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| {{Character Subnav SF6 | chara=Luke }} | | {{Character Subnav SF6 | chara=Luke }} |
| ==Combo Notation Guide== | | |
| {|class="wikitable sortable"
| | == Combo Notation Guide == |
| ! Notation !! Meaning
| | Click "Expand" for information about combo notation in SF6: |
| |-
| | |
| | '''>''' || Cancel the previous move to the following move.
| | {{ComboKey-SF6}} |
| |- | | Luke's Charged Flash Knuckles have a regular and a Perfect version. The regular versions will be notated as {{clr|L|214[LP]}}, {{clr|M|214[MP]}}, {{clr|H|214[HP]}}, and Perfect versions as {{clr|L|pf.214LP}}, {{clr|M|pf.214MP}}, {{clr|H|pf.214HP}}. |
| | ''',''' || Link the previous move to the following move. | |
| |-
| |
| | '''~''' || Cancel the previous special to the following special.
| |
| |-
| |
| | '''(X)''' || A move in brackets must whiff (not hit).<br />If an attack is accompanied by a number in brackets, only allow that many hits to connect.
| |
| |-
| |
| | '''jX''' || Jumping action.
| |
| |-
| |
| | '''dl.X''' || Briefly delay the action.
| |
| |-
| |
| | '''AA''' || Anti-air. Hit the opponent while they're mid-air. | |
| |-
| |
| | '''[X]''' || Hold input briefly.
| |
| |-
| |
| | '''P & K''' || P and K each denote "Any Punch (LP, MP, or HP)" and "Any Kick (LK, MK, or HK)" respectively.
| |
| |- | |
| | '''X/Y''' || Do either X move or Y move in a combo. | |
| |-
| |
| | '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
| |
| |-
| |
| |}
| |
|
| |
|
| == Day 1 Combos == | | == Day 1 Combos == |
| | {{SF6-ComboTable |
| | | Header = Day 1 Combos |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|MP|2MP}}, {{clr|LP|2LP}} > {{clr|LP|214LP}} |
| | | Position = Anywhere |
| | | Damage = 1460 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Basic pressure string into a knockdown. This is an important link to learn for Luke as {{clr|MP|{{clr|MP|2MP}}}} is his main pressure tool, being plus on block. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|LK|2LK}} > {{clr|LP|2LP}} > {{clr|LP|2LP}} > {{clr|LP|214LP}} |
| | | Position = Anywhere |
| | | Damage = 1200 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Three-hit string into a knockdown. On block, Luke can cancel into {{clr|LP|236LP}} to remain safe. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} |
| | | Position = Anywhere |
| | | Damage = 1780 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Basic damage conversion from Triple Impact. Luke can cancel into 236PP on block to stay safe from Drive Impact or attempt a pressure reset with {{clr|HP|214[HP]}}. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}}~{{clr|MP|MP}}~{{clr|MP|MP}} |
| | | Position = Anywhere |
| | | Damage = 1490 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Very Easy |
| | | Notes = {{clr|MP|5MP}} is a great whiff punish tool. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} |
| | | Position = Anywhere |
| | | Damage = 2100 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = {{clr|HP|6HP}} can be hit-confirmed on reaction to the second hit of the target combo. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|LK|5LK}} > {{clr|LP|236LP}} <br> |
| | {{clr|MP|2MP}}/{{clr|MP|2MK}} > {{clr|MP|236MP}} <br> |
| | {{clr|HP|5HP}} > {{clr|HP|236HP}} |
| | | Position = Anywhere |
| | | Damage = 840<br>1200/980<br>1400 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Very Easy |
| | | Notes = Harass your opponent by canceling your pokes into Sand Blast. {{clr|LK|5LK}} > {{clr|LP|236LP}} is not safe to Drive Impact, while Medium and Heavy normals are. Prepare to DI back at them in case they do. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|HK|j.HK}} > {{clr|HP|2HP}} > {{clr|LP|214[LP]}}, {{clr|MP|214MP}} |
| | | Position = Anywhere |
| | | Damage = 2760 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = Basic jump-in combo that deals pretty good damage. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|HK|j.HK}} > {{clr|HP|2HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, {{clr|MP|623MP}} |
| | | Position = Corner |
| | | Damage = 3080 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = Corner version. Mash 2323 and MP to not accidentally get Level 1 Super. |
