ไม่สามารถเล่นวิดีโอนี้
ขออภัยในความไม่สะดวก
Luke's combos are nothing like what Street Fighter V has seen before
ฝัง
- เผยแพร่เมื่อ 18 ส.ค. 2024
- The final Street Fighter V character, Luke, has been released. And his combo trials show how he's a different take on the SFV engine
Edited by Brain Genius Academy: / braingeniusacademy
#Brian_F #StreetFighter #SFV
🎥 Twitch stream: / brian_f
Twitter: / bri4nf
Amazon Store Front: www.amazon.com...
Amazon Affiliates link: amzn.to/2C3sIKb
☕ peets.com promo code BRIANF at for 15% off your coffee
☕ My favorite coffee: www.dpbolvw.ne...
🎧 Headphones: www.amazon.com...
I'm sponsored by EQNX Gaming:
/ eqnxgaming
t.co/VaHgmW9ViJ
Get 10% of XSplit Premium Licenses with code "EQNXGG" - link.xsolla.co...
A kick is just another punch in a Balrog main Brain.
I understand what he meant now thanks to you !!
A wise onion once said: "Kick! Punch! It's all in the mind".
@@VerbalLearning If you want to test me... I'm sure you'll find...
Kick, punch, it's all in the mind
@@rensten4893 That the things I'll teach ya are sure to beat ya...
This makes me actually want to play SFV. Normally I just watch Brian, but Luke looks like so much fun to play.
@@thepuppetmaster9284 I own CE already, I just don’t play
i can't get over how the game looks. it keeps me from playing. popeye the sailor man at least fits in with the cast though
@@SillyLittleDemon you play dbd when did how things look start to matter to you
@@thepuppetmaster9284 i wouldn't say a lot of people
@@ilyrich i thinks hes just talking about model proportions like how most characters have hands that are twice the size of their head that shit bothers me too
Brian_F: That was actually the most egregious case of clipping in this game.
Luke's Dogtag: Am I a choke to you?
Lmfaoooo
When I play him . It feels like I am playing a different game
Yeah he feels.... Less stiff....he has a sort of rhythm to him. Enjoy his game play.
Would you say it's like a previous street fighter game?
It feels like playing kof
@@tacomeme6910 👀👀
There are some interesting micro walk combos in this game that you cant use the buffer to perform also. Hope there's more stuff like that in 6. V did a good job making sure you can comfortably do a basic bnb without lots of training mode shit. Just need to add more execution and flavor for longer combos
well any combo where you can move during it will stop you from using the buffer window, like lots of juggles
Completely agree, Sako was my favorite player in SFIV and menat is cool but I wish he had a larger variety of hard combo characters for him to play with so I could see some character variety.
I still cant believe it took 5 years to skip victory screens. Other than that the update and Luke are awesome
I didn’t even know that was included in the update
I used to complain about that back in season 3 when I played the game. Better late than never I guess
Not being able to skip them was 100% intentional to mask the ps4 loading times.
I guess they decided to remove them since its the final year of the game and there are more PC and PS5 players now who loads faster.
I hate it! It devalues the sense of accomplishment felt at the conclusion of hard fought victories.
@@antonsundin2974 Yep, i've always thought this as well.
adding timing difference to help more skilled players stand out is fun. that way baddies like me can learn a combo then watch punk do it and realize how much harder he works to get that little bit more consistent damage out
I'm pretty used to his tougher combos now, and it's VERY satisfying running into another luke and learning a new route, or just flexing on them
Brian upload?? Pog
Bogart comment?? Pog
Brian with the best of SFV Content.
His overhead kick is probably a reference to Sean's ryuubi kyaku from 3rd strike.
Its actually much more likely a reference to Gunloc's wheel kick from Slam Masters. Specifically Ring of Destruction 2. Only released in arcades. Gunloc also refers to the military a lot
@@DevilJin01 possible, considering how both have blonde hair
I'm glad I'm not the only one that thinks Luke's jump looks really off
I got hit by so many day one jump ins because I thought he’d already done his air attack.
im steady getting crossed up by this guy fuck that animation
He got a lot of KoF flavor to his execution. Interesting that Street Fighter may be going in that direction.
I was thinking about that too
specially considering they said he was "street fighter's future" in the trailer
he reminds me of shen woo
Counterpoint this with the odd very forgiving link and special cancel and you’re already a long way to making combos that are rewarding to players right along the beginner-expert spectrum.
