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

From SuperCombo Wiki
Line 259: Line 259:
===Special Moves===
===Special Moves===


'''Death Bound (qcf + P)''' - aka DIS BALL - Lucky bounces a ball in front of him that rebounds at a different angle depending on the version used. A version travels a higher height, and the C version stays lower. Can be used as a risky form on zoning, but do not overuse. Slow startup. Note: If a normal is canceled into Death Bound, Lucky drops the ball as it comes in and then launches a punch. This punch will NOT combo off of any move.
'''Death Bound (qcf + P):''' Lucky summons a basketball from the sky that he bounces towards the opponent.  The angle differs on the button version used (A-version slower and higher, C is faster and lower). While this has lengthy startup, the recovery is short enough that it is not only safe on block but Lucky can combo after.  This won't win any projectile wars, but this shuts most hops down. If pushback would cause Lucky to miss the dropping ball, he'll instead throw a standing C instead that knocks down. '''In point blank range, this must be blocked low.'''  In addition, here's a detail that is true for '''virtually every angled projectile in an SNK fighter: if it hits below the character's knee, it must be blocked low'''.


'''Death Dunk (qcb + P)''' - aka DIS DUNK -Lucky jumps to intercept an incoming ball and bounces it downward off the ground and into the sky. Both versions create a "V"-shaped trajectory, only the D version covers a wider distance. The startup is very slow and the opponent can jump over the ball as it goes downward. If you cancel into this move, Luck carries it out as usual.


'''Cyclone Break (qcb + K)''' - Lucky spins through the air, hitting up to four times. Works as a preemptive anti-air due to the enormous size, but can be beat out by big air-to-air hitboxes. Fairly safe on block, but slightly negative. Combos from cl.C, but not on crouchers.
'''Death Dunk (qcb + P):''' Lucky jumps to intercept an incoming ball and bounces it downward off the ground and into the sky.  Both versions create a "V"-shaped trajectory, only the D version covers a wider distance.  It has slightly less startup than a Death Bound but more recovery.  Lucky jumps high enough to evade most projectiles and being an angled projectile, the basketball is considered a '''low attack just before and just after it bounces.'''  One of Lucky's main tools, the A version is the preferred version of this move due to it's trajectory. Great to use as a followup to a throw, as it'll be in perfect range for the basketball to hit low.


'''Lucky Vision (qcf + K)''' - Lucky slides down the blacktop which can cross up opponents that are not in the corner. However, he can very easily be hit out of the animation at any part. The B version travels halfscreen, or twice the length of a roll, where the D version goes fullscreen.


'''Death Shoot (d, d + P / K)''' - SET - Lucky sets a layup. The distance the ball falls down from depends on the version used, ranging shortest to longest from A to B to C to D. The closer versions, namely A and B, are the safer ones to use as if thrown too far out the opponent can walk forward and make the ball completely whiff leaving you absolutely free to retaliation. The A and B versions can stop forward progression, although the move's startup is slow. Of all Lucky's B-ball shots, this is the safest if used wisely. Note: If canceled into, Lucky will not set up a ball, but rather use his nj.B as he's at the peak of his jump. This kick will whiff crouching opponents, so it is a terrible idea to cancel into this move :(
'''Cyclone Break (qcb + K):''' - Lucky swings his legs through the air, hitting up to four times.  A very difficult move to land correctly. Works as a preemptive anti-air due to the enormous size, but the damage makes it not worth it. Slight disadvantage, but fairly safe on block. Combos from close C, but loses damage in the process. In the rare situations where you can catch someone in the back (e.g. if they attempted to roll past you) it'll chew them up.


'''Death Heel (dp + K)''' - This move hits twice; once on the way up, and then again as he does his downward kick. It is not a reversal, and is only good inside of combos (and even rarely at that). The downward kick whiffs standing opponents, so even gimmicks with the move are bad.
 
'''Lucky Vision (qcf + K):''' - Lucky slides across the screen with afterimages trailing behind him.  B-version has short startup and recovery, travels three-quarters of the screen and has upperbody invincibility while the D travels full screen, slightly more startup and recovery, and lower body invincibility.  Either can cross up opponents that are not in the corner.  Excellent for escapes, mixups and setting up rudimentary dash throws.  Often used in conjunction with the crouch D.  The B version is fast enough to enable combos after Death Bounds and Death Dunks from fullscreen.
 
 
'''Death Shoot (d, d + P / K):''' - Lucky sets a layup. The distance the ball falls down from depends on the version used, ranging shortest to longest from A to B to C to D. The closer versions, namely A and B, are the safer ones to use as if thrown too far out the opponent can walk forward and make the ball completely whiff leaving you absolutely free to retaliation. The A and B versions can stop forward progression, although the move's startup is slow. Of all Lucky's B-ball shots, this is the safest if used wisely. Note: If canceled into, Lucky will not set up a ball, but rather use his nj.B as he's at the peak of his jump. This kick will whiff crouching opponents, so it is a terrible idea to cancel into this move :(
 
 
'''Death Heel (dp + K):''' - This move hits twice; once on the way up, and then again as he does his downward kick. It is not a reversal, and is only good inside of combos (and even rarely at that). The downward kick whiffs standing opponents, so even gimmicks with the move are bad.