| | | Video = |
| | |}} |
| | }} |
| | |
| | == Links and Starters == |
| | Cancel your {{clr|L|Light}} and {{clr|M|Medium}} normals into [[Street_Fighter_6/Luke/Combos#Midscreen_Light/OD Flash Knuckle|Light/OD Knuckle]], or [[Street_Fighter_6/Luke/Combos#Drive_Rush_Extensions|into a Drive Rush]]. |
| | |
| | Cancel {{clr|H|2HP}} into [[Street_Fighter_6/Luke/Combos#Medium_Flash_Knuckle|Medium Perfect Knuckle midscreen]] or [[Street_Fighter_6/Luke/Combos#Midscreen_Light/OD Flash Knuckle|Light Perfect/Charged Knuckle anywhere]]. |
| | |
| | For a full breakdown on what do after a Knuckle launch, [[Street_Fighter_6/Luke/Combos# Perfect_Knuckle_Breakdown|visit here]] |
| | |
| | === Normal Hit === |
| | {{SF6-ComboTable |
| | | Header = Normals |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|MP|{{clr|MP|2MP}}}}, {{clr|LK|5LK}}/{{clr|LK|2LP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = This doubles as a pressure string but will trade with 4f buttons when using {{clr|LK|5LK}}. Another {{clr|L|2LP}} can be used if {{clr|M|2MP}} hits point blank. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|LK|2LK}} > {{clr|LP|2LP}} > {{clr|LP|2LP}}... <br> |
| | {{clr|LK|2LP}} > {{clr|LP|2LK}} > {{clr|LP|2LP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Very Easy |
| | | Notes = Doubles as a pressure string. 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. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = spaced {{clr|HK|5HK}} > {{clr|LP|2LP}}... <br> |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = While {{clr|HK|5HK}} is usually only +2 on hit, it can be spaced to be up to +7. {{clr|LP|2LP}} always connects after a spaced hit. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = j.X > {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Even {{clr|LP|j.LP}} and {{clr|LK|j.LK}} can connect to {{clr|HP|2HP}} on a deep enough hit. |
| | | Video = |
| | |}} |
| | }} |
| | |
| | {{SF6-ComboTable |
| | | Header = Target Combos |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}}/({{clr|10|214PP}}, {{clr|HP|214HP}}) |
| | | Position = Anywhere |
| | | Damage = 1780/2160 |
| | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = 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. Extending with {{clr|10|214PP}} increases damage and corner carry, and allows an alternative ender with dl.{{clr|10|SA1}}. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} |
| | | Position = Corner |
| | | Damage = 1990 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = Corner variant. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}}~{{clr|MP|MP}}~{{clr|MP|MP}} |
| | | Position = Anywhere |
| | | Damage = 1490 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Very Easy |
| | | Notes = {{clr|MP|5MP}} is a great whiff punish tool. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}} > Level 1/2/3 |
| | | Position = Anywhere |
| | | Damage = 2500/3140/4100 |
| | | Drive = 0 |
| | | Super = 1/2/3 |
| | | Difficulty = Medium |
| | | Notes = The second hit can be confirmed into any of his Supers for good damage. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}}/({{clr|10|214PP}}, {{clr|HP|214HP}}) |
| | | Position = Anywhere |
| | | Damage = 2100/2560 |
| | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = {{clr|HP|6HP}} can be hit-confirmed on reaction into the follow-up. Extending with {{clr|10|214PP}} increases damage and corner carry, and allows an alternative ender with dl.{{clr|10|SA1}}. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} |
| | | Position = Corner |
| | | Damage = 2360 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = Corner variant. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|HP|5HP}}/{{clr|H|2HP}} > {{clr|L|214[LP]}}, {{clr|M|214MP}} |
| | | Position = Anywhere |
| | | Damage = 2190 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Beginner BNB off of HP normals |
| | | Video = |
| | |}} |
| | }} |
| | |
| | === Counter-Hit === |
| | {{SF6-ComboTable |
