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| {{ComboKey-SF6}} | | {{ComboKey-SF6}} |
| Luke's Charged Flash Knuckles have a regular and a Perfect version. The regular versions will be notated as {{clr|L|214[LP]}}, {{clr|M|214[MP]}}, {{clr|H|214[HP]}}, and Perfect versions as {{clr|L|pf.214LP}}, {{clr|M|pf.214MP}}, {{clr|H|pf.214HP}}. | | 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 ==
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| {{SF6-ComboTable
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| | Header = Day 1 Combos
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| | Items =
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| {{SF6-ComboTableItem
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| | Combo = {{clr|MP|2MP}}, {{clr|LP|2LP}} > {{clr|LP|214LP}}
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| | Position = Anywhere
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| | Damage = 1460
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| | Drive = 0
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| | Super = 0
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| | Difficulty = Easy
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| | 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.
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| | Video =
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| |}}
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| {{SF6-ComboTableItem
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| | Combo = {{clr|LK|2LK}} > {{clr|LP|2LP}} > {{clr|LP|2LP}} > {{clr|LP|214LP}}
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| | Position = Anywhere
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| | Damage = 1200
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| | Drive = 0
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| | Super = 0
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| | Difficulty = Easy
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| | Notes = Three-hit string into a knockdown. On block, Luke can cancel into {{clr|LP|236LP}} to remain safe.
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| | Video =
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| |}}
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| {{SF6-ComboTableItem
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| | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}}
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| | Position = Anywhere
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| | Damage = 1780
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| | Drive = 0
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| | Super = 0
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| | Difficulty = Easy
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| | 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]}}.
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| | Video =
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| |}}
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| {{SF6-ComboTableItem
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| | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}}~{{clr|MP|MP}}~{{clr|MP|MP}}
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| | Position = Anywhere
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| | Damage = 1490
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| | Drive = 0
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| | Super = 0
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| | Difficulty = Very Easy
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| | Notes = {{clr|MP|5MP}} is a great whiff punish tool.
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| | Video =
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| |}}
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| {{SF6-ComboTableItem
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| | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}}
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| | Position = Anywhere
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| | Damage = 2100
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| | Drive = 0
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| | Super = 0
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| | Difficulty = Easy
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| | Notes = {{clr|HP|6HP}} can be hit-confirmed on reaction to the second hit of the target combo.
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| | Video =
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| |}}
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| {{SF6-ComboTableItem
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| | Combo = {{clr|LK|5LK}} > {{clr|LP|236LP}} <br>
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| {{clr|MP|2MP}}/{{clr|MP|2MK}} > {{clr|MP|236MP}} <br>
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| {{clr|HP|5HP}} > {{clr|HP|236HP}}
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| | Position = Anywhere
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| | Damage = 840<br>1200/980<br>1400
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| | Drive = 0
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| | Super = 0
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| | Difficulty = Very Easy
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| | 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.
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| | Video =
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| |}}
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| {{SF6-ComboTableItem
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| | Combo = {{clr|HK|j.HK}} > {{clr|HP|2HP}} > {{clr|LP|214[LP]}}, {{clr|MP|214MP}}
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| | Position = Anywhere
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| | Damage = 2760
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| | Drive = 0
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| | Super = 0
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| | Difficulty = Medium
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| | Notes = Basic jump-in combo that deals pretty good damage.
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| | Video =
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| |}}
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| {{SF6-ComboTableItem
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| | Combo = {{clr|HK|j.HK}} > {{clr|HP|2HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, {{clr|MP|623MP}}
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| | Position = Corner
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| | Damage = 3080
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| | Drive = 0
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| | Super = 0
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| | Difficulty = Medium
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| | Notes = Corner version. Mash 2323 and MP to not accidentally get Level 1 Super.
