Street Fighter 6/Luke/Combos: Difference between revisions

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[https://youtu.be/tsQHD8WVvx4 Bread and Butter Combo Guide] (This is a video on Luke from the demo version, who is identical to the launch version. Every combo is therefore applicable.)
[https://youtu.be/tsQHD8WVvx4 Bread and Butter Combo Guide] (This is a video on Luke from the demo version, who is identical to the launch version. Every combo is therefore applicable.)
== Combo Theory ==
Luke's highest damage combos come from cancelling {{clr|HP|2HP}} into Perfect {{clr|MP|214MP}} (midscreen) or {{clr|LP|214LP}} (corner). You land {{clr|HP|2HP}} after jump-ins, Drive Rush enhanced normals, PC Drive Impact, and various other CH or PC scenarios.
Midscreen, after landing {{clr|HP|2HP}} > pf.{{clr|MP|214MP}}, you have a lot of options to continue the juggle. Which one to use depends on your resources, and if you want to prioritise damage or oki.
=== Midscreen Perfect Medium Knuckle Juggles ===
{{TheoryBox
| Title      = Run Tackle Ender
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ... {{clr|HP|2HP}} > pf.{{clr|MP|214MP}}, 236K~P
| content    = Best meterless ender for oki that leaves you point-blank +13~15 after forward dashing with a cornered opponent when slightly past the middle of the stage. This also sets up a last active frame meaty {{clr|H|4HK}} that links into {{clr|HP|2HP}} on hit and leaves you spaced at -2 on block.
}}
{{TheoryBox
| Title      = Light Perfect Knuckle into Heavy Knuckle
| Oneliner  =
| Difficulty = {{clr|4|Hard}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ... {{clr|HP|2HP}} > pf.{{clr|MP|214MP}}, pf.{{clr|LP|214LP}}, {{clr|HP|214HP}}
| content    = Best meterless ender for damage but has bad oki unless already close to the corner. This is your go-to route if you want to cash out on Level 3 without spending Drive Gauge.
If you don't get a Perfect Light Knuckle, link into uncharged {{clr|MP|214MP}} instead, which still juggles into Level 3.
}}
{{TheoryBox
| Title      = Drive Rush 5HP into Charged Heavy Knuckle
| Oneliner  =
| Difficulty = {{clr|3|Medium}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ... {{clr|HP|2HP}} > pf.{{clr|MP|214MP}} > {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|HP|214[HP]}}
| content    = Sets up a safejump for one Drive Bar. After landing {{clr|HP|214[HP]}}, whiff {{clr|MP|2MP}} then forward jump > {{clr|HK|j.HK}}
}}
==Corner Light Knuckle Juggles==
== Day 1 Combos ==
== Day 1 Combos ==
{{TheoryBox
{{TheoryBox

Revision as of 13:22, 23 June 2023


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)

Bread and Butter Combo Guide (This is a video on Luke from the demo version, who is identical to the launch version. Every combo is therefore applicable.)

Combo Theory

Luke's highest damage combos come from cancelling 2HP into Perfect 214MP (midscreen) or 214LP (corner). You land 2HP after jump-ins, Drive Rush enhanced normals, PC Drive Impact, and various other CH or PC scenarios.

Midscreen, after landing 2HP > pf.214MP, you have a lot of options to continue the juggle. Which one to use depends on your resources, and if you want to prioritise damage or oki.

Midscreen Perfect Medium Knuckle Juggles

Run Tackle Ender
Easy


... 2HP > pf.214MP, 236K~P

Best meterless ender for oki that leaves you point-blank +13~15 after forward dashing with a cornered opponent when slightly past the middle of the stage. This also sets up a last active frame meaty 4HK that links into 2HP on hit and leaves you spaced at -2 on block.

Light Perfect Knuckle into Heavy Knuckle
Hard


... 2HP > pf.214MP, pf.214LP, 214HP

Best meterless ender for damage but has bad oki unless already close to the corner. This is your go-to route if you want to cash out on Level 3 without spending Drive Gauge.

If you don't get a Perfect Light Knuckle, link into uncharged 214MP instead, which still juggles into Level 3.

