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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|N|pf.214MP}}, {{clr|H|pf.214HP}}. | | 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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| == Day 1 Combos == | | == 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). |
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| | 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]]. |
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| | 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 | | {{SF6-ComboTable |
| | Header = Day 1 Combos | | | Header = Normals |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|MP|2MP}}, {{clr|LP|2LP}} > {{clr|LP|214LP}} | | | Combo = {{clr|MP|{{clr|MP|2MP}}}}, {{clr|LK|5LK}}/{{clr|LK|2LP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | 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. | | | 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 = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|LK|2LK}} > {{clr|LP|2LP}} > {{clr|LP|2LP}} > {{clr|LP|214LP}} | | | Combo = {{clr|LK|2LK}} > {{clr|LP|2LP}} > {{clr|LP|2LP}}... <br> |
| | {{clr|LK|2LP}} > {{clr|LP|2LK}} > {{clr|LP|2LP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Very Easy |
| | Notes = Three-hit string into a knockdown. On block, Luke can cancel into {{clr|LP|236LP}} to remain safe. | | | 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 = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} | | | Combo = spaced {{clr|HK|5HK}} > {{clr|LP|2LP}}... <br> |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Very Easy | | | Difficulty = Medium |
| | 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]}}. | | | 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 = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}}~{{clr|MP|MP}}~{{clr|MP|MP}} | | | Combo = j.X > {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Very Easy | | | Difficulty = Easy |
| | Notes = {{clr|MP|5MP}} is a great whiff punish tool. | | | Notes = Even {{clr|LP|j.LP}} and {{clr|LK|j.LK}} can connect to {{clr|HP|2HP}} on a deep enough hit. |
| | Video = | | | Video = |
| |}} | | |}} |
| | }} |
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| | {{SF6-ComboTable |
| | | Header = Target Combos |
| | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} | | | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}}/({{clr|10|214PP}}, {{clr|HP|214HP}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 1780/2160 |
| | Drive = 0 | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Very Easy | | | 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]}}. | | | 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 = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|LK|5LK}} > {{clr|LP|236LP}} <br> | | | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} |
| {{clr|MP|2MP}}/{{clr|MP|2MK}} > {{clr|MP|236MP}} <br> | | | Position = Corner |
| {{clr|HP|5HP}} > {{clr|HP|236HP}} | | | Damage = 1990 |
| | Position = Anywhere | |
| | Damage = | |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Very Easy | | | Difficulty = Medium |
| | Notes = Harass your opponent by cancelling 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. | | | Notes = Corner variant. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|HP|j.HP}}/{{clr|HK|j.HK}} > {{clr|HP|2HP}} > {{clr|LP|214[LP]}} > {{clr|MP|214MP}} | | | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}}~{{clr|MP|MP}}~{{clr|MP|MP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 1490 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Very Easy |
| | Notes = Basic jump-in combo that deals pretty good damage. | | | Notes = {{clr|MP|5MP}} is a great whiff punish tool. |
| | Video = | | | Video = |
| |}} | | |}} |
| }}
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| == Links and Starters ==
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| === Normal Hit ===
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| {{SF6-ComboTable
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| | Header = Normals
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| | Items =
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|MP|{{clr|MP|2MP}}}}, {{clr|LK|5LK}}/{{clr|LK|2LP}}... | | | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}} > Level 1/2/3 |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 2500/3140/4100 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 1/2/3 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = This doubles as a pressure string but will trade with 4f buttons when using {{clr|LK|5LK}}. | | | Notes = The second hit can be confirmed into any of his Supers for good damage. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|LK|2LK}} > {{clr|LP|2LP}} > {{clr|LP|2LP}}... <br> | | | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}}/({{clr|10|214PP}}, {{clr|HP|214HP}}) |
