PK Thunder is amazing
PK Thunder Edgestall
Not terribly difficult to do but pretty useful in some situations. Hold onto the ledge, push away and then very quickly use up B and hit yourself back into the ledge to grab it again. You have to do this pretty fast, very similar to the timing of Falco's edgestall in melee. If you don't do it fast enough you will go up a little bit before your up B which can result in bouncing off the lip of the edge and dying. If you do it correctly you should not move up at all when you first start the pk thunder.
Applications: Your PK thunder goes in a semi-circle around the outside of your body making it very difficult for people getting on the ledge to hit you or get onto the stage at low altitudes. Also when you hit yourself into the ledge, if the opponent is on the stage and too close to that ledge they will be hit by the first hit of PKT2 and get some good knockback allowing you to freely get onto the edge. It's pretty difficult for them to punish this because it's easy for them to get hit by your pk thunder which has enough hitstun to keep you safe. However, disjointed hitboxes like marth's sword will sometimes go through the pk thunder, canceling it and doing damage depending on the move so you have to be a bit more careful against some careful. Also aerials that stay out a longer time like some of G and W's moves will cancel the thunder and then hit you with the rest of the move. Usually these are very light hits however that are easy enough to recover from.
PK Thunder Edgestall Projectile
Same concept, even more evil. Again while hanging on the ledge, quickly use up B but instead of hitting yourself, direct the thunder onto the stage to hit opponents. You MUST hit either the stage or an opponent within a certain time frame or you will fall and die. As soon as you hit something (stage,shield, attack) the pk thunder will be canceled and Lucas will be able to grab the ledge again immediately as long as it was done fast enough so that he hasn't fallen too far. I've been able to get the pk thunder to go as far in as far edge of the first level platform on the ground on battlefield or the middle of the first level platform on the platform and still grab the ledge directly afterwards.
Applications: This is an evil way to projectile spam and a great way to punish people for pressuring you on the ledge. PK thunder has enough knockback that after hitting someone you can make it back onto the stage without any worries at all.
Tips to remember:
1. Know your PKT2. This sounds very obvious but since PKT2 is such a good move with Lucas you really need to know from where you can safely use it and where you can't. Learn where you can fire yourself sliding on the ground and immediately grab the ledge. This will keep people from being able to punish you should you happen to miss (keep in mind that you need to DI back in most cases to be able actually grab the ledge afterward.) Understand the curvature of the land and use it your advantage. Know the angle you need to use from the air to slide along the ground or to faceplant. Know how long your PK thunder lasts before it disappears.
2. Use surprise tactics to pull off your PKT2. People are not going to just stand there and let you hit them. Send your PK thunder ahead of you first and then loop around to hit yourself forward rather than simply hitting behind you everytime. Keep in mind exactly how much time you have before you have to hit yourself. I've been able to pk thunder in 2 full loops ahead of me before sending it behind me to hit me forward. Send your pk thunder off screen and then back in to hit you. When standing on a platform, send your pk thunder around the front of the platform, back through the bottom and behind you to send you forward. If you mix up how you use your PK thunder you will be punished considerably less and may get some very easy kills.
3. Moving platforms can help you. Horizontally moving platforms allow you to immediately PKT2 directly behind you when they're moving forward. Works great on Smashville. Just mess around with PK Thunder on that level if you don't understand what I mean. It's a bit confusing but nice.
4. Don't use obvious paths when you're trying to PK thunder edgeguard someone. It may work everytime on computers to just send it in a straightline at your opponent but humans can often easily doge this and punish you for all the lag you have. Loop around before hitting. Send it at lower angles. Go around and hit them from behind to try to stagespike.
That's all for now
PK Thunder Edgestall
Not terribly difficult to do but pretty useful in some situations. Hold onto the ledge, push away and then very quickly use up B and hit yourself back into the ledge to grab it again. You have to do this pretty fast, very similar to the timing of Falco's edgestall in melee. If you don't do it fast enough you will go up a little bit before your up B which can result in bouncing off the lip of the edge and dying. If you do it correctly you should not move up at all when you first start the pk thunder.
Applications: Your PK thunder goes in a semi-circle around the outside of your body making it very difficult for people getting on the ledge to hit you or get onto the stage at low altitudes. Also when you hit yourself into the ledge, if the opponent is on the stage and too close to that ledge they will be hit by the first hit of PKT2 and get some good knockback allowing you to freely get onto the edge. It's pretty difficult for them to punish this because it's easy for them to get hit by your pk thunder which has enough hitstun to keep you safe. However, disjointed hitboxes like marth's sword will sometimes go through the pk thunder, canceling it and doing damage depending on the move so you have to be a bit more careful against some careful. Also aerials that stay out a longer time like some of G and W's moves will cancel the thunder and then hit you with the rest of the move. Usually these are very light hits however that are easy enough to recover from.
PK Thunder Edgestall Projectile
Same concept, even more evil. Again while hanging on the ledge, quickly use up B but instead of hitting yourself, direct the thunder onto the stage to hit opponents. You MUST hit either the stage or an opponent within a certain time frame or you will fall and die. As soon as you hit something (stage,shield, attack) the pk thunder will be canceled and Lucas will be able to grab the ledge again immediately as long as it was done fast enough so that he hasn't fallen too far. I've been able to get the pk thunder to go as far in as far edge of the first level platform on the ground on battlefield or the middle of the first level platform on the platform and still grab the ledge directly afterwards.
Applications: This is an evil way to projectile spam and a great way to punish people for pressuring you on the ledge. PK thunder has enough knockback that after hitting someone you can make it back onto the stage without any worries at all.
Tips to remember:
1. Know your PKT2. This sounds very obvious but since PKT2 is such a good move with Lucas you really need to know from where you can safely use it and where you can't. Learn where you can fire yourself sliding on the ground and immediately grab the ledge. This will keep people from being able to punish you should you happen to miss (keep in mind that you need to DI back in most cases to be able actually grab the ledge afterward.) Understand the curvature of the land and use it your advantage. Know the angle you need to use from the air to slide along the ground or to faceplant. Know how long your PK thunder lasts before it disappears.
2. Use surprise tactics to pull off your PKT2. People are not going to just stand there and let you hit them. Send your PK thunder ahead of you first and then loop around to hit yourself forward rather than simply hitting behind you everytime. Keep in mind exactly how much time you have before you have to hit yourself. I've been able to pk thunder in 2 full loops ahead of me before sending it behind me to hit me forward. Send your pk thunder off screen and then back in to hit you. When standing on a platform, send your pk thunder around the front of the platform, back through the bottom and behind you to send you forward. If you mix up how you use your PK thunder you will be punished considerably less and may get some very easy kills.
3. Moving platforms can help you. Horizontally moving platforms allow you to immediately PKT2 directly behind you when they're moving forward. Works great on Smashville. Just mess around with PK Thunder on that level if you don't understand what I mean. It's a bit confusing but nice.
4. Don't use obvious paths when you're trying to PK thunder edgeguard someone. It may work everytime on computers to just send it in a straightline at your opponent but humans can often easily doge this and punish you for all the lag you have. Loop around before hitting. Send it at lower angles. Go around and hit them from behind to try to stagespike.
That's all for now