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The King of Fighters '98 UMFE/Lucky Glauber: Difference between revisions

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[[File:kyo98umfelucky.jpg]]
<section begin="image"/>[[File:kyo98umfelucky.jpg]]<section end="image"/>
Voted "Most Improved" since '98
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== Introduction ==
== Introduction ==


Lucky is a tricky zoner that specializes in runaway and poking strategies. Luckys 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 also 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.
{{StrengthsAndWeaknesses
|ext=jpg
| description =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 ==
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* jump j.d+A now hits overhead
 
* raw f+B now hits overhead but can't be cancelled
* j.d+A now hits overhead
 
* Raw f+B now hits overhead but can't be canceled
 
* cl.D can now be canceled
* cl.D can now be canceled


Specials:
Specials:
* qcf+C trajectory has changed. it now flies closer to the ground. if it hits a airborne opponent Lucky can juggle afterwards
 
* qcb+P trajectory changed. heavy version throws almost directly below lucky, same with the aerial version
* qcf+C trajectory has been changed to now fly closer to the ground; if it hits a airborne opponent Lucky can juggle afterwards
* the ball bounces on the floor after lucky threw it. he can do it during backdash.
 
* dp+D changed, he now does a spinning kick move forwards
* qcb+P trajectory has been changed; C version throws almost directly below Lucky, same with the aerial version
* the moves that use balls can otg
 
* the followup to a missed qcf+P can be canceled. in the corner you can link two of these together
* The qcb+P ball now bounces on the floor after Lucky has thrown it, and he can do the move during a backdash
* the followup to a missed dd+X now hits overhead
 
* qcb+K less recovery
* dp+D has been changed, Lucky now does a spinning kick move forwards
* qcf+K increased total frames. heavy version has low invincibility
 
* qcfx2+C forwards movement distance increased. Max version also moves forward now
* 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
* qcfx2+P is now a command grab


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Normals:
Normals:
* cl.C no longer whiffs on short characters
* cl.C no longer whiffs on short characters
* cr.C no longer whiffs on short characters, special/super cancellable on contact
 
* cr.C no longer whiffs on short characters and is special/super cancellable on contact


Specials:
Specials:
* dp+B invincible until just after the hitbox appears
 
* dp+D made it easier to connect in full if used as a followup in a combo
* 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 ==
== Normal Moves ==


''Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN''
'''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.


'''Close'''
* j.B: Resembles Kyo's j.B. Works quite similarly, but without the ability to crossup.
*cl. A: Can be chained into other light buttons. One of his fastest buttons. But whiffs against short crouchers. Cancellable. Chainable.
 
*cl. B: Can't be chained into any button. Doesn't hit low despite its look. Cancellable. Chainable.  
* nj.B: Decent air-to-air.
*cl. C: Most preferred close button most of the time. Cancellable.
 
*cl. D: has 8 frames of start up. Also has few active frames. Recommend using cl.C instead. Cancellable.  
* j.C: Not too useful.
 
* nj.C: Okay air-to-air.
 
* j.D: Nice air-to-air.


'''Stand'''
* nj.D: An instant overhead.
*st. A: Fast and Basic st.A you can use for anti hop. whiffs on regular crouchers.
*st. B: Has somewhat higher hitbox, but way slower than st.A.  whiffs on all crouchers.
*st. C: Ok preemptive anti hop.  whiffs on short crouchers.
*st. D: A very long poke button.


'''Crouch'''
'''CD Normals'''
*cr. A: Can be chained into other light buttons. Quite good for a cr.A. Cancellable
*cr. B: Can be chained into other light buttons. Your main button for low pokes and combos. Cancellable
*cr. C: only on hit. A long poke. Since it is cancellable on hit, you can buffer specials or mainly super. Cancellable
*cr. D: A very long sweep. Be sure to cancel into other stuffs. Cancellable


'''Jump'''
* 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. A: Ok jump in.
*j. B: Resembles Kyo's j.B. Works quite similar, but without crossup.
*j. C: Not too useful.
*j. D: Nice air to air.
*nj. A: A bit better version of j.A.
*nj. B: Ok air to air.
*nj. C: Ok air to air.
*nj. D: An instant overhead.


'''Blowback'''
* j.CD: Quite decent air-to-air.
*st. CD: Cancellable. Works similar to sweep due to its slow start up, but hits high. Not too much reason to use.
*j. CD: Cancellable. Quite decent air to air.


== Throws ==
== Throws ==


'''Dunk Buster:''' b/f + C
'''Dunk Buster:''' <code>b/f+C (close)</code>


A nice hard knockdown throw. Follow them with Lucky Vision(qcf + K) or meaty them with Death Shoot(d, d + C).
* 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
'''Lucky Crush:''' <code>b/f+D (close)</code>


Untechable mash throw.
* Hold throw, untechable. The opponent can mash to reduce the number of hits, but you can mash to counteract their mashing.


== Command Moves ==
== Command Moves ==


'''Dunk Drop:''' In the air d + A
'''Dunk Drop:''' <code>d+A (in air)</code>


An overhead that causes hard knockdown.
* An overhead that causes a hard knockdown.


'''Lucky Kick:''' F + B
'''Lucky Kick:''' <code>f+B</code>


* An overhead, it wasn't an overhead before. Loses overhead property when canceled into it.
* An overhead when done raw, but it loses that property when canceled into.