===Desperation Moves===
===Desperation Moves===

Revision as of 11:59, 11 July 2014

Lucky98 stance.gif

Introduction

This is three on three street basketball

If you wanna join in you gotta answer the call.

Call, short, pass, it don't make no difference it all

'Cause when the whistle blows it's a free-for-all.

Baby better slam it gettin' ready to burn

Take a three point shot make everybody's head turn.

That's just the way it goes

Yeah I'm the finest on the court and everybody knows.

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Lucky98 colorA.png Lucky98 colorB.png Lucky98 colorC.png Lucky98 colorD.png

Gameplay Overview

Though he has an unconventional playstyle and is most definitely not a beginner character, Lucky is a solid character once you understand the nuances of his moveset. An incredible battery, it's not at all unusual to gain upwards of 4 meters in a round with Lucky. What he lacks in combos, he makes up with an excellent poke and zoning game. Most of your damage is going to come from pokes, counter hits and forcing mistakes with his basketballs. Furthermore, Lucky enjoys the best sweep and teleport in the game.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 2/3/7 HL
Lucky98 clA.png
Lucky elbows the opponent. Can be crouched, and has little range.
Snkb.gif 3/4/7 HL
Lucky98 clB.png
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.
Snkc.gif 3/4/20 HL
Lucky98 clC.png
The precursor to Makoto's infamous st.MP. Can be chained into f+B which can cancel into a DM, so this is his preferred close normal.
Snkd.gif 7/4/16 HL
Lucky98 clD.png
A knee to the chest that cannot be canceled or chained into anything. Stick with cl.C.
Standing Far
Snka.gif 2/4/5 HL
Lucky98 stA.png
A basic st.A, good for stuffing hops and has a little extra range than others.
Snkb.gif 5/4/12 HL
Lucky98 stB.png
A high kick that looks similar to Benimaru's st.B, only with a smaller hitbox, making it not as useful of an option.
Snkc.gif 7/3/21 HL
Lucky98 stC.png
Whiffs crouchers due to Lucky being so tall, but works well as a preemptive hop stuffer
Snkd.gif 9/4/24 HL
Lucky98 stD.png
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. Great to open matches with.
Snkc.gif+Snkd.gif 18/5/18 KD/ HL
Lucky98 stCD.png
Crouching
Snka.gif 2/3/7 HL
Lucky98 crA.png
Wide hitbox for a cr.A, and is cancelable. No reason to use instead of cr.B inside combos though.
Snkb.gif 5/4/12 L
Lucky98 crB.png
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.
Snkc.gif 7/3/21 HL
Lucky98 crC.png
An uncancelable poke with longer range than his cr.A. Hits further than his st.C, however this can be crouched by some smaller characters. Inferior to the crouch D.
Snkd.gif 9/4/24 L
Lucky98 crD.png
A long range, cancelable sweep. While slightly shorter than his far D, it is one of the few sweeps that is cancelable on hit or whiff and beats many other sweeps clean (even Iori's). You will get a lot of mileage out of this.
Jump
Snka.gif 4/7/- -/- H
Lucky98 jA.png
A downward chop. Hits fairly deep vertically,
Snkb.gif 6/9/- -/- H
Lucky98 jB.png
A flying knee similar to Kyo's j.B. Lucky's best jump-in attack.
Snkc.gif 5/4/- -/- H
Lucky98 jC.png
Downward punch that is fickle to hit deep with, making it not the best attack to jump in with.
Snkd.gif 6/5/- -/- H
Lucky98 jD.png
Has a long horizontal hitbox making it a good air to air and cross up. Your main jump attack the rare times you're in the air with Lucky.
Snkc.gif+Snkd.gif 9/4/- KD/- HL
Lucky98 jCD.png
Looks almost the same as j.D, only Lucky's foot is positioned at a lower angle. Tricky to hit crouches with but can air-to-air decently.
Neutral Jump
Snka.gif 4/7/- -/- H
Lucky98 njA.png
Snkb.gif 4/6/- -/- H
Lucky98 njB.png
Snkc.gif 6/4/- -/- H
Lucky98 njC.png
Snkd.gif 6/5/- -/- H
Lucky98 njD.png
Command Normals
f+Snkb.gif 16/4/20 S,Su HL
Lucky98 fB.png
A punt that is cancelable when chained into or when done alone. Best used when comboing into a super. Be warned that this does have a tendency to whiff; use sparingly.
j.d+Snka.gif 11/4/- KD/- H
Lucky98 jdA.png
Lucky does a flying dunk that goes straight down. Gives a hard knockdown on hit. Can be used during a backdash for extended backdash length, and can be used in EX Mode forward dashes to pressure.

