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==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 | '''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 | '''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. | ||
'''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) -