| {{clr|LK|2LP}} > {{clr|LP|2LK}} > {{clr|LP|2LP}}... | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 2100/2560 |
| | Drive = 0 | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Very Easy | | | Difficulty = 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. | | | 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 = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = spaced {{clr|HK|5HK}} > {{clr|LP|2LP}}... <br> | | | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} |
| | Position = Anywhere | | | Position = Corner |
| | Damage = | | | Damage = 2360 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Medium | | | 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. | | | Notes = Corner variant. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = j.X > {{clr|LP|2HP}}... | | | Combo = {{clr|HP|5HP}}/{{clr|H|2HP}} > {{clr|L|214[LP]}}, {{clr|M|214MP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 2190 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Even {{clr|LP|j.LP}} and {{clr|LK|j.LK}} can connect to {{clr|LP|2HP}} on a deep enough hit. | | | Notes = Beginner BNB off of HP normals |
| | Video = | | | Video = |
| |}} | | |}} |
| }} | | }} |
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| | === Counter-Hit === |
| {{SF6-ComboTable | | {{SF6-ComboTable |
| | Header = Target Combos | | | Header = Counter-Hit |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} | | | Combo = CH {{clr|LK|5LK}}, {{clr|LP|2LP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | 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. | | | Notes = An immediate {{clr|4|DRC}} into {{clr|M|2MP}} is better than linking off of CH {{clr|L|5LK}} |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} | | | Combo = CH {{clr|LP|2LP}}, {{clr|MP|2MP}}... |
| | Position = Corner | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Corner variant. | | | 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 = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}}~{{clr|MP|MP}}~{{clr|MP|MP}} | | | Combo = CH {{clr|MP|2MP}}, {{clr|MP|2MP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = {{clr|MP|5MP}} is a great whiff punish tool. | | | 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 = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}} > Level 1/2/3 | | | Combo = CH {{clr|MP|2MP}}, {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 1/2/3 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = The second hit can be confirmed into any of his Supers for good damage. | | | 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 = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} | | | Combo = CH {{clr|MP|2MP}}, {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = {{clr|HP|6HP}} can be hit-confirmed on reaction into the follow-up. | | | Notes = {{clr|HP|2HP}} will whiff if not basically point-blank. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} | | | Combo = CH {{clr|MP|6MP}}, {{clr|LP|2LP}}... |
| | Position = Corner | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Corner variant. | | | Notes = Luke's overhead gives him a link to {{clr|LP|2LP}} on CH. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|HP|6HP}} (blocked)~{{clr|HP|HP}} (trade), {{clr|MP|623MP}} | | | Combo = CH {{clr|HP|4HP}}, {{clr|LP|2LP}}... |
| | Position = Corner | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = The second hit trades with 5f moves on block, giving you a trade combo into Medium DP in the corner. | | | 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 = | | | Video = |
| |}} | | |}} |
| }}
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| === Counter-Hit ===
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| {{SF6-ComboTable
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| | Header = Counter-Hit
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| | Items =
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|LP|5LP}}, {{clr|LP|2LP}}... | | | Combo = CH {{clr|HP|4HK}}, {{clr|MP|2MP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = | | | Notes = Another move that is usually a Punish Counter, but good to know nonetheless. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|LK|5LK}}, {{clr|LP|2LP}}... | | | Combo = CH {{clr|HP|236HP}}, {{clr|LP|2LP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = | | | Notes = Heavy Sand Blast usually catches people mashing after a blocked {{clr|HP|5HP}}. |