| | | Header = Counter-Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|LP|5LP}}, {{clr|LP|2LP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|LK|5LK}}, {{clr|LP|2LP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|LP|2LP}}, {{clr|MP|2MP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = {{clr|LP|2LP}} into {{clr|MP|2MP}} is a great CH confirm, as it connects at almost any {{clr|LP|2LP}} range except at the very tip. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|MP|2MP}}, {{clr|MP|2MP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = For metered follow-ups, the second {{clr|MP|2MP}} is best used to cancel into {{clr|10|214PP}} in the corner, or {{clr|10|214PP}}~{{clr|10|P}} for good damage and a hard knockdown anywhere. Alternatively, a DRC can be used for damage and corner carry when using Modern Controls. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|MP|2MP}}, {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = CH confirm if you're outside of {{clr|HP|2HP}} range. If {{clr|MP|2MP}} lands near its max range, the opponent will be able to recover and block the {{clr|LP|5LP}}, or it will whiff. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|MP|2MP}}, {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = {{clr|HP|2HP}} will whiff if not basically point-blank. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|MP|6MP}}, {{clr|LP|2LP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Luke's overhead gives him a link to {{clr|LP|2LP}} on CH. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|HP|4HP}}, {{clr|LP|2LP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = While this usually lands as a Punish Counter, it is useful to know that {{clr|HP|4HP}} can link into {{clr|LP|2LP}} on CH as well. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|HP|4HK}}, {{clr|MP|2MP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Another move that is usually a Punish Counter, but good to know nonetheless. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|HP|236HP}}, {{clr|LP|2LP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = Heavy Sand Blast usually catches people mashing after a blocked {{clr|HP|5HP}}. |
| | | Video = |
| | |}} |
| | }} |
| | |
| | === Punish Counter === |
| | {{SF6-ComboTable |
| | | Header = Punish Counter |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|L|5LK}}/{{clr|L|2LP}}, {{clr|L|5LP}}~{{clr|M|MP}}~{{clr|H|HP}}/{{clr|H|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Niche Light PC follow-ups. Can whiff depending on spacing. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|M|2MP}}, {{clr|M|5MP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Useful hitconfirm if you're in burnout and outside {{clr|H|2HP}} range; it is almost guaranteed unless {{clr|M|2MP}} hits at the very tip, and has good damage potential because of the super cancel from {{clr|M|5MP}}~{{clr|M|MP}}, but {{clr|L|5LP}} TC is preferred for routing into {{clr|10|SA3}}. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|M|5MP}}, {{clr|M|2MP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Useful link that allows 5MP to convert into more damage and corner carry with resources. If 5MP lands at the very tip or on an extended hurtbox, 2MP will whiff, in which case it's better to complete the target combo for the guaranteed damage. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|HP|4HP}}, {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Great shimmy punish. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|HP|6HP}}, {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = 6HP can be used for big punishes from longer ranges. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|HP|5HP}} > {{clr|MP|214[MP]}}/{{clr|MP|pf.214MP}}... |
