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| {{ComboKey-SF6}} | | {{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}}. |
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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.) | | == 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]]. For a harder cancel that gives more meterless damage, cancel into {{clr|H|623HP}} at close range (the distance of a 2-hit light string). |
| | |
| | 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|LK|5LK}}, {{clr|LP|2LP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = An immediate {{clr|4|DRC}} into {{clr|M|2MP}} is better than linking off of CH {{clr|L|5LK}} |
| | | 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, but the CH advantage is best used to hitconfirm a DRC into {{clr|H|4HK}}. |
| | | 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, which will whiff when punishing extended hurtboxes with these normals, so an immediate {{clr|4|DRC}} is generally preferred. |
| | | 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 {{clr|M|5MP}} to convert into more damage or start a full combo by spending resources. If {{clr|M|5MP}} lands at the very tip or on an extended hurtbox, {{clr|M|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 = {{clr|H|6HP}} can be used for big punishes from longer ranges. Deals less drive gauge damage than {{clr|H|4HP}} |
| | | 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 {{clr|H|4HP}} or {{clr|M|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. Does slightly less Drive Gauge damage on hit than a punish with a Heavy normal (80% of a bar versus a full bar), so {{clr|H|4HP}} may be preferable when setting up checkmate situations. |
| | | 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 = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|4|PDR}} {{clr|HP|4HK}}, {{clr|H|5HK}}, {{clr|M|2MP}} > {{clr|4|DRC}} {{clr|M|2MP}}, {{clr|H|2HP}} > {{clr|4|DRC}} {{clr|H|4HK}}, {{clr|H|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 1 |
| | | Super = 0 |
| | | Difficulty = Hard |
| | | Notes = Optimal sequence for meter dump combos. 5HK may whiff depending on 4HK's spacing, in which case it's better to go into 5HP |
| | | 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}} > DRC > {{clr|LP|2LP}}, {{clr|HP|2HP}}... <br> |
| | ...CH {{clr|L|5LK}}/{{clr|MP|2MP}}/{{clr|MK|2MK}}/ > DRC > {{clr|MP|2MP}}, {{clr|HP|2HP}}...<br> |
| | ...CH {{clr|M|2MP}}/PC {{clr|M|2MK}}/{{clr|HP|5HP}}/{{clr|HP|2HP}}/{{clr|HP|4HP}} > DRC > {{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 = |
| | |}} |
| | }} |
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| == Combo Theory == | | == Combo Theory == |
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| 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. | | === 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. |
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| 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, 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. |
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| === Midscreen Perfect Medium Knuckle Juggles === | | === Medium Flash Knuckle === |
| | | ==== Meterless ==== |
| | <tabber> Tackle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Run Tackle Ender | | | Title = Tackle Ender |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, 236K~P | | | 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. | | | 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 | | {{TheoryBox |
| | Title = Light Perfect Knuckle into Heavy Knuckle | | | Title = Light Knuckle into Heavy Knuckle |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = {{clr|4|Hard}} |
Line 36: |
Line 485: |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, {{clr|LP|pf.214LP}}, {{clr|HP|214HP}} (> 236236K) <br> | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|LP|pf.214LP}}, {{clr|HP|214HP}} <br> |
| ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, {{clr|LP|214[LP]}}, {{clr|MP|214MP}} (> 236236K) | | ... {{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. This is your go-to route if you want to cash out on Level 3 without spending Drive Gauge. | | | 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, which still juggles into Level 3. | | 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 = Drive Rush 5HP into Charged Heavy Knuckle | | | Title = Drive Rush 5HP > Light Knuckle > Tackle Ender |
| | | 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}}, 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 = | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|3|Medium}} |
Line 51: |
Line 515: |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > pf.{{clr|MP|214MP}} > {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|HP|pf.214HP}}/{{clr|HP|214[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]}}, {{clr|HP|214HP}} |
| | content = Sets up a safejump 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}}.
