What mindgames or tricks do you have??
Personally I like doing Bairs but to mix up and surprise kill sometimes I charge a AS and I jump with my back against my opponent like im doing a Bair but i do a B-reverse FCAS, in high % it works very well
The most successful "mindgames" are created through conditioning and mixups, anything that generally forces your opponent to expect/read one action while you punish them for it with another. Lucario's best applications of this, imo, are AS and jab follow-ups. AS is technical and its applications are self-explanatory (face/move in different directions while charging and firing to become unpredictable), but properly diversifying your jab portfolio requires more of a complete understanding of mixups and mindgames.
viable things you can do after Jab2: Jab3, cancel (buffer "down" input) -> J1+J2, standing grab/dash grab (react to opponent SDI), FP, Dtilt, Ftilt, Fsmash (read spotdodge), fire AS (read spotdodge or jump).
pick one or two of these as your "go-to" options and soon your opponent will choose the reaction that beats it the next time you connect with J1. Counter this by never using the same follow-up too many times in a row, and by using a follow-up the third or fourth time that BEATS the defensive option you're forcing your opponent into the first and second time.
for example, you connect with jab twice on your opponent's first stock and follow up with jab 3 both times. you take their stock. while respawning, they plan to hold shield against your jab so that J3 doesn't connect. you connect on their second stock with J1, and follow up with FP or grab because you know they will be planning to shield your J3. These are the basic rock-paper-scissors of brawl metagame as they apply to Lucario's jab.
Recovering:
- Playing against a character who thrives on your FCAS's? No sweat use your FCAS by Momentum Canceling with F-air/D-air and Reverse and/or B-reverse FCAS to look towards the off screen pushing yourself back a bit to reduce momentum (Note: Doing this puts you in a good position floating back to the stage, B-air your way back)
- Don't feel like wasting a FCAS for that little effort? No problem, instead Double Team for even better momentum canceling that's almost like G&W Bucket Braking after your aerial input during Hitstun
- Are you tired of annoying projectiles/characters hitting you while you recover? Simply time your DT(Double Team) and reverse it to gain a huge amount of slide distance towards the stage. ALWAYS Reverse your DTs when recovering towards the stage. If you don't reverse them, at least 80% you won't recover back
- Wanna be aggressive with range? Use some Force palm projectile to force your way in if they try to approach oncoming clashing/trading. I'd only try this if you still have a double jump to spare, that or you're really confident with Extremespeed
- Generic Lucario Tactic: Use any lip of any stage that is clingable and ES(Extreme Speed) to that stage lip like:, , , then wait until you can Wall jump safely
- Hard to do but ledge cancelling with your ES refreshes a double jump and your ES once more for extreeeeeeme recovery
Bad news: only your first bullet point is actually a viable option. Good news: its a great tip that every Lucario needs to incorporate into their recovery.
Double team is never really a safe recovery option. The counter frames are not exact enough to be reliable (you're betting your stock on it, so it needs to be), if it misses you end up stuck in the air with no momentum back towards the stage, and you're in a perfect position to be gimped. Even if it DOES counter then you have to be high enough above the stage for the counterattack not to send you underneath the edge, you have to remember to reverse it or you have almost no chance of recovering at all, and you have so much ending lag that unless you immediately catch the edge your opponent will likely react and just hit you back off to continue the edge-guard.
Yes, FP's aura flame is a very large hitbox in the air, but NO it is not a safe aerial attack. it has a stupid amount of startup and ending lag, doesn't actually beat many moves, and is a worse option in almost every respect than using back-air to recover.
Yes you are right about wall-cling being a safe option when recovering on many stages, but Battlefield actually doesn't have a clingable wall (you can only wall-jump from the sides under the ledge) and you forgot about Yoshi's Island! Its one of Lucario's best stages simply due to wall-cling recovery.
Lol, ES cancel is only good for flash and is more likely to get you killed than ExtremeHog.