I also have some questions about lucario if that's ok.
1 What is the best way to deal with crouch canceling opponents?
2 Do I need to aura sphere cancel dash attack > f smash on high percentages or am i doing something else wrong? (I've seen videos of vanguard and he uses it all the time to kill)
3 What are save combos that don't involve u smash?
4 What is lucarios best punish?
5 What are the best options with a throw (I can't seem to get more then down throw fair or something)
• Unfortunately, Lucario has a real issue with CC when initiating grounded combos with moves such as DA and jab. The better option will often be to grab as an initiation. Alternatively, dtilt, if spaced correctly, shuts down CC pretty well.
• DA>fsmash is rather DI dependent upon the DA. At higher percentages if your heart is really set on using DA as a setup, DA(strong)>ASC>nair may be a better option, though even then, setting up for a kill may still be difficult.
• Safe combos? The heck 'r those? In all seriousness, a safe combo is any combo in which your opponent can do nothing but DI or tech. There are no solid straight line combos (though some may disagree) as Lucario's options actively change based upon the opponent and percentage. Being able to ASC consistently increases the number of options Lucario can utilize in a combo though.
• I would personally discourage this kind of thinking. As long as you can actively read and/or react to your opponent's DI and character options, Lucario's best punish is
touching them, and then following up with what is necessary.
• Lucario's throws are based upon two counteractive DI options: Down-Away (safe for dthrow, high-ish trajectory for bthrow) and Down-Across (safe for uthrow, high-ish trajectory for fthrow). Decent followups and punishes can come from mixing up throws, such that your opponent may have to DI differently at inconsistent intervals, as a failed DI for either throw bounces the opponent nearly straight up. Additionally, thanks to how the fthrow and bthrow work, you can perform gimp angle-esc (If I recall, the angle is really close to zero degrees [horizontal]) throws to punish normally solid DI (fthrow if your opponent DIs for dthrow, bthrow if they DI for uthrow). In terms of follow-ups, fair or nair work well from dthrow (and link well into FP, ASC, or DT; percent dependent. aFP is one of my preferred follow-ups as well.), and bair, nair, (r)aFP, utilt, regrab, etc work well out of uthrow (percent and DI dependent). Oh, and throwing an opponent onto a platform to force a tech gives Lucario some pretty solid follow-ups from tech chase.