DracoFighter/Secret Characters/Pluck

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Pluck
DracoFighterPluckIdle.png
Health 100
Dash Time 12 Frames

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
  • 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
  • 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

Move List

Normal Attacks/Attack2s

N-Attack
5A
DracoFighterPluckNAttack.png
Damage Startup Active FAF Adv on Hit Adv on Block
5 10 8 30 +1 (Launcher) -3

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.

N-Attack2
()A > 5A
DracoFighterPluckNAttack2.png
Damage Startup Active FAF Adv on Hit Adv on Block
5 15 4 50 +4 -21

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.

F-Attack
6A
DracoFighterPluckFAttack.png
you'll be using this a lot
you'll be using this a lot
Damage Startup Active FAF Adv on Hit Adv on Block
6 13 16 45 +0 -20

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.

F-Attack2
()A > 6A
DracoFighterPluckFAttack.png
spamming time
spamming time
Damage Startup Active FAF Adv on Hit Adv on Block
8 17 16 50 +1 -21

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.

B-Attack
4A
DracoFighterPluckBAttack.png
Damage Startup Active FAF Adv on Hit Adv on Block
7 20 10 58 -16 (Launch) -21

Pluck throws his yo-yo skyward. Huge disjoint and anti-air, main combo starter.

B-Attack2
()A > 4A
DracoFighterPluckBAttack.png
Damage Startup Active FAF Adv on Hit Adv on Block
8 20 10 60 -18 (Launch) -23

Pluck throws his yo-yo skyward a second time, moving forward by a good bit. Great for catching opponents trying to punish a whiff.

Specials

N-Special
5B
DracoFighterPluckNSpecial.png
DracoFighterPluckNSpecial2.png
Damage Startup Active FAF Adv on Hit Adv on Block
10 15 16 60 +0 -24

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.

F-Special
6B
DracoFighterPluckFSpecial.png
Damage Startup Active FAF Adv on Hit Adv on Block
12 30 15 75 +1 -23

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.

B-Special
4B
DracoFighterPluckBSpecial1.png
DracoFighterPluckBSpecial2.png
Damage Startup Active FAF Adv on Hit Adv on Block
20 40 10 80 -18 (Launch) +11

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.

Grabs

N-Grab
5C
DracoFighterPluckGrab.png
Damage Startup Active FAF Adv on Hit Adv on Block
5 15 16 50 -- --

Pluck throws out both his yo-yos, for a mostly disjointed grab. This is your main combo grab, and leads to very good damage.

F-Grab
6C
Damage Startup Active FAF Adv on Hit Adv on Block
8 15 16 50 -- --

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.

B-Grab
4C
Damage Startup Active FAF Adv on Hit Adv on Block
8 15 16 50 -- --

Pluck throws the opponent behind him. Has some combo potential.

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.


General
FAQ
System
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Characters
Draco
Plexie
BiOS
Cyrus
Secret Characters