As you may or may not already know, Matchups are very important in Brawl. And as you all know, the matchup chart is in dire need of input.
Therefore, it is up to we, the Lucas community, to ensure the accuracy of the matchup chart, and to give tips to future Lucas players, so that we may triumph in the future.
A few simple rules:
1. Make sure any facts you state are, in fact, facts.
2. Be polite. We need not fight amongst ourselves.
3. Please, only discuss the character we are currently discussing. No need to get off topic.
Now for our Thirtieth Fighter,

ROB, the Robotic Operating Buddy, and piece of Nintendo hardware.
My Thought: 45-55. ROB is big, ROB is heavy, ROB is Nair bait. Unfortunately, beyond that, he's pretty **** solid. He has an incredible DSmash, a very hard to gimp recovery, and a projectile game that can't all be stopped by the Magnet, and a nice air game. Thank god he doesn't have alot of KO power.
Please, discuss.
Also, if you have a request on what character to look into next, please PM me. Do not make a post about it.
Past Weeks:

1: Captain Falcon: 7-3. While Captain Falcon can pull out a few suprises, we can outrange, out power, and outspace him on every account. We can ruin his approach options with F-tilt, out Nair out prioritizes his aerials, and we can gimp his recovery with PK Thunder. If you lose, it's because of a vast skill difference.

2. Ness: 40-60. Ness completely cancels out our Projectile game with Psi Magent. Fortunately, we can do the same thing. Whioch means this fight is very much a close range fight. And Ness possess a faster close range game, and his aerial game exceeds ours. Fortunately, our ground game is much more powerful, and that is why trhe important thing here is to keep Ness grounded. And don't shield too much, because Ness has the tendency of grabbing people and killing them with a single Back Throw.

3. Metaknight: 35-65. Metaknight is the best character in the game. There's very little doubt about that. He has so many approach options that it's ridiculous. And all of his moves have no lag at all. And he is **** near ungimpable. However, you still have options available to you to combat Metaknight. The important thing is that you have projectiles, something Metaknight lacks.Also, your PK Fire will cancel out his Mach Tornado, so you should be using that liberally in this matchup. Your FSmash is also your best friend here, as it's your fastest KO move in your arsenal. Luckily, you can KO Metaknight at very early percentages, due to his lack of weight. However, if you don't Star KO him, he will make it back. Even so, PK Thunder is an excellent option, if only for racking up damage and removing diminishing returns from your other moves. In the air, your Nair is your best option, due to how fast it is, and how big the hitbox is. Grabbing out of shield is very difficult, due to the slow nature of Lucas' grab, but your jab combo out of shield is very reliable, and is actually just as fast as Metaknight's moves (Hit box starts on frame 2, making it the third fastest jab combo is the game) The secret to this matchup is to make sure you never give Metaknight the chance to start juggling you. Do that, and you'll live.

4. Pikachu: 50-50. We outrange, outprioritze, and out projectile Pikachu, and we can make one of his best KO moves (Thunder) useless. The reason this stays even is the fact that Pikachu is faster than us, not only in movement, but in how fast his attacks come out. Just space properly, and always be ready to use your PSI magnet.

5. Marth: 30-70. Yeah, this matchup sucks. Marth has an answer to everything you got. He outranges and outpowers you at close range, and he can easily get through your long range game. But even so, your long range game still makes an effective brink wall for Marth to geth through. You'll want to play a giant game of keep away, because Marth will pwn you up close. Also remember that your jab combo and your FTilt are your best close range options, and that your smash attacks should only be used as punishments for missed smash attacks. Once Marth gets off the stage, you should immediately go for the gimp via PK Thunder. I mean, marth's recovery sucks, and you should be abusing the hell out of it. Unfortuntely, marth aerial game is powerful enough to go for the gimp against you as well. Seriously, good luck.

6. King Dedede: 55-45. Hail to the king and his mighty chain grab, for it can, and will, rack up lots of damage. Fortunately, we can space with PK Fire. Also,our jab combo is faster than anything D3 can pull off. And, due to D3's wait an fast fall speed, D3 becomes one giant target while in the air. Also, while D3 is offstage, immediately start PK Thundering him. You're not gonna gimp him. You're gonna force him to use his UP B to recover, which can easily be punished by your Up Smash. Remember: Spacing is everything in this matchup.

