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JuiceboxAbel

SF6 Character Notes - Luke

Jun 16th, 2023 (edited)
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  1. Specials/Supers:
  2. (X - EX version is possible)
  3. - (followup from above move)
  4.  
  5. 236P X
  6. - PP (X only)
  7. 214P X
  8. - PP (X only)
  9. - LP/MP/HP each have 3 versions:
  10. - uncharged
  11. - fully charged
  12. - perfect charge
  13. 623P X
  14. - PP (X only)
  15. 236K X
  16. - P
  17. - K
  18. air 214P X
  19.  
  20. 1 - 236236P
  21. 2 - 214214P
  22. 3 - 236236K
  23. -----
  24. Command Normals:
  25.  
  26. 6MP
  27. 4HP
  28. 4HK
  29. 6HP > 6HP
  30. -----
  31. Target Combos:
  32.  
  33. LP > MP > HP
  34. MP > MP > MP > MP
  35. 2MK > 2HP
  36. -----
  37. Juggle State Normals:
  38.  
  39. HK
  40. 4HK
  41. jMP
  42.  
  43. - these cause a juggle state when used on an airborne opponent
  44. - unless otherwise noted, these do not require counter hit or punish counter
  45. ------------------------------------------
  46. 236P:
  47. - SAND BLAST
  48. - basic zoning tool
  49. - LP version is unsafe up close, useful mostly to create gapless strings but only from specific normals and spacings
  50. - MP and HP are the main zoning tools
  51. - EX is extremely fast
  52. - can add another projectile to EX version with PP
  53. - also used in some corner combos
  54. - extremely effective with opponent in Burnout
  55. - see Sand Blast section later in the guide for more details
  56.  
  57. 623P:
  58. - standard antiair uppercut, unsafe on block
  59. - EX version can add an extra hit with PP (only on successful hit)
  60.  
  61. 214LP:
  62. - uncharged: use as combo ender from light attacks
  63. - full charged: use as launcher from 2HP
  64. - perfect: better launcher from 2HP, increased combo potential
  65. - all versions unsafe on block
  66.  
  67. 214MP:
  68. - uncharged: use as combo ender from medium attacks, unsafe on block
  69. - full charged: use as launcher from 2HP
  70. - perfect: use as launcher from 2HP, perfect is required unless the 2HP was CH or PCH
  71. - full charge and perfect versions are only -3 on block. Risky due to a large gap, but not useless in neutral or cancelled into from normals
  72.  
  73. 214HP:
  74. - uncharged: use as combo ender from heavy attacks, -4 on block which may or may not be punishable depending on spacing
  75. - full charged: neutral and close-range bullying tool. +4 on block, but smart opponents will Drive Impact in response. If you have super 3 available you can cancel to it if you see them DI.
  76. - perfect: same bullying tool as full charge, also combo ender for some specific juggles (?)
  77.  
  78. 214PP:
  79. - unsafe on block
  80. - combo launcher and extender
  81.  
  82. 236K:
  83. - command dash with P and K options
  84. - EX dash has one hit of full-body armor, starting on frame 3
  85. - not usable as a reversal
  86. - as soon as you press P or K, you no longer have armor
  87. - P is a dashing shoulder, unsafe on block
  88. - many active frames, can be as good as 0 on block in setups
  89. - juggle combo ender, can extend a combo in the corner
  90. - EX version: damage improved
  91. - K is a long-distance leaping overhead, unsafe on block
  92. - many active frames, can be as good as -1 on block in setups
  93. - juggle combo ender
  94. - EX version can be a combo extender in the corner, and is 3 frames better on block, can be +2 with perfect setup
  95.  
  96. air 214P:
  97. - LP/MP/HP all seem the same
  98. - from -12 to -1 on block against a blocking dummy
  99. - doesn't whiff on crouchers!
  100. - on low height hit, can combo super 1 or 3
  101. - in corner, ANY 623P or ANY super
  102. - can hold/charge meterless version
  103. - on hold, best frames are -23 on the ground
  104. - on hit, no combo unless you catch very late with the opponent at extreme height
  105. - can also be used as a corner escape
  106. - EX version is 'charged' version without needing to be held
  107. - always unsafe vs ground, + extra recovery frames on landing
  108. - on hit at the right range, opponent is launched high. Doesn't work if you combo to it with jMP or are too far
  109. - combo options only slightly better than meterless charged air 214P
  110.  
