to Usmash. Feel free to do this any time your friend decides to ignore the edge from so high up again. bad DDD, bad.
1:28 - lol reverse magnet pull for the lulz
1:32 - he grabs you. That's why you land behind or in the middle of him. This could have gone worse.
1:38 - that PK freeze was more legit. The upsmash should not have hit, but it worked out. Fsmash would have been safer, and had they gotten the shield out, cool things would have happened like DDD getting pushed to the edge.
1:45 - Dtilt to Fsmash is good sometimes, if not reliable. Note that he only died because of terrible DI. Not your fault, but know that DDD has a better life expectancy than he's showing.
1:53 - Nice end of a nice string.
End. Lucky you. He SD'd because you screwed up your recovery.
http://www.youtube.com/watch?v=TUm1pcyIhi8
YES! I recovered the DK vid somehow. This is my Lucas against a good DK mainer. I tried to do the best I could against him, but seeing as he is one of the Deadly 4, I'm not sure if I did that good.
:12 - DON'T land on those small platforms. They're a trap for you to get stuck in landing lag and have poor positioning.
:17 - good place to dsmash. Don't do it more than a couple times unless your opponent refuses to catch on.
:23 - DO NOT PKT there. Don't PKT onstage against an opponent that isn't recovering. Don't PKT into a constrained place where there are so many platforms to get in your way. Don't follow it up with an equally poorly thought out PK freeze. DO mix it up with PK fire retreats and aerial advances. Not sure what that reverse PK fire was later on.
1:07 - perfect example of why Nair is so useful on this stage in particular. That's the kind of stuff you want.
1:42 - it worked out, but rolling behind opponents is generally a bad call, unless they decide to always attack at specific times. Like always.
1:48 - you ignore the edge, and get hit back out again as a result. The edge is your best friend in recovery. Don't ignore it. Actually, it kills you. If you *have* to PKT recover, do it from farther away and you won't get spiked.
1:57 - Don't PK fire so close to people. It hurts lucas.
2:09 - look for more opportunities to trap people on those small platforms like that. Good utilt chain.
2:20 - you push your momentum, and crowd DK without using particularly safe moves. Try to manage yourself a little better to avoid getting hit just because you think it's a good idea to keep them reeling.
2:32 - if he starts pounding where you can't get in, go above and around to the other side/middle (where safe). Remember, you have projectiles here, so if he gets too close to a pillar, you can PKF him back.
2:58 - please stop jumping up past the edge. You're giving precious seconds to the opponent to close the gap and set up an edgeguard by doing this.
3:00-4:00 - you do some stuff. Nothing that I haven't commented on already.
4:05 - Don't try the same trick immediately after it working once (unless it will work). DK who's falling after being hit by a usmash isn't gonna see another one coming... oh, wait. yes he is.
4:24 - you land right in front of him. that would have been GG if he released the big punch.
4:27 - cut down on pointless usmashes
4:40 - lucky you. that could ahve gone poorly for you. I'm sure you were DIing up and ready to tech, though
End - he zoned you to death. At the end it's important to not decide to just rush in any time you can. choose your moments better.
http://www.youtube.com/watch?v=6x_SbG9MGUg
FireKirby7 wants to be critiqued in this vid. He is the Purple Lucas.
Unless you want me to go through both vids, I'm gonna do the first one. Just mention it if you want both.
:06 - take my comments with a grain of salt, I don't do online, so I'm gonna ignore that it is online.
:21 - I see you chose lucas to fight lucas with. Might I suggest marth?
lolololololol jk
:25 - get off the lucas fair. PK fire does what you're trying to do better, and he's at 0, so magnet doesn't matter. Use fair for attacking lucas when he thinks he's gonna hit you from above and you're on the ground.
:38 - SH Dair = lag = bad. Full hop or do a nair, choose one. Probably not intended though
:42 - Don't do a nair to pressure someone that's half the stage away. Do it right on them.
:45 - aerial magnet is almost always worse than fair.
:57 - get rid of your habit of using moves for close range when the opponent is way across the stage or far above you.
1:34 - good idea.
I'm watching, but I don't understand what is happening for most of this. I can try to straighten out why your traps aren't working sometimes, but online is like latin to me, so I'll ask someone more qualified for online critique to post in my stead.
Ask again, and I'll do my best for that vid.