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The King of Fighters '98 UMFE/Lucky Glauber: Difference between revisions
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== Command Moves == | == Command Moves == | ||
'''Dunk Drop:''' In the air d + A | '''Dunk Drop:''' In the air d + A : An overhead that causes hard knockdown. | ||
'''Lucky Kick:''' F + B | '''Lucky Kick:''' F + B : An overhead, it wasn't an overhead before. Loses overhead property when canceled into it. Can be used as combo extension tool, but might whiff due to its short range. | ||
== Special Moves == | == Special Moves == |
Revision as of 06:04, 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 : A nice hard knockdown throw. Follow them with Lucky Vision(qcf + K) or meaty them with Death Shoot(d, d + C).
Lucky Crush: b/f + D : Untechable mash throw.
Command Moves
Dunk Drop: In the air d + A : An overhead that causes hard knockdown.
Lucky Kick: F + B : An overhead, it wasn't an overhead before. Loses overhead property when canceled into it. Can be used as combo extension tool, but might whiff due to its short range.
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.