As said previously, a good cario won't have to be using his Extreme Speed. However, good lucarios are hard to find, and most looming around are decent, but easily killable, thus making the Crap Recovery Insta Gimp Cario everyone knows and loves to kill.
As sad as it may sound... Still, high level Lucs will also be forced to use it if they're in bad positions offstage.
Touching up on Up-tilt.
As a kirby player, you shouldn't worry too much about Up-smash, and more so Up-tilt. Up-tilt covers more area then upsmash (figures unknown due to upsmashes hitboxes unknown) and comes out much sooner.
And it juggles. And juggles.
Meh, I find his utilt easier to evade than his usmash. I don't get near Lucario from above when I see him starting one, but when he's using utilt, the hitbox isn't active for as long as usmash, so I can fall with a well-timed dair > ftilt and send you away from me, leaving me to land in peace... Or I just land somewhere else, preferably a ledge for a good ledgehop fair (> grab depending on your %).
And im not sure on numbers... But maybe lucario's f-smash comes out sooner then kirbs f-smash?
Nah, Lucario's fsmash comes out after Kirby's fsmash... But it ends faster and is less punishable, I assure you.
Aura doesn't clank (minus a said few moves, like aura sphere). So a hand on hand battle is won quickly by aura.
Yep. Kirby's best hand-on-hand tactics are grab tactics, INCLUDING dthrow (the one option average kirbies avoid since Lucario dairs avter a dthrow)... Just make sure you're shielding in case he dairs, and if he does, regrab and dthrow again... Kirby's ftilt has more range than Luc's jab, and starts out faster than any other hand-to-hand moves Lucario has, making it a safe choice for spacing while Kirby is grounded, ESPECIALLY cancelling an fsmash that you're going to eat but are still deciding whether you should shield or not.
What helps kirby the most in this fight is Bair and Dair. I am personally a huge Kirby dair lover (back in the day when I used kirby to win money) and when arc'd right, can wreck lucario.
Hmm... Yep, just like every other matchup.
Do note though, trying it early game might not work. As soon as the frames stop, lucario can ES and possibly make it back to the stage after a spike. I've seen it done, and done it.
Not if Kirby dairs, then jumps and dairs again where Lucario's going to ES through. Lucario ends up lower than before, and Kirby still has his other jumps, which he will be counting for when you're low enough to die from an edgehog if you fall into that position.
lol, it's not like Lucario is Link. I find it highly unlikely you'll gimp a lucario more than twice in a set. I doubt you'd get more than 1 gimp if the lucario already knows the matchup very well.
Vertical recovery is handled the same way: dair on top of him and he'll be sent lower each time, then edgehog. And yeah, footstools obviously after the dairs, but most of the time Lucario will be mashing upB after each of our dairs, so footstools won't be effective... Stick to dair > dair then edgehogs as kirby... And gimping Lucario twice in a set? Sadly, unless Lucario is recovering from high, our bair assures us that you don't reach the stage unless you use upB. We'll obviously be careful of your fair: you normally don't do two fairs in a single jump offstage when near to the stage's height level, so we watch for 1 fair then jump in... Otherwise the 2nd fair will put you in an uncomfortable position where Kirby can dair you easily thanks to your upB's startup and telegraphed recovery direction (ledge).
Oh, and to whoever are saying aerial hammer (sideB) is a pretty good option for Kirby... Try not to rely much on it, Lucario can fair you before you hit him, just like in the Ness MU.