| | Video = | | | Video = |
| |}} | | |}} |
| | }} |
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| | === Punish Counter === |
| | {{SF6-ComboTable |
| | | Header = Punish Counter |
| | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|LP|2LP}}, {{clr|MP|2MP}}... | | | Combo = {{clr|PC|PC}} {{clr|L|5LK}}/{{clr|L|2LP}}, {{clr|L|5LP}}~{{clr|M|MP}}~{{clr|H|HP}}/{{clr|H|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | 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. | | | Notes = Niche Light punish follow-ups, which will whiff when punishing extended hurtboxes with these normals, so an immediate {{clr|4|DRC}} is generally preferred. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|MP|2MP}}, {{clr|MP|2MP}}... | | | Combo = {{clr|PC|PC}} {{clr|M|2MP}}, {{clr|M|5MP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
Line 267: |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | 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. | | | 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 = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem
| | {{SF6-ComboTableItem |
| | Combo = CH {{clr|MP|2MP}}, {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}}... | | | Combo = {{clr|PC|PC}} {{clr|M|5MP}}, {{clr|M|2MP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
Line 278: |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | 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. | | | 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 = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|MP|2MP}}, {{clr|HP|2HP}}... | | | Combo = {{clr|PC|PC}} {{clr|HP|4HP}}, {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
Line 289: |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = {{clr|HP|2HP}} will whiff if not basically point-blank. | | | Notes = Great shimmy punish. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem
| | {{SF6-ComboTableItem |
| | Combo = CH {{clr|MP|6MP}}, {{clr|LP|2LP}}... | | | Combo = {{clr|PC|PC}} {{clr|HP|6HP}}, {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
Line 300: |
Line 304: |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Luke's overhead gives him a link to {{clr|LP|2LP}} on CH. | | | Notes = {{clr|H|6HP}} can be used for big punishes from longer ranges. Deals less drive gauge damage than {{clr|H|4HP}} |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|HP|4HP}}, {{clr|LP|2LP}}... | | | Combo = {{clr|PC|PC}} {{clr|HP|5HP}} > {{clr|MP|214[MP]}}/{{clr|MP|pf.214MP}}... |
| | Position = Anywhere | | | Position = Midscreen |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | 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. | | | Notes = PC {{clr|HP|5HP}} upgrades the follow-up to full midscreen combos with {{clr|MP|214[MP]}}. |
| | Video = | | | Video = |
| |}} | | |}} |
|
| |
|
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|HP|4HK}}, {{clr|MP|2MP}}... | | | Combo = {{clr|PC|PC}} {{clr|HP|4HK}}, {{clr|HP|6HP}}~{{clr|HP|6HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Another move that is usually a Punish Counter, but good to know nonetheless. | | | 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 = | | | Video = |
| |}} | | |}} |
|
| |
|
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|HP|236HP}}, {{clr|LP|2LP}}... | | | Combo = {{clr|PC|PC}} {{clr|HP|4HK}}, {{clr|4|PDR}} {{clr|MP|2MP}}, {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 1 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = Heavy Sand Blast usually catches people mashing after a blocked {{clr|HP|5HP}}. | | | Notes = Amazing Drive Rush extension for only a 1 bar. |
| | Video = | | | Video = |
| |}} | | |}} |
| }}
| | |
| | |
| | |
| === Punish Counter ===
| |
| {{SF6-ComboTable
| |
| | Header = Counter-Hit
| |
| | Items =
| |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HP|4HP}}, {{clr|HP|2HP}}... | | | Combo = {{clr|PC|PC}} {{clr|MP|214MP}}, {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = Great shimmy punish. | | | 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 = | | | Video = |
| |}} | | |}} |
|
| |
|
| {{SF6-ComboTableItem
| | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HP|4HK}}, {{clr|HP|5HP}} > {{clr|HP|214HP}} > 236236K | | | Combo = {{clr|PC|PC}} {{clr|H|236HP}}, {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 3 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = Simple ender into a Level 3 | | | Notes = If 236HP is used to call out a reversal Level 1, you can get a full combo. |
| | Video = | | | Video = |
| |}} | | |}} |
|
| |
|
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HP|4HK}}, {{clr|M|MPMK}}~66~{{clr|MP|2MP}}, {{clr|HP|2HP}}... | | | Combo = {{clr|PC|PC}} {{clr|4|PDR}} {{clr|HP|4HK}}, {{clr|HP|5HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 1 | | | Drive = 1 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = Amazing Drive Rush extension for only a 1 bar. Usually your optimal DP punish if you don't have time to land DR {{clr|HP|4HK}} | | | Notes = Easy PC starter for meter dump combos. |
| | Video = | | | Video = |
| |}} | | |}} |
|
| |
|
| {{SF6-ComboTableItem
| | {{SF6-ComboTableItem |
| | Combo = {{clr|M|MPMK}}~66~PC {{clr|HP|4HK}}, {{clr|M|MPMK}}~66~{{clr|HP|4HK}}, {{clr|HP|2HP}}... | | | Combo = {{clr|PC|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 | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 1 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Hard |
| | Notes = With a Drive Rush PC {{clr|HP|4HK}}, you can link ''another'' Drive Rush {{clr|HP|4HK}}, which leads to your '''highest damage combos'''. A full Drive and Meter dump combo can do upwards of 6900 damage! (nice) | | | 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 = | | | Video = |
| |}} | | |}} |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HP|HPHK}}, {{clr|HP|2HP}}... | | | Combo = PC {{clr|HP|HPHK}}, {{clr|HP|5HP}}/{{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Punish Counter Drive Impact links combos {{clr|HP|2HP}} into your BNB. | | | Notes = Punish Counter Drive Impact links into {{clr|H|HP}} buttons to start your BNB. |
| | Video = | | | Video = |
| |}} | | |}} |
|
| |
|
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|HP|HPHK}} CRUSH, {{clr|HP|4HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}}... | | | Combo = {{clr|HP|HPHK}} CRUSH, {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}}... |
| | Position = Corner | | | Position = Corner |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = {{clr|HP|2HP}} drops due to them already being launched, so use {{clr|HP|4HP}} instead. | | | Notes = {{clr|HP|2HP}} drops due to them already being launched, so use {{clr|HP|5HP}} instead. |
| | Video = | | | Video = |
| |}} | | |}} |
|
| |
|
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|HP|HPHK}} STUN, j9 > {{clr|HP|j.HK}} > {{clr|HP|2HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}}... | | | 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 | | | Position = Corner |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = An alternative route for mental damage is to Taunt > {{clr|HP|2HP}} instead. | | | 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 = | | | Video = |
| |}} | | |}} |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ...{{clr|LP|5LP}}/{{clr|LP|2LP}}/{{clr|LK|5LK}} > 66 > {{clr|LP|2LP}}, {{clr|HP|2HP}}... <br> | | | Combo = ...{{clr|LP|5LP}}/{{clr|LP|2LP}}/{{clr|LK|5LK}} > DRC > {{clr|LP|2LP}}, {{clr|HP|2HP}}... <br> |
| ...{{clr|MP|2MP}}/{{clr|MK|2MK}} > 66 > {{clr|MP|2MP}}, {{clr|HP|2HP}}...<br> | | ...CH {{clr|L|5LK}}/{{clr|MP|2MP}}/{{clr|MK|2MK}}/ > DRC > {{clr|MP|2MP}}, {{clr|HP|2HP}}...<br> |
| ...{{clr|HP|5HP}}/{{clr|HP|2HP}}/{{clr|HP|4HP}} > 66 > {{clr|HK|4HK}}, {{clr|HP|2HP}}... | | ...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 | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Hard | | | Difficulty = Hard |
| | Notes = Any of Luke's cancellable normals can be cancelled into Drive Rush into a normal and then linked into {{clr|HP|2HP}}. | | | Notes = Any of Luke's cancelable normals can be canceled into Drive Rush into a normal and then linked into {{clr|HP|2HP}}. |
| | Video = | | | Video = |
| |}} | | |}} |
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|
| |
|
| === 2HP is Your Best Friend === | | === 2HP is Your Best Friend === |
| Luke's highest damage combos come from cancelling {{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. | | 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. | | 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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| === Medium Flash Knuckle === | | === Medium Flash Knuckle === |
| ==== Meterless ==== | | ==== Meterless ==== |
| <tabber> Tackle Ender = | | <tabber> Tackle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = 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. |
| }} | | }} |
| |-| pf.214LP > 214HP = | | |-| Light Knuckle > Heavy Knuckle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Light Perfect Knuckle > Heavy Knuckle | | | Title = Light Knuckle into Heavy Knuckle |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = {{clr|4|Hard}} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, {{clr|LP|pf.214LP}}, {{clr|HP|214HP}} <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}} | | ... {{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. | | | 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. | | If you don't get a Perfect Light Knuckle, link into uncharged {{clr|MP|214MP}} instead. |
