Difference between revisions of "The King of Fighters '98 UMFE/Lucky Glauber"

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(added an introduction to Luckys page and added a changes from previous versions section)
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== Introduction ==
== 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 ==
== Normal Moves ==

Revision as of 15:59, 10 October 2021

Kyo98umfelucky.jpg

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Kof98umfeluckymovelist.png


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: 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.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Lucky Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro