Looking at the data, Lucas can definitely be safe on shield, as well as punish buffered rolls. He has the advantage over spacie/lucario pressure in that he is a decent distance away. There are also decent mixups between crossup nairs/dairs, spaced DJC fair (frame perfect makes it land the frame after, much better than the equivalent late aerials), and various magnets. Can he punish rolls on reaction/read by wd out of magnet?
Disadvantages over the other 4 include a slow grab, no option to catch rolls (double shine), also not getting near as much if they drop shield (Falco dair/shine, fox drill/shine,grab, wolf nair/dair/shine/grab, Lucario things (?).
Speaking of tethers, why do they have to be such a disadvantage? I understand grabbing out of the air is dumb, but I could think of a couple different ways to make them have actual adv/disadv compared to normal grabs.
First here is how they all operate
Link: Grabs airborne frame 11, lots of end lag
Toon Link: Grabs airborne frame 11 (iirc, all from memory, decent lag
Ivysaur: Grabs like frame 14 or something, all airborne except furthest grab box
Samus: All grab airborne
Lucas: First set grab airborne, like frame 11 or so
Olimar: Airborne all the time, varying grab range
Yoshi: Airborne frame 11
I stopped doing lag because I forgot...
So basically, its all really inconsistent except where most of them are hurt by their tether. The benefits? Increas in range (probs not worth it imo), incredibly useful pivot grab. That's all that's consistent.
2 options going forward:
1: In general (obviously doesn't have to go to all), give rediculous followups into kill. Autocombo, jank, whatever name, easy confirms/combos. The argument is they get rewarded for landing such a laggy grab, risk/reward, stuff like that.
2: Make the airborne grab come out normal speeds. At least for short tethers (long could be frame 11 like Link's). It doesn't have to be great range, just something.
Mix the two depending on the case (or add a 3rd of grabbing aerial opponents for Samus/kinda Ivy). Sure, long range catches so retreating options like wd back, but that hardly makes up for how difficult it is for these characters to deal with shields/cc. Whaddya think? I did write this pretty late, will go through and edit in correct data/fix errors soon.