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I did this once while writing the Lucas guide. I had it open in 2 tabs and saved my changes in the one, while the other tab got overwritten. Lost an entire section of workedit: accidentally undid all the edits I made and had to do them over. ****ing ****
hyperflame said:mmm well I'm just gonna point out like some serious flaws 20pk
upsmash in neutral - don't do this
i'm all about random DACUSes but at least I'm throwing out a PKF to force/cover an option besides shielding
it seems like you have "phases" to your neutral/combo game
you'll start doing magnets but then all of a sudden that's ALL you do
and while magnet is like best combo starter ever it's not exactly the fastest way to rack up damage and not that guaranteed for continuing combos
so I saw you doing a lot of magnet -> multi-reverse magnets and you could have just settled for a tech chase into a dash attack and continued from there
you tend to always recover high but this is probably just you being scared of getting up from ledge, get comfortable with your ledge options
and yeah definitely get your edgeguarding down
like the commentators said you back threw a falco and then... ran to center stage
oh uh don't PKT as close to the edge of the stage are you were doing that's asking to get hit out of your recovery
but yeah it seems like you've got your multimagnets down, you just have to get your reaction time down so that you can actually react to landing a magnet / them rolling away
but... don't overrely on it
you have other moves than PKF and magnet lol throw out some djc fairs
aight i'm done
Delta said:Overall, a lot of your games look like warm ups / hand warmers lol. You use tons of tech and throw out moves without thinking what's going to hit and how to follow it up. Multi-mag approaches and doing mag->DJC aerials at high % especially, mag / Uair don't lead to anything and past 130% you should look for a sweet spot Fair instead of sourspot.
Mag -> grab is good on shield since they anticipate you continuously shield pressuring and want to find openings to escape without getting hit. So shield grabs / sometimes safe aerials OoS.
Basically, your followups need work. Practicing the combo trees, studying how other Lucas players (myself, Neon, Kip, Hyper) use the combo tree and what moves we do at relative %'s (think in terms of 0-30, 30-50, 50-70, 70-100, 100-120, 120+).
Securing a kill is difficult at top level and getting mixups to consistently take stocks (3rd hit Dair followups, Uthrow, Bthrow / Dthrow DI mixups, PKF -> sweetspot aerial/DACUS, etc).
You're doing good so far. Just put some more thought into your play and don't auto pilot as much. Your awareness of the opponent is somewhat there, but self-awareness and how you put your moves out there is lacking the most IMO. Once you're confident in how your moves connect, you can move onto placing those moves in neutral / punish game accordingly.
SHFFL retains your momentum, but sometimes you need to land faster to get a burst momentum from dash instead of his slower air momentum carrying you forward. DJC is better for combos, SHFFL for neutral.
Make sure when you throw out DACUS, they're shielding closer to the ledge (shield push) and that you know how they punish. If they can ledge dash / WD OoS or simply drop shield and react fast enough, or if they go for a neutral reset
Uhh, you need to have a better understanding when the opponent wants to shield, jump, or dash dance. If they're DDing outside the range, your PKF typically whiffs and you run in with like mag or something when they're on the outside of the stage. Thus, giving up stage control and leading to you getting hit. If they shield, you occasionally run in with bad aerials / shield pressure and get shield grabbed / punished for bad spacing. If they jump, you seem to throw out another PKF after the first already whiffed, which leads to them coming down on you with an aerial. Those 3 situations you should always be aware of when throwing out PKF. Test their reaction.
Against fox just dash attack / grab -> up throw him. Don't get fancy with it. Simply put him into the air then juggle to death. Or throw him offstage and PKF the SideB / UpB startup. Any time fox goes horizontal to the stage.