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| | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} | | | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1640 | | | Damage = 1780 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Very Easy | | | Difficulty = Very Easy |
| | 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 = Harass your opponent by canceling your pokes into Sand Blast. {{clr|LK|5LK}} > {{clr|LP|236LP}} is not safe to Drive Impact, while Medium and Heavy normals are. Prepare to DI back at them in case they do. |
| | Video = | | | Video = |
| |}} | | |}} |
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| == Links and Starters == | | == 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/EX Knuckle]], or [[Street_Fighter_6/Luke/Combos#Drive_Rush_Extensions|into a Drive Rush]]. | | 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]]. |
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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]]. | | 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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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = This doubles as a pressure string but will trade with 4f buttons when using {{clr|LK|5LK}}. | | | 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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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{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 = 1640 | | | Damage = 1780/2160 |
| | Drive = 0 | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | 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 = 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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| | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} | | | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 1850 | | | Damage = 1990 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} | | | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}}/({{clr|10|214PP}}, {{clr|HP|214HP}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2100 | | | Damage = 2100/2560 |
| | Drive = 0 | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | 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|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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| | Difficulty = Medium | | | Difficulty = Medium |
| | Notes = Corner variant. | | | 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 = | | | Video = |
| |}} | | |}} |
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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 = For metered follow-ups, the second {{clr|MP|2MP}} is best used to cancel into {{clr|10|214PP}} in the corner, or {{clr|10|214PP}}~{{clr|10|P}} for good damage and a hard knockdown anywhere. Alternatively, a DRC can be used for damage and corner carry when using Modern Controls. |
| | Video = | | | Video = |
| |}} | | |}} |
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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 = 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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| === Punish Counter === | | === Punish Counter === |
| {{SF6-ComboTable | | {{SF6-ComboTable |
| | Header = Counter-Hit | | | Header = Punish Counter |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HP|4HP}}, {{clr|HP|2HP}}... | | | Combo = 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 = Great shimmy punish. | | | Notes = Niche Light PC follow-ups. Can whiff depending on spacing. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HP|4HK}}, {{clr|HP|2HP}} > 236236P | | | Combo = PC {{clr|M|2MP}}, {{clr|M|5MP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 3600 | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 1 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Simple ender into a Level 1. | | | Notes = Useful hitconfirm if you're in burnout and outside {{clr|H|2HP}} range; it is almost guaranteed unless {{clr|M|2MP}} hits at the very tip, and has good damage potential because of the super cancel from {{clr|M|5MP}}~{{clr|M|MP}}, but {{clr|L|5LP}} TC is preferred for routing into {{clr|10|SA3}}. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|M|5MP}}, {{clr|M|2MP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Useful link that allows 5MP to convert into more damage and corner carry with resources. If 5MP lands at the very tip or on an extended hurtbox, 2MP will whiff, in which case it's better to complete the target combo for the guaranteed damage. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HP|4HK}}, {{clr|HP|2HP}} > 214214P | | | 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 | | | Position = Anywhere |
| | Damage = 4200 | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 2 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Simple ender into a Level 2. | | | Notes = 6HP can be used for big punishes from longer ranges. |
| | | Video = |
| | |}} |
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| | {{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 = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HP|4HK}}, {{clr|HP|5HP}} > {{clr|HP|214HP}} > 236236K | | | Combo = PC {{clr|HP|4HK}}, {{clr|HP|6HP}}~{{clr|HP|6HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 5200 | | | Damage = |
| | Drive = 0 | | | Drive = 0 |
| | Super = 3 | | | Super = 0 |
| | Difficulty = Medium | | | Difficulty = Easy |
| | Notes = Simple ender into a Level 3. | | | Notes = Meterless follow-up on PC {{clr|HP|4HK}}. Not recommended, as it's always better to use 4HP or 214MP for more meterless damage on a punish. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HP|4HK}}, {{clr|M|MPMK}}~66~{{clr|MP|2MP}}, {{clr|HP|2HP}}... | | | Combo = PC {{clr|HP|4HK}}, {{clr|4|PDR}} {{clr|MP|2MP}}, {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Medium | | | 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. | | | 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 4HP may be preferable when setting up a checkmate situation in the corner. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem
| | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HK|4HK}}, {{clr|HP|5HP}} > 66, {{clr|HK|4HK}}, {{clr|HP|2HP}}... | | | Combo = PC {{clr|H|236HP}}, {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 3 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Medium | | | Difficulty = Medium |
| | Notes = If you can't land DR {{clr|HK|4HK}}, this is your second highest damaging full meter dump combo starter. | | | Notes = If 236HP is used to call out a reversal Level 1, you can get a full combo. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|M|MPMK}}~66~PC {{clr|HP|4HK}}, {{clr|M|MPMK}}~66~{{clr|HP|4HK}}, {{clr|HP|2HP}}... | | | Combo = PC {{clr|4|PDR}} {{clr|HP|4HK}}, {{clr|HP|5HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 2 | | | Drive = 1 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Hard | | | Difficulty = Medium |
| | 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 = Easy PC starter for meter dump combos. |
| | 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 = |
| |}} | | |}} |
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| {{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 = |
| |}} | | |}} |
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| {{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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| | 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}} > 66 > {{clr|LP|2LP}}, {{clr|HP|2HP}}... <br> |
| ...{{clr|MP|2MP}}/{{clr|MK|2MK}} > 66 > {{clr|MP|2MP}}, {{clr|HP|2HP}}...<br> | | ...{{clr|MP|2MP}}/{{clr|MK|2MK}} > 66 > {{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}} > 66 > {{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. |
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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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| | 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. |
| }} | | }} |
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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. |
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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}}, 236K~P | | | 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. | | | 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. |
| }} | | }} |
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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}}/{{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. | | | 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. |
| }} | | }} |
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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 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. |
| }} | | }} |
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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. |
|
| |
|
| 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}}. |
| }} | | }} |
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|
| === 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. |
|
| |
|
| <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) > 214PP, {{clr|MP|214MP}} (> 236236K) <br> |
| ... (any cancellable normal) > 214PP > 214214P<br> | | ... (any cancelable normal) > 214PP > 214214P<br> |
| ... (any cancellable normal) > 214PP, dl.236236P <br> | | ... (any cancelable normal) > 214PP, dl.236236P <br> |
| ... (any cancellable normal) > 214PP~PP (additional 1 Drive) | | ... (any cancelable normal) > 214PP~PP (additional 1 Drive) |
| | 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. 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. | | | content = Canceling into OD Knuckle adds a good chunk of damage and corner carry. Can cancel into Level 2 or 3. Delay Level 1 link slightly for all hits to connect. Spending an additional Drive bar gives Luke a hard knockdown and an absurd amount of damage, but he can also opt to do a Drive Rush extension for more corner carry midscreen or a meterless juggle in the corner. |
| }} | | }} |
| |-| pf.214LP (0 Drive) = | | |-| 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}}/236K~P (> 236236K)<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> |
| | 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. | | | 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. |
| }} | | }} |
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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) = | | |-| pf.214LP (3 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}}, {{clr|M|MPMK}}~66~{{clr|HP|2HP}} > {{clr|MP|pf.214MP}}/{{clr|MP|214[MP]}}, 236KK~P > 214214P | | | 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. | | | content = Combination of the 1 and 2 Drive bar routes. |
| }} | | }} |
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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) > 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. | | | 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}}, {{clr|MP|236MP}}, 236236P/214214P <br> |
| ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, 236236P/214214P <br> | | ... {{clr|HP|2HP}}/{{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, 236236P/214214P <br> |
| ... (any cancellable normal) > 214PP, {{clr|LP|236LP}}, 214214P | | ... (any cancelable normal) > 214PP, {{clr|LP|236LP}}, 214214P |
|
| |
|
| | content = Simply replace the DP ender with a Level 1 or 2. Level 3 cannot combo due to its slow startup. Note that after EX Knuckle, Level 1 cannot combo after LP Sand Blast. | | | 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. |
| }} | | }} |