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Video/Tutorial - Lackey [Pre-XL] In-Depth Video Guide to Lackey

Would you guys like me to do a video or PnG and Vicious?


  • Total voters
    56

Matthew Rivera

DidUSayChocolate
Hi guys, I messed up and wasn't familiar on how to post on forums on this site and only posted the video alone.
Here is my F/T Lackey guide, hope it helps you improve your game playing as or against F/T.
I also left a poll to get some additional feedback on whether or not to you guys would be interested on other videos. Enjoy the video!
Video inlcudes: Basics, Mix-Ups, Setups, Combos and Tips-n-Tricks.

 

The Ultimate

aka CommandThrower
This is a very well made video! I've honestly not taken the time to learn how to play Lackey effectively, but this video gives me a very good idea on how to play Lackey effectively, so I thank you.

I'd like to see you make a Vicious video guide. I'm sure most F/T players are using Vicious, but it never hurts to have a guide handy; it may have some tech we don't use!
 

Audit

Falls down too much
Nice video. I'm a little surprised you didn't do anything with F3 though, and D1, DBF1 tick throw.
 

Matthew Rivera

DidUSayChocolate
This is a very well made video! I've honestly not taken the time to learn how to play Lackey effectively, but this video gives me a very good idea on how to play Lackey effectively, so I thank you.

I'd like to see you make a Vicious video guide. I'm sure most F/T players are using Vicious, but it never hurts to have a guide handy; it may have some tech we don't use!
Thanks man, I appreciate the feedback. Vicious and Ruthless are really good at stuffing armor. Im not sure if any of the tech has already been put into the spotlight but I will definitely include what i know and have learned from labbing them. Im glad the video helped with your lackey game!
 

Doombawkz

Trust me, I'm a doctor
Hm...
No one tagged me. LEt me see...

You can combo into b.2 after an j.i. starter. The timing is strict but I assume you it is possible.
 

Matthew Rivera

DidUSayChocolate
Nice video. I'm a little surprised you didn't do anything with F3 though, and D1, DBF1 tick throw.
Thanks for stopping by man! Also, F3 Ive tried using to follow up after the 1,1,1 but I think B2 chain is more better to combo off of than the mid F3. Other than that and getting the extra hit in a combo, I wasnt really able to find somewhere else to apply it. D1 is godlike. Im not familiar with what tick throw means, I will look into that. Thanks for the tips!
 

Matthew Rivera

DidUSayChocolate
@Matthew Rivera Great video, man! I'm learning Ferra/Torr and If you don't mind, I'd like to add you on PSN. Maybe run some matches and learn a thing or two.
Sure thing man! I'd love to go some rounds. I can show what I know, and from the feedback Ive gotten from the video Its been pointed out I could a few things. I'll send you a PSN invite, if you haven't already, when I get home.
 

Doombawkz

Trust me, I'm a doctor
I'll be posting all of my corrections here:

b.2 and b.3 can both be comboed into after a j.i.
f.2 can be cancelled before the second hit using any special.
d.2 can be comboed out of using d.1.
You should mention how MB command grab lets you pick which side you throw them on. Its good for getting optimal damage and not giving up corner advantage.
Its worth mentioning b.f.2 as a decent AA option from close range, since you can convert to a combo afterwards and it lowers his hitbox.

Its worth mentioning b.f.3 has projectile invulnerability on start-up.
MB b.f.3 provides 4 hits of armor however after certain points armor begins to fall off, so it'll become 3, then 2, then 1 as you get closer.

While I can appreciate the set-ups, some of them are less viable than others. Notably, the ones using f.2 since backdashing against Torr is really effective and f.2 has so much recovery we might lose out on pressure.

You don't need to do f.2 11 4 into X-ray, just f.2 4 into Xray does the same damage.

Its a good guide, covers the basics, I personally feel it could go a bit more in=depth with some more technical applications of the moves, but all in all its not bad. I'd give it a B+, and would probably recommend it to newer players interested in the character.
 
Last edited:

Matthew Rivera

DidUSayChocolate
Hm...
No one tagged me. LEt me see...

