Toon Link:
Before I start, I want to state that almost ALL TLs have different playstyles. You can compare all of the notable ones, like Chip, Hyro, Jerm, Quivo, Santi, etc. and they all play differently. Therefore, it is important to understand that your TL encounters may vary from what you will read. I've only managed to play Jerm and Quivo (and Santi for like one match).
What moves or tactics should we watch out for?
-Zair. This is probably the number one thing people will have trouble dealing with. Comes out fast, can be done out of his airdodge, autocancels upon landing, can lead into combos/grabs, can be used for retreating, can be used for spacing, can be used to annoy...I could go on forever. It's definitely a versatile move overall. And the worst part is, our fair can never challenge it. If you want to be successful in this matchup, you must learn how to space and get around this move. Even if you powershield it, you must react fast since the move autocancels upon landing. Also, watch out for a TL tethered to the edge. He can re-tether multiple times and force Lucario to land on the stage.
-Bombs. This is yet another obstacle most players will have trouble getting past. You can't attack bombs or they might blow up. They can be used to block Aura Sphere. They can be used for shield pressure and can lead into combos, such as bomb thrown down->uair. Learn to z-catch them or avoid them altogether.
-Arrows. Yes, a third spammable move! Arrows can be used to annoy and distract from a far distance. They have a decent amount of hitstun. Fortunately, you can cancel them with fair and Aura Sphere! From my experience, TLs don't use this move very much, but it's still something to watch out for.
-Boomerang. Holy ****, are you kidding me? Another spam move?! Boomerangs are meant for pressure and to annoy. They don't have a lot of knockback, but they can setup into combos. Can be canceled by fair, Aura Sphere, etc. Remember, it will always return to TL, so if it misses you the first time, it might hit you on the returning trip...
-Usmash. This is one of TL's very few reliable kill moves. Comes out pretty fast, requires hitting with the sweetspot. Getting hit with the "sour" back part means far less knockback. Once you get towards higher percents, be wary of this move.
-Dsmash. If you see a TL waiting on a slope, please do not approach blindly. Doing so will get you killed at near 0 percents.
-Dair. This move can spike with the initial frames after it comes out. Otherwise, TL will bounce off of you and can hit you twice if he follows your DI. Most TLs will not try to spike you with this move unless they are sure it will hit, because missing results in instant death due to the stall then fall attribute. Basically one giant hitbox below him until he either hits the ground or you/your shield/something. You can challenge it with uair, but you must space the aura burst on uair it perfectly.
-Uair. Another one of TL's main kill moves. Essentially a sex kick that sends you up and has pretty good knockback. Since Toon Link has pretty decent vertical jumps, he can reach far into the sky with this move. It can outlast pretty much everyone's airdodge, so don't airdodge if you see a TL below you. You can challenge it with dair if you feel risky. Also, you can use Lucario's dair to stall yourself so that you don't fall into the uair.
-Bair. A good damage racker and self-comboing move, if the TL follows your DI. If you don't have your double jump, prepare to take lots of damage...
-Nair. A good get-away-from-me aerial. Comes out pretty fast and hits on both sides of TL but not simultaneously.
-Spotdodge. It's pretty amazing. If a TL spotdodges and you miss with your attack, expect a punish...
-Grounded UpB. Most TLs don't do this anymore, because you can SDI out and punish almost immediately. Jerm and Quivo learned the hard way by playing me...but you'll still see some TLs do it occasionally OOS.
-Grab. It has deceptive range. Have someone purposely miss with it and notice the length of the hookshot. Then have someone grab you with it at its absolute maximum range. Yeah, makes no sense. Fortunately, TLs know not to grab unless they can combo into it. A missed grab equals a free punish *coughFSMASHcough*.
What moves or tactics should we try to enforce in this match up?
-With his spam game and overall ability to play keep away, this match is about patience. TL is a momentum character. Getting frustrated will lead to a mistake, and this will get you killed. Don't spam fsmash, because a TL can just jump and zair you. Aura Sphere can be used to disrupt a TL's momentum for a small bit, but don't rely on it. Once you get an Aura boost, the matchup should be more manageable.
Do you feel Lucario has an advantage in any particular scenario of this matchup?
-I think the matchup is somewhat even. Depending on how the TL plays it could range from 55:45 to 45:55.
Do you feel the opponent can shut down aspects of Lucario's game?
-Retreaing zair beats out all of Lucario's aerials. TL has a lot of projectiles that can really bog down Lucario's approach, especially bombs. This matchup is about spacing and just outlasting the TL.
Counterpicks? What to avoid and what to enforce?
-Starter. Avoid FD because it encourages TL's hit-and-run game. Yoshi's is a good choice, TLs tend to hate this stage. I would avoid PS1 because of its low ceiling.
-Counterpick. Anything with a high ceiling would be good against a TL because of his reliance on vertical kills. Jungle Japes and Pictochat are the best choices. Frigate is also an okay choice because of the high ceiling and the lack of an edge on the right side. Definitely avoid small stages with low vertical ceilings, like Halberd, Corneria, Rainbow Cruise, etc.
I might add stuff if I feel it is necessary.