PK Thunder can be one of Lucas’s most deadly moves if used correctly. While not all of this information is going to revolutionize your gameplay, some of it can be very important if you plan on controlling your PK Thunder based attacks. Also some of it is just plain entertaining.
PKT1 - 10% +
The initial hit with either the head or where the tail meets the head of PK Thunder will deal 10% damage. Each subsequent hit does an additional 1% damage. Knockback of the head is parallel with the direction of PKT1. Knockback of where the tail meets the head of PKT1 is perpendicular to the direction of PKT1. The point where the tail meets the head also has greater priority than the head itself. The tail causes no knockback but only damage and small hitstun. It actually slows down knockback from the head so while edgeguarding you do not want to hit with the tail after you've already hit with the head. Tail whipping does not seem to be exceptionally useful for gimping but can hold the opponent in place while you bring the head around.
PKT1 lasts for about 3 seconds before disappearing. If you are hit at any time during PKT1 the thunder disappears immediately.
PKT1 has the same momentum boost characteristic at edges of platforms as that of Mario’s Cape and several others. This means that when PKT1 is used on edges of platforms and stages, Lucas actually goes farther horizontally than he would by simply running off. Note that Lucas ALWAYS moves directly horizontally and does not follow the ending curvature of the last surface he was on. This is what allows the Thunderslide technique to work. Detailed description of Thunderslide technique given here. http://www.smashboards.com/showthread.php?t=154924
If you use PKT1 at the peak of your knockback you get a small upward boost. This seems to work similarly to Diddy’s up B recovery glitch but without the added jump. The upward boost only lasts until the PK Thunder actually comes out though so it isn’t terribly useful.
PKT2 – 10% +
PKT2 has two strong hits and multiple weak hits. The two strong hits are located at the beginning of the move when Lucas is first hit and the end when he begins to stop. The first and last strong hits do 10% damage and the weak hits do around 2-3% for each. The max damage that I’ve seen is 43%. The weak hits also have a chance of tripping.
PKT2 has two parts, each with separate priority levels. The first half of PKT2 has significantly higher priority than the second half. The two sections of it can be distinguished by viewing at ¼ speed. You will notice Lucas’s animation shows a blue barrier around his entire body which then breaks into a spiral. The breaking point is where the priority decreases. If Lucas is hit with a move with equal priority to PKT2, all movement will be canceled but Lucas takes no damage EX. Pit’s Arrows. If Lucas is hit with a move with greater priority to PKT2, he will take regular damage and knockback EX. Samus’s fully charged shot. Ness’s PKT2 has higher priority but lasts for a much shorter duration.
PKT2 cancels when Lucas is shot directly onto the very edge of a stage or platform (where Lucas would enter his "I'm falling" animation.) This also occurs if Lucas bounces after PKT2 directly to this point.
When sliding along terrain, PKT2 follows the exact curvature of the land until it ends into empty space at which point it will continue in direction of the last part of terrain he was touching.
PKT2 can be used at much faster speeds by using the Thunderslide technique. Similar fast PKT2 can be achieved by Lucas being hit by an attack that has a lower hitstun time than its knockback time. This usually occurs at higher percentages and is very hard to put to any use because of it. However, some moves allow it to be used at lower percentages sometimes. An easy example of this can be demonstrated by using PK Thunder after being hit by critters on the Mario Bros. stage at medium to high percentages.
Stage Specific
PKT1 when used in the air on moving stages automatically moves Lucas with the stage.
Destructible terrain slows down PKT2 and can be very helpful. Using destructible terrain to slow down Lucas’s PKT2 can give the first and final strong hits a longer duration making a greater likelihood to hit with these. This is possible on Green Hill Zone, Skyworld, Castle Siege, Yoshi’s Island (melee), New Pork City, Mushroomy Kingdom, Luigi’s Mansion, Rumble Falls (switches), Smashville (balloon), Shadow Moses Island and Brinstar.
Grass makes PKT2 go for a shorter distance. This is important to know for spacing and is useful because it means that final strong hit comes out sooner. This is possible on Distant Planet, Pokemon Stadium 1, Mario Circuit, Green Hill Zone and Yoshi’s Island (melee.) This is especially useful on Green Hill Zone because it combines with the destructible terrain effect.
Ice greatly increases the distance of PKT2 but often results in death. In addition, if you start sliding on ice and then use PKT1 you can immediately hit yourself straight down, putting Lucas in his fallen animation and continue sliding. If you slide off the edge you will immediately be able to use aerials which can be fun for some mindgames. Unfortunately this is only available on Summit.
On Green Greens Lucas can activate the exploding field glitch shown here with Ganondorf. (http://youtube.com/watch?v=NQG9TEiGjKo) I’m not sure exactly what triggers it but if you PKT2 into multiple bomb blocks you can sometimes create it. I’ve only been able to do it twice. I think it has something to do with the fact that Lucas takes no damage from the bombs as they explode.
The wind on Green Greens also allows for an enhanced Thunderslide.
