I've spent some time messing around with PK Freeze to see if there's any reason for using it and here's what I've come up with.
First of all, Lucas has an extremely high degree of control over PK Freeze. You can send it forward, then back, then forward again before it times out and explodes. Messing around with the timing and spacing with this may actually give you a chance of hitting with it.
PK Freeze will always time out and explode as it reaches the horizontal level of around Lucas's feet assuming you are holding B and it doesn't hit another solid object.
PK Freeze does pretty substantial damage to shields.
PK Freeze's vertical hitbox range is pathetic but its horizontal hitbox range is surprisingly large. You can use this to your advantage as well to occasionally actually hit with it by catching an opponent by surprise with it's horizontal size.
PK Freeze sends the opponent upward and slightly to the side depending on where you hit them from. Damage, knockback, and freeze time is affected by stale moves. Opponents immediately break out of the ice when hit with fire based attacks.
While frozen, opponents take around half the damage they normally would from attacks. It varies a little bit.
Opponents break out of the ice by doing a short hop out of which they can almost immediately attack.
PK Freeze stage spiking is actually quite impressive and sends opponents downward at a very rapid rate. However, because the move times out when it reaches Lucas's feet, there is no real way to do this while standing on the stage leaving your only option to jump off, lower yourself and perform the move (assuming the opponent is beneath the stage) and use PK Freeze leading to your death. On some maps like Skyworld it's actually somewhat plausible because you can do it while standing on the stage but you would have to be pretty close to the opponent to do it and I really wouldn't advise trying.
Diminishing returns ARE affected by hitting frozen opponents. If you hit a frozen opponent with another PK Freeze it will do less damage and diminish the attack. If you use other attacks on an opponent that is frozen you negate the diminished return for PK Freeze.
It takes an enemy around 4 seconds to escape from being frozen without any controller input at full charge PK Freeze. While spinning the analog stick around like mad it takes between 2 and 3 seconds. Weight and damage percentage do not noticably affect freeze time.
At lower percentages or against heavier characters it is possible to edgeguard with PK Freeze by freezing them, predicting when they will unfreeze and preparing an aerial to hit them as soon as they do. If their percentage is too high, especially against lighter characters they will go too high and you won't be able to make it up in time to hit them.
First of all, Lucas has an extremely high degree of control over PK Freeze. You can send it forward, then back, then forward again before it times out and explodes. Messing around with the timing and spacing with this may actually give you a chance of hitting with it.
PK Freeze will always time out and explode as it reaches the horizontal level of around Lucas's feet assuming you are holding B and it doesn't hit another solid object.
PK Freeze does pretty substantial damage to shields.
PK Freeze's vertical hitbox range is pathetic but its horizontal hitbox range is surprisingly large. You can use this to your advantage as well to occasionally actually hit with it by catching an opponent by surprise with it's horizontal size.
PK Freeze sends the opponent upward and slightly to the side depending on where you hit them from. Damage, knockback, and freeze time is affected by stale moves. Opponents immediately break out of the ice when hit with fire based attacks.
While frozen, opponents take around half the damage they normally would from attacks. It varies a little bit.
Opponents break out of the ice by doing a short hop out of which they can almost immediately attack.
PK Freeze stage spiking is actually quite impressive and sends opponents downward at a very rapid rate. However, because the move times out when it reaches Lucas's feet, there is no real way to do this while standing on the stage leaving your only option to jump off, lower yourself and perform the move (assuming the opponent is beneath the stage) and use PK Freeze leading to your death. On some maps like Skyworld it's actually somewhat plausible because you can do it while standing on the stage but you would have to be pretty close to the opponent to do it and I really wouldn't advise trying.
Diminishing returns ARE affected by hitting frozen opponents. If you hit a frozen opponent with another PK Freeze it will do less damage and diminish the attack. If you use other attacks on an opponent that is frozen you negate the diminished return for PK Freeze.
It takes an enemy around 4 seconds to escape from being frozen without any controller input at full charge PK Freeze. While spinning the analog stick around like mad it takes between 2 and 3 seconds. Weight and damage percentage do not noticably affect freeze time.
At lower percentages or against heavier characters it is possible to edgeguard with PK Freeze by freezing them, predicting when they will unfreeze and preparing an aerial to hit them as soon as they do. If their percentage is too high, especially against lighter characters they will go too high and you won't be able to make it up in time to hit them.