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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|N|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 == | | == Day 1 Combos == |
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| | Combo = {{clr|MP|2MP}}, {{clr|LP|2LP}} > {{clr|LP|214LP}} | | | Combo = {{clr|MP|2MP}}, {{clr|LP|2LP}} > {{clr|LP|214LP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 1460 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = {{clr|LK|2LK}} > {{clr|LP|2LP}} > {{clr|LP|2LP}} > {{clr|LP|214LP}} | | | Combo = {{clr|LK|2LK}} > {{clr|LP|2LP}} > {{clr|LP|2LP}} > {{clr|LP|214LP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 1200 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} | | | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 1640 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Very Easy | | | Difficulty = Easy |
| | 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]}}. | | | 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]}}. |
| | Video = | | | Video = |
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| | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}}~{{clr|MP|MP}}~{{clr|MP|MP}} | | | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}}~{{clr|MP|MP}}~{{clr|MP|MP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 1490 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} | | | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 2100 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Very Easy | | | Difficulty = Easy |
| | 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]}}. | | | Notes = {{clr|HP|6HP}} can be hit-confirmed on reaction to the second hit of the target combo. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{clr|HP|5HP}} > {{clr|HP|236HP}} | | {{clr|HP|5HP}} > {{clr|HP|236HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 840<br>1200/980<br>1400 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Very Easy | | | Difficulty = Very Easy |
| | Notes = Harass your opponent by cancelling 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. | | | 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. |
| | Video = | | | Video = |
| |}} | | |}} |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|HP|j.HP}}/{{clr|HK|j.HK}} > {{clr|HP|2HP}} > {{clr|LP|214[LP]}} > {{clr|MP|214MP}} | | | Combo = {{clr|HK|j.HK}} > {{clr|HP|2HP}} > {{clr|LP|214[LP]}}, {{clr|MP|214MP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 2760 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = Basic jump-in combo that deals pretty good damage. | | | Notes = Basic jump-in combo that deals pretty good damage. |
| | | Video = |
| | |}} |
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| | {{SF6-ComboTableItem |
| | | Combo = {{clr|HK|j.HK}} > {{clr|HP|2HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, {{clr|MP|623MP}} |
| | | Position = Corner |
| | | Damage = 3080 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = Corner version. Mash 2323 and MP to not accidentally get Level 1 Super. |
| | Video = | | | Video = |
| |}} | | |}} |
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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]]. |
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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]]. |
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| | For a full breakdown on what do after a Knuckle launch, [[Street_Fighter_6/Luke/Combos# Perfect_Knuckle_Breakdown|visit here]] |
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| === Normal Hit === | | === Normal Hit === |
| {{SF6-ComboTable | | {{SF6-ComboTable |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = j.X > {{clr|LP|2HP}}... | | | Combo = j.X > {{clr|HP|2HP}}... |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Even {{clr|LP|j.LP}} and {{clr|LK|j.LK}} can connect to {{clr|LP|2HP}} on a deep enough hit. | | | Notes = Even {{clr|LP|j.LP}} and {{clr|LK|j.LK}} can connect to {{clr|HP|2HP}} on a deep enough hit. |
| | Video = | | | Video = |
| |}} | | |}} |
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| | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} | | | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 1640 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} | | | Combo = {{clr|LP|5LP}}~{{clr|MP|MP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = | | | Damage = 1850 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = Corner variant. | | | Notes = Corner variant. |
| | Video = | | | Video = |
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| | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}}~{{clr|MP|MP}}~{{clr|MP|MP}} | | | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}}~{{clr|MP|MP}}~{{clr|MP|MP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 1490 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Very Easy |
| | Notes = {{clr|MP|5MP}} is a great whiff punish tool. | | | Notes = {{clr|MP|5MP}} is a great whiff punish tool. |
| | Video = | | | Video = |
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| | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}} > Level 1/2/3 | | | Combo = {{clr|MP|5MP}}~{{clr|MP|MP}} > Level 1/2/3 |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 2500/3140/4100 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 1/2/3 | | | Super = 1/2/3 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = The second hit can be confirmed into any of his Supers for good damage. | | | Notes = The second hit can be confirmed into any of his Supers for good damage. |
| | Video = | | | Video = |
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| | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} | | | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|HP|214HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 2100 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} | | | Combo = {{clr|HP|6HP}}~{{clr|HP|HP}} > {{clr|MP|236MP}}, {{clr|LP|623LP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = | | | Damage = 2360 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = Corner variant. | | | Notes = Corner variant. |
| | Video =
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| |}}
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| {{SF6-ComboTableItem
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| | Combo = {{clr|HP|6HP}} (blocked)~{{clr|HP|HP}} (trade), {{clr|MP|623MP}}
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| | Position = Corner
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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 = The second hit trades with 5f moves on block, giving you a trade combo into Medium DP in the corner.
