Same with MikeHAZE lol, friendlies are kinda funny, as seen here:
http://www.youtube.com/watch?v=R1VjCJGp9mM
Also, beware of MK dthrow, puts you in a really bad spot and gets a good amount of damage on you. Lucario luckily has dair so MK has to do more guesswork, but it's still a really nasty throw.
I ****ing hate Dthrow and Meta Knight's dash grab.
Seriously, MK's dash grab to dthrow is by far the biggest problem I ever have with Meta Knight using any character. It's so ****ing hard to react to.
God I ****ing hate Meta Knight's dash grab. **** that move. He can even grab our fsmash oos with that mother****er. Hell, he can even grab a tipper fsmash by powershielding to dash grab.
Then once you get grabbed, you always know what's coming up: a Dthrow. I ****ing hate this move. This move is so ****ing stupid. It lasts forever so you can wallow in your guilt of being grabbed, then you have two options: Be COMPLETELY open to short hop aerials as a TRUE COMBO and maybe get offstage at a high angle, or get offstage at a very horrible angle and be in prime position to be followed up or gimped. It's completely lose-lose, but there's one saving grace: DI'ing forwards requires committed followups and is generally limited to dash grab, dash attack, and Tornado. If you're on stage, and luckily his Dthrow won't send you offstage (you're a lucky man), it's usually best to DI away from him because if you DI towards him/up, he can short hop aerial of his choice or Shuttle Loop ON REACTION as a TRUE COMBO. He generally can follow up dthrow even if you DI away from him, but he has to predict you DI'ing away, and thus must begin giving chase immediately after throwing you if he wants to follow up quickly. This means that technically, you have like a 50:50 chance of escaping with only the 12-18% tacked on by the dthrow+pummels. In reality it's more like 45:55 or 35:65 because on-stage, it's usually safer to DI away and eat a dashing followup anyways, and if he's smart, he'll know to switch up between predicting an away-DI and waiting when you DI towards/up.
TL;DR version. MK's dash grab is a ****ing pain. His Dthrow can be DI'd up and towards him, or away from him (which can very often send you offstage). Up and towards is followed up by waiting, then using a short hop aerial or shuttle loop, and away is followed up by immediately giving chase with a dash attack, another dash grab, or a tornado. Away-DI followups are completely committed, so if you can trick him into thinking you'll DI away and DI up instead, or vice versa, you may escape with only the damage of the dthrow+pummels.
Oh yeah, and DI Uthrow away from him if he tries to kill with it and you won't die from it until like 190 unless it's on a high platform like Battlefield, and even then you should live pretty long, maybe 140 or so.
Bthrow is DI'd upwards if you didn't do that already. Fthrow is DI'd away if you can DI quick enough (It's fast as hell, like our Fthrow), but you'll probably never see Fthrow unless the MK is sneaky and knows you're preparing to DI a Dthrow into him, as it puts you in an even worse position than a Dthrow DI'd towards him if he does this with you DI'ing up and into him.
God I hate his dash grab.
Anyways, a funny thing about short hop aerials. Fsmash beats them all. MK can't short hop over our Fsmash. If you fight a dumb MK who loves short hopping his aerials, use Fsmash to smash him away.
Also, it might help to remember at some times that MK's air speed is SLOOOOOOOOOOOOOWWWWWww. He has the third worst air speed in the game, barely above Luigi and below Ice Climbers. This means that his followups in the air are usually pretty limited if he doesn't force you to come to him (AKA when gimping and he's between you and the stage). This pretty much only means that if he's high in the air and bats you away, he probably won't be able to followup, so you can sort of rest easy knowing that, I guess.
On a side note, I think we should start having some recommendations on what to do vs dumb players along with the ultimate-tourney-winning-super-pro strategies. Most of the characters you find are played by decent or only pretty good players after all, many with little experience against Lucario, so it might be pretty good to know some strategies, like how inexperienced MKs often jump into our fsmash trying to short hop aerial, or how Falco mains looooove to try to "combo" their uair out of either their dair or their Phantasm, which almost always leads to them being star KO'd by our own Dair, or the super amazing mindgame of Fsmash whiff to Aura Sphere.