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The King of Fighters '98 UMFE/Lucky Glauber: Difference between revisions
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* st.C: Okay preemptive anti-hop button. Whiffs on short crouchers. | * st.C: Okay preemptive anti-hop button. Whiffs on short crouchers. | ||
* st.D: A very long poke button | * st.D: A very long poke button. | ||
'''Crouching''' | '''Crouching''' |
Revision as of 14:36, 17 July 2022
Voted "Most Improved" since '98
Introduction
Lucky is a tricky zoner that specializes in runaway and poking strategies. Lucky's main weapons are his array of basketball projectiles that he can launch at various angles and distances to control space; he also has a fast teleport move that makes it tricky to catch him as he can always be moving about while poking or throwing projectiles at you. His pokes are big, and can be used to control space well when the opponent is too close for him to safely throw basketballs. Lucky also has some good options for fighting up close: his light strings are good, he has access to an overhead and a command grab super. He additionally has an invincible DP that helps him out on defense. His large size is a weakness, as he's more vulnerable to some pressure and mixups, and a lot of his pokes go too high to hit crouchers.
Changes from Previous Versions
98 to 98UM
Normals:
- j.d+A now hits overhead
- Raw f+B now hits overhead but can't be canceled
- cl.D can now be canceled
Specials:
- qcf+C trajectory has been changed to now fly closer to the ground; if it hits a airborne opponent Lucky can juggle afterwards
- qcb+P trajectory has been changed; C version throws almost directly below Lucky, same with the aerial version
- The qcb+P ball now bounces on the floor after Lucky has thrown it, and he can do the move during a backdash
- dp+D has been changed, Lucky now does a spinning kick move forwards
- All moves that use balls can now OTG
- The followup to a missed qcf+P can be canceled; in the corner you can link two of these together
- The followup to a missed d,d+X now hits overhead
- qcb+K now has less recovery
- qcf+K now has increased total frames, and the D version has low invincibility
Supers:
- qcfx2+C and qcfx2+AC have had forward movement distance increased
- qcfx2+P is now a command grab
98UM to 98UMFE
Normals:
- cl.C no longer whiffs on short characters
- cr.C no longer whiffs on short characters and is special/super cancellable on contact
Specials:
- dp+B is now invincible until just after the hitbox appears
- dp+D has been made more consistent to connect in full if used as a followup in a combo
Normal Moves
Close
- cl.A: One of his fastest buttons, but whiffs against short crouchers. Chainable and cancelable.
- cl.B: Doesn't hit low, despite its appearance. Cancelable.
- cl.C: Most preferred close button most of the time. Cancelable.
- cl.D: Has 8 frames of start up, which is quite slow for a combo-filler close button. Also not very active. Recommend using cl.C instead. Cancelable.
Standing
- st.A: Fast and basic st.A you can use to anti-air hops. Whiffs on regular crouchers.
- st.B: Has a somewhat higher hitbox, but way slower than st.A. Whiffs on all crouchers.
- st.C: Okay preemptive anti-hop button. Whiffs on short crouchers.
- st.D: A very long poke button.
Crouching
- cr.A: Quite good for a cr.A. Chainable and cancelable.
- cr.B: Your main button for low pokes and combos. Chainable and cancelable.
- cr.C: A long poke. Cancelable only on hit, so you can buffer specials or DMs automatically.
- cr.D: A very long cancelable sweep. Be sure to cancel it into something to make it safe and maintain pressure.
Jumping
- j.A: Okay jump-in.
- nj.A: A bit better version of j.A.
- j.B: Resembles Kyo's j.B. Works quite similarly, but without the ability to crossup.
- nj.B: Decent air-to-air.
- j.C: Not too useful.
- nj.C: Okay air-to-air.
- j.D: Nice air-to-air.
- nj.D: An instant overhead.
CD Normals
- st.CD: Works similar to sweep due to its slow start up, but hits high. Not too much reason to use this. Cancelable on hit, block, and whiff.