| | | 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. |
| }} | | }} |
|
| |
|
| ==Corner Light Knuckle Juggles==
| | |-| Charged Heavy Knuckle = |
| | |
| == Day 1 Combos ==
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Medium Link | | | Title = Drive Rush 5HP > Charged Heavy Knuckle |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|MP|2MP}}, {{clr|LK|5LK}} > {{clr|LP|214LP}} | | | 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 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. | | | 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> |
|
| |
|
| | ==== Metered ==== |
| | <tabber> DDT (3 Drive) = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Pressure String | | | Title = Light/Heavy Knuckle into delayed DDT (3 Drive) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|LK|2LK}} > {{clr|LP|2LP}} > {{clr|LP|2LP}} > 214PP, {{clr|MP|214MP}} | | | Recipe = ... 2HP/PC 5HP > pf.214MP, dl.214PP~P<br>OR<br>... 2HP/5HP > pf.214LP, dl.214PP~P |
| | content = Three-hit string into a knockdown. Luke is spaced too far out for {{clr|LP|214LP}} to connect. On block, Luke can cancel into {{clr|LP|236LP}} to remain safe. | | | 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 | | {{TheoryBox |
| | Title = Basic Triple Impact Optimization | | | Title = Level 1 Combo (Driveless) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}} > dl.236236P |
| | content = Basic damage conversion from Triple Impact. Luke can cancel into {{clr|LP|236LP}} on block to stay safe or attempt a pressure reset with {{clr|HP|214[HP]}}.
| | | 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) = |
| == Links and Starters ==
| |
| === Normal Hit ===
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Medium Link | | | Title = Level 1 Combo (1 Drive Bar) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|MP|{{clr|MP|2MP}}}}, {{clr|LK|5LK}} | | | 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 = This doubles as a pressure string but will trade with 4f buttons. | | | 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 | | {{TheoryBox |
| | Title = 3-hit Light Confirm | | | Title = Level 2 Combo (0 Drive Bar) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|3|Medium}}/{{clr|5|Very Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|LK|2LK}} > {{clr|LP|2LP}} > {{clr|LK|5LK}} | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, ''dash'', {{clr|10|214214P}}. |
| | content = Doubles as a pressure string. Any counterhit (besides {{clr|LK|2LK}}) can link into {{clr|LP|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 = 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 = Triple Impact | | | Title = Level 2 Combo (1 Drive Bar) |
| | 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 = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > 214214P |
| | content = 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 {{clr|HP|623HP}} will actually lose damage due to being an air connect. | | | 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) = |
| === Counter Hit ===
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = High Damage Counterhit Confirm | | | Title = Level 2 Combo (2 Drive Bars) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = CH {{clr|MP|2MP}}, {{clr|HP|2HP}} | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, 236KK~P > 214214P |
| | content = Only connects from close range, meaning it won't combo after landing CH {{clr|MP|2MP}} after a Throw.
| | | content = OD Tackle deals great damage, making this route pretty resource efficient. |
| }} | | }} |
| | | |-| Level 2 (3 Drive) = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Confirms into Triple Impact | | | Title = Level 2 Combo (3 Drive Bars) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = CH {{clr|MP|{{clr|MP|2MP}}}}, {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|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 = Alternate counterhit confirm into Triple Impact | | | 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. |
|
| |
|
| === Punish Counter ===
| | 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 = Reversal Punish | | | Title = Level 3 Combo (1 Drive Bar) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = PC {{clr|HP|4HP}}, {{clr|HP|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 = Luke gets access to his highest damage juggles anytime he can link into {{clr|HP|2HP}} as it combos into Charged LP/Perfect MP Flash Knuckle without resources. | | ... {{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> |
|
| |
|
| === Drive Rush Extensions === | | === 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 |
| | | 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 = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... (any cancelable normal) > {{clr|10|214PP}}, {{clr|MP|214MP}} (> 236236K) <br> |
| | ... (any cancelable normal) > {{clr|10|214PP}}, Microwalk {{clr|MP|623MP}}/{{clr|HP|623HP}} <br> |
| | ... (any cancelable normal) > {{clr|10|214PP}}> {{clr|10|214214P}} <br> |
| | ... (any cancelable normal) > {{clr|10|214PP}}, dl.{{clr|10|236236P}} <br> |
| | ... (any cancelable normal) > {{clr|10|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. |
|
| |
|
| | Going from {{clr|10|214PP}} to DP scores Luke much better meterless damage and oki midscreen, but requires higher execution in order to not get a sour hit, which gives worse damage and oki than {{clr|M|214MP}}, or whiff, which leaves you open to punish. {{clr|H|623HP}} can be locked out depending on the distance {{clr|10|214PP}} is canceled into, and has an extremely small window to link into during the microwalk, but it can be made easier by buffering the input as 6236 then holding forward during the final frames of {{clr|10|214PP}}'s recovery. {{clr|M|623MP}} by comparison can be landed from any distance {{clr|10|214PP}} is canceled from, has a much more lenient link window, but does less damage. |
| | }} |
| | |-| pf.214LP (0 Drive) = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Drive Rush Cancels into {{clr|HP|2HP}} | | | Title = Combo from Heavy Normals (Driveless) |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|HP|214HP}} (> 236236K) <br> |
| | ... {{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) = |
| | {{TheoryBox |
| | | Title = Combo from Heavy Normals (1 Drive Bar) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = {{clr|4|Hard}} |
Line 181: |
Line 703: |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ...{{clr|LP|5LP}}/{{clr|LP|2LP}}/{{clr|LK|5LK}} > 66 > {{clr|LP|2LP}}, {{clr|HP|2HP}}...<br> | | | 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> |
| ...{{clr|MP|2MP}}/{{clr|MK|2MK}} > 66 > {{clr|MP|2MP}}, {{clr|HP|2HP}}...<br>
| | | 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. |
| ...{{clr|HP|5HP}}/{{clr|HP|2HP}}/{{clr|HP|4HP}} > 66 > {{clr|HK|4HK}}, {{clr|HP|2HP}}...
