Pluck
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Health |
100
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Dash Time |
12 Frames
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Story
Pluck is the local aspiring game developer and sleepy college student. He has latent ice powers and loves playing with yo-yos, imagining his ideal fighting style, if he were allowed to have such a thing.
Gameplay Overview
Pluck is a mix-up based mid-range zoner. His unique mechanic is being able to cancel the endlag of any normal attack into either his Attack2 or specials, functionally acting as combo moves. He has no form of safety nor setups in the form of projectiles, so he's totally reliant on proper spacing and good last-second decision-making.
Strengths |
Weaknesses
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- Disjoints: Has almost exclusively disjoints
- Mix-ups: Can stuff out moves, use grab cancels, or bring out his powerful axe
- Keep-out: Will keep the opponent second-guessing, and has good reactionary anti-airs
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- No projectiles: He has very little pressure from far range
- Range: Range isn't very impressive, outside of moves that are unsafe
- Close range: Very few options to get the opponent off of him
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Move List
Normal Attacks/Attack2s
N-Attack 5A
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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5
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10
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8
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30
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+1 (Launcher)
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-3
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Pluck does a kick. Safe, quick, awful range. Leads to small combos, and could be used to bait out an opponent's response before stuffing them out with a followup.
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N-Attack2 ()A > 5A
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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5
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15
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4
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50
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+4
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-21
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Pluck does a second kick towards the ground. Relatively quick, but unsafe, since otherwise you could make any normal safe for free. Generally not useful as there's other options with better damage and knockback, but could be a cheesy cancel option. Knockback makes the opponent go downwards.
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F-Attack 6A you'll be using this a lot you'll be using this a lot
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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6
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13
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16
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45
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+0
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-20
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Pluck throws out his yo-yo as a disjointed attack. This will be your main move in neutral, not technically safe but will be difficult to punish due to potential followups. Pulls the opponent on hit for potential followups; F-Attack2 should basically always hit.
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F-Attack2 ()A > 6A spamming time spamming time
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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8
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17
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16
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50
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+1
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-21
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Pluck loops his yo-yo for a second hit, while moving slightly forward. This is the main followup to F-Attack1 in neutral, and has a nice amount of knockback to keep the opponent away. Can be used to stuff out an opponent response to blocking/whiffing a normal attack.
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B-Attack 4A
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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7
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20
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10
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58
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-16 (Launch)
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-21
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Pluck throws his yo-yo skyward. Huge disjoint and anti-air, main combo starter.
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B-Attack2 ()A > 4A
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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8
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20
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10
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60
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-18 (Launch)
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-23
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Pluck throws his yo-yo skyward a second time, moving forward by a good bit. Great for catching opponents trying to punish a whiff.
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Specials
N-Special 5B
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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10
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15
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16
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60
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+0
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-24
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Pluck turns his leg into an ice axe, then swings it into the opponent. Has a good amount of range, and knocks the opponent back a good distance -- essentially the better version of N-Attack2. Usually a combo ender, can potentially be hit confirmed from N-Attack to be a safe knockback tool.
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F-Special 6B
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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12
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30
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15
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75
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+1
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-23
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Pluck lunges forward with his yo-yo frozen in ice, shaped as a sword. Generally not useful as it's too slow to be a reactionary whiff punish and puts you in a bad position, but could possibly be used preemptively as a long-range tool.
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B-Special 4B
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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20
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40
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10
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80
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-18 (Launch)
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+11
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Pluck freezes his yo-yo into a MASSIVE axe, before swinging it down. This is your only safe combo option, and in exchange it's extremely slow. It's also plus on block, and a launcher! Very fun for combos and pressure.
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Grabs
N-Grab 5C
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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5
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15
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16
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50
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--
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--
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Pluck throws out both his yo-yos, for a mostly disjointed grab. This is your main combo grab, and leads to very good damage.
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F-Grab 6C
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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8
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15
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16
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50
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--
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--
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Pluck throws the opponent forward. He gets a slight dash during the startup which helps, but it has no followups unless you throw the opponent against a wall.
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B-Grab 4C
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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8
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15
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16
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50
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--
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--
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Pluck throws the opponent behind him. Has some combo potential.
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Combos
Combo mechanic will be marked as (C), where you must cancel the endlag of a move into another move for the combo to be completed. These can be buffered, so it's not as strict as Rin's combos.
N-Attack
- N-Attack > (C)N-Special - MAX Damage (15)
- N-Attack > (C)F-Attack2 - (13)
F-Attack
- F-Attack > (C)N-Special - MAX Damage (16) Only works at close range
- F-Attack > (C)B-Attack2 - (14)
- F-Attack > (C)F-Attack2 - (14)
B-Attack
- B-Attack > (C)B-Special > F-Attack > (C)N-Special - MAX Damage (43)
- B-Attack > (C)B-Special > N-Attack > (C)N-Special - (42)
N-Grab
- N-Grab > B-Attack > (C)B-Special > N-Attack > (C)N-Special - MAX Damage (47)
- N-Grab > B-Attack > (C)B-Attack2 > N-Attack > (C)N-Special - (35)
B-Special
- B-Special > B-Attack > (C)B-Special - MAX Damage (47)
- B-Special > B-Attack > N-Special - (37) For knockback
F-Grab
- F-Grab > F-Attack > (C)N-Special - MAX Damage (34) - Only available next to wall
- F-Grab > F-Attack > (C)F-Attack2 - (32) - Only available next to wall
B-Grab
- B-Grab > B-Attack > (C)F-Special - MAX Damage (27)
- B-Grab > B-Attack > (C)N-Special - (25)
- B-Grab > N-Attack > (C)N-Special - (23)
Strategy
Pluck wants to be constantly throwing out hitboxes. Don't commit to Attack2s and specials until you have a read on the opponent -- until then, you can throw out F-Attacks and B-Attacks for free. Bait the opponent into jumping or pressing a button, then whiff punish them with an F-Attack2 or B-Attack2. Your goal is to get them into a B-Attack combo, then vortex them at mid-range. Your vortex will consist of F/B-Attacks, A+B grab cancels, and B-Specials. Attacks can be followed up by either B-Attack2 if you expect an attack from the opponent, or a grab if you expect them to keep blocking. B-Special will get you massive plus frame pressure, if you can scare the opponent into blocking, or just a massive launcher if they get hit by it.
If the opponent gets in close, try to get them off with N-Attack > N-Special. At far range, you can approach slowly with F-Attack/F-Attack2, or force them to approach by destroying projectiles with the same attacks.