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The King of Fighters '98 UMFE/Lucky Glauber: Difference between revisions
added an introduction to Luckys page and added a changes from previous versions section |
filled in the missing segments on Luckys page and expanded the special move section some |
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'''Close''' | '''Close''' | ||
*cl. A: | *cl. A: Can be chained into other light buttons. One of his fastest buttons. But whiffs against short crouchers. Cancellable. Chainable. | ||
*cl. B: | *cl. B: Can't be chained into any button. Doesn't hit low despite its look. Cancellable. Chainable. | ||
*cl. C: | *cl. C: Most preferred close button most of the time. Cancellable. | ||
*cl. D: | *cl. D: has 8 frames of start up. Also has few active frames. Recommend using cl.C instead. Cancellable. | ||
'''Stand''' | '''Stand''' | ||
*st. A: | *st. A: Fast and Basic st.A you can use for anti hop. whiffs on regular crouchers. | ||
*st. B: | *st. B: Has somewhat higher hitbox, but way slower than st.A. whiffs on all crouchers. | ||
*st. C: | *st. C: Ok preemptive anti hop. whiffs on short crouchers. | ||
*st. D: | *st. D: A very long poke button. | ||
'''Crouch''' | '''Crouch''' | ||
*cr. A: | *cr. A: Can be chained into other light buttons. Quite good for a cr.A. Cancellable | ||
*cr. B: | *cr. B: Can be chained into other light buttons. Your main button for low pokes and combos. Cancellable | ||
*cr. C: | *cr. C: only on hit. A long poke. Since it is cancellable on hit, you can buffer specials or mainly super. Cancellable | ||
*cr. D: | *cr. D: A very long sweep. Be sure to cancel into other stuffs. Cancellable | ||
'''Jump''' | '''Jump''' | ||
*j. A: | *j. A: Ok jump in. | ||
*j. B: | *j. B: Resembles Kyo's j.B. Works quite similar, but without crossup. | ||
*j. C: | *j. C: Not too useful. | ||
*j. D: | *j. D: Nice air to air. | ||
*nj. A: | *nj. A: A bit better version of j.A. | ||
*nj. B: | *nj. B: Ok air to air. | ||
*nj. C: | *nj. C: Ok air to air. | ||
*nj. D: | *nj. D: An instant overhead. | ||
'''Blowback''' | '''Blowback''' | ||
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'''Lucky Kick:''' F + B | '''Lucky Kick:''' F + B | ||
An overhead, it wasn't an overhead before. Loses overhead property when canceled into it. | * An overhead, it wasn't an overhead before. Loses overhead property when canceled into it. | ||
Cancellable when canceled into it. | * Cancellable when canceled into it. | ||
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. | ||
== Special Moves == | == Special Moves == | ||
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'''Death Dunk:''' qcb + A/C (possible in air) | '''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 | * 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. | |||
* a decent zoning move from further away. | |||
* the basketball will hit the ground and bounce upwards so it can catch people trying to jump over it. | |||
* has long startup so it's unsafe to do up close. | |||
'''Death Shoot:''' down, down + A/B/C/D | '''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 | * 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. | |||
* a decent zoning move. | |||
* When cancelled into Lucky will not throw the basketball but he'll instead do a jumping kick. | |||
* if the basketball has been thrown it'll still be active even if Lucky gets hit. | |||
'''Cyclone Break:''' qcb + B/D | '''Cyclone Break:''' qcb + B/D | ||
* an aerial spinning splits kick. B version travels close and does 4 hits while the D version does 5 | * 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 | '''Death Wheel:''' dp + B/D | ||
* The B version, Lucky does an aerial axe kick that does 2 hits | * 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 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 has a lot of low invul when he's spinning. | |||
'''Lucky Vision:''' qcf + B/D | '''Lucky Vision:''' qcf + B/D | ||
* a teleport dash where the B version goes half screen while the D version goes full screen | * 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. | |||
* D version is good to get around grounded fireballs and B version gets around higher flying fireballs. | |||
== Desperation Moves == | == Desperation Moves == | ||
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'''Hell Bound:''' qcf, qcf + A/C | '''Hell Bound:''' qcf, qcf + A/C | ||
* using the starting animation from Death Bound, instead the basketball is a one hit vertical beam. | * 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. | |||
* The A version has Lucky standing stationary, while the C version has Lucky sliding forwards a bit. | |||
* Combos from heavies. | |||
* can be a good whiff punisher. | |||
'''Lucky Driver:''' (close) qcf, qcf + B/D | '''Lucky Driver:''' (close) qcf, qcf + B/D | ||
* a one frame throw move that turns into aerial flurry of kicks | * a one frame throw move that turns into aerial flurry of kicks | ||
* good for mixups. | |||
* Max version just does more damage. | |||
== Combos == | == Combos == |
Revision as of 12:04, 16 October 2021
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.
Changes from previous versions
98 to 98UM
Normals:
- jump j.d+A now hits overhead
- raw f+B now hits overhead but can't be cancelled
- cl.D can now be canceled
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
- 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
- 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 followup to a missed dd+X now hits overhead
- qcb+K less recovery
- qcf+K increased total frames. heavy version has low invincibility
- qcfx2+C forwards movement distance increased. Max version also moves forward now
- 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, special/super cancellable on contact
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
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: 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.
- 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.
Stand
- 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
- 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
- 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
- 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 A version dunks further, while the C version has a more steep angle.
- a decent zoning move from further away.
- the basketball will hit the ground and bounce upwards so it can catch people trying to jump over it.
- has long startup so it's unsafe to do up close.
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 C version is the farthest from him.
- a decent zoning move.
- When cancelled into Lucky will not throw the basketball but he'll instead do a jumping kick.
- 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
- 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 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 has a lot of low invul when he's spinning.
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.
- D version is good to get around grounded fireballs and B version gets around higher flying fireballs.
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.
- Combos from heavies.
- can be a good whiff punisher.
Lucky Driver: (close) qcf, qcf + B/D
- a one frame throw move that turns into aerial flurry of kicks
- good for mixups.
- Max version just does more damage.
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.