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

From SuperCombo Wiki
(→‎Normal Throws: Basic throw info added)
(→‎Normal Moves: Basic description)
Line 16: Line 16:
==Normal Moves==
==Normal Moves==


'''Standing C''' -
'''Standing C''' - Whiffs crouchers due to Lucky being so tall, but works well as a preemptive hop stuffer.


'''Standing D''' -  
'''Close Standing C''' - The precursor to Makoto's infamous st.MP. Can be chained into f.B which can cancel into a DM, so this ishis preferred close normal.


'''Close Standing B''' -  
'''Close Standing D''' - A knee to the chest that cannot be canceled or chained into anything. Stick with cl.C.


'''Crouching A''' -
'''Standing D''' - Ooh baybee! Lucky's longest poke that hits mid and reaches over a quarter of the screen. The startup is slower than far C, but it's the range you want to abuse on this poke. Use often.


'''Crouching B''' -  
'''Standing B''' - A high kick that looks similar to Benimaru's st.B, only with a smaller hitbox, making it not as useful of an option.


'''Crouching C''' -  
'''Standing A''' - A basic st.A, good for stuffing hops and has a little extra range than others.


'''Crouching D''' -  
'''Close Standing A''' - Lucky elbows the opponent. Can be crouched, and has little range.


'''Jumping C''' -  
'''Close Standing B''' - Cancelable, but does not hit low. Less useful than st.B as buffering a cr.B into cl.B and trying to get out his DM will give you a Lucky Vision instead.


'''Jumping D''' -  
'''Crouching A''' - Wide hitbox for a cr.A, and is cancelable. No reason to use instead of cr.B inside combos though.


'''Jumping CD''' -  
'''Crouching B''' - Decent range and can be canceled and chained into itself. It's alright, and confirming from cr.Bs into his DM is his primary way to score damage.
 
'''Crouching C''' - An uncancelable poke with longer range than his cr.A. Hits further than his st.C and will not whiff crouchers.
 
'''Crouching D''' - A long range, cancelable sweep. The range is a few pixels shorter than his far D, but it's a good footsie tool.
 
'''Jumping A''' - A downward chop. Hits fairly deep vertically,
 
'''Jumping B''' - A flying knee similar to Kyo's j.B. Lucky's best jump-in attack.
 
'''Jumping C''' - Downward punch that is fickle to hit deep with, making it not the best attack to jump in with.
 
'''Jumping D''' - Has a long horizontal hitbox making it a good air to air, but will not hit crouching opponents.
 
'''Jumping CD''' - Looks almost the same as j.D, only Lucky's foot is positioned at a lower angle. Will not hit crouchers, but can air-to-air decently.


==Command Normals==
==Command Normals==

Revision as of 18:44, 13 January 2011

Introduction

Gameplay Overview

Combos

In-depth Analysis

Normal Throws

b or f + C - SLAM DUNK! Breakable, face forward.

b or f + D - Lucky knees into the opponent in an overly fluid manner. Mashable, unbreakable, face forward.

D version preferred as it's unbreakable.

Normal Moves

Standing C - Whiffs crouchers due to Lucky being so tall, but works well as a preemptive hop stuffer.

Close Standing C - The precursor to Makoto's infamous st.MP. Can be chained into f.B which can cancel into a DM, so this ishis preferred close normal.

Close Standing D - A knee to the chest that cannot be canceled or chained into anything. Stick with cl.C.

Standing D - Ooh baybee! Lucky's longest poke that hits mid and reaches over a quarter of the screen. The startup is slower than far C, but it's the range you want to abuse on this poke. Use often.

Standing B - A high kick that looks similar to Benimaru's st.B, only with a smaller hitbox, making it not as useful of an option.

Standing A - A basic st.A, good for stuffing hops and has a little extra range than others.

Close Standing A - Lucky elbows the opponent. Can be crouched, and has little range.

Close Standing B - Cancelable, but does not hit low. Less useful than st.B as buffering a cr.B into cl.B and trying to get out his DM will give you a Lucky Vision instead.

Crouching A - Wide hitbox for a cr.A, and is cancelable. No reason to use instead of cr.B inside combos though.

Crouching B - Decent range and can be canceled and chained into itself. It's alright, and confirming from cr.Bs into his DM is his primary way to score damage.

Crouching C - An uncancelable poke with longer range than his cr.A. Hits further than his st.C and will not whiff crouchers.

Crouching D - A long range, cancelable sweep. The range is a few pixels shorter than his far D, but it's a good footsie tool.

Jumping A - A downward chop. Hits fairly deep vertically,

Jumping B - A flying knee similar to Kyo's j.B. Lucky's best jump-in attack.

Jumping C - Downward punch that is fickle to hit deep with, making it not the best attack to jump in with.

Jumping D - Has a long horizontal hitbox making it a good air to air, but will not hit crouching opponents.

Jumping CD - Looks almost the same as j.D, only Lucky's foot is positioned at a lower angle. Will not hit crouchers, but can air-to-air decently.

Command Normals

f + B -

In air, d + A -

Special Moves

Death Bound (qcf + P) -

Death Dunk (qcb + P) -

Cyclone Break (qcb + K) -

Lucky Vision (qcf + K) -

Death Shoot (d, d + P / K) -

Death Heel (dp + K) -

Desperation Moves

Hell Bound (qcf x 2 + P) -

Lucky Driver (qcf x 2 + K) -