[SF6] Luke Countermeasures Guide [Win Just by Reading]

Comprehensive Luke countermeasures for SF6 (Street Fighter 6), taught by MR1800+ players. Fuzzy timing breakdown included.

623P

Luke’s anti-air special move Startup and range change based on strength

  • 623LP
    • 5F Startup
  • 623MP
    • 6F Startup
  • 623HP
    • 9F Startup
  • 623PP
    • 6F Startup invincible move
    • Very good Oki situation

236K

Luke’s rush-down move Mainly used in Oki setplays

Branches into the following two:

  • (During Avenger) > P
    • Luke is -16F on Block
  • (During Avenger) > K
    • Luke is -22F on Block
  • (During OD Avenger) > P
    • Luke is -6F on Block
  • (During OD Avenger) > K
    • Luke is -3F on Block

214LP

Luke is +32F on Hit Used as a combo ender

When you get hit, understand that there’s a mixup between Back Rise and Quick Rise.

  • Quick Rise
    • Shimmy becomes impossible when Rush is used
  • Back Rise
    • No Oki if Rush is not used

214MP

Used as a just-frame combo from 2HP. It’s difficult for Luke to consistently land this just-frame combo. If the just-frame is missed, Drive Impact is guaranteed, so develop the habit of pressing Drive Impact when you see the 214MP motion.

214HP

A special move that can be cancelled from various normals. Blocking the Hold version puts Luke at +4F (throw range at the corner). Non-hold version is -4F: light attack Punish is guaranteed, so land a big combo.

  • LP > MP > HP > Heavy Flash Knuckle
    • If you do nothing, you’ll Block the Heavy Flash Knuckle Hold version and give up Advantage
    • If you see Triple Impact, counter with a Projectile invincible SA
  • HP > Heavy Flash Knuckle
    • Against Luke without 236236K, mashing DI on HP react is likely to work
    • HP cancel tends to be true Block string, and Drive Impact is unlikely to leak. Buffering Drive Impact on any cancel is very effective
    • The only thing that clearly beats Drive Impact is 236PP, and the Drive Gauge cost makes it hard for the opponent to choose

236P

Luke’s fast projectile

  • 236LP
    • Fast Startup, short range
  • 236MP
    • Performance between 236LP and 236HP
  • 236HP
    • Slow Startup, long range
  • 236PP
    • Can follow up with (During OD Sand Blast) > PP

Long recovery means limited safe situations, so it’s mainly used cancelled from normals.

  • HP > 236P
    • Luke’s stable option (Drive Gauge Advantage building). Tip HP has no Punish.
    • So when you see HP, buffer a long-range invincible move — if that’s too hard, Parry is fine
    • When cornered by this string, holding forward jump can cause HP > Sand Blast cancel to whiff, giving you a Punish, so hold forward jump

6HP

There’s a 5F gap between 6HP and 6HP > 6HP, so you can interrupt with a 4F move.

MP > MP > MP > MP

Luke’s MP starter Snap Back combo — after Blocking, every hit after the first is 8F+ Punishable.

LP > MP > HP

Luke’s target combo From here he can cancel into various special moves. 236P is fine if you just Block, but watch out for 214HP gimmicks and prepare a counter.

236HP Crouch Block Disadvantage +1

  • 236LP
    • Crouch Block -8F
    • Stand Block -7F
  • 236MP
    • Crouch Block -5F
    • Stand Block -4F
  • 236HP
    • Crouch Block -2F
    • Stand Block -1F

2MP

A normal that is +1 on Block. The strings from 2MP are as follows:

  • 2MP > 2LP > 2MP > 236P
  • 2MP > 2MP > 2MK > 236P
  • 2MP > 2LP > 236P

HK

Long active frames — meatying with the last active frames gives +1F. When the last active frames connect, the screen shakes. If the screen didn’t shake, it’s at best +/-0F, so mash.

It’s mainly used often in Oki setplays, so learn the HK setplays and try for Just Parry.

Rush

  • Hard to stop if you’re not watching. If you’re not watching, don’t force it.
  • When not watching, committing to Parry is safe.
  • If you decide to stop it, do so at close range with jab etc.
  • Trying to stop long-range Rush will get you beaten by Suppressor, so it’s better to stay quiet.

LPLK

Luke has +19F Advantage, but at midscreen you can gain a favorable mixup by applying the counter.

  • If you choose Quick Rise, Luke can Oki with micro walk
    • LPLK is also meatied
    • However, if Luke used Rush, OD invincible is guaranteed
  • If you choose Back Rise, Rush Oki becomes possible
    • Even if you react to Rush, Heavy Flash Knuckle or LPLK can emergency stop, so it’s tricky
  • SA reversal has a risk of super flash reaction, so for stability, fast OD invincible is better

4LPLK

Luke has +14F Advantage The situation after 4LPLK is not very strong.

  • Back Rise is standard at midscreen.
  • Even without recovery, only HP is meatied.
  • If you choose no recovery, OD invincible is guaranteed if you see Rush.

When Applying Oki

Luke’s defensively important LP is 7F. Fuzzy from stand Block is difficult.

  • Kimberly can use forward HK
  • Dhalsim can use Float > Yoga Teleport Use moves that require standing 4F to counter as your offense starters.

Among moves that require standing 4F to counter, the universal option available to all characters is safe jumps, so actively use them in your Oki.

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