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The King of Fighters '98 UMFE/Lucky Glauber: Difference between revisions
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another meter conversion. | another meter conversion. | ||
* cr.C, buffered qcfx2.C | |||
poke into buffered super. | |||
* (Ex meter) cr.Bxn, abc, cr.C, qcfx2.C | * (Ex meter) cr.Bxn, abc, cr.C, qcfx2.C |
Revision as of 06:24, 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.
Cancellable 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.
- cr.C, buffered qcfx2.C
poke into buffered super.
- (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.