(Combo Tips and Notation Below in Description!)
Launch Day for Street Fighter 6 means our first Combo guide has got to be the poster boy, Luke. (does he have a last name?) ANYWAY he may look as vanilla as they come BUT he's pack a punch! A LOT of his BNB's lead to relliable pressure in the corner and safe jump! Bully your out of any situation with this Guide and pave your way to the Million Dollars. He'll be a lot of people first character so I expect questions. Feel free to ask them in comments and I'll get to the ASAP! Onto the Next SF6 CHaracter! 🙏🏾❤🙏🏾
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(Combo Tips and Terms Below ⬇)
BGM: Street Fighter 6 OST - Fete Foraine Stage Theme
(Luke's theme is so bad I couldn't do it. 😥)
Input Notation:
(Assuming Player 1 Side)
ST= while standing
CR = while crouching
LP MP HP = light medium heavy punch
LK MK HK = light medium heavy kick
QCF = Quarter-Circle Forward = ⬇↘➡
QCB = Quarter-Circle Back = ⬇↙⬅
DP = Dragon Punch Motion = ➡⬇↘
[X] = Hold until attack activates
CH = Counter Hit
PC = Punish Counter
DR = Dragon Rush
(X2) = Motion Repeated Twice
~ = Not a link or a special cancel just press the next button
* = Perfect Flash Knuckle Timing
Terms Used:
Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown
Safejump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.
Hit confirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo.
Combo Notation
CH Cr.mp combo - 2420 dmg
cr.mp, st.lp~mp~hp, DR, Cr.HP, qcb+lp*, DP+HP
Note: this one is a bit tricky at fris, the trick is to DP as soon as possible, trust me it’ll reach
Cr.light confirm combo - 1670 dmg
cr.lk, cr.lp, qcb+lp+mp, DP+HP
Midscreen CH. cr.lp Combo - 2658 dmg
Cr.lp, Cr.mp, Dr, Cr.mp, Cr.HP,
qcb+MP*, qcf+K~P
Wall splat Meterless Combo - 2750 dmg
HP+HK, st.hp, qcb+lp*, qcf+mp, DP+hP
Wall splat super Combo - 3800 dmg
HP+HK, St.hp, qcb+lp*, J.MP,
Dl.qcb+P, qcb(x2)+p
Tip: You can end with Level 1 as well
Wall splat into safe jump Combo - 2350 dmg
HP+HK, st.hp, qcb+lp*, qcf+mp |
F.jump, j.hp
Midscreen M.Flash Knuckle Safe Jump Combo - 3695
B.HP, Cr.HP, qcb+mp*, DR, st.hp, qcb+hp* |
st.lp, f.jump, h.mk
Anti-air j.mp Combo - 2640
J.MP, Dl. j.qcb+[p], M.DP
Note: easier to practice in the corner
Punish Counter cr.lp Combo - 2692
Cr.lp, cr.mk, Dr, cr.mp , cr.hp, qcb+lp*,
DR, st.hp, qcf+K~P
Tip: delay the Avenger followup or use the kick followup of you think they’ll go over you
Drive rush Overhead Confirm - 3026
Dr, F.mp, cr.mp, Dr, Cr.mp, Cr.Hp, qcb+mp(p), qcf+K~K
Drive Rush Low mix Confirm - 2092
DR, Cr.lk, Cr.lp, DR, Cr.lp, Cr.HP, qcb+mp(p), qcf+K~K
St.hp whiff punish Combo - 3862
St.HP, Dr, B.Hk, Cr.HP, qcb+mp*, DR, st.HP, Qcb+HP*
Tip: safe Jump in the corner off this combo route
Midscreen PC Drive impact Combo - 3225
Hp+HK, Cr.HP, qcb+mp(p), DR, St.HP, qcb+HP*
| st.lp, F.jump, j.mk
DP Punish Corner Combo - 6090
B.hk, st.hp, DR, B.hk, Cr. HP, qcb+lp*,
DR, st.Hp, qcf+k~P, qcf(x2)+K
St.hp whiff punish Combo - 3862
St.HP, Dr, B.Hk, Cr.HP, qcb+mp*,
DR, st.HP, Qcb+HP*
Midscreen DP punish Combo - The Rest (10000- 3862)
B+HK, St.HP, Dr, B.Hk, Cr.HP, qcb+mp*,
qcf+k~P, qcf(x2)+P
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Негізгі бет Must Know Luke Combos for Street Fighter 6
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