- j.CD: Quite decent air-to-air.
Throws
Dunk Buster: b/f+C (close)
- Regular throw, techable. A nice hard knockdown throw. Follow it up with OTG qcf+K or meaty them with d,d+C.
Lucky Crush: b/f+D (close)
- Hold throw, untechable. The opponent can mash to reduce the number of hits, but you can mash to counteract their mashing.
Command Moves
Dunk Drop: d+A (in air)
- An overhead that causes a hard knockdown.
Lucky Kick: f+B
- An overhead when done raw, but it loses that property when canceled into.
- Cancelable when canceled into it.
- When late-canceled into, it acts like the raw version, allowing you to surprise your opponent with an overhead.
- Can be used as combo extension tool, but might whiff due to its short range.
Special Moves
Death Bound: qcf+A/C
- A diagonally downward-moving basketball projectile. The A version has a steeper angle, while the C version is shallower.
- Good for checking the opponent's approach.
- Can OTG.
Death Dunk: qcb+A/C (can be performed in the air)
- Lucky slams a basketball downward, which then bounces back up at a sharp angle.
- The A version dunks further forward, while the C version has a steeper angle.
- A decent zoning move from further away.
- The basketball's bounce can catch people trying to jump over it.
- Has long startup, so it's unsafe to do up close.
- Can OTG.
Death Shoot: d,d+A/B/C/D
- Lucky shoots a free throw, which causes the basketball to fall downward to a set distance from Lucky.
- A version has a closer drop, right next to Lucky, while the D version is the farthest from him, at fullscreen.
- A decent zoning move.
- When cancelled into, Lucky will do a jumping kick after throwing the ball.
- If the basketball has been thrown it'll still be active even if Lucky gets hit.
Cyclone Break: qcb+B/D
- An aerial spinning splits kick.
- B version travels close and does 4 hits, while the D version does 5.
- Good preemptive anti-air.
- Both versions are negative on block.
Death Wheel: dp+B/D
- For the B version, Lucky does an aerial axe kick that does 2 hits.
- This is an invincible reversal and also works as an anti air.
- The D version travels horizontally with a splits kick, then does the aerial kicks. Last hit is hard knockdown.
- D version combos well from both lights and heavies, so it's his main combo special.
- D version has a lot of low invincibility when he's spinning.
Lucky Vision: qcf+B/D
- A teleport dash, where the B version goes halfscreen while the D version goes fullscreen.
- The B version has upper-body invincibility but gets hit by lows, and the D version has lower-body invincibility but gets hit by higher-hitting buttons.
- The D version is good for getting around grounded fireballs, and the B version gets around airborne fireballs.
Desperation Moves
Hell Bound: qcfx2+A/C
- Uses the starting animation from qcf+P, but instead the basketball is a one-hit vertical beam.
- The A version has Lucky standing stationary, while the C version has Lucky sliding forwards a bit.
- Combos from heavies.
- Can be good for whiff punishing.
- MAX version does three hits and more damage.
Lucky Driver: qcfx2+B/D (close)
- A 1-frame throw move that turns into an aerial flurry of kicks.
- Good for mixups.
- MAX version just does more damage.
- There is an technical oversight on this move, so they can mash after getting grabbed by heavy version of this move. So stick with light version.
Combos
General Notes
Meterless
Low
cr.Bx2-3, dp+D
- Basic low confirm, good damage and a hard knockdown.
Mid/Jump-In
(j.X), cl.C/cr.C, dp+D/qcb+D
With Meter
Low
cr.Bx2-3, qcfx2+A
Mid/Jump-In
(j.X), cl.C/cr.C, f+B, qcfx2+C
With Quick MAX
Low
cr.Bx2-3, ABC, cr.C, qcfx2+C
Mid/Jump-In
(j.X), cl.C/cr.C, qcb+K, ABC, cr.C, qcfx2+C