| | | Position = Midscreen |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = PC {{clr|HP|5HP}} upgrades the follow-up to full midscreen combos with {{clr|MP|214[MP]}}. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|HP|4HK}}, {{clr|HP|6HP}}~{{clr|HP|6HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Meterless follow-up on PC {{clr|HP|4HK}}. Not recommended, as it's always better to use 4HP or 214MP for more meterless damage on a punish. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|HP|4HK}}, {{clr|4|PDR}} {{clr|MP|2MP}}, {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 1 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = Amazing Drive Rush extension for only a 1 bar. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|MP|214MP}}, {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = Highest damaging meterless Punish Counter combo starter. Most optimal DP punish if you can't land DR {{clr|HK|4HK}} and don't want to meter dump. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|H|236HP}}, {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = If 236HP is used to call out a reversal Level 1, you can get a full combo. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|4|PDR}} {{clr|HP|4HK}}, {{clr|HP|5HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 1 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = Easy PC starter for meter dump combos. |
| | | Video = |
| | |}} |
| | }} |
| | |
| | === Drive Impact === |
| | {{SF6-ComboTable |
| | | Header = Drive Impact |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|HP|HPHK}}, {{clr|HP|5HP}}/{{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Punish Counter Drive Impact links into {{clr|H|HP}} buttons to start your BNB. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|HP|HPHK}} CRUSH, {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}}... |
| | | Position = Corner |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = {{clr|HP|2HP}} drops due to them already being launched, so use {{clr|HP|5HP}} instead. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|HP|HPHK}} STUN, j9 > {{clr|HP|j.HK}} > {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}}... |
| | | Position = Corner |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = If your jump-in hits late enough {{clr|H|5HP}} can be used for slightly more damage. An alternative route for mental damage is to Taunt > {{clr|HP|2HP}} instead. |
| | | Video = |
| | |}} |
| | }} |
| | |
| | === Drive Rush Extensions === |
| | |
| | {{SF6-ComboTable |
| | | Header = Drive Impact |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = ...{{clr|LP|5LP}}/{{clr|LP|2LP}}/{{clr|LK|5LK}} > 66 > {{clr|LP|2LP}}, {{clr|HP|2HP}}... <br> |
| | ...{{clr|MP|2MP}}/{{clr|MK|2MK}} > 66 > {{clr|MP|2MP}}, {{clr|HP|2HP}}...<br> |
| | ...CH {{clr|M|2MP}}/PC {{clr|M|2MK}}/{{clr|HP|5HP}}/{{clr|HP|2HP}}/{{clr|HP|4HP}} > 66 > {{clr|HK|4HK}}, {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 3 |
| | | Super = 0 |
| | | Difficulty = Hard |
| | | Notes = Any of Luke's cancelable normals can be canceled into Drive Rush into a normal and then linked into {{clr|HP|2HP}}. |
| | | Video = |
| | |}} |
| | }} |
| | |
| | == Combo Theory == |
| | |
| | === Perfect Knuckle Breakdown === |
| | Every non-OD version of Flash Knuckle (214P) can be charged by holding down the respective P button. When charging and releasing a P button within a specific 3 frame window (frames 18~20 for all versions), Luke will yell out "PERFECT" and Flash Knuckle will gain an enhanced property depending on the version used: |
| | *{{clr|LP|pf.214LP}} has +100 Damage and 3 less Recovery |
| | *{{clr|MP|pf.214MP}} has +100 Damage and 1 less Startup, allowing it to combo from {{clr|HP|2HP}} |
| | *{{clr|HP|pf.214HP}} has +300 Damage |
| | |
| | Perfect Light and Medium Knuckles are required for Luke's highest damage combos. Practicing them is recommended but not required, as charged {{clr|LP|214LP}} and 214PP provide good juggles while not needing to hit a fairly tight window. Still, if you want to learn how to Perfect Knuckle, look for the bright flash and sound cue each Knuckle makes during their Startup to know when to release the P button. |
| | |
| | For {{clr|LP|pf.214LP}} and {{clr|HP|pf.214HP}}, it is better to ''slightly overcharge'' them, as {{clr|LP|214[LP]}} will still allow a slightly worse follow-up juggle, while {{clr|HP|214[HP]}} only affects damage. |
| | |
| | For {{clr|MP|pf.214MP}}, it is better to ''slightly undercharge'' it, since {{clr|MP|214[MP]}} cannot combo from any of Luke's normals and will end up being blocked and leave him at -3, while {{clr|MP|214MP}} will leave him at +3 slightly outside Throw range. |
| | |
| | === 2HP is Your Best Friend === |