You can combo into b.2 after an j.i. starter. The timing is strict but I assume you it is possible.
Ah, i gotta look into that. I tried and tried many times and wasnt able to make it combo. By timing, do you mean timing the J.I. when coming down?

I gtg back to work xD
I will reply more when I get home. Sshh, I wasnt here!
 

Matthew Rivera

DidUSayChocolate
I'll be posting all of my corrections here:

b.2 and b.3 can both be comboed into after a j.i.
f.2 can be cancelled before the second hit using any special.
d.2 can be comboed out of using d.1.
You should mention how MB command grab lets you pick which side you throw them on. Its good for getting optimal damage and not giving up corner advantage.
Its worth mentioning b.f.2 as a decent AA option from close range, since you can convert to a combo afterwards and it lowers his hitbox.

Its worth mentioning b.f.3 has projectile invulnerability on start-up.
MB b.f.3 provides 4 hits of armor however after certain points armor begins to fall off, so it'll become 3, then 2, then 1 as you get closer.

While I can appreciate the set-ups, some of them are less viable than others. Notably, the ones using f.2 since backdashing against Torr is really effective and f.2 has so much recovery we might lose out on pressure.

You don't need to do f.2 11 4 into X-ray, just f.2 4 into Xray does the same damage.

Its a good guide, covers the basics, I personally feel it could go a bit more in=depth with some more technical applications of the moves, but all in all its not bad. I'd give it a B+, and would probably recommend it to newer players interested in the character.
combo of b2/3 after j.i i still cant do, i need video proof if any1 can provide please or ima go crazy trying it
f2 can be canceled, of course. i just didnt think it be necessary to mention everything that can be canceled.
d1 after d2, NICE. not that i was wrong, i just didnt know that.
MB command grab, didnt know u can choose sides after. nice
the thing about bf2 for an AA, im not sure what u mean. please elaborate. Also, i pretty sure neutral ducking is lower hitbox than while in bf2 roll. Unless you mean its lower because hes moving? if no, im still confused.
bf3 invulnblty is true, i shouldve put that but mustve slipped by me. the armor thing, Im not sure about that i havnt dwelled that deep into that move. but if that is the case, i think that once youre that close, u wont need more than 1 armor unless its against another armored move.
Thanks about the setups, but i did point out thats what the f2 setup is for. forcing them to move backwards (via jump, dashing or teleport that moves backwards) or block and stay pressured.
about the xray combo, i never use it. just saying its there. i didnt know that it does the same damage, but ey style points xDD

Thanks for the input man! But yo, please hook it up with a video on how to combo b2/3 after J.I or point me in the direction of one please. I would really appreciate it bcuz i cant find a way to do it.
 

Doombawkz

Trust me, I'm a doctor
1) combo of b2/3 after j.i i still cant do, i need video proof if any1 can provide please or ima go crazy trying it
2) f2 can be canceled, of course. i just didnt think it be necessary to mention everything that can be canceled.
3) d1 after d2, NICE. not that i was wrong, i just didnt know that.
4) MB command grab, didnt know u can choose sides after. nice
5) the thing about bf2 for an AA, im not sure what u mean. please elaborate. Also, i pretty sure neutral ducking is lower hitbox than while in bf2 roll. Unless you mean its lower because hes moving? if no, im still confused.
6) bf3 invulnblty is true, i shouldve put that but mustve slipped by me. the armor thing, Im not sure about that i havnt dwelled that deep into that move. but if that is the case, i think that once youre that close, u wont need more than 1 armor unless its against another armored move.
7) Thanks about the setups, but i did point out thats what the f2 setup is for. forcing them to move backwards (via jump, dashing or teleport that moves backwards) or block and stay pressured.
8) about the xray combo, i never use it. just saying its there. i didnt know that it does the same damage, but ey style points xDD

Thanks for the input man! But yo, please hook it up with a video on how to combo b2/3 after J.I or point me in the direction of one please. I would really appreciate it bcuz i cant find a way to do it.
1) You need a video of j.i. into b.2/b.3?
This one has me doing j.i. to b.2, and b.3 works at the same timing. You have to commit to it before you land though, like as soon as the punch hits just input the b.2/b.3 and you'll land right into it.

2) Its pretty handy to know since we can get some decent stuff out on block by cancelling it. Its -7 which means a full combo punish by some characters, so being able to cancel it into something like MB Torryuken or, if you feel sausy, X-ray since it starts overhead. You'd be surprised how many people fall into it.

3) Theres lots of things that combo out of your d.2. To name a good one, you can go into your b.f.2 out of a d.2 and it'll land. At the right spacing, you can also combo it through with stuff like d.2 d.1xxMB Torryuken (d.b.2) into the rest. Just do what fits your style, but he does have a vortex off of landing the b.f.2 out of d.2 that I'm going to put out there soon.

4) Yep. Just hold forward or back and you can pick the side. Some characters like Jason can't.

5) Out of his roll as an anti-air, the delayed hit and the height of the opponent will sometimes let you combo a d.1 follow-up after. While neutral ducking is a smaller hitbox (its actually the same when he is mid-roll), if you catch your opponent on the back side of their jumping move by going under them and hitting on the other side or trading, you can avoid a combo while possibly securing a handy knockdown.

6) Its handy since it lets us basically get in on Kano knives and some other projectiles for a single bar if we MB it, and if we don't we can still just walk through some crazy stuff (like kunai/lazer sword pressure from Takeda). Yeah once we get there we don't really need more than one hit, but I've been knocked out by Goro's two hitting kick move right before I hit him so I can only assume the armor wears off.

7) You gotta be careful because MB wake-ups will blow them up, and the last thing you want as Torr is to let anyone have any chance to make any distance. Some characters you have one chance to get in on, and you may never get another.

8) I know, it was nice I was just saying


I hope the video showed you what I meant, but if not lemme know and I'll get you set up.
 

Matthew Rivera

DidUSayChocolate
1) You need a video of j.i. into b.2/b.3?
This one has me doing j.i. to b.2, and b.3 works at the same timing. You have to commit to it before you land though, like as soon as the punch hits just input the b.2/b.3 and you'll land right into it.

2) Its pretty handy to know since we can get some decent stuff out on block by cancelling it. Its -7 which means a full combo punish by some characters, so being able to cancel it into something like MB Torryuken or, if you feel sausy, X-ray since it starts overhead. You'd be surprised how many people fall into it.

3) Theres lots of things that combo out of your d.2. To name a good one, you can go into your b.f.2 out of a d.2 and it'll land. At the right spacing, you can also combo it through with stuff like d.2 d.1xxMB Torryuken (d.b.2) into the rest. Just do what fits your style, but he does have a vortex off of landing the b.f.2 out of d.2 that I'm going to put out there soon.

4) Yep. Just hold forward or back and you can pick the side. Some characters like Jason can't.

5) Out of his roll as an anti-air, the delayed hit and the height of the opponent will sometimes let you combo a d.1 follow-up after. While neutral ducking is a smaller hitbox (its actually the same when he is mid-roll), if you catch your opponent on the back side of their jumping move by going under them and hitting on the other side or trading, you can avoid a combo while possibly securing a handy knockdown.

6) Its handy since it lets us basically get in on Kano knives and some other projectiles for a single bar if we MB it, and if we don't we can still just walk through some crazy stuff (like kunai/lazer sword pressure from Takeda). Yeah once we get there we don't really need more than one hit, but I've been knocked out by Goro's two hitting kick move right before I hit him so I can only assume the armor wears off.

7) You gotta be careful because MB wake-ups will blow them up, and the last thing you want as Torr is to let anyone have any chance to make any distance. Some characters you have one chance to get in on, and you may never get another.

8) I know, it was nice I was just saying


I hope the video showed you what I meant, but if not lemme know and I'll get you set up.
ahhhh, omg im so excited learning this new stuff. saw the animation of your punch and was like "wtf?" today i learned there is a difference between JI1 and JI2 xDDD
Thanks for all the tips! I will apply the corrections on the video description. cool if I address you as source/credit?
 

