Lucey on the character select screen
Overview
A dog-girl who lives in the woods, Lucey is the games total rushdown character, relying on her mobility and fast moves to win.
As stated above, Lucey is insanely mobile, possessing plenty of moves that dart her all over the screen, a command dash, a command jump, a long running dash, and the ability to run on walls, it's impossible to understate her wealth of movement options.
On the downside, she has very short range, and doesn't have many combo routes she can easily access due to both her 236 and 214 being movement only specials. The EX versions do have hitboxes, but being EX means you need to spend a bar on them. Overall, Lucey is great for people who wanna run all over the screen and bug their opponent with quick and short combos started from fast moves.
Strengths |
Weaknesses
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- Speed Lucey has fast movement in every way, and can easily approach or retreat using her movement.
- Mobility Options Possessing two different command movements, a wallrun, and a running dash, Lucey has plenty of unique movement.
- Good Damage Having plenty of juggle options, Lucey can get a decent amount of damage out.
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- Stubby Range Lucey possesses few ranged options, and has to stay in close
- High commitment normals Many of Lucey's ranged options more her forward as well, making them risky to throw out
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Ground Normals
The frame data in parenthesis is her frame data after using 236A command dash on block. This usually makes her more plus. The frame data shown is when it's cancelled as soon as possible, but later cancels leave her more negative.
5A 5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Mid
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4
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-
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-
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+6
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-6 (+1)
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Lucey's jab, and one of the fastest standing jabs. The speed makes it good for mashing, and it starts her combos well.
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5B 5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Mid
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7
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-
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-
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Launch
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-2 (+4)
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A quick dagger slash. Very short range, but it is jump cancellable making it nice on block.
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5C 5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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18
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Mid
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13
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-
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-
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Launch
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-10 (+3)
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Lucey leaps into the air and slashes in front of her. Used mainly as a juggle tool or situational anti-air, as it is very punishable when blocked.
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2A 2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Low
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3
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-
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-
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+12
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0 (0)
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Lucey's 3 frame low. Very fast, but very short range. Starts her best combos.
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2B 2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Low
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7
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-
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-
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Launch
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-3 (+2)
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Lucey's launcher. A nice range low kick with some low profile to it make this a good poke, and it can be jump cancelled into her air combos.
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2C 2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Mid
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4
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-
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-
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Launch
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-3 (+2)
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A fast upwards kick. Great for anti-air and combos, and allows for an air action afterwards to extend. This move will not connect on a crouching Rex.
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6A 6A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Mid
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7
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-
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-
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Launch
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-6 (+1)
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Lucey's anti-air. This is a rising uppercut, and while it does still possess upper body invincibility, her hurtbox isn't much smaller than the hitbox. Not a bad anti-air, but prone to being stuffed.
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6B 6B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Mid
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7
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-
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-
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+9
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+2 (+6)
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Lucey's poke. Hitbox is almost exclusively just on the floor
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Jump Normals
JA JA
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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High
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3
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-
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-
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-
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-
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A spinning tail swipe. Has a very large hitbox, and can crossup well. Leaves grounded opponents standing.
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JB JB
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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High
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7
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-
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-
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Launch
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-
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A backflip tail swipe. Launches opponents upwards, which makes it great as a juggle combo tool.
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JC JC
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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High
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7
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-
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-
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Launch
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-
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A double dagger strike. Massive hitbox, and has a bit of downward movement. Great for jumping in, crossing up, or just generally stuffing moves.
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J2C J2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Mid
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10
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-
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-
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Launch
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-
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A delayed double slash. Stalls Lucey in the air for a bit, making it nice to catch people anti-airing or as a frame trap. Despite the animation, this move hits only in front of Lucey.
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Special Moves
236 A/B/C 236 A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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A
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-
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-
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-
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-
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-
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-
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-
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The command dash, and a core tool to her gameplan. The A version travels farther than the B version, and possesses some invincibility on startup. Great for cancelling in pressure to leave her plus, and keep her very close to an opponent.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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B
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-
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-
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-
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-
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-
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-
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-
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Similar in most respects to the A version, but doesn't possess the same invincible startup and travels slightly less. This can sometimes leave you more plus, but is otherwise worse as a movement tool.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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C
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-
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-
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-
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-
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-
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-
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-
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The farthest of the three meterless versions, this is the one she uses mostly for mobility purposes.
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214 A/B/C 214 A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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A
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-
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-
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-
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-
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-
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-
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-
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Luceys forward command jump. Very tricky approach tool that can evade over mid and low hitting attacks. Can start wallrun whan facing the wall.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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B
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-
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-
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-
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-
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-
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-
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-
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The B version is mostly identical, but goes a bit farther.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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C
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-
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-
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-
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-
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-
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-
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-
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The C version is also identical, and goes the farthest.
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[4]6 A/B/C [4]6 A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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A
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6, 6
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Mid
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5
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-
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-
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+20
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+8
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A spinning and forward moving slash. Has multiple hits and is very safe on block, making it nice to use if you can build the charge for it. A version is the safest and fastest, but goes the least distance.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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B
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6, 6
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Mid
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7
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-
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-
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+18
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+6
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B version is a bit less safe, and a bit slower, but goes farther.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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C
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6, 6
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Mid
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9
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-
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-
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+16
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+4
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C version is again a bit less safe, and slower, but goes farther than the other 2.
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Throw
6D 6D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
|
12
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Throw
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13
|
-
|
-
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Launch
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Throw
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Lucey's throw. Very short reach, and can be hard to combo after. Still nice to use however, as command dashes keep Lucey close.
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Super Moves
236D 236D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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18
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Mid
|
3
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-
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-
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Launch
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+8
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EX dash. Similar in animation to the meterless versions, but is very fast and has a hitbox that launches opponents. Jump cancellable, meaning this is her best way to spend meter and extend combos.
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214D 214D
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Damage
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Guard
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Startup
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Active
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Recovery
|
Adv on Hit
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Adv on Block
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6, 6, 6, 6
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Mid
|
3
|
-
|
-
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Launch
|
-2
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EX command jump. This is quite different from the meterless versions, as it sends her forward and has a multi-hitting hitbox. Great reversal tool, and can be used in combos as well due to the height and multihitting properties.
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[4]6D [4]6D
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Damage
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Guard
|
Startup
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Active
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Recovery
|
Adv on Hit
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Adv on Block
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12, 12
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Mid
|
5
|
-
|
-
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Launch
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+5
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EX spinning slashes. Safe on block like the meterless ones, but does twice the damage and launches the opponent for followups. Great if you have both the charge and the meter to spend, but usually less preferred over 236D and 214D.
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41236D 41236D
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Damage
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Guard
|
Startup
|
Active
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Recovery
|
Adv on Hit
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Adv on Block
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18, 12, 12, 12, 12
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Mid
|
3
|
-
|
-
|
Launch
|
-25
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Lucey's super. Very fast startup, tons of hits, some invincibility during the super flash. A decent combo ender and reversal, but usually not seen as meter gets spend on her EX moves.
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