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{{Character Subnav SF6 | chara=Luke }} | {{Character Subnav SF6 | chara=Luke }} | ||
== Day 1 Combos == | |||
{{TheoryBox | |||
| Title = Basic Medium Link | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = 2MP, 5LK > 214LP | |||
| content = Basic pressure string into a knockdown. This is an important link to learn for Luke as 2MP is his main pressure tool being plus on block. | |||
}} | |||
{{TheoryBox | |||
| Title = Basic Medium Link | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = 2LK > 2LP > 2LP > 214PP, 214MP | |||
| content = Three-hit string into a knockdown. Luke is spaced too far out for 214LP to connect. On block, Luke can cancel into 236LP to remain safe. | |||
}} | |||
{{TheoryBox | |||
| Title = Basic Medium Link | |||
| Oneliner = | |||
| Difficulty = {{clr|1|Very Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = 5LP~MP~HP > 214HP | |||
| content = Basic damage conversion from Triple Impact. Luke can cancel into 236LP on block to stay safe or attempt a pressure reset with 214[HP]. | |||
}} | |||
== Links and Starters == | == Links and Starters == | ||
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| Youtube = | | Youtube = | ||
| Recipe = 2LK > 2LP > 5LK | | Recipe = 2LK > 2LP > 5LK | ||
| content = Doubles as a pressure string. Any counterhit (besides 2LK) can link into 5LP for a knockdown combo (described below). | | content = Doubles as a pressure string. Any counterhit (besides 2LK) can link into 5LP for a knockdown combo (described below). This will inherently beat wake-up Drive Impact due to being three hits, and all three lights are cancelable to counter DI. It will lose to other reversal options like Parry or DPs. | ||
}} | }} | ||
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| Youtube = | | Youtube = | ||
| Recipe = 5LP~MP~HP | | Recipe = 5LP~MP~HP | ||
| content = This target combo is amazing. It gives Luke good damage and a knockdown out of a big 6f normal while also being safe with a special cancel. | | content = This target combo is amazing. It gives Luke good damage and a knockdown out of a big 6f normal while also being safe with a special cancel. The juggle options are generally pretty open after this move, but things like 623HP will actually lose damage due to being an air connect. | ||
}} | }} | ||
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| Anchor = | | Anchor = | ||
| Youtube = | | Youtube = | ||
| Recipe = CH 2LP | | Recipe = CH 2LP/2MP/5MP, 5LP~MP~HP | ||
| content = Alternate counterhit confirm into Triple Impact | | content = Alternate counterhit confirm into Triple Impact | ||
}} | }} |
Revision as of 16:34, 3 November 2022
Day 1 Combos
Basic pressure string into a knockdown. This is an important link to learn for Luke as 2MP is his main pressure tool being plus on block.
Three-hit string into a knockdown. Luke is spaced too far out for 214LP to connect. On block, Luke can cancel into 236LP to remain safe.
Basic damage conversion from Triple Impact. Luke can cancel into 236LP on block to stay safe or attempt a pressure reset with 214[HP].
Links and Starters
Normal Hit
This doubles as a pressure string but will trade with 4f buttons.
Doubles as a pressure string. Any counterhit (besides 2LK) can link into 5LP for a knockdown combo (described below). This will inherently beat wake-up Drive Impact due to being three hits, and all three lights are cancelable to counter DI. It will lose to other reversal options like Parry or DPs.
This target combo is amazing. It gives Luke good damage and a knockdown out of a big 6f normal while also being safe with a special cancel. The juggle options are generally pretty open after this move, but things like 623HP will actually lose damage due to being an air connect.
Counter Hit
Alternate counterhit confirm into Triple Impact
Punish Counter
Luke gets access to his highest damage juggles anytime he can link into 2HP as it combos into Charged LP Flash Knuckle without resources.
Picking an Ender
214LP is Luke's longest range knockdown ender, but there are ranges where it won't combo from things like far 5LK. This requires Luke to spend Drive on OD Flash Knuckle which also gives him access to more damage.
236LP, 623LP (corner)
These will combo out of any of Luke's non-wallbounce launchers.
Juggle Extenders
214[LP]
214PP
All of these Flash Knuckles launch the same way. The main difference is their speed, with 214PP being the fastest and 214[LP] being the slowest (with 214{LP} being between the two). 2HP is Luke's only normal that combos into Charged LP Flash Knuckle naturally and as such linking into it whenever possible is Luke's best damage route.
214[MP]