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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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| | Header = Counter-Hit | | | Header = Counter-Hit |
| | Items = | | | Items = |
| {{SF6-ComboTableItem
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| | Combo = CH {{clr|LP|5LP}}, {{clr|LP|2LP}}...
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| | Position = Anywhere
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| | Damage =
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| | Drive = 0
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| | Super = 0
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| | Difficulty = Easy
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| | Notes =
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| | Video =
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| |}}
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| {{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 = 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. | | | 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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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|L|5LK}}/{{clr|L|2LP}}, {{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 Light PC 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 | | | 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 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 |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Easy |
| | | Notes = Useful link that allows {{clr|M|5MP}} to convert into more damage or start a full combo by spending resources. If {{clr|M|5MP}} lands at the very tip or on an extended hurtbox, {{clr|M|2MP}} will whiff, in which case it's better to complete the target combo for the guaranteed damage. |
| | Video = | | | 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 = |
| | |}} |
| | |
| | {{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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| {{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 | | | 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 {{clr|H|4HP}} may be preferable when setting up checkmate situations. |
| | | Video = |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|PC|PC}} {{clr|H|236HP}}, {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = If 236HP is used to call out a reversal Level 1, you can get a full combo. |
| | Video = | | | 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> |
| ...CH {{clr|M|2MP}}/PC {{clr|M|2MK}}/{{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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| | 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 | | | 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 = ... (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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| | Recipe = ... {{clr|HP|2HP}}/{{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}}/{{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}}/{{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}}/{{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. |