In most situations, Lucas' other moves are more useful that using PK Burst. Most of his moves have enough hitstun so that they may be finished with a bair. The move should generally be used as a mix-up, so you can keep your opponents guessing at which way they must DI. Speaking about direction, I find it very difficult to actually to hit characters at a horizontal angle instead of the average 45 degree. I know, it can be done, but the hitboxes are pretty weird. If anyone can offer insight to that, it'd be most appreciated. Admittedly, I have been able to combo (possibly because of bad DI) aerial PK Burst into Dair, but only rarely have I attempted that. The only thing that I see possibly potential about the move is when its used in the air as it seems to retain Lucas momentum, resembling a sliding effect. I'm curious to know that if by magnet pulling/b-reversing magnet, you can maintain the same momentum while using the move. (I'll try this later and let you know how it works.) What I'm more interested really is in the wind knockback of the charge itself. Similar to Ivy's, I can see a potential gimping ability from stopping other character recoveries, and possibly being an effective ledge guard tactic. Imagine you knock a character off stage, follow them up, use the charge, and they're now not able to recover because they were sent too far away. This poses another question. Can characters avoid the wind knockback by air dodging? If not, then this could be a great way to counter air dodged tethers. Someone confirm this?