Street Fighter 6/Luke/Strategy: Difference between revisions

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* OD Rising Uppercut (623PP) - Essential defensive tool that costs 2 Drive Bars. Drive Rush from normals with low blockstun always has a guaranteed gap, allowing you to punish it with OD DP, netting you a 1 Drive bar advantage (3 from Drive Rush cancel vs 2 from 623PP). It is also possible to OS gapless vs Drive Rush cancel with gaps by inputting 623PP with a 323 motion. This way you never stop blocking low and are safe from gapless low attacks while punishing gaps if there are any. Spending an extra Drive bar on 623PP's follow-up is generally not worth unless it kills. The oki is worse, and you can spend that 1 Drive bar on a Drive Rush to get oki from OD DP instead.
* OD Rising Uppercut (623PP) - Essential defensive tool that costs 2 Drive Bars. Drive Rush from normals with low blockstun always has a guaranteed gap, allowing you to punish it with OD DP, netting you a 1 Drive bar advantage (3 from Drive Rush cancel vs 2 from 623PP). It is also possible to OS gapless vs Drive Rush cancel with gaps by inputting 623PP with a 323 motion. This way you never stop blocking low and are safe from gapless low attacks while punishing gaps if there are any. Spending an extra Drive bar on 623PP's follow-up is generally not worth unless it kills. The oki is worse, and you can spend that 1 Drive bar on a Drive Rush to get oki from OD DP instead.


* Vulcan Blast (236236P) - Your go-to Super to use against Drive Impacts in Burnout, as it is both fast at 6f and only costs 1 Super bar. As is most Level 1s, it is strike and throw invul but not to projectiles. Some characters can abuse this fact by meatying with a projectile instead of a strike. Vulcan Blast also has great utility in neutral, as it destroy all non-Super projectiles and can be used on reaction against some characters. However, due to the fact that Luke isn't projectile invul, a late reaction can make you activate the superfreeze and spend the Super bar, and then get hit by an incoming projectile afterwards. This will both waste 1 bar and cancel any shots from Vulcan Blast. The final hit of the Level 1 sends the opponent full screen, meaning no oki midscreen even with a Drive Rush.
* Vulcan Blast (236236P) - Your go-to Super to use against Drive Impacts in Burnout, as it is both fast at 6f and only costs 1 Super bar. As is most Level 1s, it is strike and throw invul but not to projectiles. Some characters can abuse this fact by meatying with a projectile instead of a strike. The final hit of the Level 1 sends the opponent full screen, meaning no oki midscreen even with a Drive Rush.


* Eraser (214214P) - While dealing a good deal more damage than his Level 1, Eraser suffers from poor range, which can make it prone to whiffing. On the upside, Luke walks forward around a 1/4 of the stage during the animation and only then sends the opponent full screen. Using it when cornered will have the opponent slightly past the middle of the stage by the end. It does only leave Luke +2 afterwards, though.
* Eraser (214214P) - While dealing a good deal more damage than his Level 1, Eraser suffers from poor range, which can make it prone to whiffing. On the upside, Luke walks forward around a 1/4 of the stage during the animation and only then sends the opponent full screen. Using it when cornered will have the opponent slightly past the middle of the stage by the end. It does only leave Luke +2 afterwards, though.

