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| '''[X]''' || Hold input briefly. | | '''[X]''' || Hold input briefly. | ||
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| '''P & K''' || P and K each denote "Any Punch (LP, MP, or HP" and "Any Kick (LK, MK, or HK)" respectively. | | '''P & K''' || P and K each denote "Any Punch (LP, MP, or HP)" and "Any Kick (LK, MK, or HK)" respectively. | ||
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| '''X/Y''' || Do either X move or Y move in a combo. | | '''X/Y''' || Do either X move or Y move in a combo. |
Revision as of 20:32, 6 November 2022
Combo Notation Guide
Notation | Meaning |
---|---|
> | Cancel the previous move to the following move. |
, | Link the previous move to the following move. |
~ | Cancel the previous special to the following special. |
(X) | A move in brackets must whiff (not hit). If an attack is accompanied by a number in brackets, only allow that many hits to connect. |
jX | Jumping action. |
dl.X | Briefly delay the action. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (LP, MP, or HP)" and "Any Kick (LK, MK, or HK)" respectively. |
X/Y | Do either X move or Y move in a combo. |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
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]