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| | Video = | | | Video = |
| |}} | | |}} |
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| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = Heavy Sand Blast usually catches people mashing after a blocked {{clr|HP|5HP}}. | | | Notes = Heavy Sand Blast usually catches people mashing after a blocked {{clr|HP|5HP}}. |
| | Video = | | | Video = |
| |}} | | |}} |
| }} | | }} |
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| === Punish Counter === | | === Punish Counter === |
| {{SF6-ComboTable | | {{SF6-ComboTable |
| | Header = Counter-Hit | | | Header = Punish Counter |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Difficulty = Easy | | | Difficulty = Easy |
| | Notes = Great shimmy punish. | | | Notes = Great shimmy punish. |
| | | Video = |
| | |}} |
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| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|HP|4HK}}, {{clr|HP|5HP}} > 236236P |
| | | Position = Anywhere |
| | | Damage = 3600 |
| | | Drive = 0 |
| | | Super = 1 |
| | | Difficulty = Easy |
| | | Notes = Simple ender into a Level 1. |
| | | Video = |
| | |}} |
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| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|HP|4HK}}, {{clr|HP|5HP}} > 214214P |
| | | Position = Anywhere |
| | | Damage = 4200 |
| | | Drive = 0 |
| | | Super = 2 |
| | | Difficulty = Easy |
| | | Notes = Simple ender into a Level 2. |
| | Video = | | | Video = |
| |}} | | |}} |
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| | Combo = PC {{clr|HP|4HK}}, {{clr|HP|5HP}} > {{clr|HP|214HP}} > 236236K | | | Combo = PC {{clr|HP|4HK}}, {{clr|HP|5HP}} > {{clr|HP|214HP}} > 236236K |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = 5200 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = Simple ender into a Level 3 | | | Notes = Simple ender into a Level 3. |
| | Video = | | | Video = |
| |}} | | |}} |
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| | Drive = 1 | | | Drive = 1 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Medium |
| | Notes = Amazing Drive Rush extension for only a 1 bar. Usually your optimal DP punish if you don't have time to land DR {{clr|HP|4HK}} | | | Notes = Amazing Drive Rush extension for only a 1 bar. |
| | | Video = |
| | |}} |
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| | {{SF6-ComboTableItem |
| | | Combo = 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. |
| | | Video = |
| | |}} |
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| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|HK|4HK}}, {{clr|HP|5HP}} > 66, {{clr|HK|4HK}}, {{clr|HP|2HP}}... |
| | | Position = Anywhere |
| | | Damage = |
| | | Drive = 3 |
| | | Super = 0 |
| | | Difficulty = Medium |
| | | Notes = If you can't land DR {{clr|HK|4HK}}, this is your second highest damaging full meter dump combo starter. |
| | Video = | | | Video = |
| |}} | | |}} |
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| | Position = Anywhere | | | Position = Anywhere |
| | Damage = | | | Damage = |
| | Drive = 0 | | | Drive = 2 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = Easy | | | Difficulty = Hard |
| | Notes = With a Drive Rush PC {{clr|HP|4HK}}, you can link ''another'' Drive Rush {{clr|HP|4HK}}, which leads to your '''highest damage combos'''. A full Drive and Meter dump combo can do upwards of 6900 damage! (nice) | | | Notes = With a Drive Rush PC {{clr|HP|4HK}}, you can link ''another'' Drive Rush {{clr|HP|4HK}}, which leads to your '''highest damage combos'''. A full Drive and Meter dump combo can do upwards of 6900 damage! (nice) |
| | Video = | | | Video = |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = Hard | | | Difficulty = Hard |
| | Notes = Any of Luke's cancellable normals can be cancelled into Drive Rush into a normal and then linked into {{clr|HP|2HP}}. | | | Notes = Any of Luke's cancelable normals can be canceled into Drive Rush into a normal and then linked into {{clr|HP|2HP}}. |
| | Video = | | | Video = |
| |}} | | |}} |
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| === 2HP is Your Best Friend === | | === 2HP is Your Best Friend === |