Faster PKT2 can occur through standing and using PK Thunder in the wind from Green Greens or Pictochat. The Pirate Ship catapult also can allow faster PKT2 if you use PK Thunder immediately after being knocked back. Rainbow Cruise also creates this at the end of the cycle back to the ship. The stage forces Lucas up and into his PK Thunder. Lucas can achieve a fast PKT2 by initiating PK Thunder on the Mario Bros. stage and being hit from below to bounce him up and into his PK Thunder.
PKT1 can be used while in the water and cancels shortly after when Lucas falls back in.
PKT2 immediately cancels when Lucas is shot into a spring such as ones on Pictochat and Flatzone 2.
If Lucas is using PKT2 when terrain is reappearing where it has been removed such as on Eldin Bridge or Spear Pillar, he will be immediately shot straight down into the top of the newly appeared terrain putting him in his fallen animation. If you shoot just before it appears he will continue in the trajectory started, going through the appearing terrain.
Norfair has a false edge on the bottom platform which Lucas can shoot through the bottom of with PKT2. It works about the same way as the left edge of the Pirate Ship stage.
The destructible terrain at the bottom of Brinstar is extremely glitchy when PKT2 is used straight down on it resulting in immediate PKT2s and moving through solid terrain.
Destructible platforms such as the ones on Yoshi’s Island (melee) and Mushroomy Kingdom can be hit with PKT1 and have it go through but will only allow one to continue through per platform. This means you can hit a yellow block on the left platform of Yoshi’s Island and continue your PKT but if you hit another yellow block on that platform the PKT will disappear and not damage the second block. If you instead hit a yellow block on the left platform and then continue it to hit one on the right, you can continue PKT. This principle applies in the same way for Mushroomy Kingdom blocks.
PKT2's ability to follow the exact shape of the land can lead to some interesting trajectories in certain places that can surprise your opponents. PKT2 on the Hanenbow stage constantly changes the direction of your PKT2 because the little hits change the angle of the leaves. Many other stages can produce strange trajectories as well such as The King of Red Lions on Pirate Ship and the various shapes on Pictochat. Use these to your advantage.
Character Specific
Squirtle’s watergun, Mario’s FLUDD, and Link’s Gale boomerang all allow for fast PK Thunders similar to those used with the Thunderslide but with different directional options. These characters can also use this to ruin your recovery if you’re not careful.
If Lucas picks up one of Toon Link’s or Link’s bombs or one of Snake’s grenades and then uses PKT2 the item can explode in his hands during the first high priority part of PKT2 which results in no damage or knockback to Lucas but can hit other players.
PKT2 can be reflected by Mario’s Cape as well as Pit’s Down B.
If anything is unclear or is incorrect post questions and I'll do my best to answer them.
PKT1 - 10% +
The initial hit with either the head or where the tail meets the head of PK Thunder will deal 10% damage. Each subsequent hit does an additional 1% damage. Knockback of the head is parallel with the direction of PKT1. Knockback of where the tail meets the head of PKT1 is perpendicular to the direction of PKT1. The point where the tail meets the head also has greater priority than the head itself. The tail causes no knockback but only damage and small hitstun. It actually slows down knockback from the head so while edgeguarding you do not want to hit with the tail after you've already hit with the head. Tail whipping does not seem to be exceptionally useful for gimping but can hold the opponent in place while you bring the head around.
PKT1 lasts for about 3 seconds before disappearing. If you are hit at any time during PKT1 the thunder disappears immediately.
PKT1 has the same momentum boost characteristic at edges of platforms as that of Mario’s Cape and several others. This means that when PKT1 is used on edges of platforms and stages, Lucas actually goes farther horizontally than he would by simply running off. Note that Lucas ALWAYS moves directly horizontally and does not follow the ending curvature of the last surface he was on. This is what allows the Thunderslide technique to work. Detailed description of Thunderslide technique given here. http://www.smashboards.com/showthread.php?t=154924
If you use PKT1 at the peak of your knockback you get a small upward boost. This seems to work similarly to Diddy’s up B recovery glitch but without the added jump. The upward boost only lasts until the PK Thunder actually comes out though so it isn’t terribly useful.
PKT2 – 10% +
PKT2 has two strong hits and multiple weak hits. The two strong hits are located at the beginning of the move when Lucas is first hit and the end when he begins to stop. The first and last strong hits do 10% damage and the weak hits do around 2-3% for each. The max damage that I’ve seen is 43%. The weak hits also have a chance of tripping.
PKT2 has two parts, each with separate priority levels. The first half of PKT2 has significantly higher priority than the second half. The two sections of it can be distinguished by viewing at ¼ speed. You will notice Lucas’s animation shows a blue barrier around his entire body which then breaks into a spiral. The breaking point is where the priority decreases. If Lucas is hit with a move with equal priority to PKT2, all movement will be canceled but Lucas takes no damage EX. Pit’s Arrows. If Lucas is hit with a move with greater priority to PKT2, he will take regular damage and knockback EX. Samus’s fully charged shot. Ness’s PKT2 has higher priority but lasts for a much shorter duration.