| | Luke's highest damage combos come from canceling {{clr|HP|2HP}} into Perfect {{clr|MP|214MP}} (midscreen) or {{clr|LP|214LP}} (corner). You can 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. |
| | |
| | === Medium Flash Knuckle === |
| | ==== Meterless ==== |
| | <tabber> Tackle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Medium Link | | | Title = Tackle Ender |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|3|Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.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. |
| | }} |
| | |-| Light Knuckle > Heavy Knuckle = |
| | {{TheoryBox |
| | | Title = Light Knuckle into Heavy Knuckle |
| | | Oneliner = |
| | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 2MP, 5LK > 214LP | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|LP|pf.214LP}}, {{clr|HP|214HP}} <br> |
| | content = 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. | | ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|LP|214[LP]}}, {{clr|MP|214MP}} |
| | | content = Best meterless ender for damage but has bad oki unless already close to the corner. |
| | |
| | If you don't get a Perfect Light Knuckle, link into uncharged {{clr|MP|214MP}} instead. |
| }} | | }} |
| | </tabber> |
|
| |
|
| | === Drive Rush {{clr|H|5HP}} === |
| | <tabber> Light Perfect Knuckle > Tackle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Medium Link | | | Title = Drive Rush 5HP > Light Knuckle > Tackle Ender |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, 236K~P |
| | | content = 1 Drive Bar variant of the meterless combo which has extreme corner carry (3/4 of the screen) and gives oki midscreen. Use when far from the corner. Perfect Light is required for Tackle to hit. |
| | }} |
| | |-| Light Knuckle > Heavy Knuckle = |
| | {{TheoryBox |
| | | Title = Drive Rush 5HP > Light Knuckle > Heavy Knuckle |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 2LK > 2LP > 2LP > 214PP, 214MP | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}}, {{clr|HP|214HP}} |
| | content = 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. | | | content = 1 Drive Bar variant of the meterless combo which has significantly more corner carry and slightly more damage. Use when starting from the middle of the stage or closer for good oki and a cornered opponent. You don't have to hit a Perfect Light to combo into Heavy but you will have 4 frames less advantage. |
| }} | | }} |
|
| |
|
| | |-| Charged Heavy Knuckle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Medium Link | | | Title = Drive Rush 5HP > Charged Heavy Knuckle |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 5LP~MP~HP > 214HP | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}} > {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|HP|pf.214HP}}/{{clr|HP|214[HP]}} |
| | content = Basic damage conversion from Triple Impact. Luke can cancel into 236LP on block to stay safe or attempt a pressure reset with 214[HP]. | | | content = Sets up a safe jump for one Drive Bar. After landing a perfect or charged {{clr|HP|214HP}}, whiff {{clr|MP|2MP}} then forward jump > {{clr|HK|j.HK}}. For good oki midscreen, you will have to forward dash then slightly delay forward jump to land meaty {{clr|HK|j.HK}}. |
| }} | | }} |
| | </tabber> |
|
| |
|
| == Links and Starters == | | ==== Metered ==== |
| === Normal Hit === | | <tabber> DDT (3 Drive) = |
| | {{TheoryBox |
| | | Title = Light/Heavy Knuckle into delayed DDT (3 Drive) |
| | | Oneliner = |
| | | Difficulty = {{clr|4|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... 2HP/PC 5HP > pf.214MP, dl.214PP~P<br>OR<br>... 2HP/5HP > pf.214LP, dl.214PP~P |
| | | content = Juggling Light or Medium Knuckle into DDT does fantastic damage, and also gives a hard knockdown anywhere on screen. Delaying 214PP is necessary in order for the opponent to fall low enough so that 214PP~P can trigger, as if the opponent is too high the second hit of 214PP will come out and end the combo prematurely, dealing significantly less damage. |
| | }} |
| | |-|Level 1 = |
| | {{TheoryBox |
| | | Title = Level 1 Combo (Driveless) |
| | | Oneliner = |
| | | Difficulty = {{clr|4|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}} > dl.236236P |
