Lucky Coward, also known as Haruta, is one of those characters that feels chaotic at first… and then suddenly feels broken once you understand how he works.
He’s tricky, disruptive, and built around pressure, weapon control, and survival mechanics that can completely flip fights if played correctly.
Let’s break down everything properly — moves, combos, passive mechanics, and how to actually win with him.
Lucky Coward Basic Attacks (M1s)
His M1 string is fast and sharp. You’ll mostly use this after landing stuns or knockdowns.
The key thing to remember is that Lucky Coward excels at chaining abilities into M1 pressure rather than raw brawling.
Don’t rely only on basic attacks — use them to extend combos.
Move 1 – Ambush
Ambush is a forward slash attack.
If you jump before activating it, the move lunges farther forward.
This makes it extremely useful for closing distance or catching someone who thinks they’re safe.
Best use: Engage tool or combo starter.
Jump → Ambush → M1 chain is a solid opener.
Move 2 – Backstab
Backstab is a quick jab.
If you hit the enemy from behind, they get stunned longer.
That extended stun window is where Lucky Coward becomes dangerous.
You can combo directly into:
Backstab → M1s → Trip
Positioning matters here. If you just face them head-on, you lose the bonus stun.
Move 3 – Trip
Trip knocks the enemy down.
If they’re already ragdolled, they get launched farther.
This is perfect for spacing control or resetting a fight.
You can use Trip after Backstab for a guaranteed knockdown setup.
It’s also useful defensively to stop aggressive players.
Move 4 – Cheap Shot (Weapon Throw)
Cheap Shot throws your weapon.
Once hit, the target becomes marked.
Your weapon will automatically try to move behind the marked target whenever possible.
Important limitations:
You cannot M1 while your weapon is thrown.
It always targets the last player hit.
This ability changes your playstyle. You go from melee-focused to zoning and setup-based.
Use this to apply pressure before going in again.
Secondary Moves (Weapon Down Mode)
When your weapon is down, your kit changes.
This is where many players get confused.
Ankle Breaker
This knocks the enemy down and deals light damage.
It’s fast and good for interrupting enemies.
High Time
An uppercut.
It pops the enemy upward, allowing follow-up pressure or repositioning.
Weapon Return
This ability brings your weapon back to you.
Never forget this — being stuck without your weapon for too long limits your options.
Special (R Ability)
This ability lets you manually control who your weapon targets.
You can:
Mark an enemy.
Force the weapon to chase them.
Slam them down.
Pick them back up.
It only works when the weapon is already down.
After it hits, the enemy cannot use abilities for a short duration.
From their perspective, they can’t attack until the red visual effect fades.
This is extremely strong in team fights.
Multiple effects can stack on the same player.
Passive – Triangle System (Lucky Mechanic)
This is what makes Lucky Coward unique.
When your weapon is down, pressing F makes your character laugh.
Each laugh gives you one triangle.
You can stack up to six triangles.
Every three triangles gives you an extra chance at survival.
Basically, it grants a small additional health buffer.
This means Lucky Coward is harder to finish off than most characters.
You can intentionally farm triangles before engaging in risky fights.
Important Detail – The Weapon Cannot Die
Even if you get overwhelmed, your weapon remains active.
This keeps pressure on enemies and creates chaos during fights.
Smart players use weapon positioning to control space rather than just chasing damage.
Basic Combo Example
Here’s a simple but effective combo:
Jump → Ambush → Backstab (from behind) → M1 string → Trip → Cheap Shot
If weapon is down:
Ankle Breaker → High Time → R Special → Weapon Return
This sequence gives knockdowns, stuns, and weapon pressure all in one flow.