PKT2 cancels when Lucas is shot directly onto the very edge of a stage or platform (where Lucas would enter his "I'm falling" animation.) This also occurs if Lucas bounces after PKT2 directly to this point.
When sliding along terrain, PKT2 follows the exact curvature of the land until it ends into empty space at which point it will continue in direction of the last part of terrain he was touching.
PKT2 can be used at much faster speeds by using the Thunderslide technique. Similar fast PKT2 can be achieved by Lucas being hit by an attack that has a lower hitstun time than its knockback time. This usually occurs at higher percentages and is very hard to put to any use because of it. However, some moves allow it to be used at lower percentages sometimes. An easy example of this can be demonstrated by using PK Thunder after being hit by critters on the Mario Bros. stage at medium to high percentages.
Stage Specific
PKT1 when used in the air on moving stages automatically moves Lucas with the stage.
Destructible terrain slows down PKT2 and can be very helpful. Using destructible terrain to slow down Lucas’s PKT2 can give the first and final strong hits a longer duration making a greater likelihood to hit with these. This is possible on Green Hill Zone, Skyworld, Castle Siege, Yoshi’s Island (melee), New Pork City, Mushroomy Kingdom, Luigi’s Mansion, Rumble Falls (switches), Smashville (balloon), Shadow Moses Island and Brinstar.
Grass makes PKT2 go for a shorter distance. This is important to know for spacing and is useful because it means that final strong hit comes out sooner. This is possible on Distant Planet, Pokemon Stadium 1, Mario Circuit, Green Hill Zone and Yoshi’s Island (melee.) This is especially useful on Green Hill Zone because it combines with the destructible terrain effect.
Ice greatly increases the distance of PKT2 but often results in death. In addition, if you start sliding on ice and then use PKT1 you can immediately hit yourself straight down, putting Lucas in his fallen animation and continue sliding. If you slide off the edge you will immediately be able to use aerials which can be fun for some mindgames. Unfortunately this is only available on Summit.
On Green Greens Lucas can activate the exploding field glitch shown here with Ganondorf. (http://youtube.com/watch?v=NQG9TEiGjKo) I’m not sure exactly what triggers it but if you PKT2 into multiple bomb blocks you can sometimes create it. I’ve only been able to do it twice. I think it has something to do with the fact that Lucas takes no damage from the bombs as they explode.
The wind on Green Greens also allows for an enhanced Thunderslide.
Faster PKT2 can occur through standing and using PK Thunder in the wind from Green Greens or Pictochat. The Pirate Ship catapult also can allow faster PKT2 if you use PK Thunder immediately after being knocked back. Rainbow Cruise also creates this at the end of the cycle back to the ship. The stage forces Lucas up and into his PK Thunder. Lucas can achieve a fast PKT2 by initiating PK Thunder on the Mario Bros. stage and being hit from below to bounce him up and into his PK Thunder.
PKT1 can be used while in the water and cancels shortly after when Lucas falls back in.
PKT2 immediately cancels when Lucas is shot into a spring such as ones on Pictochat and Flatzone 2.
If Lucas is using PKT2 when terrain is reappearing where it has been removed such as on Eldin Bridge or Spear Pillar, he will be immediately shot straight down into the top of the newly appeared terrain putting him in his fallen animation. If you shoot just before it appears he will continue in the trajectory started, going through the appearing terrain.
Norfair has a false edge on the bottom platform which Lucas can shoot through the bottom of with PKT2. It works about the same way as the left edge of the Pirate Ship stage.
The destructible terrain at the bottom of Brinstar is extremely glitchy when PKT2 is used straight down on it resulting in immediate PKT2s and moving through solid terrain.
Destructible platforms such as the ones on Yoshi’s Island (melee) and Mushroomy Kingdom can be hit with PKT1 and have it go through but will only allow one to continue through per platform. This means you can hit a yellow block on the left platform of Yoshi’s Island and continue your PKT but if you hit another yellow block on that platform the PKT will disappear and not damage the second block. If you instead hit a yellow block on the left platform and then continue it to hit one on the right, you can continue PKT. This principle applies in the same way for Mushroomy Kingdom blocks.
PKT2's ability to follow the exact shape of the land can lead to some interesting trajectories in certain places that can surprise your opponents. PKT2 on the Hanenbow stage constantly changes the direction of your PKT2 because the little hits change the angle of the leaves. Many other stages can produce strange trajectories as well such as The King of Red Lions on Pirate Ship and the various shapes on Pictochat. Use these to your advantage.
Character Specific
Squirtle’s watergun, Mario’s FLUDD, and Link’s Gale boomerang all allow for fast PK Thunders similar to those used with the Thunderslide but with different directional options. These characters can also use this to ruin your recovery if you’re not careful.
If Lucas picks up one of Toon Link’s or Link’s bombs or one of Snake’s grenades and then uses PKT2 the item can explode in his hands during the first high priority part of PKT2 which results in no damage or knockback to Lucas but can hit other players.
PKT2 can be reflected by Mario’s Cape as well as Pit’s Down B.
If anything is unclear or is incorrect post questions and I'll do my best to answer them.