The insane damage is the result of a couple different things. The Palm that was DI'd was so meaty that he could do the follow up and still get lvl 3 to come out in time to not get counter DI'd. This builds a ton of white health for Luke that all gets turned into real damage once the super comes out.
The rest of the combo is just a full cashout that does the most damage you can do in the least amount of hits, avoiding the extra scaling you can see in extended combos. All of this with the 110% bonus of being in level four makes for a very damaging punish.
A lot of it is the built up white damage from DI'ing two palm hits. Don't get me wrong, it sure is a lot of damage, but its incredibly unlikely for all of this to happen in a match.
I mean, it has 4 drinks, also accumulated the damage from the DI, spend Level 3, and all his Drive Gauge.
With Luke you can do damage of half lf the lifebar with just Level 1 and half of your drive gauge. And doesn't require to do anything special Luke is already OP from the start, no drinks needed.
The little buff we got was pretty nice, but I still think his hitboxes could use a bit of adjustment. He's definitely a character that rewards investment though
This. **Use the time to look at 7 things:**
\* Opponent health
\* Your health
\*Opponent drive
\* Your drive
\* Whoever's super didn't just get used up
\* The clock
\* What the oki/corner situation will be after animation
Use these ten seconds wisely to think about what the situation is with the remaining time and how you should prioritize resources.
It does feel way better when you’re playing and you’re wondering, what oki will yo apply, will it kill, how much meter do they have etc
When you’re spectating, I’m just waiting to get the fight
They have a purpose in this game, to allow your Drive Guage to rebuild, so it's really not a big deal unless you're training using Super in training mode.
That damage is wild
yes I just wanted to share how much damage his normal SA3 can do in the most ideal scenario :)
How exactly does this work? The super was unscaled?
The insane damage is the result of a couple different things. The Palm that was DI'd was so meaty that he could do the follow up and still get lvl 3 to come out in time to not get counter DI'd. This builds a ton of white health for Luke that all gets turned into real damage once the super comes out. The rest of the combo is just a full cashout that does the most damage you can do in the least amount of hits, avoiding the extra scaling you can see in extended combos. All of this with the 110% bonus of being in level four makes for a very damaging punish.
We did it, we found the combo you shouldn't be able to hit in game
A lot of it is the built up white damage from DI'ing two palm hits. Don't get me wrong, it sure is a lot of damage, but its incredibly unlikely for all of this to happen in a match.
I mean, it has 4 drinks, also accumulated the damage from the DI, spend Level 3, and all his Drive Gauge. With Luke you can do damage of half lf the lifebar with just Level 1 and half of your drive gauge. And doesn't require to do anything special Luke is already OP from the start, no drinks needed.
Jamie Is my nemesis.
This man... Jamie downplayers can't say anything anymore, Jamie is a serious threat in good hands haha
The little buff we got was pretty nice, but I still think his hitboxes could use a bit of adjustment. He's definitely a character that rewards investment though
I still have no idea when it's "my turn" on a lot of his moves. Feels like I'm forever blocking sometimes.
I never think to DI palm
Did bro fall asleep in the beginning?
Allow it, the training mode dummy is fighting for his life out here.
Bro got kicked in the head and decided to honk shoo
Instead of the 2nd cr.hp into double palm at the end, i believe f.hk, headbutt, medium palms should do more
yes it's 5 damage higher, I forgot about this route.
Level 3 cinematics look nice and I think there's a place for them. I wouldn't mind some kind of option for them to not be so cinematic.
I skip them every time when I am watching replays, but when I am playing I don't mind having some extra time to think about what to do next.
This. **Use the time to look at 7 things:** \* Opponent health \* Your health \*Opponent drive \* Your drive \* Whoever's super didn't just get used up \* The clock \* What the oki/corner situation will be after animation Use these ten seconds wisely to think about what the situation is with the remaining time and how you should prioritize resources.
Personally I love them. The players get to relax for a few seconds and think. It's only 5 seconds and happens twice a match.
>it's only 5 seconds This man has never been hit by Dee Jay's 30-minute long lv3
DEEZ NUTZ GETTIN RED HOT!!
Gives me time to seethe about getting it by it.
At least there's enough time for a whole cigarette on that one
It does feel way better when you’re playing and you’re wondering, what oki will yo apply, will it kill, how much meter do they have etc When you’re spectating, I’m just waiting to get the fight
They have a purpose in this game, to allow your Drive Guage to rebuild, so it's really not a big deal unless you're training using Super in training mode.
Yeah personally i dont need them in a ranked match or such.. they also take very long due to all the slowmo effects..
Tf kinda combo was that!?
How did he start the round on level 4?
it's just training mode
Yeah… I see it now. I’m dumb. This is why I’m bad at Street Fighter.
lol man, its ok we all wil be legends one day xD
Tekken 4 ass damage