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| | Video =
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| |}}
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| }}
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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/OD 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]]. 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]]. | | 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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| | 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 = {{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 = | | | Notes = Beginner BNB off of HP normals |
| | Video = | | | Video = |
| |}} | | |}} |
| | }} |
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| | === Counter-Hit === |
| | {{SF6-ComboTable |
| | | Header = Counter-Hit |
| | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|LK|5LK}}, {{clr|LP|2LP}}... | | | Combo = CH {{clr|LK|5LK}}, {{clr|LP|2LP}}... |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = | | | 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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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = The follow up {{clr|MP|2MP}} can be {{clr|4|DRC}}'d for a link into {{clr|HP|2HP}}. | | | 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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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = CH confirm if you're outside of {{clr|HP|2HP}} range and don't want to spend meter. 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. | | | 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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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|L|5LK}}, {{clr|L|5LP}}~{{clr|M|MP}}~{{clr|H|HP}}/{{clr|H|2HP}}... | | | 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 = Niche -5 punish follow-ups. Can whiff depending on spacing. | | | 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 = PC {{clr|M|2MP}}, {{clr|M|5MP}}... | | | Combo = {{clr|PC|PC}} {{clr|M|2MP}}, {{clr|M|5MP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Useful hitconfirm if you're in burnout and outside {{clr|H|2HP}} range; it is almost guaranteed unless {{clr|M|2MP}} hits at the very tip, and has good damage potential because of the super cancel from {{clr|M|5MP}}~{{clr|M|MP}}, but {{clr|L|5LP}} TC is preferred for routing into {{clr|10|SA3}}. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|PC|PC}} {{clr|M|5MP}}, {{clr|M|2MP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Useful hitconfirm if you're in burnout; 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}}. | | | 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 = PC {{clr|HP|4HP}}, {{clr|HP|2HP}}... | | | Combo = {{clr|PC|PC}} {{clr|HP|4HP}}, {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Great shimmy punish. | | | Notes = Great shimmy punish. |
| | | Video = |
| | |}} |
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| | {{SF6-ComboTableItem |
| | | Combo = {{clr|PC|PC}} {{clr|HP|6HP}}, {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = {{clr|H|6HP}} can be used for big punishes from longer ranges. Deals less drive gauge damage than {{clr|H|4HP}} |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HP|5HP}} > {{clr|MP|214[MP]}}/{{clr|MP|pf.214MP}}... | | | Combo = {{clr|PC|PC}} {{clr|HP|5HP}} > {{clr|MP|214[MP]}}/{{clr|MP|pf.214MP}}... |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Medium | | | Difficulty = Medium |
| | Notes = PC {{clr|HP|5HP}} upgrades the follow-up to full midscreen combos with {{clr|MP|214[MP]}}. If {{clr|HP|5HP}} lands on an extended hurtbox, {{clr|4|PDR}} extensions after {{clr|MP|214[MP]}} may fall out. | | | 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|6HP}}~{{clr|HP|6HP}}... | | | 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 = Meterless follow-up on PC {{clr|HP|4HK}} for good damage midscreen or in the corner. | | | 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 = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|HP|4HK}}, {{clr|4|PDR}} {{clr|MP|2MP}}, {{clr|HP|2HP}}... | | | Combo = {{clr|PC|PC}} {{clr|HP|4HK}}, {{clr|4|PDR}} {{clr|MP|2MP}}, {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|MP|214MP}}, {{clr|HP|2HP}}... | | | Combo = {{clr|PC|PC}} {{clr|MP|214MP}}, {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = Highest damaging meterless Punish Counter combo starter. Most optimal DP punish if you can't land DR {{clr|HK|4HK}} and don't want to meter dump. Does slightly less Drive Gauge damage on hit than a punish with a Heavy normal (80% of a bar versus a full bar), so {{clr|H|4HP}} may be preferable when setting up checkmate situations. |
| | | Video = |
| | |}} |
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| | {{SF6-ComboTableItem |
| | | Combo = {{clr|PC|PC}} {{clr|H|236HP}}, {{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 = 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 = PC {{clr|4|PDR}} {{clr|HP|4HK}}, {{clr|HP|5HP}}... | | | Combo = {{clr|PC|PC}} {{clr|4|PDR}} {{clr|HP|4HK}}, {{clr|HP|5HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Difficulty = Medium | | | Difficulty = Medium |
| | Notes = Easy PC starter for meter dump combos. | | | Notes = Easy PC starter for meter dump combos. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = |
| | | Drive = 1 |
| | | Super = 0 |
| | | Difficulty = Hard |
| | | Notes = Optimal sequence for meter dump combos. 5HK may whiff depending on 4HK's spacing, in which case it's better to go into 5HP |
| | Video = | | | 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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| | 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 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}}. | | | 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}}. |
| }} | | }} |
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| ==== 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 = OD Tackle deals great damage, making this route pretty resource efficient. | | | content = OD Tackle deals great damage, making this route pretty resource efficient. |
| }} | | }} |
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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. |
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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. |
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| <tabber> 214LP = | | <tabber> 214LP = |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... (any cancelable normal) > 214PP, {{clr|MP|214MP}} (> 236236K) <br> | | | Recipe = ... (any cancelable normal) > {{clr|10|214PP}}, {{clr|MP|214MP}} (> 236236K) <br> |
| ... (any cancelable normal) > 214PP > 214214P<br> | | ... (any cancelable normal) > {{clr|10|214PP}}, Microwalk {{clr|MP|623MP}}/{{clr|HP|623HP}} <br> |
| ... (any cancelable normal) > 214PP, dl.236236P <br> | | ... (any cancelable normal) > {{clr|10|214PP}}> {{clr|10|214214P}} <br> |
| ... (any cancelable normal) > 214PP~PP (additional 1 Drive) | | ... (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. | | | 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}}/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 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. | | | 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. |
| }} | | }} |
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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 cancelable 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 cancelable normal) > 214PP, {{clr|LP|236LP}}, 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. Note that after OD 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. |
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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. |
| }} | | }} |