LET'S GO BRINE! Love your content bro!
I really do not like Luke's design but boy he is more fun to play than I was expecting.
Yo that Widdly 2 Diddly while Luke's dogtags were twerkin' got me.
Sagat's V-trigger 2 combos are a bit similar. If you hold down the buttons a bit longer, the kick launches higher.
Lukein' good
I like how people are straight up speculating on SF6 just off of Luke.
I think it's been confirmed Luke is the mc of sf6 sooo
@@sanicboi9187 I know but to actually start speculating this far from SF6 is crazy.
@Sanic Boi stop feeding misinformation. That definitely hasn’t been confirmed. All they said was he was a glimpse into the future of sf. At BEST we can soft confirm he’s gonna be in the roster
Why would they claim he's the future if he's not the main character, that's bad marketing/storytelling.
I think you're overthinking it. He's next it was Ryu, Ryu, Ryu, Alex (3rd Strike) Alex again in 5 and Luke in 6
Ryu again in IV
Brian upload? Pog
Playing against him jumping in on you is confusing af
SFV: We added input buffering so the best combos are more accessible!
Also SFV: We added a new awkward way to require 1 frame execution
"Bro just hold until his elbow farts" I'm dead
The target combo is the TJ Combo autodouble from Killer Instinct.
Nothing says I'm in the gym like sf4 training room music. Classic lab music
3:50 THE ULTIMATE LEARNING MUSIC
8:48 banger banger banger
Hearing Bryan F playing music from 13 Sentinels really makes me happy!
Hi Brian! Hi comments! Video was enjoyable as always and hope everyone has a good day.
I love seeing a new Brian "That Was An Accident" "Brian H" F video
Balrog mains are the type of blokes to punch with their feet
Nah they the type of dude to kick with their fists bruh
brian upload? pog
Luke to me feels kinda like what I wish Ed felt like. Not my kind of character but super unique and interesting. Terrible visual design but what can you do?
i don't think he'd even look bad if they changed his stupid haircut + awful tattoos, hopefully they refine his design for sf6
I never understood why people hate his design
@@kophoenix9486 For me it's the yee yee ass haircut, he looks and talks like a fuckboy for real. Honestly I'm just sick of the boring blonde guy archetype of SF characters, he just looks like Ed again, another character I hate. Not really into the white rapper look, you know?
I actually love the popeye arms though, that's a neat aspect of his design.
@@TheShredFaster well hey thats exactly what they did
@@kyeblade06 i am the president of capcom
I just realized the song in the intro is from melty blood , I just stumbled on the game and I'm having a blast ! Warachia is the best
I don't think I've successfully anti-aired a Luke yet and I've got a 1 button DP.
He has a 45F forward jump which is the same speed as Blanka and G. It's also really shallow so yeah it's hard to AA by design. His jump is his main get in tool
Hey he used Isoleucine from the 13 sentinels ost in the video. That’s my fav
Luke at Brian, doing flashy combos
His normals may bring him way far forward but they still get beat out by damn near everything under the sun. Up against a friend that's a Master rank Urien player who could borderline just throw out forward over and over and beat every option outside of fireball...that's easy to react to jump over or knee drop unless you're very particular with your spacing.
Not really bad things, I don't mind stubby normals since he has the tools to be a solid defensive character with explosive punishes if your execution is consistent (don't wanna drop the charges, easy punish turns into you getting easy punished). I like defensive/midrange characters; I've played Dee Jay since ST along with Chun. Both can switch from long range zoning to midrange footsies/control to pressure off knockdown if window is right. I feel like that's also Luke; spaced properly he's solid defensively with zoning, possibly hitting outstretched normals in the midrange, and having options up close off a knockdown if you're careful.
His "time to show off" for v-trigger 2 is dead ass Joey Wheeler
you know coming here after SF6's gameplay trailer really shows us Luke was gonna be a "custom" character like the combat bot from Tekken tag 2.
Wasn't expecting the LISA music around 8:50
watch the future of sf be that everyone has a rekka
So to be clear, his v-trigger let's you ignore the buffer system and you can link charged flash knuckles into one another?