Revision as of 06:52, 29 June 2023


Neutral

TO-DO


Offense

Frame Traps

Light Chains -



Okizeme and Mixups

TO-DO


Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +19 Forward walk > Throw is a 4f timing to beat 4f mash
Auto-timed DR > 5MP; +1 OB, can shimmy reversal Throw; +6 OH
Back Throw +19 Cannot Throw Loop due to distance
Auto-timed DR > 5MP; +1 OB, can shimmy reversal Throw; +6 OH
Drive Impact
(No Crumple)
+35 +16 after forward dash; -3 after double dash
DR > 6MP has to be delayed by 4f
Drive Reversal +23 +4 after forward dash
Auto-timed DR > 4HK; 0 OB spaced; +9 OH, link to 2HP
2HK HKD +28 Auto-timed DR > 6MP; +1 OB, cannot shimmy reversal Throw; +6 OH;
trades with 4f with +13, can link 2HP after
PC 2HK HKD +44 +6 after double dash, meaty 2MP
Whiff 2LP > DR > 6MP; +1 OB, cannot shimmy reversal Throw
Can manually safejump after (delay jump by 2f)
5MP~MP~MP~MP
(Snapback Combo)
+33 +14 after forward dash; meaty 4HK links to 2HP
236PP
(OD Sand Blast)
+41 Can safejump 6f reversals; +3 after double dash
236PP~PP
(Fatal Shot)
+48 Manual safejump (delay by 6f); +10 after double dash
623P
(Rising Uppercut)
L +28/M +28/H +29 Auto-timed DR > 6MP; +1 OB, cannot shimmy reversal Throw
623PP
(OD Rising Uppercut)
+25 Auto-timed Drive Rush > 4HP, +1 OB, can shimmy reversal Throw;
+7 OH, can link to 2HP
623PP
(Slam Dunk)
+14 Auto-timed Drive Rush > 2MP, +5 OB, not in throw range;
+11 OH, links to 5HP, cannot link to 2HP unless in corner
214LP
(LP Flash Knuckle)
+32 Auto-timed DR > 6MP hits meaty; +2 OB, cannot shimmy reversal Throw;
+7 OH, can link to 2HP
(corner)
pf.214LP > 236MP
+42 Safe jump j9 > j.HK
214HP
(HP Flash Knuckle)
+42 (ground hit) Safe jump j9 > j.HK
214HP after:
5LP~MP~HP
6HP~HP
pf.214MP>DR~HP>214[LP]
+31 Whiff 5MP > 2MP beats 4f mash
Auto-timed DR > 6MP; +1 OB, cannot shimmy reversal Throw; +6 OH
214HP after:
pf.214LP
+35 Whiff 5MP > 2MP beats 4f mash
Auto-timed DR > 6MP hits meaty; +2 OB, cannot shimmy reversal Throw;
+7 OH, can link to 2HP
214HP after:
pf.214MP>DR~5HP>pf.214LP
pf.214LP>DR~2HP>pf.214MP
+32 Whiff 5MP > 2MP beats 4f mash
Auto-timed DR > 6MP hits meaty; +2 OB, cannot shimmy reversal Throw;
+7 OH, can link to 2HP
pf.214HP/214[HP] +63 Whiff 2MP > j9 > j.HK for an auto-timed safe jump
214PP~PP
(DDT)
+12 6HP meaty, hitconfirm to second hit
236K~P
(No Chaser)
+32 (ground hit) Auto-timed DR > 6MP hits meaty; +2 OB, cannot shimmy reversal Throw;
+7 OH, can link to 2HP
236K~K
(Impaler)
+35 Whiff 2MP > 4HK links into 2HP on hit
236236P
(Lv.1 Super)
+17~30 ?
214214P
(Lv.2 Super)
+2~3 Strike/throw if in corner, can shimmy reversal Throw
236236K
(Lv.3 Super/CA)
HKD +18 Auto-timed DR > 5MP; +1 OB, can shimmy reversal Throw; +6 OH


vs. Burnout

Drive Rush

When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
≤0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
≥5 Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK 4HP 4HK 6HP 6MP
5LP~DR 8 10 11 6 8 11 5 7 6 9 11 17 17 13 17 22
5HP~DR -3 -1 0 -5 -3 0 -6 -4 -3 -5 -2 0 6 2 6 11
5LK~DR 7 9 10 5 7 10 4 6 5 8 10 16 16 12 16 21
2LP~DR 9 11 12 7 9 12 6 8 7 10 12 18 18 14 18 23
2MP~DR 0 2 3 -2 0 3 -3 -1 0 -2 1 3 9 5 9 14
2HP~DR 1 3 4 -1 1 4 -2 0 1 -1 2 4 10 6 10 15
2MK~DR 3 5 6 1 3 6 0 2 3 1 4 6 12 8 12 17
4HP~DR -3 -1 0 -5 -3 0 -6 -4 -3 -5 -2 0 6 2 6 11
5LP~MP~HP~DR 2 4 5 0 2 5 -1 1 2 0 3 5 11 7 11 16
6HP~6HP~DR 0 2 3 -2 0 3 -3 -1 0 -2 1 3 9 5 9 14