| | | content = Only worth going for if it kills, as this ender gives bad oki even when fairly close to the corner. You have to slightly delay 236236P for the first hit, otherwise the first hit of Level 1 whiffs. |
| | }} |
| | |-| Level 1 (1 Drive) = |
| | {{TheoryBox |
| | | Title = Level 1 Combo (1 Drive Bar) |
| | | Oneliner = |
| | | Difficulty = {{clr|4|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}} > dl.236236P |
| | | content = 1 Drive Bar variant for slightly more damage. Not delaying here is even worse, causing you miss the first 2 hits. |
| | }} |
| | |-| Level 2 (0 Drive) = |
| | {{TheoryBox |
| | | Title = Level 2 Combo (0 Drive Bar) |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}}/{{clr|5|Very Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, ''dash'', {{clr|10|214214P}}. |
| | | content = Very useful {{clr|10|SA2}} confirm for burnout situations, as the long animation for SA2 lets Luke refill nearly half the gauge. While using Modern Controls, this is a relatively simple confirm, just dash into shortcut {{clr|10|SA2}}, but is significantly harder with Classic Controls. |
| | }} |
| | |-| Level 2 (1 Drive) = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Medium Link | | | Title = Level 2 Combo (1 Drive Bar) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 2MP, 5LK | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > 214214P |
| | content = This doubles as a pressure string but will trade with 4f buttons. | | | content = Recommended to go for if you're under 2 Drive Bars and really don't want to Burn Out, otherwise the 2 Drive Bar version is better. |
| }} | | }} |
| | | |-| Level 2 (2 Drive) = |
| {{TheoryBox | | {{TheoryBox |
| | Title = 3-hit Light Confirm | | | Title = Level 2 Combo (2 Drive Bars) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 2LK > 2LP > 5LK | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, 236KK~P > 214214P |
| | content = 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. | | | content = OD Tackle deals great damage, making this route pretty resource efficient. |
| }} | | }} |
| | | |-| Level 2 (3 Drive) = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Triple Impact | | | Title = Level 2 Combo (3 Drive Bars) |
| | Oneliner = More details in the "enders" section. | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 5LP~MP~HP | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}}, 236KK~P > 214214P |
| | content = This target combo is amazing. It gives Luke good damage and a knockdown out of a big 6f 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. | | | content = A fusion of the two routes above. Due to Drive Rush's scaling, it actually deals ''less'' damage in shorter routes, such as {{clr|HK|j.HK}} into {{clr|HP|2HP}}, than the 2 Drive Bar variant. Only go for in already scaled routes, such as 2MK > Drive Rush. |
| }} | | }} |
| | |-| Level 3 = |
| | {{TheoryBox |
| | | Title = Level 3 Combo (Driveless) |
| | | Oneliner = |
| | | Difficulty = {{clr|4|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|LP|pf.214LP}}, {{clr|HP|214HP}} > 236236K <br> |
| | ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|LP|214[LP]}}, {{clr|MP|214MP}} > 236236K |
| | | content = Same combo as the best meterless ender with a Level 3 at the end. |
|
| |
|
| === Counter Hit ===
| | If you don't get a Perfect Light Knuckle, link into uncharged {{clr|MP|214MP}} instead, which still combos into Level 3 |
| | }} |
| | |-| Level 3 (1 Drive) = |
| {{TheoryBox | | {{TheoryBox |
| | Title = High Damage Counterhit Confirm | | | Title = Level 3 Combo (1 Drive Bar) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = CH 2MP, 2HP | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|HP|pf.214HP}}/{{clr|HP|214[HP]}} > 236236K <br>OR<br> |
| | content = | | ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}}, {{clr|HP|214HP}} > 236236K |
| | | content = There are 2 possible route you can do depending on your confidence with landing Perfect Knuckles. The first route is higher risk and reward, since {{clr|HP|pf.214HP}} deals the most damage, but {{clr|HP|214[HP]}} deals the least. Meanwhile, the second route consistently deals good damage even if you miss {{clr|LP|pf.214LP}}. |
| }} | | }} |
| | </tabber> |
|
| |
|
| | === Midscreen Light/OD Flash Knuckle === |
| | You can connect a Perfect/Charged Light Knuckle from {{clr|HP|2HP}}/{{clr|HP|5HP}} (great meterless whiff punish). If you're not confident with landing a Perfect Medium Knuckle, it is recommended to cancel into Light Knuckle instead. |
| | |
| | <tabber> 214LP = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Confirms into Triple Impact | | | Title = Combo from Light/Medium Normals (Driveless) |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... (any cancelable normal) > {{clr|LP|214LP}} (> 236236K) |
| | | content = Your basic combo from a Light and Medium normal. Can cancel into Level 3 as well. |
| | }} |
| | |-| 214PP = |
| | {{TheoryBox |
| | | Title = Combo from Light/Medium Normals (2 Drive Bars) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|2|Easy}} |
Line 124: |
Line 767: |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = CH 2LP/2MP/5MP, 5LP~MP~HP | | | Recipe = ... (any cancelable normal) > 214PP, {{clr|MP|214MP}} (> 236236K) <br> |
| | content = Alternate counterhit confirm into Triple Impact | | ... (any cancelable normal) > 214PP > 214214P<br> |
| | ... (any cancelable normal) > 214PP, dl.236236P <br> |
| | ... (any cancelable normal) > 214PP~PP (additional 1 Drive) |
| | | content = Canceling into OD Knuckle adds a good chunk of damage and corner carry. Can cancel into Level 2 or 3. Delay Level 1 link slightly for all hits to connect. Spending an additional Drive bar gives Luke a hard knockdown and an absurd amount of damage, but he can also opt to do a Drive Rush extension for more corner carry midscreen or a meterless juggle in the corner. |
| }} | | }} |
| | | |-| pf.214LP (0 Drive) = |
| === Punish Counter ===
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = Reversal Punish | | | Title = Combo from Heavy Normals (Driveless) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = PC 4HP, 2HP | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|HP|214HP}} (> 236236K) <br> |
| | content = Luke gets access to his highest damage juggles anytime he can link into 2HP as it combos into Charged LP Flash Knuckle without resources. | | ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|214MP}} (> 236236K) |
| | | content = Cancel into {{clr|MP|214MP}} instead of {{clr|HP|214HP}} if you fail a Perfect Knuckle. Can cancel into Level 3 at the end. |
| }} | | }} |
| | | |-| pf.214LP (1 Drive) = |
| == Picking an Ender ==
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = Flash Knuckle | | | Title = Combo from Heavy Normals (1 Drive Bar) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 214LP (close)/214PP (far) | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|M|MPMK}}~66~{{clr|HP|2HP}} > {{clr|MP|pf.214MP}}/{{clr|MP|214[MP]}}, {{clr|HP|214HP}}/236K~P (> 236236K)<br> |
| | content = 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 also gives him access to more damage. | | | content = Tackle gives you better oki midscreen while Heavy Knuckle deals more damage. You have to land a Light Perfect but do not have to land a Medium Perfect for this route to work. Can cancel into Level 3 at the end. |
| }} | | }} |
| | | |-| pf.214LP (2 Drive, Level 2) = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Juggle Enders | | | Title = Combo from Heavy Normals into Level 2 (2 Drive Bars) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}}, {{clr|3|Medium}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 623HP (midscreen) <br> 236LP, 623LP (corner) | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, 236KK~P > 214214P |
| | content = These will combo out of any of Luke's non-wallbounce launchers. | | | content = Light Perfect is required for OD Tackle to combo. This route is only worth going for when you want to combo into a Level 2. Otherwise, go for the 1 Drive Bar route above. |
| }} | | }} |
| | | |-| pf.214LP (3 Drive, Level 2) = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Triple Impact | | | Title = Combo from Heavy Normals into Level 2 (3 Drive Bars) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... > 214HP | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|M|MPMK}}~66~{{clr|HP|2HP}} > {{clr|MP|pf.214MP}}/{{clr|MP|214[MP]}}, 236KK~P > 214214P |