* Cancellable when canceled into it.
* 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.
* Can be used as combo extension tool, but might whiff due to its short range.
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== Special Moves ==
== Special Moves ==


'''Death Bound:''' qcf + A/C
'''Death Bound:''' <code>qcf+A/C</code>
* a diagonally moving basketball, the A version has a higher angle, while the C version is lower
 
* 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:''' <code>qcb+A/C (can be performed in the air)</code>
 
* 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.


'''Death Dunk:''' qcb + A/C (possible in air)
* Can OTG.
* Lucky slams a basketball downward then it bounces back up in a sharp angle.


* The A version dunks further, while the C version has a more steep angle.
'''Death Shoot:''' <code>d,d+A/B/C/D</code>


* a decent zoning move from further away.
* Lucky shoots a free throw, which causes the basketball to fall downward to a set distance from Lucky.


* the basketball will hit the ground and bounce upwards so it can catch people trying to jump over it.
* A version has a closer drop, right next to Lucky, while the D version is the farthest from him, at fullscreen.


* has long startup so it's unsafe to do up close.
* A decent zoning move.  


'''Death Shoot:''' down, down + A/B/C/D
* When cancelled into, Lucky will do a jumping kick after throwing the ball.
* Lucky shoots a free throw which causes the basketball to fall downward.


* A version has a closer drop, while the C version is the farthest from him.
* If the basketball has been thrown it'll still be active even if Lucky gets hit.


* a decent zoning move.
'''Cyclone Break:''' <code>qcb+B/D</code>


* When cancelled into Lucky will not throw the basketball but he'll instead do a jumping kick.
* An aerial spinning splits kick.


* if the basketball has been thrown it'll still be active even if Lucky gets hit.
* B version travels close and does 4 hits, while the D version does 5.


'''Cyclone Break:''' qcb + B/D
* Good preemptive anti-air.
* an aerial spinning splits kick.


* B version travels close and does 4 hits while the D version does 5.
* Both versions are negative on block.


* good preemptive anti air.
'''Death Wheel:''' <code>dp+B/D</code>


* both versions are negative on block.
* For the B version, Lucky does an aerial axe kick that does 2 hits.


'''Death Wheel:''' dp + B/D
* This is an invincible reversal and also works as an anti air.
* The B version, Lucky does an aerial axe kick that does 2 hits.


* This is an invul 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.


* the D version travels horizontally then do 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 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.


* D version has a lot of low invul when he's spinning.
'''Lucky Vision:''' <code>qcf+B/D</code>
'''Lucky Vision:''' qcf + B/D
* a teleport dash where the B version goes half screen while the D version goes full screen


* B version has high and mid invul but gets hit by lows and D version has low and mid invul but gets hit by highs.
* A teleport dash, where the B version goes halfscreen while the D version goes fullscreen.


* D version is good to get around grounded fireballs and B version gets around higher flying fireballs.
* 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 ==
== Desperation Moves ==


'''Hell Bound:''' qcf, qcf + A/C
'''Hell Bound:''' <code>qcfx2+A/C</code>
* using the starting animation from Death Bound, instead the basketball is a one hit vertical beam.
 
* 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.
* The A version has Lucky standing stationary, while the C version has Lucky sliding forwards a bit.
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* Combos from heavies.
* Combos from heavies.


* can be a good whiff punisher.
* Can be good for whiff punishing.
 
* MAX version does three hits and more damage.
 
'''Lucky Driver:''' <code>qcfx2+B/D (close)</code>


'''Lucky Driver:''' (close) qcf, qcf + B/D
* A 1-frame throw move that turns into an aerial flurry of kicks.
* a one frame throw move that turns into aerial flurry of kicks


* good for mixups.
* Good for mixups.


* Max version just does more damage.
* 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 ==
== Combos ==
* cr.Bxn, dp.D


Your low confirm. decent damage and hkd. practice it.
'''General Notes'''
 
===Meterless===
 
''Low''
 
: <code>cr.Bx2-3, dp+D</code>
: Basic low confirm, good damage and a hard knockdown.


* close heavy normal, qcb.K
''Mid/Jump-In''


you have it. just have it.
: <code>(j.X), cl.C/cr.C, dp+D/qcb+D</code>


* cr.Bxn, qcfx2.A
===With Meter===


your low meter conversion. practice it. try buffering if it feels too hard.
''Low''


* close heavy normal, f+B, qcfx2.C
: <code>cr.Bx2-3, qcfx2+A</code>


another meter conversion.
''Mid/Jump-In''


* cr.C, buffered qcfx2.C
: <code>(j.X), cl.C/cr.C, f+B, qcfx2+C</code>


poke into buffered super.
===With Quick MAX===


* (Ex meter) cr.Bxn, abc, cr.C, qcfx2.C
''Low''


your low meter conversion. practice it.
: <code>cr.Bx2-3, ABC, cr.C, qcfx2+C</code>


* (Ex meter) close heavy normal, qcb.K, abc, cr.C qcfx2.C
''Mid/Jump-In''


your biggest conversion.
: <code>(j.X), cl.C/cr.C, qcb+K, ABC, cr.C, qcfx2+C</code>


== Strategy & Tips ==
== Strategy & Tips ==

Latest revision as of 20:20, 25 September 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

Strategy & Tips

Videos

King of Fighters 98 UM FE: Lucky Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro