Street Fighter 6/Luke/Strategy

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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 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5LK~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2LP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2MP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2MK~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
4HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5LP~MP~HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
6HP~6HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?


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 +? ?
5HP~DR +? ?
5LK~DR +? ?
2LP~DR +? ?
2MP~DR +? ?
2HP~DR +? ?
2MK~DR +? ?
4HP~DR +? ?
5LP~MP~HP~DR Free Juggle ?
6HP~6HP~DR Free Juggle ?


Defense

Reversals


Anti-Airs


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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