I really wish someone would test the footstool jump-Dair trick and make a vid of it. XD
Yes, it works in the air, and on the ground.
I think we should just call it "IDAir(Instant DAir)", for the sake of humanity.
Anyways, Playing Lucario a TON today.
And...I'm now ranked #16(Well, my TEAM is) on the GameBattles singles ladder.
I'll be facing off with Buzz, which I hope he'll record, sometime this week.
Anyways, some interesting info on a few Lucario matchups:
MK-
MK is aura fodder. You can tech chase this guy so easy, it isn't even funny. DAirs cut right through most of his attacks, including infamous UAirs. This is due to Lucario's weight, and he doesn't go very far from the weak aerial, making DAirs, and even Footstool Jumps easy.
Marth-
Believe it or not, you have BETTER spacing options than Marth.
Thats right, you heard me. His FSmash has equal range to your FSmash. His is faster, but you have an advantage that beats it. You can stand outside of his range, and still hit. HOW?!
Well, if you use Lucario's FSmash, you'll notice he moves foward SLIGHTLY. Well, once Marth misses an FSmash, you use yours, Inch up, and wham.
If you can get them in, Tilts **** Marth. Always have an Aura Sphere on hand.
If you're looking for a good time to use Double Team, then just coax him into using USmash.
Also, Marth is EASILY IDAir'd. I beat every Marth I ran into today. They're not cakewalks, but you can thrash them if you know what you're doing.
Pikachu-
Well, Pikachus are a bit difficult. They have similar and more harmful FSmashes and DSmashes than you do, their B neutrals can cancel a full aura sphere, and the thunders are ****. However, Pikachu does not counter Lucario. Not at all. Lucario's Force Palm is a savior here, because its range exceeds the FSmash, so you can continue to push back Pikachu. IDAirs work marvelously here, because Pikachus tend to go for thunder when you're above them. If you're having trouble with it, then trick the pikachu into using thunder, and then get to the ground and punish. In all other situations, Shield Grabs are your BEST FRIEND. Shield the DSmash or FSmash, and then Force Palm/Neutral B/Grab out of it.
Ness-
There are only 2 things you need to look out for:
PK Thunder, and Aerials.
Aerials aren't a huge issue, because you out range him, and, its fairly obvious and easy to shield when they're going in to aerial. He can Gimp your recovery by Spiking you during the start up, so take EXTRA precaution that you don't go to far from the stage.
As for PK thunder, shoot/jump into it when he is trying to recover with it. If he is below the stage, and you can't afford to risk it, then don't. But if he makes contact with himself, BACK UP OR SHIELD FOR YOUR LIFE. "Thunder Rocket" is a PAIN in the butt for Lucario, because there isn't much he can do to stop it safely. Seriously, fully charged Aura Spheres just die when they hit him. If you attack Ness while he is using PK thunder, then he'll get it back, but at a new position. I suggest just simply Footstool jumping Ness when he is trying to recover.
Olimar-
As long as you keep moving, those pikmin won't do any major damage to you. Shield a LOT though, especially when you see a Smash start up. If he throws a pikmin, you can fire a baby Aura sphere, or jab, and it will kill them. You can gimp Olimar like no ones business by just holding the ledge. You can "prolong" your invincibility by dropping from the ledge, jumping, then DAiring at the same time, in order to hold you level to the ledge, which you'll grab. If Olimar grabs you, break out the B^, and you should return safely.
Ike-
The only character I have a problem against so far. Why? His sword, unlike everyone elses, HAS MORE RANGE THAN OUR AURA. So, that means you take advantage of his speed, by kiting him with Baby aura spheres, then jumping over him, running away, and charging a larger one. After which, you run straight at him, and then use Double Team on the first attack(Of course, mix it up a bit, spot dodge/roll sometimes, then use DT on his follow-up!), to send him airborne. On his landing, you THEN fire the Aura Sphere, or approach him with Tilts or aerials.
If this Ike likes using aerials, roll, IDAir, and then rinse and repeat until deadly FSmash. Grabs are good if he messes up his spacing, because at that point, you can roll past him and grab.
-DD