Ougon Musou Kyoku/Lucifer: Difference between revisions

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==Tag Partners==
==Tag Partners==
Lucifer like battler and Beatrice has a lot of partner flexibility and works well with pretty much everyone. her ability helps everyone to extend their damage via meta declaring and her rushdown and pressure makes her a very nice partner for anyone. helps get characters such as virgillia and jessica get into the best possible position.
Lucifer like battler and Beatrice has a lot of partner flexibility and works well with pretty much everyone. her ability helps everyone to extend their damage via meta declaring and her rushdown and pressure makes her a very nice partner for anyone. helps get characters such as virgillia and jessica get into the best possible position.


== Pictures ==
== Pictures ==

Revision as of 04:52, 11 March 2013

Lucifer

Introduction

Lucifer is the eldest sister of the Seven Stakes of Purgatory, furniture belonging to the Game Master in Umineko no Naku Koro ni. Lucifer represents the sin of pride, and does it quite well. In Ougon Musou Kyoku, Lucifer fulfills her duties as the furniture of the Game Master, while finding time to compete and play with the other furniture.

Lucifer is a heavily offense based character, and a good one at that. She has a good number of fast and long ranged normals that can all lead to big damage fairly easily, and her rekkas build meter for your partner very quickly. The rest of her special moves, however, are either nearly useless or very situational. Her supers aren't all too impressive either, with the exception of j.214A+B her Meta-Super. Lucifer works best with other rushdown characters, such as Eva-Beatrice and Kanon. however she can work with almost anyone quite easily due to her flexibility.

Pros
+ Great set of normals
+ Fast movement all around
+ Rekkas are excellent for combos, pressure, and attack touches
+ Some of the best rush down in the game, disgustingly safe
+ Can use 421AB to punish any long start up moves fullscreen
+ 3C loop does good damage and stun
+ can do long damaging combos with her partner for as low as 1 SP
+ ability goes well with everyone in the cast

Cons
- The rest of her special moves are pretty lacking
- Her supers are also rather disappointing
- Long recovery time on most special moves
- Poor defensive options
- Some of the lowest health in the game
- no proper reversal


Health - 1200.

Changes

Patch 2.31

According to patch notes, the stun values for Lucifer have been adjusted in some way, either the stun she deals or recieves.

Ability

Attack Touch
This will let you use attack-touch once, even if the touch gauge is not full. If it is full, you'll be able to use touch without depleting the gauge.

Move List

Normal Moves


Lucifer-f5A.png
【5A】

Lucifer swing her hand horizontally in a karate chop. Whiffs crouching opponents. Hits mid. has no F.5a or C.5a this a move will be used regardless of distance unless you input 6a or 2a. has a fairly good range.

Damage: 54

Lucifer-c5B.png
【c.5B】

Lucifer scratches her opponent with her nails. Hits mid.rather unsafe if not canceled. Lucifer moves a bit forward making it combo of her 5a's quite well.

Damage: 150

Lucifer-f5B.png
【f.5B】

Lucifer steps forward and swings her blade. Moves Lucifer forward a small amount. Very unsafe if not canceled. amazing range and speed. beats many other normals and will combo off any a hit if not in the range for C.5b. Hits mid.

Damage: 135

Lucifer-c5C 1.png
Lucifer-c5C 2.png
【c.5C】

Lucifer spins in a circle, slashing the opponent with her blade twice. Extremely unsafe on block. Dash cancelable. rather easy to guard touch the second hit. Lucifer moves a small bit forward. this move is incredibly fast and can even combo of her 5a (although it is not recommended). Hits mid.

Damage: 129 each hit.

Lucifer-f5C.png
【f.5C】

Lucifer steps forward, stabs the opponent with her blade, then returns to her original position. fantastic range while a bit slow compared to her other much faster moves. beats many other normals and can catch quite a few incoming opponents quite well. Dash cancelable. Hits mid.

Damage: 240

Lucifer-2A.png
【2A】

The hem of Lucifer's skirt stabs the opponent. Hits mid. has a longer range than her 5a and 6a and so it is recommended over her 5a and 6a.

Damage: 54

Lucifer-2B.png
【2B】

Lucifer slaps the opponent with the hem of her skirt. Has decent range and quick start-up. fantastic speed and recovery and is one of lucifer's best moves. can be used for crazy frametraps which is just 2b spam. this move easily combos into her 5b moves at any range. Hits low.

Damage: 150

Lucifer-2C.png
【2C】

Lucifer slides along the ground, stabbing the feet of her opponent with her blade. Forces knockdown. a sliding move despite not being a 3c or 3b. no normals or specials can be used after this move. Hits low.

Damage: 240

Lucifer-3C.png
【3C】

Lucifer performs an uppercut stab with the hem of her skirt. can be used as a anti air however this move is rather slow and only combos off a F.5c. Launches. Hits mid.

Damage: 270

Lucifer-6A.png
【6A】

Lucifer scratches the opponent with her nails in an upward motion. Hits mid. a very quick anti air. nothing very special however.

Damage: 66

Lucifer-6B.png
【6B】

Lucifer leaps forward and hits the opponent with her butt. unbelievably quick. moves lucifer a great deal forward and depending on the distance it is possible to combo afterwards with a 2a rather easily making this quite a strong move especially for pressure. can be used after a dash cancel or a meta declare as a psuedo rejump as lucifer does not have a rejump combo. Overhead.

Damage: 144

Lucifer-J8A.png
【8j.A】

Lucifer chops the opponent in a manner similar to her 5A. Whiffs on crouching Battler, B.Battler, Ange, Lucifer, Siesta410, Kanon, Shannon, Rosa, Jessica, George, Erika, Dlanor, and Lambdadelta. Hits high. not a very good move as it does not cancel into anything.

Damage: 60

Lucifer-J8B.png
【8j.B】

Lucifer spins in the air, hitting the opponent with the hem of her skirt. does not cancel into anything. Hits high.

Damage: 150

Lucifer-J8C.png
【8j.C】

Lucifer slashes the throws open her arms, slashing the area in front of her three times though only hitting once. Wallslam on hit. cannot be canceled into anything but it is extremely quick and has a very strong hitstun making this quite a good okizeme move. good for combos and pressure alike and is very good as a form to get the opponent in the corner. Hits high.

Damage: 252

Lucifer-J79A.png
【7/9j.A】

Lucifer's foot turns into a blade and stabs the opponent. great hitbox for air to ground however it does not combo very well into anything making this nothing more than a pressure tool. Hits high.

Damage: 60

Lucifer-J79B.png
【7/9j.B】

Lucifer scratches the area below her with her nails. very small hitbox compared to her other normals. only good to use after a J9.C. Hits high.

Damage: 150

Lucifer-J79C.png
【7/9j.C】

Lucifer swings her blade at the area below her. fantastic hitbox. great for air to ground, crossups and pressure. very quick and strong. use very often as it will hit very often as well. Hits high.

Damage: 252

Lucifer-temp.png
【B+C】

Lucifer jumps on the opponents shoulders, gashes the opponent's neck with her claws, then leaps off, sending both players flying in opposite directions. Can be air-teched. Very easy to punish in the corner.



Frame data


KD = knock down

                              |          Frames             |  Frame Advantage | 
              Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block |Notes
               Throw  ------------------------------------------------------------------
                 B+C  |   ?   |  0-1   |    ?    |    ?     |   KD  |          |29 Duration on Whiff
             Normals  ------------------------------------------------------------------
                  5A  |   54  |    5   |    5    |    3     |   ?   |    ?     |
                  2A  |   54  |    5   |    5    |    4     |   ?   |    ?     |
                c.5B  |  150  |    8   |    5    |   15     |   ?   |    ?     |
                f.5B  |  123  |    9   |    8    |   22     |   ?   |    ?     |
                  2B  |  135  |    9   |    5    |   14     |   ?   |    ?     |
                c.5C  | 129x2 |    9   |  4(5)5  |   37     |   ?   |    ?     |
                f.5C  |  240  |   13   |   12    |   22     |   ?   |    ?     |
                  2C  |  240  |   14   |   10    |   12     |   ?   |    ?     |
               j8.5A  |   60  |    4   |   10    |    3     |   ?   |    ?     |
               j8.5B  |  150  |    8   |    4    |    6     |   ?   |    ?     |
               j8.5C  |  252  |   12   |    4    |   10     |   ?   |    ?     |
           j(7/9).5A  |   60  |    7   |    8    |    3     |   ?   |    ?     |
           j(7/9).5B  |  150  |   10   |    4    |    7     |   ?   |    ?     |
           j(7/9).5C  |  201  |   12   |    3    |    8     |   ?   |    ?     |
     Command Normals  ------------------------------------------------------------------
                  6A  |   66  |    7   |    3    |    9     |   ?   |    ?     |
                  6B  |  180  |   18   |   13    |    9     |   ?   |    ?     |
                  3C  |  270  |   19   |    8    |   23     |   ?   |    ?     |

Special Moves


Lucifer-236ABC 1.png
Lucifer-236ABC 2.png
Lucifer-236ABC 3.png
Lucifer Blade 「ルシファーブレード」 ― 236ABC

Rekka type move. A version moves Lucifer forward the least, but is the safest on block due to higher pushback. you can attack touch this move on the second rekka strike. C version moves Lucifer forward the most, but is unsafe on block due to less pushback. fantastic for building meter for your partner, attack touch combos (which will be very often due to Lucifer's fantastic ability) and ending a combo for lucifer. all 3 strikes do a total of 330 damage. 2 strikes will deal 240 damage.

  • 1st Strike - Lucifer steps forward while swinging her blade in a horizontal arc. Hits mid.
  • 2nd Strike - Lucifer steps forward while swinging her blade twice in a horizontal arc. Hits mid.
  • 3rd Strike - Lucifer jumps into the air in a dragon punch manner. Completely unsafe on block/whiff, regardless of version used.


Lucifer-421ABC.png
Magic Circle 「マジックサークル」 ― 421ABC

Vanishes and reappears closer to the opponent, slashing them. The distance traveled depends on the button used. Hits overhead. Crosses up the opponent when used in close enough range. Lucifer has a ridiculously small hitbox while using this move. only useful for punishing long recovering or long starting moves however it has no other proper use. has a ridiculously huge hitbox and is air unblockable making it a move that may punish a jump if used properly.


Lucifer-214ABC.png
Lucifer-J214ABC.png
Stake of Pride 「傲慢なる杭」 ― 214ABC (air also)
  • Ground - Lucifer backflips and launches herself in stake form. Distance and speed depend on the button used with A being the shortest and slowest and C being the longest and fastest. due to the odd arrangement of Lucifer's hurt-box in this move it can actually avoid and punish quite a few moves. however inferior to 2c it can avoid some projectiles such as chiester's 236 moves. hits mid.
  • Air - Lucifer turns her lower half into stake form and launches at the ground. The angle launched depends on the button used with A having the smallest angle and C the greatest angle. due to the annoying arrangement of Lucifer's hurtbox and the backward momentum may be hard to counterattack and can be used against other players in the air. you may actually use this as a unique mixup after a j9.c as if a j214 move hits deep enough it can be combos afterwards however this is ridiculously hard to perform. hits high.



SP Supers


Lucifer-236A+B.png
Lucifer Blade: 4th 「ルシファーブレード4th」 ― 236A+B

Lucifer does the dragon punchesque movement seen in Lucifer Blade 3rd Strike but instead hits twice, then follows it up with a second, larger, stronger dragon punch. Can only use after Lucifer Blade 2nd Strike. Hits mid. ends up with 540 damage for the whole lot. pretty bad move to waste your SP on unless you really need to get that extra damage or that stun. unsafe on block. hits mid.


Lucifer-421A+B.png
Teleport Circle 「テレポートサークル」 ― 421A+B

Vanishes and reappears right beside the opponent, slashing them. Has a much greater reach than the non-EX version. very good for punishing long recovering or long startup moves such as battler's meta super. can also be used to punish jumps. However apart from that it has no other use. Overhead.


Lucifer-214A+B.png
Lucifer-J214A+B.png
The Sacrifice-Gouging Stake of Pride 「傲慢なる生贄抉りの杭」 ― 214A+B (air also)
  • Ground - Lucifer back flips and launches herself in stake form. Hits 5 times for 558 damage. The range is a bit less than the whole screen. Hits mid. Lucifer's only reversal like move. has quite a bit of invincibility in the beginning however it cannot really punish anything unless it is a move that has huge recovery or startup. gets lucifer out of the corner quite effectively however and it is safe on block. goes through the opponent on block. hits mid.
  • Air - Lucifer turns her lower half into stake form and launches at the ground at a 30 degree angle. Hits 6 times for 540 damage. Hits high. might move the opponent out of the corner. it hits several times and can easily be followed up with a 5a or 2a to combo furthermore. good for followup's and pressure extending. can be used as a jumpin combo after a dash cancel or meta declare by doing a TKj214EX.



Level 2 Super


Lucifer-236236C.png
The Proud Eldest Daughter's Murder Spree 「傲慢なる長女の殺人劇」 ― 236236C

Lucifer rushes at the opponent. If it hits, she does a 10 hit combo for 645 damage. your everyday boring 236236c that doesn't really do anything special. lucifer has a lot more better enders than this for less SP so you will rarely use this.



Meta Super


Lucifer-temp.png
Seven Sisters of Purgatory, to me! 「煉獄の七姉妹、ここに!」 ― 641236C

Lucifer throws the other 6 stakes at the opponent. If it hits, the sisters hold the opponent down as Lucifer collides into them in stake form. Does 7 hits for 765 damage. extremely strong projectile. same level of bullet density as Rosa's bullets or virgillia's spears. does several hits on a blocked opponent however it doesn't do any guard damage.



Combos

Important Notations and Tips

general meta super combo = Lucifer's ability allows for her to expand her combos by quite a lot using attack touches and it deals quite a lot of damage if performed fully. the combo goes by generally (starting with lucifer) 5a 5b 2b 5c *meta declare* 66 5a 5b 2b 5c *attack touch* (generic combo that has the opponent still standing) *attack touch* 5a 5b 2b 5c 641236c for high damage and a stun which will allow you to do further damage quite easily. this combo starts off quite easily but the biggest problem is, save for Rosa this combo is very easy to burst and the opponent will most probably do so if they can so try to bait the bursts.

3C[xN] = Lucifer's main corner juggle. Used to maximize damage for combos that end in a corner. It's set up with 3C - Meta World and then from there begins 3C[xN] in which you want to keep the opponent airborne with 3C as many times as possible. When the opponent gets to about Lucifer's head or shoulder height in her 3C pose, you'll want to end with 641236C. The ideal amount of reps you want to achieve with 3C[xN] is 5 or more, but ALWAYS end the juggle when the opponent is too low, no matter how many reps are done, otherwise you miss out on the extra damage from ending with 641236C and a possible dizzy state.

Semi-safe blockstring for dummies = Lucifer's basic ground string (2B - c.5B - c.5C[2 hits] - Lucifer Blade[x3]) does nasty things to the guard meter and if the string is blocked, omitting the third 236C leaves Lucifer pretty safe from getting punished since the second 236C pushes her back out of reach from most of the cast's quicker normals when it isn't followed up, plus she recovers in just barely enough time for you to block pretty much anything the opponent might try to punish you with. If you still don't feel safe enough, omitting 236C[x3] altogether is even safer as c.5C pushes Lucifer back further away from the opponent than Lucifer Blade 2 does when it's not followed up.


Ground Approaches

  • (basic meterless) 5B - 2B - f.C - 236C - 236C - 236C *855~870 damage depending on whether f.5B or c.5B is performed*
  • (variation with slightly more damage) 2B - c.5B - c.5C(2 hits) - 236C - 236C - 236C *888 damage*
  • (basic touch meter combo) 2B - c.5B - c.5C - dash cancel - 2B - c.5B - f.5C - 236C - 236C - 236C *1268 damage*
  • (extremely simple 1SP 3C[xN] setup) 5B - 2B - f.5C - Dash Cancel - (delay)f.5C - 3C - Meta World - 3C[xN] - 641236C *2410 damage with 3C[x4] [1]
  • (near corner, requires 1 SP and meta) 2AA - 5B - c.5C(2) - dash cancel - f.5C - 3C - Meta(A+B+C) - 3C[xN] - 641236C *2560 damage with 3C[x5]* [2]
  • (far 2b hit confirming) 2b - 236c x 3 (Tag optional after second rekka)


Jump-in Approaches

  • (mid-screen or corner, requires 2 SP and meta) j.C - j.B - B - 2B - f.C - dash cancel - B - 2B - f.C - Meta world - B - 2B - f.C - 236C - 236C - 236 A+B - B - 2B - f.C - dash cancel - B - 2B - f.C - 641236C *2791 damage* [3]


  • (can be started mid-screen, but must be in corner by 3C[xN]) j.C - j.B - 214A+B - B - 2B - f.C - dash cancel - B - 2B - f.C - 236C - 236C - 236 A+B - pause for recovery into dizzy state - jump forward - j.C - j.B - B - 2B - f.C - dash cancel - f.C - 3C - Meta World - 3C[xN] - 641236C *3004 damage with 3C[x3], will update with damage done using 3C[x5]* [4]


Anti-Air

  • 3C has deceptive range for an anti air. It will catch Battler's jump in from round start range. 3C as an anti air has a lot of combo potential also. If you catch a jump in deep and high enough with it, you can do another naked 3C again. From there you can cancel into meta world and do dash 3C[x2], dash 3C[x2] - 641236C [5]. Just like the 3C loop in the corner, you can omit any further 3C's if they start falling too low and finish off the combo however you please.
  • Anti air 3C[x2] xx Meta - dash 3C[x2] - dash 3C[x2] - 641236C is the only 3C anti air combo they will go from 0% to 100% stun (1st level stun), but otherwise the combo still does a lot of stun and damage (around 2k - 3K).

General Strategy

2a 2a 2b 5b 5c 236c 236c attack touch DONE

Tag Partners

Lucifer like battler and Beatrice has a lot of partner flexibility and works well with pretty much everyone. her ability helps everyone to extend their damage via meta declaring and her rushdown and pressure makes her a very nice partner for anyone. helps get characters such as virgillia and jessica get into the best possible position.

Pictures

Early concept art of Lucifer.


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