| }} | | }} |
| |-| DR 5HP > pf.214LP > 214HP = | | </tabber> |
| | |
| | === Drive Rush {{clr|H|5HP}} === |
| | <tabber> Light Perfect Knuckle > Tackle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Drive Rush 5HP > Light Perfect Knuckle > Heavy Knuckle | | | Title = Drive Rush 5HP > Light Knuckle > Tackle Ender |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = {{clr|4|Hard}} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}}, {{clr|HP|214HP}} | | | 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 previous combo which deals slightly more Damage and has better corner carry. | | | 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 = |
| | | 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]}}, {{clr|HP|214HP}} |
| | | 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. |
| }} | | }} |
| |-| DR 5HP > 214[HP] = | | |
| | |-| Charged Heavy Knuckle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Drive Rush 5HP > Charged Heavy Knuckle | | | Title = Drive Rush 5HP > Charged Heavy Knuckle |
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| | 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|HP|pf.214HP}}/{{clr|HP|214[HP]}} |
| | 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 = 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> | | </tabber> |
| | |
| ==== Metered ==== | | ==== Metered ==== |
| <tabber> Level 1 = | | <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 | | {{TheoryBox |
| | Title = Level 1 Combo (Driveless) | | | Title = Level 1 Combo (Driveless) |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}} > dl.236236P | | | 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. | | | 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. |
| }} | | }} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}} > dl.236236P | | | 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. | | | 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) = | | |-| Level 2 (1 Drive) = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > 214214P | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > 214214P |
| | 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. | | | 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. |
| }} | | }} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, 236KK~P > 214214P | | | Recipe = ... {{clr|HP|2HP}}/PC {{clr|HP|5HP}} > {{clr|MP|pf.214MP}}, 236KK~P > 214214P |
| | content = EX Tackle deals great damage, making this route deal pretty resource efficient. | | | content = OD Tackle deals great damage, making this route pretty resource efficient. |
| }} | | }} |
| |-| Level 2 (3 Drive) = | | |-| Level 2 (3 Drive) = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}}, 236KK~P > 214214P | | | 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 = 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. | | | 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 = | | |-| Level 3 = |
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| | 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}} > 236236K <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}} > 236236K |
| | content = Same combo as the best meterless ender with a Level 3 at the end. | | | content = Same combo as the best meterless ender with a Level 3 at the end. |
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| If you don't get a Perfect Light Knuckle, link into uncharged {{clr|MP|214MP}} instead, which still comboes into Level 3 | | 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) = | | |-| Level 3 (1 Drive) = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|HP|pf.214HP}}/{{clr|HP|214[HP]}} > 236236K <br>OR<br> | | | 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> |
| ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}/{{clr|LP|214[LP]}}, {{clr|HP|214HP}} > 236236K | | ... {{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}}. | | | 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> | | </tabber> |
| | |
| === Midscreen Light/OD Flash Knuckle === | | === Midscreen Light/OD Flash Knuckle === |
| You can connect a Perfect/Charged Light Knuckle from {{clr|HP|2HP}} or Counter-Hit/Punish Counter {{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. | | 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. |