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +4 2LP > 2HP...
5HP~DR +15 4HK > 2HP...
5LK~DR +5 2LP > 2HP...
2LP~DR +4 2LP > 2HP...
2MP~DR +10 2MP > 2HP...
2HP~DR +20 4HK > 2HP...
2MK~DR +8 2MP > 2HP...
4HP~DR +16 4HK > 2HP...
5LP~MP~HP~DR Free Juggle 2HP > pf.214LP/214[LP]...
6HP~HP~DR Free Juggle 2HP > pf.214LP/214[LP]...


Defense

Reversals

  • OD Rising Uppercut (623PP) - Essential defensive tool that costs 2 Drive Bars. Drive Rush from normals with low blockstun always has a guaranteed gap, allowing you to punish it with OD DP, netting you a 1 Drive bar advantage (3 from Drive Rush cancel vs 2 from 623PP). It is also possible to OS gapless vs Drive Rush cancel with gaps by inputting 623PP with a 323 motion. This way you never stop blocking low and are safe from gapless low attacks while punishing gaps if there are any. Spending an extra Drive bar on 623PP's follow-up is generally not worth unless it kills. The oki is worse, and you can spend that 1 Drive bar on a Drive Rush to get oki from OD DP instead.
  • Vulcan Blast (236236P) - Your go-to Super to use against Drive Impacts in Burnout, as it is both fast at 6f and only costs 1 Super bar. As is most Level 1s, it is strike and throw invul but not to projectiles. Some characters can abuse this fact by meatying with a projectile instead of a strike. The final hit of the Level 1 sends the opponent full screen, meaning no oki midscreen even with a Drive Rush.
  • Eraser (214214P) - While dealing a good deal more damage than his Level 1, Eraser suffers from poor range, which can make it prone to whiffing. On the upside, Luke walks forward around a 1/4 of the stage during the animation and only then sends the opponent full screen. Using it when cornered will have the opponent slightly past the middle of the stage by the end. It does only leave Luke +2 afterwards, though.
  • Pale Rider (236236K) - The one to use if you want to risk it all on one interaction. Regular Pale Rider deals 4000 damage and the CA version adds 500 to that. This Super is substantially slower at 10f from around one character length away, and it also gets even slower at longer ranges, up to a maximum of 27f. This gives long-range meaties potential to use them safely. A good way to tell if your opponent is under 4000 health (assuming they have standard 10000 health) is if the bottom corner of the health gauge is past the outermost Drive bar. 4500 health should be in the middle of the outermost Drive bar.


Anti-Airs

  • 2HP - Easiest and fastest reaction anti-air to use for Classic players. 2HP has a generous low-profile hitbox and is good at clipping close-range jumps that 623P would whiff against. However, it leaves you pretty much in neutral afterwards at +4 to +8 and spaced around 1 character away from the opponent.
  • Rising Uppercut (623P) - All versions are air attack invul from frame 1, making them beat any jump-in as long as you can input the motion in time, which Modern players don't have to consider. The actual valid input for it is any forward direction (6 or 3), any down direction (1, 2 or 3), any forward direction (6 or 3). This gives you opporunities to shortcut the motion in neutral situations. From forward walk (6), you only need to input 23. From crouch, you can be holding down/forward (3), then also simply input 23 to get DP out. You can even be spamming 2 and 3 repeatedly, which will continuously buffer a DP without giving away that you're doing that to your opponent, since you're just crouching from their perspective. Inputting DP from crouch also has the benefit of keeping your hurtbox lower to the ground right until you DP, giving you more time to input it against jump-ins. The fastest, and sometimes only way, to DP against cross-ups is to use the Cross-Cut motion (video breakdown). It is essentially a well timed half-circle back motion (63214), where 6 buffers the first required forward direction, while the 214 gets read as a 236 due to your opponent having already crossed-up, which input the rest of the required motion.



Anti-Projectile


Fighting vs. Luke

Punishable on block

-4
-5
-6
-8
-9
-10
-12
-14
-18
-19
-21
-22
-23
-27
-29
-33
-40
-42




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