  111. 236236P:
  112. - 1 frame full invul at beginning, then strike/throw invul
  113. - standard level 1 reversal and combo ender
  114. - cancel into from normals
  115.  
  116. 214214P:
  117. - fully invul
  118. - standard level 2 reversal and combo ender
  119. - cancel into from normals, 236PP, 214PP, or 236KK>P
  120.  
  121. 236236K:
  122. - fully invul
  123. - standard level 3 reversal and combo ender
  124. - cancel into from normals, any 236P, any 214P, or any 236K>P
  125. -------------
  126. Antiairs:
  127. 2HP
  128. 4HK (not great)
  129. any 623P
  130. immediate jLP/jLK
  131. immediate jMP (combo!)
  132. super1
  133. super2
  134. super3
  135.  
  136. Poke ranges (short to long):
  137. 2HP < 2LK < 2LP < 4HP < LK < 2MP < LP = 6MP <
  138. 2MK = 4HK < MK < HK < MP = 2HK = HP < 6HP
  139.  
  140. important combo tools by startup frames:
  141. 4 - 2LP
  142. 5 - LK / 2LK / 623LP / super2
  143. 6 - 2MP / 623MP/EX / super1
  144. 7 - 2HP / LP
  145. 8 - 2MK
  146. 9 - MP / 623HP
  147. 10 - HP / super3
  148.  
  149. launchers:
  150. PCH HK
  151. 214LP charged
  152. 214MP charged (wallbounce)
  153. 214PP
  154.  
  155. SPECIAL SCALING:
  156. LP>MP*>HP (*scales twice)
  157. 214LP/MP charged (scales twice)
  158. ??
  159. ---------------------------------------------------
  160. Sand Blast Gaps
  161.  
  162. Normal:
  163. - from a light, always a gap
  164.  
  165. - from a medium:
  166. - gapless to 236LP/EX, if up close
  167.  
  168. - from a heavy:
  169. - 4HP and HP gapless to 236LP/MP/EX
  170. - HP to 236MP gapless, but not at the -tip-
  171. - 6HP>HP gapless to 236LP/EX, but neither of these at the tip
  172. - 2HP gapless to 236LP, point blank only
  173.  
  174. BURNOUT:
  175. - from a light
  176. - LK gapless to 236LP, if up close
  177.  
  178. - from a medium:
  179. - 2MP/2MK to 236LP/EX always gapless
  180. - 2MP/2MK to 236MP gapless, but not at the tip
  181.  
  182. - from a heavy:
  183. - HP/4HP gapless to ALL
  184. - 6HP>HP gapless to 236LP/MP/EX
  185. - 2HP gapless to 236LP/EX
  186. - 2HP gapless to 236MP, but not at the tip
  187. ---------------------------------------------------
  188. 2HK (and some other sweeps) punishment guide
  189.  
  190. Punishment available at the very tip:
  191.  
  192. Cammy 2HK (-10)
  193. Jamie 2HK (-10), both hits connect
  194. - MP and super1/3
  195.  
  196. E.Honda 2HK (-10)
  197. Zangief 2HK (-13)
  198. - super1
  199.  
  200. Jamie 2HK, only 2nd hit (-10)
  201. JP 3HP (-14)
  202. Ken (-10)
  203. Kimberly (-10)
  204. - super 1/3
  205.  
  206. Luke (-9)
  207. - MP and super1
  208.  
  209. Chun-Li 2HK (-7)
  210. - MK (yes that's it)
  211.  
  212. Blanka 3HP
  213. - ranges from -18 to -9
  214. - MP, 2MK, and super1
  215.  
  216. DeeJay 2HK
  217. - ranges from -11 to -1 / real-time judgment
  218. Dhalsim 2HK
  219. - ranges from -16 to -1 / real-time judgment
  220.  
  221. For the following sweeps, the standard HP punisher ALWAYS works:
  222. {HP xx perf. 214[LP], 214HP}
  223.  
  224. Blanka 2HK (-12)
  225. Juri 2HK (-11)
  226. Guile 2HK (-12)
  227. Lily 2HK (-12)
  228. Manon 2HK (-12)
  229. Marisa 2HK (-11)
  230. Ryu 2HK (-12)
  231.  
  232. Luke CANNOT punish the following sweeps blocked at the tip:
  233. DeeJay 2MK (-7)
  234. Dhalsim 1HK (-7)
  235. JP 2HK (-6)
  236. Marisa [2HK] (-6)
  237. ---------------------------------------------------
  238.  
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