Just got back on, sorry for some delay...
My main training partner is a Lucas players and we're convinced that Lucas is somewhere in the top 10, MAYBE top 15. Really strong combos, pressure, a decent projectile, and of course, great early kill conversions.
Agreed with all of this.
However, I think Lucas suffers from a bit of Marth syndrome. When he gets a character around 110%+, it's a lot harder for him to kill. Down throw with DI away>DACUS stops working, Down throw with DI in>Up smash stops working, Down throw with no DI>bair stops working, dair>usmash stops working, up throw won't kill until later. Outside that, he doesn't have many killing moves. Fair is okay, bair is slow and hard to hit with to get the kill hitbox, smash attacks are smash attacks, and his f tilt won't really kill unless you're being edge guarded. He still has good kill options, and he has the ability to rack up damage so any of these moves WILL kill, but if he can't kill early, it gets a bit harder. Marth has this problem as well, but he's still a good character though, I'm just emulating it here.
Lucas is
nowhere near Marth in terms of lacking kill power at high %'s.
For a majority of the cast, Lucas' uthrow kills between 130-140%. Where uthrow doesn't kill (heavies / fast fallers), Bthrow sets up for ledge guards on their easily punishable recoveries.
Bthrow as a DI mixup kills around 120-140% or sets up ledge guards easily.
Dthrow -> standing OU Upsmash works around this % and Dthrow -> OU Dacus works until Uthrow kills
Uthrow works on floaties around 125-130 and everybody else around 132-145+. Against heavies/fastfallers you'd be able to convert off Dthrow or ledge guard with Bthrow so Uthrow killing is disregarded in this situation.
PKF -> Fair / Nair (yes it's a kill move whether people want to use it or not). Sets up ledge guards from 100-130% and kills around 125-135+ depending on DI.
Bair despite being "slow" is still very good and not that hard to hit with a sweetspot if you actually practice it. No DI Dthrow / Dair -> Bair works on every character until kill %
Ftilt & Fsmash are very disjointed and still good kill options regardless of being ledge guard moves.
Nair weak knockback grounded hitbox leads into a Dacus or Fair/Nair. Dair -> Nair also kills reliably around 130 (assuming Dair hits around 110-125% then Nair does the full hit). Weak hit Fair -> semi-poor DI / dependent on certain weight classes -> Dacus works very well.
Even if you can't get necessarily all those conversions listed above (not to mention the countless other setups that I didn't list), Lucas has no problem tacking on another 10-30% from PKF, Dtilts, Nair (shield poke / random hit) etc. As a Lucas player, they should know the kill %'s when moves work and when they don't. As such, they should then be aiming to hit those %'s as a result of using combos that have proven to lead into those %'s.
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tl;dr Lucas has many larger issues than not being able to kill from 100 - Uthrow kill %. For starters, his range and ability to control the tempo of a match. Not to mention his weight and fall speed allowing others to combo Lucas just as hard as he can combo them.
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@
Frost | Odds
and anybody else re: Pikachu
Despite my bias of having Anther setting the precedent for my views on Pika / PM Pika, I also recognize Axe and other Pikas. After all, tier lists & matchups should be based on top players & tourney results.
Adding on to the fact that Pika's normals are very fast - on par with squirtle & Lucas for example - and the other traits listed earlier (crawl, best & fastest upsmash, small hurtbox, etc), Pika's specials are also very useful.
His neutral special can create an interesting type of pressure / control.
- When on-stage, it forces an opponent to: shield, clank/beat in priority, jump, spot dodge / roll, or inevitably get hit. This allows to adapt and react to a situation then predict and punish next time that situation occurs. The angle and trajectory resembles a slightly worse Mario/doc projectile in terms of followup and end lag
- When off-stage, it forces opponents to mixup their recovery by beating the attack, changing horizontal movement (if possible), or to typically go higher to avoid (and generally burn their double jump). Pika's ledge guard game restricting certain zones is pretty good with tail spike, thunder, Bair, invincible ledge drop Nair, etc
SideB basically grants slight horizontal distance gain while forfeiting a decent vertical height. Equal to Luigi's SideB save for random misfires.
Thunder adds a wall of electricity that can be wavebounced. Speaks for itself.
His recovery isn't that hard. Maybe if you're on a laggy setup / using netplay, then I could see an issue given precise timings & inputs. Anther and to a slightly lesser extent Axe have taken the angles to a new level and are able to sweetspot ledge from almost anywhere within range (especially on stage, arguably the hardest angles). Yes, Anther SD'd for a majority of 2013/2014, but I rarely see him [SD] since last October or so, and Axe / other Pika mains don't seem to have an issue with QA to ledge. The main problem with this move is the removal of QAC on 2nd burst, which is easily worked around in neutral. It can be a gimp tool / force enemies slightly lower while being able to snap back to ledge and punish the resulting option.