Normal Throws

b or f + C - SLAM DUNK! Breakable, hard knockdown.

b or f + D - Lucky knees into the opponent in an overly fluid manner. Mashable, unbreakable; hard knockdown, opponent is thrown behind Lucky.

Lucky's throws are very important as both lead to untechable knockdowns and leave him in ideal positions for Death Dunks and Death Shoots.

Special Moves

Death Bound (qcf + P): Lucky summons a basketball from the sky that he bounces towards the opponent. The angle differs on the button version used (A-version slower and higher, C is faster and lower). While this has lengthy startup, the recovery is short enough that it is not only safe on block but Lucky can combo after. This won't win any projectile wars, but this shuts most hops down. If pushback would cause Lucky to miss the dropping ball, he'll instead throw a standing C instead that knocks down. In point blank range, this must be blocked low. In addition, here's a detail that is true for virtually every angled projectile in an SNK fighter: if it hits below the character's knee, it must be blocked low.


Death Dunk (qcb + P): Lucky jumps to intercept an incoming ball and bounces it downward off the ground and into the sky. Both versions create a "V"-shaped trajectory, only the D version covers a wider distance. It has slightly less startup than a Death Bound but more recovery. Lucky jumps high enough to evade most projectiles and being an angled projectile, the basketball is considered a low attack just before and just after it bounces. One of Lucky's main tools, the A version is the preferred version of this move due to it's trajectory. Great to use as a followup to a throw, as it'll be in perfect range for the basketball to hit low.


Cyclone Break (qcb + K): - Lucky swings his legs through the air, hitting up to four times. A very difficult move to land correctly. Works as a preemptive anti-air due to the enormous size, but the damage makes it not worth it. Slight disadvantage, but fairly safe on block. Combos from close C, but loses damage in the process. In the rare situations where you can catch someone in the back (e.g. if they attempted to roll past you) it'll chew them up.


Lucky Vision (qcf + K): - Lucky slides across the screen with afterimages trailing behind him. B-version has short startup and recovery, travels three-quarters of the screen and has upperbody invincibility while the D travels full screen, slightly more startup and recovery, and lower body invincibility. Either can cross up opponents that are not in the corner. Excellent for escapes, mixups and setting up rudimentary dash throws. Often used in conjunction with the crouch D. The B version is fast enough to enable combos after Death Bounds and Death Dunks from fullscreen.


Death Shoot (d, d + P / K): - Lucky sets a layup. The distance the ball falls down from depends on the version used, ranging shortest to longest from A to B to C to D. The closer versions, namely A and B, are the safer ones to use as if thrown too far out the opponent can walk forward and make the ball completely whiff leaving you absolutely free to retaliation. The A and B versions can stop forward progression, although the move's startup is slow. Of all Lucky's B-ball shots, this is the safest if used wisely. Note: If canceled into, Lucky will not set up a ball, but rather use his nj.B as he's at the peak of his jump. This kick will whiff crouching opponents, so it is a terrible idea to cancel into this move :(


Death Heel (dp + K): - This move hits twice; once on the way up, and then again as he does his downward kick. It is not a reversal, and is only good inside of combos (and even rarely at that). The downward kick whiffs standing opponents, so even gimmicks with the move are bad.

Desperation Moves

Hell Bound (qcf x 2 + P) - After pointing to the sky, Lucky points to the ground with a shout of "PLAY BALL" and the gods release dunk so mighty it creates a pillar resembling a chaos dunk. The C version is slower as Lucky moves forward before dunking and is only useful off of f.B. The A version will only combo off cr.B, or cr.A. Deals moderate damage, and can be used to anti-air jumps as the pillar has infinite vertical length.

SDM version is SLOWER and will not combo from anything. Don't use it.

Lucky Driver (qcf x 2 + K) - Lucky breakdances all over the opponent. It does not have any startup invuln, so keep it for the combo (Yes, one combo).

SDM version deals more damage and has a ballin' finisher.

Combos

  • cr.B, cr.B, cr.B xx Hell Bound (A version). Can be done off two cr.Bs for safety, or you can do two cr.Bs after a jump-in.
  • cl.C xx f.A xx Lucky Driver (B version). C version of Hell Bound will combo here as well, but for less damage. Note it's possible for the f.A to whiff if not in close enough at the beginning.
  • Corner: cr.B, cr.B xx Death Heel (D). Outside the corner you can only combo into Death Heel off of one cr.B or cl.C.
  • cl.C xx Death Heel (D). Meterless punisher.
  • MAX: cl.C xx f.B xx SDM Lucky Driver (B version). Lucky's most damaging combo that deals about 70%, and is only practical off a stun.