Ahh, thankyou! :-D
Alrighty then, that's totally fine. To be perfectly honest, by the time I was 5/6 days new to this board I knew absolutely none of that haha. So you're doing great. :D
Anywho, taking it all can be hard. My biggest suggestion is to play and test things out, whenever you can. It helps solidify the knowledge you get from here in your mind. So as soon as you hear of a new AT, test it out for yourself. If you have siblings who enjoy the game, try testing spacing out with them. That's what I do with my brother. ^^
As for match-ups, the best I can direct you to is here.
http://smashboards.com/threads/official-swf-matchup-chart-v3-0.338390/
Read what you find relevant (like what the ratings mean), then my advice is to skip the table and go straight to individual character spreads. If you're a table reader then yeah, go for the table but tbh I find it easier when you scroll down in individual char spreads, find Lucas and observe all of his match-ups.
So as you probably know by now, Lucas is low mid tier (and it's taken him a lot of work to even get out of low tier

). Many people on the boards are optimistic about their characters. People like Jamwa and myself are no less so, we think Lucas deserves a spot in full mid tier (The Japanese tier list has him much higher than the US tier list). What happens though, is that his match-ups don't make him look very good. As you may-or-may-not know by now, Lucas and Ness both suffer from a fatal flaw: A small but noticeable 10 extra frames of grab release animation. Characters like Marth and Charizard can take advantage of this and... well... their match-ups aren't great. Quite a few of Lucas and Ness' MUs stem from this flaw, along with a few other things. My biggest advice when versing these characters is either playing really, REALLY safe or really, REALLY aggressive. My attempts at a middle ground have led me to infinites by Marth and where I live is almost certainly the land of the Marth players (Australia).
Anywho, you'll learn how to play individual MUs as you go. Spacing is one of the most fundamental aspects of Brawl. In essence, it's learning how to make your moves, not invincible, but incredibly difficult to punish. That is, using your move but not leaving yourself open to be hurt in the process. I'll give you an example.
You're Lucas and you're versing a Meta Knight (common scenario when you're a Lucas, believe me). You are on the higher percentage of the same stock and if Mk predicts right, your attempts at PK fire will get you punished. So you're going in for the mind game and you're going to try and F-air him (forward aerial).
Most casuals would use their forward aerial and leave it up to the MK to either shield or get hurt. All well and good. But Competitive players tend to have better reflexes at this game and will shield or even powershield (powershielding is when your shield comes up 1-3 frames before the attacks hits it and it acts as though you never shielded in terms of you get almost no shield drop frames) the move. This leaves Lucas in a bad position because he's now going straight into the grab range of Meta Knight.
The solution? Spacing and timing. Time the hit if you can so that you'll get no landing lag frames because you were in the middle of the F-air animation. Secondly, as soon as you hit F-air, move the control stick backwards, so that you're now moving away from MK. Now if you're anywhere near lucky and the MK didn't powershield, you're more or less safe. You've hit his shield (or him if you were even luckier but lets assume his shield for now) and retreated outside of his grab range. He's stuck inside lag in his shield for being hit by you (unless he powershielded, which makes things tricky) and you're now moving away from him. Good job!
So yeah, that's a convoluted example of spacing. The other fundamental thing about spacing is with some characters, spacing doesn't just involve after the action but the action itself. A character like Ness has a F-air with no sweetspot (most moves in the game have either a part of the move or a time when the move hits the strongest, does the most damage or creates the most knockback. That's called the sweetspot), thus the important thing is just hitting with it anywhere. Ness likes to have it so that his F-air is just touching the other person, increasing his ability to space.
So I hope I gave you an idea of practical spacing with the PSI kids. You can do it with most any move, so practice it whenever you can. ^^
As for stages, that's another thing you'll learn. Competitive play uses a selected stagelist and in every major one to date i'm reasonably sure Yoshi's Island (Brawl) is always included. It's a stage Lucas/Ness mains almost exclusively hate playing on. I think i'm one of the few that don't mind it that much haha.
Another iffy one for Lucas, depending on the character he's versing, is Lylat. Difficult to recover on even for pro Lucas/Ness mains and the tilting of the stage can make certain moves either awesome or horrid.
Anywayyy, that's it for me for now. Jamwa can fill you in on more if he likes. Feel free to ask any of the Lucas mains anything btw, it's just atm there's very few active Lucas mains around, so Jamwa and I usually end up answering the Lucas questions. With any luck J, FAE and Pink Fresh will pop in though - and FAE, PF and Mekos are the Lucas 'heroes' (the ones that do well in regionals, nationals, etc) and most of them, whilst not as active on the boards, are still doing work in tournaments so yeah, we're not entirely dead!