7. Wario: 50-50. Wario, once he gets within range, can pwn you. Lucas, luckily, had enough tools in his arsenal to stop this from happening. After all, Wario's range sucks, and you have projectiles, aerials with good priority, and smash attacks with range on them. However, by no means does this make Wario an easy opponent. Once Wario starts hurting, he will keep it up. Also, avoid using PK Thunder to recover, as it makes you an easy target, due to Wario's amazing horizontal DI. Wario, however, is also a nice gimop, thanks to the fact that PK Thunder can knock him off his bike and into the abyss. And if Wario needs to use him up B to recover, we can pull out our DSmash to knock him away from the edge, since his UP B doesn't auto sweetspoit ledges. Just keep Wario out of range, and you're good.

8. Bowser: 6-4. Offensively speaking, Bowser and Lucas can royally screw eachother over. Lucas can juggle and gimp Bowser, and Bowser and grab release chain grab, or grab release to a strong attack. Thus, the main difference comes from how easily one can avoid the screwing, which Lucas can do easily. Lucas can keep Bowser far away easily with his projectile game, and he can keep Bowser is the air with constant Nairing. Stay away, stay aerial, and stay on the move.

9. Ike: 60-40. Ike has alot of range, alot of power, and he's pretty heavy. But his recover and approach options stink, and Lucas is very capable of abusing both of those. The most important tool in this matchup are properly spaced PK Fires. Also, the moment Ike misses with an attack is when you should immediately rush in for a counterattack, as Ike has quite a bit of lag after alot of his attacks. Once you get Ike offstage, use your projectile of choice (Freeze and Fire for Side B recovery, Thunder for Up B recovery) to gimp him (Which is incredibly easy). Basically, just be defensive, taking every advantage you got. Be warned that a missed Up Smash will earn you a FSmash to the face, which in perfectly capable of KOing you at around the 50% mark.

10: Jigglypuff: 65-35. Jigglypuff's ground game sucks. We can easily overpower and damage her on the ground. In the air, she may have faster aerials, but we have priority and strength and slightly more range. We can also force approaches with our projectile game. And she's incredibly light, allowing easy KOs. The only reason this isn't a hue disadvantage is because of the WOP. The moment you end up off the stage, Jigglypuff has a slight advantage. Your PK Thunder is troo slow to recover with. Stick with Zap Jumping and tether recovery and you should be fine.

11: Ganondorf: 60-40. This summary courtesy of Swoops:

12. Mr. Game & Watch: 20-80. Mr. Game & Watch is the best reason for a Lucas mainer to have a secondary. I mean, even with marth you can just counterpick Norfair or Brinstar and be able to take advantage of the geography, but you can't do that with GW. He completely shuts down your projectile game, he outdoes your aerial game, and he beats out your ground game. And he can DThrow to DSmash you with no chance of you escaping. And his recovery is **** near ungimpable (Seriously, I've gimped more Meraknights that I have Mr. Game & Watches) Seriously, good friggin luck.

13. Snake: 40-60. Your AAA combo is faster that every close range attacks he has, and your Nair make life incredibly hard for Snake.. These are the cardinal rules for this matchup, because your only hope of winning is to get up close. His camping game is very powerful. His grenades will quickly put you to KO percentage. Luckily, though, your PK Fire will explode any grenades Snake happens to be holding, so SH PK Fires actually make a good approach. Once you get in, start Nairing and Jabbing to build up damage. Beware, though, because Snake's tilts are powerful as hell. Once you get Snake offstage, you have two options. You can hit him with Pl THunder (Which is good) or Bair spike him (Which is the best option). Also, it is very possible to Destroy a Snake that recovers high by hitting off the top of thre stage with PK Thunder. Remember: The moment you stop attacking is the moment you lose.

14. Wolf: 40-60. Wolf has the edge on the ground, no question. He shines away your projectiles, and his blaster outranges your PK Fire and is just fast enough to be a nuisance. And the moment you do a move that's even remotely laggy will lead to a FSmash in the face. In the air, Wolf once again can keep you away with his superior Bair. However, once you get past all of that, what do you? A fighter ehavy and fastfally enough to get comboed alot, which brings the cardinal rule of this matchup. You have to stay offensive, and you have to make it fast. I call this a Blitzkrieg matchup.

15. Luigi: 60-40. The Key here is spacing. Luigi has some impressive power, some very nice priority, and one of the strongest moves in the game in his arsenal, but fact is is that a good Lucas can keep Luigi away. I mean, once Luigi gets in, he can keep it up, but a Nair can mess that up. Also, Luigi's Recovery, while good, is very vulnerable to PK Thunder, allwing a rather easy gimp.

16: Samus: 55-45. Samus, at long range, will outcamp and outspam you. At midrange, Samus will Zair you to death. Thus our route of attack is clear: Point Blank Range. Your Jab Combo and the Ftilt will be your main means of racking up damage, due to the speed in which they come out. Your Dair and Nair are your aerials of choice, because Samus is tall enough and heavy enough to be comboed by them. Do not attempt to spike Samus when she is recovering. PK Thunder is your best option. Never let Samus have a moment of peace.

17. Ice Climbers: 50-50. There are three basic rules to fighting the Ice Climbers: Divide, Kill, Conquer. You must split up the Ice Climbers (Your Nair is perfect for this) than you must kill Nana (Due to lousy AI, this should be easy) and than you must conquer. But remember, you get grabbed under the right conditions (and a good IC player will make sure the conditions are right) and you'll a stock. They will force approached by using their Ice Blocks. Fortunately, your FSmash can reflect these guys back, and they're slow enough that the timing is easy. If you are on the attack, they will shield grab, so always retreat your aerials. They will use the Blizzard to set up grabs, but your PSI magnet will absorb it. Remember: Everything the Ice Climbers can do has a solution. But alwaqys remember that everything you do has a solution as well.

18. Fox: 60-40. DEFENSE!!!! *ch-ch-ch* DEFENSE!!!! *ch-ch-ch* Serously though, this is a machup where defense will be your route to victory. Fox will be forced to approach, due to your PSI Magnet. And the Foxes approach options are almost pretty bad. Combine that with the fact that we can outprioritize most of Foxes stuff, and we can win. The only real concern is that Fox can gimp us if we have to use PK Thunder with his reflector, so be sure to use that Zap Jump and Wavebounce everybody.

19. Toon Link: 40-60. This guy out Lucases Lucas. He manages to have a **** good projectile game that is completely unmagentable, and he also has a good aerials game. And he has a sword, which means priority on the ground and some range. Thankfully though, it's short sword, meaning his defensive game isn't on the same level as other sword users. You have to get close, and you have to kill him before he kills you. Oh, and due to the nature of TL's recovery, PK Thunder isn't suggested. Good luck getting the spike. You'll need it.

20. Donky Kong: 25-75. DK is a powerhouse. He can kill you at uncomfortably low percents, he has really good range on all of his attack, he doesn't get KOed until uncomfortable high percents, his recovery is alot harder to gimp than it looks like it would be, and he has an unescapable Cargo grab release to DSmash. You have to be on the offensive, because at long range, DK can just avoid your projectiles, and at mid range, DK can FTilt you to heck. No, CQC style combat is needed here, and your jab combo and Nair are your moves of choice, for their speed and their damage building qualities. I would honestly attempt to keep your kill moves fresh, due to DKs immense weight. As for Gimping, PK Thunder doesn't work, since DK's horizontal recovery is so powerul, and Bairing him is diffcult do to range issues. Surprisingly though, PK Freeze is suggested, due to the straight forward nature of DK recovery. All in all, I'd rather fight Marth.

21. Pit: 45-55. Summary up soon.

22. Lucario: 40-60. Summary up soon.

23. Sonic: 55-45. Summary up soon.

24. Peach: 40-60. Summary up soon.

25. Olimar: ???

26.

45-55

50-50

55-45 Overall 50-50

27. Falco: 50-50. Summary up soon.
:didy:28. Diddy: 45-55. Summary up soon.

29. Yoshi. 40-60. Summary up soon.
Next week's hint: Whoever gets suggested.