| |
| | content = Any of Luke's cancellable normals can be cancelled into Drive Rush into a normal and then linked into {{clr|HP|2HP}}. | |
| }} | | }} |
| | | |-| pf.214LP (2 Drive, Level 2) = |
| == Picking an Ender ==
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = Flash Knuckle | | | Title = Combo from Heavy Normals into Level 2 (2 Drive Bars) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|LP|214LP}} (close)/214PP (far) | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, 236KK~P > 214214P |
| | content = {{clr|LP|214LP}} is Luke's longest range knockdown ender, but there are ranges where it won't combo from things like far {{clr|LK|5LK}}. This requires Luke to spend Drive on OD Flash Knuckle which in turn gives him access to more damage.
| | | 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 = Juggle Enders | | | Title = Combo from Heavy Normals into Level 2 (3 Drive Bars) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}}, {{clr|3|Medium}} | | | Difficulty = {{clr|4|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|HP|623HP}} (midscreen) <br> {{clr|LP|236LP}}, {{clr|LP|623LP}} (corner) | | | 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 = These will combo out of any of Luke's non-wallbounce launchers. | | | content = Combination of the 1 and 2 Drive bar routes. |
| }} | | }} |
| | </tabber> |
|
| |
|
| | === Corner Light/OD 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 = Triple Impact | | | Title = Sand Blast into Rising Upper Ender |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... > {{clr|HP|214HP}} <br> ... > {{clr|MP|214MP}} | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|MP|236MP}}, {{clr|HP|623HP}} <br> |
| | content = | | ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, {{clr|MP|623MP}} <br> |
| 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.
| | ... (any cancelable normal) > {{clr|10|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. |
| }} | | }} |
| | | |-| 236P > Level 1/2 = |
| == Juggle Extenders ==
| |
| <tabber> LP Flash Knuckle =
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = Flash Knuckle (launch) | | | Title = Sand Blast into Level 1/2 |
| | Oneliner = {{clr|LP|214{LP}}}, {{clr|LP|214[LP]}}, and 214PP. | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|HP|2HP}} > {{clr|LP|214{LP}}} > ... <br> {{clr|HP|2HP}} > {{clr|LP|214[LP]}} > ... <br> {{clr|LK|5LK}} > 214PP > ... | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP/[LP]}}, {{clr|MP|236MP}}, {{clr|10|236236P}}/{{clr|10|214214P}} <br> |
| | content =
| | ... (any cancelable normal) > {{clr|10|214PP}}, {{clr|LP|236LP}}, {{clr|10|214214P}} |
| All of these Flash Knuckles launch the same way. The main difference is their speed, with 214PP being the fastest and {{clr|LP|214[LP]}} being the slowest (with {{clr|LP|214{LP}}} being between the two). {{clr|HP|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}} isn't his only route, as some normals will also combo into it on counterhit or punish counter.
| | |
| | | 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. |
| }} | | }} |
| |-| MP Flash Knuckle = | | |-| DR 5HP > 236HP = |
| | |
| {{TheoryBox | | {{TheoryBox |
| | Title = Charge MP Knuckle (wallbounce) | | | Title = Drive Rush Extension |
| | Oneliner = Midscreen only extensions using {{clr|MP|214{MP}}} or {{clr|MP|214[MP]}}. | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
Line 249: |
Line 774: |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|HP|2HP}} > {{clr|MP|214{MP}}} > ... <br> ... > {{clr|MP|MPMK}}~66 {{clr|HP|2HP}} > {{clr|MP|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] |
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| |
|
| | [https://www.youtube.com/watch?v=cDQFHxQTKWg Combo Guide by MC MuraFGC] |
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| {{Character Subnav SF6 | chara=Luke }} | | {{Character Subnav SF6 | chara=Luke }} |
| {{Navbox-SF6}} | | {{Navbox-SF6}} |
| [[Category: Street Fighter 6]] | | [[Category: Street Fighter 6]] |