Drive Rush 5HP into Charged Heavy Knuckle
Medium


... 2HP > pf.214MP > MPMK~66~5HP > 214[HP]

Sets up a safejump for one Drive Bar. After landing 214[HP], whiff 2MP then forward jump > j.HK

Corner Light Knuckle Juggles

Day 1 Combos

Basic Medium Link
Easy


2MP, 5LK > 214LP

Basic pressure string into a knockdown. This is an important link to learn for Luke as 2MP is his main pressure tool, being plus on block.

Basic Pressure String
Easy


2LK > 2LP > 2LP > 214PP, 214MP

Three-hit string into a knockdown. Luke is spaced too far out for 214LP to connect. On block, Luke can cancel into 236LP to remain safe.

Basic Triple Impact Optimization
Very Easy


5LP~MP~HP > 214HP

Basic damage conversion from Triple Impact. Luke can cancel into 236LP on block to stay safe or attempt a pressure reset with 214[HP].

Links and Starters

Normal Hit

Basic Medium Link
Easy


2MP, 5LK

This doubles as a pressure string but will trade with 4f buttons.

3-hit Light Confirm
Very Easy


2LK > 2LP > 5LK

Doubles as a pressure string. Any counterhit (besides 2LK) can link into 5LP for a knockdown combo (described below). This will inherently beat wake-up Drive Impact due to being three hits, and all three lights are cancelable to counter DI. It will lose to other reversal options like Parry or DPs.

Triple ImpactMore details in the "enders" section.
Very Easy


5LP~MP~HP

This target combo is amazing. It gives Luke good damage and a knockdown out of a big 7f normal while also being safe with a special cancel. The juggle options are generally pretty open after this move, but things like 623HP will actually lose damage due to being an air connect.

Counter Hit

High Damage Counterhit Confirm
Medium


CH 2MP, 2HP

Only connects from close range, meaning it won't combo after landing CH 2MP after a Throw.

Confirms into Triple Impact
Easy


CH 2MP, 5LP~MP~HP

Alternate counterhit confirm into Triple Impact

Punish Counter

Reversal Punish
Easy


PC 4HP, 2HP

Luke gets access to his highest damage juggles anytime he can link into 2HP as it combos into Charged LP/Perfect MP Flash Knuckle without resources.

Drive Rush Extensions

Drive Rush Cancels into 2HP
Hard


...5LP/2LP/5LK > 66 > 2LP, 2HP...

...2MP/2MK > 66 > 2MP, 2HP...

...5HP/2HP/4HP > 66 > 4HK, 2HP...

Any of Luke's cancellable normals can be cancelled into Drive Rush into a normal and then linked into 2HP.

Picking an Ender

Flash Knuckle
Easy


214LP (close)/214PP (far)

214LP is Luke's longest range knockdown ender, but there are ranges where it won't combo from things like far 5LK. This requires Luke to spend Drive on OD Flash Knuckle which in turn gives him access to more damage.

Juggle Enders
Easy, Medium


623HP (midscreen)
236LP, 623LP (corner)

These will combo out of any of Luke's non-wallbounce launchers.

Triple Impact
Very Easy


... > 214HP
... > 214MP

Luke's highest damage ender if he wants to stay close after Triple Impact, as Rising Rocket gets its later, lower damage hit. MP Flash is better for MUs where Luke wants to hold space, as it pushes opponents out farther. This comes at the cost of damage.

Juggle Extenders

Flash Knuckle (launch)214{LP}, 214[LP], and 214PP.
Easy


2HP > 214{LP} > ...
2HP > 214[LP] > ...
5LK > 214PP > ...

All of these Flash Knuckles launch the same way. The main difference is their speed, with 214PP being the fastest and 214[LP] being the slowest (with 214{LP} being between the two). 2HP is Luke's only normal that combos into Charged LP Flash Knuckle naturally and as such linking into it whenever possible is Luke's best damage route. 2HP isn't his only route, as some normals will also combo into it on counterhit or punish counter.

Charge MP Knuckle (wallbounce)Midscreen only extensions using 214{MP} or 214[MP].
Medium


2HP > 214{MP} > ...
... > MPMK~66 2HP > 214[MP] > ...

MP Flash Knuckle is primarily relegated to midscreen combos. The wallbounce is big enough to take opponents out of the corner. MP Flash will not wallbounce more than once in a combo. The Parry Drive Rush extension is best used after a Knuckle launch as it is extremely resource efficient damage.

Very difficult to work into combos.

OD Sandblast


236PP (~PP)



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