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Lucha Libre

Page history last edited by Galdeira 12 years, 1 month ago

Lucha Libre
Description: The famous Mexican wrestling style utilizes quick attacks and grand movements to finish off the opponent with style.
Price: 43000 Carats
Class: All
Opinion: Lucha Libre was once a rare event scroll but soon was released into the store as the most expensive Carat scroll to date. At first glance, Lucha Libre seems like an unremarkable scroll, with only two true combos, a slow ground-hit and a special grab. But Lucha Libre is a very powerful scroll, mainly due to its incredible speed on all of its attacks, and its usually forgotten omni-grab status renders it very difficult to escape grabs. Lucha Libre is one of the few omni-grab scrolls with quick attacks, which is a threat in its own right.
DIFFICULTY TO USE: EASY+
DIFFICULTY TO MASTER: MODERATE-

POTENTIAL: HIGH


Combos:
PPPP - [440]
KKKP - [420]
kGP - [280] (108)
(P+G) - [235]

Lucha Muncher
PPPP
80, 110, 110, 140 [440]
Lucha Libre has a pretty basic combo that serves only one purpose; to throw the opponent off guard. None of them come out particularly fast (the second punch can be blocked from the back, even if the first one hits), their stun and range is subpar, but their recoveries are good. Lucha Libre's PPPP inflicts only mediocre damage, and is hardly the scroll's main source of pain. Rather, PPPP is good when used to confound blockers or force an opponent to block. PPPP has some excellent delays on all of the inputs, and as such can be a very tricky combo to play around for the opponent. However, because range, damage, and stun are limited, its use should be reserved for purely close range encounters.

It should be noted that this combo angles pretty well.

Bullet Dive
KKKP
95, 105, 115, 175* [420]
* - reduced damage due to air-time attack
Lucha Libre has a great kick combo, as it's blessed with one of the best first kicks in the entire game of Rumble Fighter - on par with the likes of DHN and ZTKD. Lucha Libre's first kick is fast, has huge range, and has great stun. Due to these qualities, connecting Lucha's kick combo is a cinch and will almost always win in the stun war, forcing an opponent to go onto the defensive once the Lucha Libre user gains momentum with KKKP. The last attack of the kick combo is very notable; it is a full-contact body dive that knocks the opponent away and sends you VERY far forward. It is very easy to send yourself falling off the map if you perform the P too close to an edge. However, in the 1v1, the insane movement on the attack ensures safety if you angle yourself out of the way if the beginning of the combo is blocked. This quality alone makes Lucha Libre difficult to deal with for opponents, since an angled KKKP is virtually unpunishable under any circumstance.

It should be noted that you can't angle this attack without a wall, whatsoever. It's also very worth mentioning that a kGP groundhit can always follow this move, no matter the positioning of the opponent; however, timing is relatively strict.

Super Elbow Drop
kGP
100, 180 [280] - standing
0, 108 (108) - grounded
Lucha Libre has a ground-hit, but it's two inputs and is slow. It can connect after:

KKKP
any knockdown attack to the back

Yeah. You can't really connect it after much, but you really should be connecting kGP after each KKKP you land successfully, since that's where Lucha racks up the majority of its damage. Outside of ground-hitting people, kGP has enormous, advantageous stun if blocked, giving you the upper-hand if an opponent is foolish enough to block it. It can also work as Lucha's two-hit knockdown, since the first attack actually comes out somewhat quickly.

Guillotine
(P+G) - FRONT GRAB
[235]
Lucha is famous for its front grab, which throws just about as far forward as Sage Master's unholy grab. When using punches, grabs are quite effective as the opponent is usually forced to block.  However, each opponent is different when it comes to being grabbed, so change up your style accordingly.

German Suplex
(P+G) - SIDE OR BACK GRAB
[235]
Lucha Libre is an omni grab scroll, but its back/side grab is simply taken from Pro Wrestling. This simply makes it more difficult for opponents to avoid grabs from Lucha, as this grab renders sideblocking to dodge grapples useless.

STRATEGY:

Lucha Libre is a fast, powerful omni-grab scroll without a juggle: a one-of-a-kind combination. Lucha Libre's power mainly comes from its kicks; because its first kick is so fast, it forces opponents to go on the defensive if you can consistently hang around in close to medium range. Lucha Libre's kick damage is not shabby either, since you can always follow up a kGP after a successful kick combo. Kicks themselves are not great pressure on blockers, so you can angle the KKKP out of the way for safety, or stop and switch to using punches. While Lucha Libre's punch combo is merely mediocre at best, it makes for great pressure, as its delays make it confusing and they come out just fast enough to make the combo useful. All-in-all, Lucha Libre is quick and spiffy: a good mix.

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