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The King of Fighters '98 UMFE/Lucky Glauber: Difference between revisions
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'''Close''' | '''Close''' | ||
*cl. A: | *cl. A: Cancellable, Can be chained into other light buttons. One of his fastest buttons. But whiffs against crouched. | ||
*cl. B: | *cl. B: Cancellable, Can't be chained into any button. Doesn't hit low despite its look. | ||
*cl. C: | *cl. C: Cancellable. Most preferred close button most of the time. | ||
*cl. D: | *cl. D: Cancellable. But has 8f of slow start up. Also has short active frame. Recommend using cl.C instead. | ||
'''Stand''' | '''Stand''' | ||
*st. A: | *st. A: Uncancellable. Fast and Basic st.A you can use for anti hop. | ||
*st. B: | *st. B: Uncancellable. Has somewhat higher hitbox, but way slower than st.A. | ||
*st. C: | *st. C: Uncancellable. Can be crouched. Ok preemptive anti hop. | ||
*st. D: | *st. D: Uncancellable. A very long poke button. | ||
'''Crouch''' | '''Crouch''' | ||
*cr. A: | *cr. A: Cancellable, Can be chained into other light buttons. Quite good for a cr.A. | ||
*cr. B: | *cr. B: Cancellable, Can be chained into other light buttons. Your main button for footsie and combo. | ||
*cr. C: | *cr. C: Cancellable only on hit. A long poke. Since it is cancellable on hit, you can buffer specials or mainly super. | ||
*cr. D: | *cr. D: Cancellable. A very long sweep. Be sure to cancel into other stuffs. | ||
'''Jump''' | '''Jump''' | ||
*j. A: | *j. A: Uncancellable. Ok jump in. | ||
*j. B: | *j. B: Uncancellable. Resembles Kyo's j.B. Works quite similar, but without crossup. | ||
*j. C: | *j. C: Uncancellable. Not too useful. | ||
*j. D: | *j. D: Uncancellable. Nice air to air. | ||
*nj. A: Uncancellable. A bit better version of j.A. | |||
*nj. B: Uncancellable. Ok air to air. | |||
*nj. C: Uncancellable. Ok air to air. | |||
*nj. D: Uncancellable. An instant overhead. | |||
'''Blowback''' | '''Blowback''' | ||
*st. CD: | *st. CD: Cancellable. Works similar to sweep due to its slow start up, but hits high. Not too much reason to use. | ||
*j. CD: | *j. CD: Cancellable. Quite decent air to air. | ||
== Throws == | == Throws == |
Revision as of 05:55, 30 September 2021
Introduction
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: Cancellable, Can be chained into other light buttons. One of his fastest buttons. But whiffs against crouched.
- cl. B: Cancellable, Can't be chained into any button. Doesn't hit low despite its look.
- cl. C: Cancellable. Most preferred close button most of the time.
- cl. D: Cancellable. But has 8f of slow start up. Also has short active frame. Recommend using cl.C instead.
Stand
- st. A: Uncancellable. Fast and Basic st.A you can use for anti hop.
- st. B: Uncancellable. Has somewhat higher hitbox, but way slower than st.A.
- st. C: Uncancellable. Can be crouched. Ok preemptive anti hop.
- st. D: Uncancellable. A very long poke button.
Crouch
- cr. A: Cancellable, Can be chained into other light buttons. Quite good for a cr.A.
- cr. B: Cancellable, Can be chained into other light buttons. Your main button for footsie and combo.
- cr. C: Cancellable only on hit. A long poke. Since it is cancellable on hit, you can buffer specials or mainly super.
- cr. D: Cancellable. A very long sweep. Be sure to cancel into other stuffs.
Jump
- j. A: Uncancellable. Ok jump in.
- j. B: Uncancellable. Resembles Kyo's j.B. Works quite similar, but without crossup.
- j. C: Uncancellable. Not too useful.
- j. D: Uncancellable. Nice air to air.
- nj. A: Uncancellable. A bit better version of j.A.
- nj. B: Uncancellable. Ok air to air.
- nj. C: Uncancellable. Ok air to air.
- nj. D: Uncancellable. An instant overhead.
Blowback
- 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
Dunk Buster: b/f + C
Lucky Crush: b/f + D
Command Moves
Dunk Drop: In the air d + A/C
Lucky Kick: F + B
Special Moves
Death Bound: qcf + A/C
- a diagonally moving basketball, the A version has a higher angle, while the C version is lower
Death Dunk: qcb + A/C (possible in air)
- Lucky slams a basketball downward then it bounces back up in a sharp angle. The version dunks farther, while the C version has a more steeper angle
Death Shoot: down, down + A/B/C/D
- Lucky shoots a free throw which causes the basketball to fall downward. A version has a closer drop, while the D version is the farthest from hi,
Cyclone Break: qcb + B/D
- an aerial spinning splits kick. B version travels close and does 4 hits while the D version does 5
Death Wheel: dp + B/D
- The B version, Lucky does an aerial axe kick that does 2 hits, while the D version travels horizontally then do the aerial kicks. Last hit is hard knockdown.
- B version fits for anti air. and D version is nice low confirm.
Lucky Vision: qcf + B/D
- a teleport dash where the B version goes half screen while the D version goes full screen
Desperation Moves
Hell Bound: qcf, qcf + A/C
- using the starting animation from Death Bound, 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.
Lucky Driver: (close) qcf, qcf + B/D
- a one frame throw move that turns into aerial flurry of kicks
Combos
- cr.Bxn, dp.D
Your low confirm. decent damage and hkd. practice it.
- close heavy normal, qcb.K
you have it. just have it.
- cr.Bxn, qcfx2.A
your low meter conversion. practice it. try buffering if it feels too hard.
- close heavy normal, f+B, qcfx2.C
another meter conversion.
- (Ex meter) cr.Bxn, abc, cr.C, qcfx2.C
your low meter conversion. practice it.
- (Ex meter) close heavy normal, qcb.K, abc, cr.C qcfx2.C
your biggest conversion.