I'm having a lot of fun with Luke but im worried that some of his charge timings are a bit too strict, st hp into charged m flash knuckle being a good example since the timing is pretty strict and the difference between succeeding and failing is massive. I guess we will have to wait and see how consistent we can become with practice but im worried that even with a lot of practice you'll still might drop it 10-20% of the time. Is the data available anywhere for the charge timing windows when canceling or linking from other moves?
Look for the smoke when Luke is charging. When you see the smoke by him release. That’s the timing.
@@LickyMyNippy I appreciate you trying to help but the timing window feels like it is in the single digit frames... that's not something you can react to using a visual cue it's something you just gotta learn by feeling and ingrain in your muscle memory by repetition... but there are limits to how consistent humans can be when the timing window is very small no matter how much one practices.
@@antonsundin2974 shut up
@@geasslelouch Aww, did mommy forget to change your diaper?
A less than great online connection already eats the occasional input, so I’ll pass on characters that rely on this mechanic. I’m more interested in the interaction with a human opponent than I am in grinding input timings. 🤷♂️
His Skill 1 is amazing just make the charged flash knuckle a tap and make the charged a level 3 flash knuckle.
5:28 I miss C. Viper too.
I'd like to see a partial directional charge character
You mean Alex lol
You mean Bison, Balrog and Guile.
@@aspreedacore no
@@jk844100 no...I mean a character who has charge moves but the qualities of the attack change depending on how long you charge for
@@fonzworthbentley7455 Chun-li in UMvC 3. Her spinning bird kick is charge down-up+attack but if you charge for enough time you get a power up (almost like an EX) version.
i just started SFV and all i can say is, even though i'm trash at the game...luke is the only character i come across online and think "his combos never end and his moves claim ground and come out instantly...this is some bullshit"
Always thought people like you who already play charge characters would have a slight advantage doing Luke's charge combos.
Edit: Really glad to hear your take on the complexity of SFV combos (6:15) and how charge combos add an extra layer. Also loving the Capcom casting.
Tried him. He’s so different from the rest it’s amazing. I’m eager to see how he evolves on the meta.
Sir, bring this stache back, grab some fly ass sunglasses, and a nice flower button up, miami vice over here
What's the song that starts on 11:28? This is driving me crazy. I've heard this so many times, but apparently I've forgotten where it's from.
It's from melty.blood type Lumina, it's called... Uh.... Autumn something something >_>
@@BrainGeniusAcademy Thank you very much! Now I can sleep.
@@Xelae93 okay goodnight :)
Damn that SFIV training stage music, haven't heard that in a while.
I saw a guy who looked a lot like brian in an airport
2:18 it's honestly hilarious how common of a mistake this is, it's happened to me, and I've even seen it happen to daigo.
1:14
"Body ga-"
"Kurae"
He do be punching
-Brian F 1906
Looking swole Bri!
I haven't played Luke but I'm wondering if his DP is just QC punch how exactly is that fair?
His DP is the same input is Ryu, Ken and every other motion character. I don’t understand what you think is unfair.
I appreciate the 13 sentinels music
Moves are named like terry Bogard's attacks
Butt pog
Leaving a like just because lisa music at 8:50
5:03 Rising upper?!?!?!? He must be ED's son / relative. #Discuss
"He really says 'take that' every time you do back medium" I'm dying 😂😂 this game is so weird
Dog tag couldn't handle the negative edge grew sentience and tried to run away
Yo the 13 Sentinels music??? Let's go
My wishlist for SF6 includes keyframed animations. Strive is there to show that even the fanciest graphics should not be relegating stuff to physics engine, lol
Honestly, it would be enough if the clothing and hair physics were keyframed. But that makes costumes harder to make I guess
All these timings and partial charge moves are giving me heavy vibes of Makoto the Squirrel girl from BlazBlue
mash the left arrow key when the video starts
FTLOG I’m SF6 and going forward, can capcom (really in every fighting game henceforth), put the inputs in the trial by default. We shouldn’t have to turn them on or look up the moves by name.
Man you pros are always impressive...I fall any challenge with these partial chargers I'm horrible on it. Any tips?
It literally is muscle memory and timing, in order to just remember how long exactly you need to hold it down for. If it’s too early the combo will end, too late and it won’t combo, there’s no tips except trying over and over for that kinda move really
Oh wait actually, for Luke’s Flash Knuckles, do it as soon as steam/smoke starts coming off his arms I heard
What I like about Luke is that you don’t have to do the challenges to complete the combo challenges
What?
Yeah, what the hell are you on about?
@@puffballbk2186 have any of you labbed a character to figure out what combos they can do?
@@meljXD2 yes we have but you're saying you can complete his challenges by not completing them? You are contradicting yourself.
@@puffballbk2186 that’s not what I said. What the fuck are you talking about? I said you can complete the challenges(in training mode) without doing the actual challenges. He’s that intuitive. Why do I have to compensate for your lack of comprehension?
I just got SF5, how do i get the combo tracker on the left like int he vid? looks like a great way to iron in some combos for luke.
He's in the combo trials mode... I think it might be under the single player option on the main menu 🤔 I forget.
@@BrainGeniusAcademy much thanks
Aren't there other characters that can partially charge their moves??
I think I've alredy seen this "charge then release" thing for other characters trials. (Urien maybe.... I can't remember)
Some of Urien’s fireball combos are like this, but seem more intuitive because they’re based on intercepting a falling opponent.
I mean we had Adon and Juri was litteraly nerfed when it came to her mind game tactics and we also had Kairi.
Have you considered displaying frame data in the lab?
I predict I will only do the first three, lol.
U carry 2 dog tags in the field. One to identify your body and another for someone to take so they know whose dead out in the field.
How did you get the trial for luke or any other characters instead of the one you start out with.
why capcom made this combos so hard? its even harder than its supose to be with the net code being bad as it is
The future of street fighter baby!
I think you haven’t seen analog input and variable charge time combos in smash
I just want my hitbox to arrive so I can play Chun Li again...
He’s an amazing character
Hi Brian_F
overhand punch is nice.
I was stuck on trial 5 for a lot longer than that. 😅
Anyone know the song around 3:14 ? Song sounds like a banger
Isoleucene - 13 sentinels
Luke has every tool except for a command grab. They could've made the an option from his command dash. I mean, he's a mixed martial artist without a command grab.
Missed opportunity.
He’s got enough going for him
It would fit his image as an MMA fighter to have a command grab, but the first 3 seasons of the game already gave us plenty of characters with command grabs. Even 3 of the OG shadaloo characters have command grabs now. Heh I think im glad the last season is command grab free. The game was turning into KOF with the amount of command grabs for each character.
I do agree that Luke has more than enough tools, but it's comical to label some as an MMA fighter and they don't have a and grab. As for tool kit, MMA Fighters are supposed to be all rounders, having striking and grappling in their arsenal. Luke just happens to also have a high powered sniper rifle in his kit as well. Lol
HE DO BE PUNCHIN'
Kick is just a punch with the left hand, everyone knows that
What's the track from around 9:50? Something from KOF?
Infinite Azure from Tekken 7
@@Shiratto Ah yeah! Rad, it's a banger.
Is anyone else as disoriented as me when they heard LISA the Joyful music at 8:50 lmao
Thunder knuckle is better than flash knuckle.
You should keep calling that and make it a thing.
All the charging and soft windows its like Monster hunter design is leaking over
So im a bit confused now caus i dont see the point in having the buffer system if youre just gonna try to go around it to make the game harder again. Can someone help me out here?
SFV unfortunately lost a lot of individuality with Character/Player expression
SFV is very formulaic. If you hit with a (CC)s.HP you're gonna link it into the same exact combo you've been doing for the last 4 years. There's no sense of "Oh, but if I do THIS, I'll get a different effect!".
But with this charge-system, you'll be able to have individuality in how you play. Some players will want to be optimal all the time (Opting to use long combos/execution-heavy string to maximize damage) and some will want to be consistent, not so much focusing on what's optimal, but focusing on what will secure them a win (Short, but easy combos that are hard to mess up, but give a much smaller reward)
Pretty much, the charge system rewards people who actually WANT to put in the time to learn. It's something that sets you apart. Which is what SFV was lacking with the buffer system. Anyone could pick up Ryu and do the combo's that the pro's were doing. There wasn't any sense of "Wow this guy put in a ton of time into his character!" minus, ya know, matchup stuff.
Buffers for the general public, charges for the top one percent. It's not all or nothing, it's about letting different skill levels have fun at the game.
it's not an attack, his jump: he spreads his legs, he s not punching. he is just jumping-tackle
or jump-sheep
>me who played Makoto Nanaya on Blazblue.
Ahh. First time?
Those Hold inputs remind me of Abigail.
Street fighter turns into kof combo system