Overview
Lore
WIP. Complete brief character lore write-up.
Character Stats
Health |
Character Type |
Maximum Combo Points |
Unique Trait |
Difficulty
|
90 |
Wild Card |
4 |
Roll the Dice. Whenever you normal dodge an attack and don't hit back, return the dodge to your hand and play a random item. |
3/3
|
Overview
WIP. Complete overview of character gameplay.
Strengths |
Weaknesses
|
- Keep Spinning, Keep Winning. Lum's S1, Slots of Fun, plays a huge role in Lum's neutral game and doubles as his reversal. It is a cheap super that lends itself well to spamming. Once the opponent is conditioned to play around it, your slower attack options become more viable in neutral. The item cards it puts into play are random, but you will get them even if you lose combat - winning combat will also score some damage, improve his items draws, and score a knockdown! S1's primary weakness, losing to throw, can even be negated when Lum's bomb or fish is out!
- Bombs Away! Lum's bomb and fireworks items help force the opponent to block and can build up a ton of chip damage over the course of a match. His Z and S1 are both immune to the effects of bomb, making those moves very difficult to challenge while its up. Every time Lum hits the slots, the opponent will be wary of another piece of panda artillery hitting the field.
- Knowledge Check Nightmare. The wide variety of weird situations that Lum's items can set up often make even experienced players have to take a moment to review their options. This large area of potential expertise creates many situations for Lum to bully opponents who aren't well versed in playing around some of his less common set-ups.
|
- Key Item Required Ahead. Lum's highest reward options, like throw or Y, struggle to land without having items to set-up their use first. Without useful items to bolster his chunkier offensive tools, Lum typically has to play a more patient low-risk, low-reward poking playstyle. This issue can be compounded by items being random - sometimes the item he needs just won't show up when he needs it.
- Throdge Struggles. Lum has only strike attacks, an important reversal that loses to throw (usually), and a very slow throw speed of his own - this culminates in him having difficulty playing around opponents that are able to make good use of a throw / dodge mix-up. Against most of the cast, the opponent's throw will beat Lum's blocks, dodges, throws, and S1. His strikes (including S1) will all lose to dodge, and result in him being thrown or potentially eating a worse punish.
- Knowledge Check Nightmare. If Lum does not know the ideal moves to play into his various item set-ups and his opponent does, they are usually able to just as equally bully him. He needs to be vary wary of serving his opponent up cake and cherries for free!
|
Moves
Normal Moves
A. Quick Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
3
|
0
|
8
|
Chain Combo
|
1
|
Low
|
|
|
B. Light Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
4
|
0
|
7
|
Chain Combo
|
1
|
Low
|
|
|
C. Medium Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
5
|
0
|
6
|
Chain Combo
|
1
|
-
|
|
|
D. Heavy High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
6
|
0
|
5
|
Chain Combo
|
1
|
High
|
|
|
E. Power High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
7
|
0
|
4
|
-
|
1
|
High
|
|
|
Low Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
|
High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
|
Dodge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Throw
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Throw
|
7
|
-
|
5
|
Starter
|
2
|
Knockdown
|
|
|
Special Moves
X. Rolling Panda
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
9
|
2
|
8
|
Ender
|
2
|
-
|
|
|
Y. Polar Cartwheel
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
6
|
3
|
4
|
Starter
|
1
|
Pump 2 Special: +8, +8 Damage. Edge on block or hit. If you're not knocked down, this beats level 1 projectiles
|
|
|
Z. Item Toss
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
1
|
0
|
7
|
Ender
|
1
|
Recurring. At the end of this combat, play a random item (even if you got hit).
|
|
|
Super Moves
S1. Slots of Fun
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
5
|
1
|
11
|
Can't Combo
|
-
|
Costs 1 Super Meter. Knockdown on hit. Loses to throw openers unless a Lum Bomb is active. If you weren't thrown by their opener, play THREE random items at the end of the turn (even if you got hit).
|
|
|
S2. Great Pandamonium
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
16
|
4
|
8
|
Can't Combo
|
-
|
Costs 2 Super Meter. Pump 1 Super: +12 Damage.
|
|
|
Ability Card
Gimme a Jackpot!
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
Reveal 4 cards (other than this one) from your hand. Match the symbols to form 4 of a kind or 4 of all different suits for a certain payout.
|
4 Melons - Deal 7 damage. 4 Bells - Draw 3 cards. 4 Dice - Play 2 item cards. 4 Diamonds - Fill your super meter to maximum. 4 different - Gain the edge, draw a card, play an item, deal 3 damage. This card is Wild - can count as any of the 4 suits.
|
|
Items
Bamboo
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Item
|
-
|
-
|
-
|
-
|
-
|
Gain the Edge each turn. Discard when you hit or get hit.
|
|
|
Bell
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Item
|
-
|
-
|
-
|
-
|
-
|
Draw a Card. Discard immediately.
|
|
|
Bomb
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Item
|
-
|
-
|
-
|
-
|
-
|
Anyone who plays or gets hit by an attack opener takes 5 damage is knocked down, and can't combo (pumps are ok). Exception: you can still play Z and S1 without this penalty! Discard when combat openers are revealed.
|
|
|
Cake
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Item
|
-
|
-
|
-
|
-
|
-
|
Either player may pick up the cake to gain 2 super meter. Whoever blocks picks it up if their opponent didn't block that turn. Exception: While YOUR bomb and/or fireworks are in play, you can block to pick up the cake no matter what the opponent does. Discard when the cake is picked up.
|
|
|
Cherries
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Item
|
-
|
-
|
-
|
-
|
-
|
Either player may pick up the cake to heal 7 life. Whoever dodges picks it up if their opponent didn't dodge that turn. Exception: While YOUR bomb and/or fireworks are in play, you can dodge to pick up the cake no matter what the opponent does. Discard when the cherries are picked up.
|
|
|
Coin
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Item
|
-
|
-
|
-
|
-
|
-
|
If the move that spawned this coin hit, deal damage, if it was blocked, gain the Edge and deal 2 block damage. Discard immediately.
|
|
|
Fireworks
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Item
|
-
|
-
|
-
|
-
|
-
|
When the opponent opens with an attack, they take 8 damage and can't combo nor pump. When they open with a block, they take 4 block damage. Discard when openers are revealed in TWO combats.
|
|
|
Fish
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Item
|
-
|
-
|
-
|
-
|
-
|
Your opponent's throws are disabled. Discard when combat openers are revealed.
|
|
|
Combos
Basic
Throw Chain Confirm. Throw > D > E = 20 Damage + 1 Meter.
Throw Special Confirm. Throw > X = 16 Damage.
During Knockdown or Fireworks
Cartwheel Combo. Y > C > D > E = 24 Damage / 40 Damage with Pump + 2 Meter.
Low Mix-Up Confirm. A > B > X = 16 Damage + 1 Meter.
High Mix-Up Confirm. D > E > X = 22 Damage + 1 Meter.
Strategy
General
WIP. Complete later.
Matchups
Geiger
|
Something about gears.
|