I was responding to Melo. But seriously, if you guys don't know how it works, and don't know about it, don't whine. Besides, I have been contributing other things.
The point is that you shouldn't throw a Pikmin at Lucario. You CAN throw it at an Aura Sphere, however. But seriously, the more Pikmin that latch on, the better for DT. At that point, we can teleport as soon as you begin a dash to escape a dash grab and keep you immobile temporarily. Then you will have to restart the dash, and the purpose will have been served. After all, as soon as the move actually starts, we are invincible until it ends. Plus because your U-Tilt/U-Air (don't remember which) outranges our D-Air, we can use it from the air. It's actually better to use from the air period. We can completely mess up your trajectory due to the fact we'd be on the ground as soon as it ends. That and depending on how high we were, we'd actually be on the ground right as we're able to move again. Our grab range sucks, period. That and you have one of the strongest U-Throws in the game. So when we're at high percentages, exploit that weakness. But be sure that you haven't latched any Pikmin to us. While some may simply try to get it off, others may use DT, which can save from killing moves if activated at the right time. Our recovery is better than yours, as we have quite a few options, and if we happen to kill your Pikmin, even better still. Some of us may save our Aura Sphere, because you're quite vulnerable when yanking up Pikmin. Force Palm... can't think of any uses here. Our F-Smash will make it plain hard to grab us, so we may not use it as a killing moves as much as a viable grab defense option. Um, yeah. I'd say the matchup is 45:55 or 50:50 if the Lucario player knows what he's doing. Stay out of grab range, F-Smash, etc.