Lucas:
Main moves to look out for:
Dair: Has fair vertical range and if all the hits connect does 20% [fresh]. Spikes. Lucas also uses this to
get guaranteed kill/smash set-ups
The 4th hit of Dair will start to knock us down into the dtilt lockable animation at 89%
So as previously stated avoid it like the plague <_>
Nair: The main air to air aerial, often used to start a small string, common follow-ups include uptilt and jab.
Jab: comes out on frame 2 ircc, which means its instantly faster then our whole ground game Xx, Does 10% if full combo is completed [fresh], They might jab cancel it into aerials, tilts or smashes though. Its worth nothing that our jab outranges it ever so slightly, but don't rely on it.
Forward Smash: Comes out stupid fast, and can kill you early if you get hit on the sides, usually connected out of a dair -> dtilt. Reflects Aura Sphere but they'll probably Zap Magnet it anyway.
Upsmash: Huuuuuuuuuuge vertical range. Kills stupidly early and can also chain out the dair-dtilt set-up if they do it fast enough ircc.
Do not challenge this from above.
Dsmash: Lucas will mainly use this to catch sidesteps, although once in a blue moon with repeated sidesteps you can dodge the whole move, but its not reccomended. If Lucas does this from a platform it covers an aerial below him as well.
PK Fire: Annoying, generally used as a safe way to rack up damage.
Cancels out Aura Sphere at ANY %.
Zap Magnet: Will generally be used to absorb aura sphere, can stall him offstage, Can punish force palm flame and then zap you if you ever whiff the grab/decide for some reason to use force palm flame [wtf?]. Can
PK Thunder: Can Harass us offstage but nothing big, Not a lot of people like to challenge PKT2 so some Lucas users take advantage of that to use this as a safe repositioning move.
Unlike Ness UpB Lucas does not stop like a rock if it hits your shield.
Rope Snake: Their Tether, has a bigger tether range then it suggests, does literally nothing besides help his recovery though.
Lucas has plenty of ways to work around our Aura Sphere so it will have to be used smartly in this match-up, IRCC We can get 1 regrab off of grab release and thats it. I don't know too much about the match-up but from the time I played Oats I believe its like 50-50 or 55-45 Lucario's advantage.
Speaking of SD, someone get Stauffy in here to voice his opinion, I do believe he has played Oats a lotttt so he should know plenty on the match-up.
Jigglypuff
Just Win LOL. Fighting/Steel Resists Normal X4 so you should have no problems.
but seriously.
Moves to look out for:
Fair: Jigglypuff ussually saves this for killing, but if you meet a jiggly that can guarantee rests/doesn't care about staling fair her aggro game gets that much better.
if they do Fair early it can trade hits with our fair but otherwise we will outspeed it.
Bair: if they save fair for killing this is what you'll be seeing most of the time, I'm pretty sure we outspeed it, but idk about the range because I can't test Bair VS fair well by myself <_<
Just don't DI it horribly and you should be good.
Dair: Jigglypuff can either fullhop or SH this, SH has the ability to chain into rest [on trip only] or grab where FH can chain into an Aerial. around 150-ish it starts to make you bounce into the air a bit and that can catch you off guard. This Move can also severely eat up your shield.
Dash Attack: outspeeds our Fsmash
<< [but don't tell the jigglys that its a secret], launches you into the air. The only ground move of jigglypuff that doesn't blatantly suck.
DACUS: This will surprise you every once in awhile, ussually used to catch us on landing when dash attack is too far to.
Pound: stupid stupid stupid stupid priority for some reason, rising pound is ussually used to recover after their momentum cancel to preserve jumps. Does a LOAD of shield damage so be careful when shielding this.
Rest: has invincibility on frame 1, um... kills you past 100... idk lol, will ussually only connect on a dair trip, if they whiff it you get a Free Charged Smash of your choice.
Sing: increases their edge sweetspot range, otherwise useless lol.
Jigglypuff is weird, and can be really easy or a annoying to deal with. Don't chase jigglypuff offstage with fairs if your like under 50%, gimps are stupid @_@. otherwise watch out for pound, fairs, and dairs as they can put some slight pressure on, Uptilt ussually beats them out though.
Something to keep in mind though, even though jigglypuff is light she can cancel momentum fairly well, so don't be freaked out if you see a stock tanking jigglypuff.
if anything, the match-up is REALLY hard for jigglypuff based on the fact that she has a real hard time killing us and that lets us reach high %s that let us kill her Reallllly early.
60-40 to 65-35 Lucario's advantage