[UM] Lucky
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CPU Lucky is still an annoying bitch to fight against. That's good to know.
I only got to fight him as CPU and it seemed that he got a new DM/SDM. I think it's a grab move...
Also he got something that's eeriely similar to Duck's +K move in XI.
Think I'll try him next time...
I only got to fight him as CPU and it seemed that he got a new DM/SDM. I think it's a grab move...
Also he got something that's eeriely similar to Duck's +K move in XI.
Think I'll try him next time...
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A few things after reading...
f+B is an overhead.
+P can now be done in the air. He does a mid-air backward hop of sorts afterwards. The basketball now bounces vertically upward instead for this move.
+D has Lucky do a few spins in the ground and doing the rest of the move in the air like his normal +B. You can connect it from low B -> low A.
That grab super is actually his qcfx2+K, except it's now a grab. Maybe more useful now? Dunno. It does have a miss animation though.
f+B is an overhead.
+P can now be done in the air. He does a mid-air backward hop of sorts afterwards. The basketball now bounces vertically upward instead for this move.
+D has Lucky do a few spins in the ground and doing the rest of the move in the air like his normal +B. You can connect it from low B -> low A.
That grab super is actually his qcfx2+K, except it's now a grab. Maybe more useful now? Dunno. It does have a miss animation though.
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Tested it out, that's a really cool combo. Kinda strange how the +B connects into the qcfx2+K grab DM. You can also add a Jump attack to the combo (j.A and j.B works best). For the OTG hit, use a diagonal-back hop +C (not to be confused with back~back hop) for best results--otherwise they get up in time.AcidicEnema wrote:Dubious looking combo from the Wiki. Would be really cool if it works:
(corner) s.C or D> +B> qcfX2+ K (his new grab super) > air +P (ground pursue)
-If +B is combo into, MAX qcfx2+K SDM will not connect. Even by itself, +B into qcfx2+K, is hard to get the distance correct.
-d.B, d.A, qcfx2+K (S)DM is a nice and easy combo.
-d.D, +C works if they do not recovery roll.
-back~back +P is really fast (looks cool too) just like Iori's back~back b.B.
-d.B, d.B, d.A/B still comboes into qcx2+A
-s.C, f.B, qcfx2+C DM works too (has to be C version DM)
Overall, he improved drastically.
EDIT: For LOLs, he still has the fooled-ya-punch if you combo his +P in the corner. Same goes for his d.d+A/B/C/D.
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From the wiki:
j.D> s.C> +B> Q.Max on last hit> d.A/d.B> qcfX2+A
- SDM version works too, except when off a cross up B. +B doesn't connect fully against short characters crouching, so the combo doesn't work on them when they're crouching.
- In some situations, d.A will whiff but d.B will connect. Makes sense to do the combo with d.B all the time.
- And yes it does matter which hit you Q.Max from. If you Q.Max on any other hit, the combo won't work.
j.D> s.C> +B> Q.Max on last hit> d.A/d.B> qcfX2+A
- SDM version works too, except when off a cross up B. +B doesn't connect fully against short characters crouching, so the combo doesn't work on them when they're crouching.
- In some situations, d.A will whiff but d.B will connect. Makes sense to do the combo with d.B all the time.
- And yes it does matter which hit you Q.Max from. If you Q.Max on any other hit, the combo won't work.
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- Not sure if this was the same in 98, but Lucky's teleports have different levels of invulnerability depending on button strength.
Against high and mid attacks, the B teleport is invulnerable. Against low attacks, the D teleport is invulnerable. So against Yami Barais and Reppukens, use the D teleport to go through them, and against Kyokugen Fierballs, use the B teleport to go through them.
Funnily enough, the B teleport also goes through Krauser's Kaiser Waves (though not on start up).
- The C version of his Pillar Geyser DM goes forward around 1/2 screen length really fast. Including the length of the pillar itself, this allows Lucky to punish stuff from 3/4 of a screen length. like blocked Haohshokokens. Pretty ridiculous.
Against high and mid attacks, the B teleport is invulnerable. Against low attacks, the D teleport is invulnerable. So against Yami Barais and Reppukens, use the D teleport to go through them, and against Kyokugen Fierballs, use the B teleport to go through them.
Funnily enough, the B teleport also goes through Krauser's Kaiser Waves (though not on start up).
- The C version of his Pillar Geyser DM goes forward around 1/2 screen length really fast. Including the length of the pillar itself, this allows Lucky to punish stuff from 3/4 of a screen length. like blocked Haohshokokens. Pretty ridiculous.
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Great find! That opens tons of possiblities for other characters now (Q.Maxing off a non-cancellable normal into another special/normal), I must do more testing.AcidicEnema wrote:You can Q.Max after crouch C and combo into a bunch of stuff, including: A Pillar Geyser, crouch C, crouch D, far stand C, crouch A, crouch B.
Might be able to combo into more stuff, but this is what I've been able to do so far.
Testing what you you wrote, Lucky can do: d.C > Q.Max > d.A/d.B > A Pillar Geyser DM or A Piller Geyser SDM.
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