Sorry if I'm a little lazy and didn't watch the entire thing. I'm being a bit less harsh as I know netplay / emulators sometimes make inputs slightly harder. With that said, here's what I recognized:
From a few quick minutes, I noticed your wavedashes are a bit off. Try to clean those up so you're always at top speed and not being restricted by poor movement (no offense). Add in a bit of dash dancing and make yourself seem less predictable.
Your SHFFL aerials look alright, but can obviously be better. Learn the exact timings when Lucas is at the apex of his short hop. Short hop -> fast fall without doing anything else. This will help you recognize his short hop height and time that you can fast fall. Try short hopping then keep hitting down so that Lucas fast falls the first available frame. Once you learn the exact timing you obviously won't need to mash hitting down. Then add in your SHFFL aerials, and finally account for the hitlag during combos.
When you're off-stage facing away from center stage, use a magnet to turn around. When your back is to the stage, you lose the option of tethering to the ledge and the only good rising aerial becomes the low priority Uair. When you're facing towards the stage, you gain the options of tether, air dodge -> tether, and Fair / rising Fair.
Be able to jump out of magnet as quickly as possible. Play around with debug mode and learn the first frame you can jump / WD out (with hitlag). You will lose followups when you're not quick enough out of magnet. For the amount of time you've been playing, you're at a good spot for the WD out of magnet.
As I tell everybody,
always jump cancel your grabs. JC grab is 1 frame faster and has infinitely less end lag. Whiffed standing grab already has tons of end lag that can be punished easily. Whiffed dash grab feels like you got your shield broken.
Know your Uthrow kill %. Pull up my guide and reference the Uthrow kill % chart (you are allowed to do this during tournament play). I do this lately as I have not memorized the 3.5 %'s. I had a good feel for the %'s in 3.0, but I'm still trying to remember the 3.5 timings.
Generally 135+ is a good area that Uthrow begins killing on most characters. My personal rule of thumb:
- Floaties: 125%
- Mid-weights: 135%
- Heavies: 142%
- Fast Fallers: 165-180%
- Typically throw them down or back around 120-140%. Most of the heavy / fast falling chars have punishable recoveries (DK, Falcon, Space Animals, etc). If they don't DI the Dthrow properly (behind Lucas) then use Dthrow -> Upsmash / Bair as a kill setup. If they do start DI'ing the Dthrow, use back throw as a DI mixup.
I like that when you don't connect with a PKF, you back off and wait for another one to hit. Be wary of PKF being clanked (by a jab or aerial), or crouch cancelled and the opponent does a counter attack (Fsmash, run up grab, or just shields and punishes a bad approach).