Doombawkz

Trust me, I'm a doctor
ahhhh, omg im so excited learning this new stuff. saw the animation of your punch and was like "wtf?" today i learned there is a difference between JI1 and JI2 xDDD
Thanks for all the tips! I will apply the corrections on the video description. cool if I address you as source/credit?
If you want, sure.
 

Audit

Falls down too much
Thanks for stopping by man! Also, F3 Ive tried using to follow up after the 1,1,1 but I think B2 chain is more better to combo off of than the mid F3. Other than that and getting the extra hit in a combo, I wasnt really able to find somewhere else to apply it. D1 is godlike. Im not familiar with what tick throw means, I will look into that. Thanks for the tips!
I mentioned it in another thread, that F2, F3, rc, B121xxbf2 leaves them in in an ideal oki situation, but isn't the easiest thing to pull off regularly. A cmd grab right after will beat everything except backdash and some armored wakeups. This does beat Kung Lao's 5 frame spin. It basically forces them to use meter when you want them to use it, or they start backdashing and you charge or roll their backdash instead of the command grab.

As far as the tick throw, it's just the command grab connecting right after a blocked D1. It takes a little practice, but once you have it down people panic when they're in cmd grab range. I think Lackey's tick throw is the strongest out of all three.
 

Doombawkz

Trust me, I'm a doctor
I mentioned it in another thread, that F2, F3, rc, B121xxbf2 leaves them in in an ideal oki situation, but isn't the easiest thing to pull off regularly. A cmd grab right after will beat everything except backdash and some armored wakeups. This does beat Kung Lao's 5 frame spin. It basically forces them to use meter when you want them to use it, or they start backdashing and you charge or roll their backdash instead of the command grab.
What about tech rolls?
 

Audit

Falls down too much
What about tech rolls?
They can tech roll away from the grab but not the roll or charge Delayed wakeup blows it up as well., It's definitely not a perfect setup LOL, but it's much much better than ender than anything else I've found. I plan on labbing this more tonight, because I'm curious to see if there's a tech roll wakeup option that beats it.

Frankly the tech roll is something I forget to use, and need to add it back into to my game.
 

Doombawkz

Trust me, I'm a doctor
They can tech roll away from the grab but not the roll or charge Delayed wakeup blows it up as well., It's definitely not a perfect setup LOL, but it's much much better than ender than anything else I've found. I plan on labbing this more tonight, because I'm curious to see if there's a tech roll wakeup option that beats it.

Frankly the tech roll is something I forget to use, and need to add it back into to my game.
Doing roll on a tech roll is full punishable if it doesn't connect. Charge is full punishable on block iirc.
Instead of doing meaty specials, try doing a run after them into your normals. f.2 and b.2 have obscene range.
 

Alucard

The worst good player ever.
I really didn't feel like making a thread or anything for this, but does his bf3 brutality kill by chip damage?
 

Doombawkz

Trust me, I'm a doctor
I really didn't feel like making a thread or anything for this, but does his bf3 brutality kill by chip damage?
It does not, however his "steam roller" brutality does so long as the first hit of it does the chip damage.
 
This makes me so happy as a ferra/torr main to see the things I know other people do, so I all ways let the MKX community talk bad and luagh at us ferra/torr's cause once we start our crazy scary mixups on them their the ones looking dumb and leaving lobbys in salt . keep it up PSN players!! but sadly im on X1

If any want to do some ferra/torr sets add my GT: PrinceOfPwnza
Why you look like we!?
 

_CHINOCUDEIRO_

Machakabotones
Hm...
No one tagged me. LEt me see...

You can combo into b.2 after an j.i. starter. The timing is strict but I assume you it is possible.
Thats because Torr has two different JiP moves:
-Ji1 has huuge range but hits higher so its more difficult to connect the F2 or B2 afterwards
-Ji2 hits lower so its pretty easy to have it in the combo, but you have to jump closer