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| <tabber> 214LP = | | <tabber> 214LP = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... (any cancellable normal) > {{clr|LP|214LP}} (> 236236K) | | | 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. | | | content = Your basic combo from a Light and Medium normal. Can cancel into Level 3 as well. |
| }} | | }} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... (any cancellable normal) > 214PP, {{clr|MP|214MP}} (> 236236K) <br> | | | Recipe = ... (any cancelable normal) > {{clr|10|214PP}}, {{clr|MP|214MP}} (> 236236K) <br> |
| ... (any cancellable normal) > 214PP > 214214P<br> | | ... (any cancelable normal) > {{clr|10|214PP}}, Microwalk {{clr|MP|623MP}}/{{clr|HP|623HP}} <br> |
| ... (any cancellable normal) > 214PP, dl.236236P | | ... (any cancelable normal) > {{clr|10|214PP}}> {{clr|10|214214P}} <br> |
| | content = Cancelling into EX 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. | | ... (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) = | | |-| pf.214LP (0 Drive) = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|HP|214HP}} (> 236236K) <br> | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|HP|214HP}} (> 236236K) <br> |
| ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|214MP}} (> 236236K) | | ... {{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. | | | 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. |
| }} | | }} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} or CH/PC {{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}} (> 236236K) | | | 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 = 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. | | | 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) = | | |-| pf.214LP (2 Drive, Level 2) = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, 236KK~P > 214214P | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, 236KK~P > 214214P |
| | content = Light Perfect is required for EX 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. | | | 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 |
| | | Title = Combo from Heavy Normals into Level 2 (3 Drive Bars) |
| | | Oneliner = |
| | | Difficulty = {{clr|4|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | 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 = Combination of the 1 and 2 Drive bar routes. |
| }} | | }} |
| </tabber> | | </tabber> |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|MP|236MP}}, {{clr|HP|623HP}} <br> | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|MP|236MP}}, {{clr|HP|623HP}} <br> |
| ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, {{clr|MP|623MP}} <br> | | ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, {{clr|MP|623MP}} <br> |
| ... (any cancellable normal) > 214PP, {{clr|LP|236LP}}, {{clr|LP|623LP}} | | ... (any cancelable normal) > {{clr|10|214PP}}, {{clr|LP|236LP}}, {{clr|LP|623LP}} |
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| | 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. | | | 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. |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|MP|236MP}}, 236236P/214214P <br> | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP/[LP]}}, {{clr|MP|236MP}}, {{clr|10|236236P}}/{{clr|10|214214P}} <br> |
| ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, 236236P/214214P <br>
| | ... (any cancelable normal) > {{clr|10|214PP}}, {{clr|LP|236LP}}, {{clr|10|214214P}} |
| ... (any cancellable normal) > 214PP, {{clr|LP|236LP}}, 236236P/214214P | |
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| | content = Simply replace the DP ender with a Level 1 or 2. Level 3 cannot combo due to its slow startup. | | | 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 = | | |-| DR 5HP > 236HP = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|HP|236HP}}, {{clr|HP|623HP}}/236236P/214214P <br> | | | 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> |
| ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|M|MPMK}}~66~{{clr|HP|2HP}} > {{clr|HP|236HP}}, {{clr|HP|623HP}}/236236P/214214P | | ... {{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 |
| | content = Use DR {{clr|HP|5HP}} or DR {{clr|HP|2HP}} depending on if you landed a Perfect or not. | | | content = Use DR {{clr|HP|5HP}} or DR {{clr|HP|2HP}} depending on if you landed a Perfect or not. |
| }} | | }} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, j9 > {{clr|MP|j.MP}} > dl.214[P] (partial) > 236236P/214214P/236236K | | | Recipe = ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, j9 > {{clr|MP|j.MP}} > dl.214[P] (partial) > 236236P/214214P/236236K |
| | 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. | | | 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. |
| }} | | }} |