| Luke's highest damage combos come from cancelling {{clr|HP|2HP}} into Perfect {{clr|MP|214MP}} (midscreen) or {{clr|LP|214LP}} (corner). You can land {{clr|HP|2HP}} after jump-ins, Drive Rush enhanced normals, PC Drive Impact, and various other CH or PC scenarios. | | Luke's highest damage combos come from canceling {{clr|HP|2HP}} into Perfect {{clr|MP|214MP}} (midscreen) or {{clr|LP|214LP}} (corner). You can land {{clr|HP|2HP}} after jump-ins, Drive Rush enhanced normals, PC Drive Impact, and various other CH or PC scenarios. |
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| Midscreen, after landing {{clr|HP|2HP}} > pf.{{clr|MP|214MP}}, you have a lot of options to continue the juggle. Which one to use depends on your resources, and if you want to prioritise damage or oki. | | Midscreen, after landing {{clr|HP|2HP}} > pf.{{clr|MP|214MP}}, you have a lot of options to continue the juggle. Which one to use depends on your resources, and if you want to prioritise damage or oki. |
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| === Medium Flash Knuckle === | | === Medium Flash Knuckle === |
| ==== Meterless ==== | | ==== Meterless ==== |
| <tabber> Tackle Ender = | | <tabber> Tackle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Tackle Ender | | | Title = Tackle Ender |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
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| | 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. |
| }} | | }} |
| |-| pf.214LP > 214HP = | | |-| Light Knuckle > Heavy Knuckle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Light Perfect Knuckle > Heavy Knuckle | | | Title = Light Knuckle into Heavy Knuckle |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = {{clr|4|Hard}} |
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| If you don't get a Perfect Light Knuckle, link into uncharged {{clr|MP|214MP}} instead. | | If you don't get a Perfect Light Knuckle, link into uncharged {{clr|MP|214MP}} instead. |
| }} | | }} |
| |-| DR 5HP > pf.214LP > 214HP = | | </tabber> |
| | |
| | === Drive Rush {{clr|H|5HP}} === |
| | <tabber> Light Perfect Knuckle > Tackle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Drive Rush 5HP > Light Perfect Knuckle > Heavy Knuckle | | | Title = Drive Rush 5HP > Light Knuckle > Tackle Ender |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = {{clr|4|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... {{clr|HP|2HP}} > {{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. |
| | }} |
| | |-| Light Knuckle > Heavy Knuckle = |
| | {{TheoryBox |
| | | Title = Drive Rush 5HP > Light Knuckle > Heavy Knuckle |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
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| | 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}} > {{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 previous combo which deals slightly more Damage and has better corner carry. | | | 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. |
| }} | | }} |
| |-| DR 5HP > 214[HP] = | | |
| | |-| Charged Heavy Knuckle = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Drive Rush 5HP > Charged Heavy Knuckle | | | Title = Drive Rush 5HP > Charged Heavy Knuckle |
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| | 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}} > pf.{{clr|MP|214MP}} > {{clr|M|MPMK}}~66~{{clr|HP|5HP}} > {{clr|HP|pf.214HP}}/{{clr|HP|214[HP]}} |
| | content = Sets up a safejump 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}}. |
| }} | | }} |
| </tabber> | | </tabber> |
| | |
| ==== Metered ==== | | ==== Metered ==== |
| <tabber> Level 1 = | | <tabber> Level 1 = |
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| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, 236KK~P > 214214P | | | Recipe = ... {{clr|HP|2HP}} > {{clr|MP|pf.214MP}}, 236KK~P > 214214P |
| | content = EX Tackle deals great damage, making this route deal pretty resource efficient. | | | content = OD Tackle deals great damage, making this route pretty resource efficient. |
| }} | | }} |
| |-| Level 2 (3 Drive) = | | |-| Level 2 (3 Drive) = |
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| | 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}} > {{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. |
| }} | | }} |
| |-| Level 3 = | | |-| Level 3 = |
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| | 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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| If you don't get a Perfect Light Knuckle, link into uncharged {{clr|MP|214MP}} instead, which still comboes into Level 3 | | If you don't get a Perfect Light Knuckle, link into uncharged {{clr|MP|214MP}} instead, which still combos into Level 3 |
| }} | | }} |
| |-| Level 3 (1 Drive) = | | |-| Level 3 (1 Drive) = |
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| }} | | }} |
| </tabber> | | </tabber> |
| | |
| === 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}} 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. |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... (any cancellable normal) > {{clr|LP|214LP}} (> 236236K) | | | Recipe = ... (any cancelable normal) > {{clr|LP|214LP}} (> 236236K) |
| | content = Your basic combo from a Light and Medium normal. Can cancel into Level 3 as well. | | | content = Your basic combo from a Light and Medium normal. Can cancel into Level 3 as well. |
| }} | | }} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... (any cancellable normal) > 214PP, {{clr|MP|214MP}} (> 236236K) <br> | | | Recipe = ... (any cancelable normal) > 214PP, {{clr|MP|214MP}} (> 236236K) <br> |
| ... (any cancellable normal) > 214PP > 214214P<br> | | ... (any cancelable normal) > 214PP > 214214P<br> |
| ... (any cancellable normal) > 214PP, dl.236236P | | ... (any cancelable normal) > 214PP, dl.236236P <br> |
| | content = Cancelling into EX 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. | | ... (any cancelable normal) > 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. |
| }} | | }} |
| |-| 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|M|MPMK}}~66~{{clr|HP|2HP}} > {{clr|MP|pf.214MP}}/{{clr|MP|214[MP]}}, {{clr|HP|214HP}} (> 236236K) | | | 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> |
| | content = 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. |
| }} | | }} |
| |-| pf.214LP (2 Drive, Level 2) = | | |-| pf.214LP (2 Drive, Level 2) = |
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| | Youtube = | | | Youtube = |
| | Recipe = ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, 236KK~P > 214214P | | | Recipe = ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, 236KK~P > 214214P |
| | content = Light Perfect is required for EX 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. |
| | }} |
| | |-| pf.214LP (3 Drive, Level 2) = |
| | {{TheoryBox |
| | | Title = Combo from Heavy Normals into Level 2 (3 Drive Bars) |
| | | Oneliner = |
| | | Difficulty = {{clr|4|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | 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 |
| | | content = Combination of the 1 and 2 Drive bar routes. |
| }} | | }} |
| </tabber> | | </tabber> |
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| | 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}} or CH/PC {{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}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, {{clr|MP|623MP}} <br> |
| ... (any cancellable normal) > 214PP, {{clr|LP|236LP}}, {{clr|LP|623LP}} | | ... (any cancelable normal) > 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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| | Recipe = ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|MP|236MP}}, 236236P/214214P <br> | | | Recipe = ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|pf.214LP}}, {{clr|MP|236MP}}, 236236P/214214P <br> |
| ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, 236236P/214214P <br> | | ... {{clr|HP|2HP}} or CH/PC {{clr|HP|5HP}} > {{clr|LP|214[LP]}}, {{clr|MP|236MP}}, 236236P/214214P <br> |
| ... (any cancellable normal) > 214PP, {{clr|LP|236LP}}, 236236P/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. | | | 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. |
| }} | | }} |
| |-| DR 5HP > 236HP = | | |-| DR 5HP > 236HP = |