| | content = | | | content = Combination of the 1 and 2 Drive bar routes. |
| }} | | }} |
| | </tabber> |
|
| |
|
| == Juggle Extenders == | | === Corner Light/OD Flash Knuckle === |
| <tabber> LP Flash Knuckle = | | |
| | Generally, all routes (except those that include a Medium Knuckle) from the Midscreen section also work in the corner. This section will only list corner-specific routes. |
| | |
| | <tabber> 236P > 623P = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Flash Knuckle (launch) | | | Title = Sand Blast into Rising Upper Ender |
| | Oneliner = 214{LP}, 214[LP], and 214PP. | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|MP|236MP}}, {{clr|HP|623HP}} <br> |
| | content = 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. | | ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, {{clr|MP|623MP}} <br> |
| | ... (any cancelable normal) > 214PP, {{clr|LP|236LP}}, {{clr|LP|623LP}} |
| | |
| | | content = Essentially the same enders with different versions of Sand Blast and Rising Upper used. Everything has to be linked as soon as possible, otherwise the DP ender can whiff and leave very punishable. |
| }} | | }} |
| |-| MP Flash Knuckle = | | |-| 236P > Level 1/2 = |
| | {{TheoryBox |
| | | Title = Sand Blast into Level 1/2 |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|MP|236MP}}, 236236P/214214P <br> |
| | ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, 236236P/214214P <br> |
| | ... (any cancelable normal) > 214PP, {{clr|LP|236LP}}, 214214P |
|
| |
|
| | | content = Simply replace the DP ender with a Level 1 or 2. Level 3 cannot combo due to its slow startup. Note that after OD Knuckle, Level 1 cannot combo after LP Sand Blast. |
| | }} |
| | |-| DR 5HP > 236HP = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Charge MP Knuckle (wallbounce) | | | Title = Drive Rush Extension |
| | Oneliner = Midscreen only extensions using 214{MP} or 214[MP]. | | | Oneliner = |
| | Difficulty = | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 2HP > 214{MP} > ... <br> ... > MPMK~66 2HP > 214[MP] > ... | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|HP|236HP}}, {{clr|HP|623HP}}/236236P/214214P <br> |
| | content = | | ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|M|MPMK}}~66~{{clr|HP|2HP}} > {{clr|HP|236HP}}, {{clr|HP|623HP}}/236236P/214214P |
| 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.
| | | content = Use DR {{clr|HP|5HP}} or DR {{clr|HP|2HP}} depending on if you landed a Perfect or not. |
| }} | | }} |
| |-| HP Flash Knuckle = | | |-| j.MP > dl.214P = |
| Very difficult to work into combos.
| |
| </tabber>
| |
| | |
| {{TheoryBox | | {{TheoryBox |
| | Title = OD Sandblast | | | Title = j.MP into Delayed Partially Charged Air Knuckle into Super Art |
| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = {{clr|5|Very Hard}} |
| | Damage = | | | Damage = |
| | Meter = -2 Drive (-3 Drive) | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 236PP (~PP) | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, j9 > {{clr|MP|j.MP}} > dl.214[P] (partial) > 236236P/214214P/236236K |
| | content = | | | content = Highest damage corner route into Supers. This is Luke's hardest route to do consistently, as it requires you to land a Light Perfect, immediately {{clr|MP|j.MP}}, then both delay cancel **and** partially charge into Air Knuckle. Linking afterwards into either a Level 1 or 2 is relatively simple, but due to Level 3's slow startup, you have to almost maximum both delay and partially charge the Air Knuckle cancel. |
| }} | | }} |
| | </tabber> |
| | |
| | == Video Resources == |
| | [https://youtu.be/tsQHD8WVvx4 Bread and Butter Combo Guide by Bafael] (This is a video on Luke from the demo version, who is identical to the launch version. Every combo is therefore applicable.) |
| | |
| | [https://www.youtube.com/watch?v=29lYx6JPkYk Starter Combo Guide by VesperArcade] |
| | |
| | [https://www.youtube.com/watch?v=cDQFHxQTKWg Combo Guide by MC MuraFGC] |
|
| |
|
| | {{Character Subnav SF6 | chara=Luke }} |
| {{Navbox-SF6}} | | {{Navbox-SF6}} |
| [[Category: Street Fighter 6]] | | [[Category: Street Fighter 6]] |