Not really! In my experience the fewer loops the better on cartoon-style characters, depending on how much creasing you want in certain areas. You do need a solid, well-placed minimum though to get the overall shapes and defs you are aiming for, so the model retains its look once subD-ed or approximated. A good idea is to do a concept sculpt first on a sculpting layout to get the look down and then figure out the needed loop flow during retopo. 2D to 3D can be very difficult to get right, especially Anime and its derivatives for some reason.
Common practice is to use lattices to get the extreme deformations such as bulging eyes, extremely deformed mouths incl. teeth & gums etc. I dont know of a good, free, online ref, but there are two books out there that go into decent detail on how to do that: "Body Language" by Eric Allen & Kelly Murdock and "Stop Staring 2nd Ed" by Jason Osipa. Both focus on how to do this in Maya, but if you know your app well enough, the general principles should transfer easily.
Hope this helps.
Cheers!