Adjustments CE202203 Ver.

LUKE

LUKE

Balance Change Overview

Adjustment Description
Health Reduced from 1025 to 1000.
Stun Threshold Reduced from 1050 to 1000.
Forward Jump Changed the motion.
Punisher/Scrapper (Front/Back Throw) 1. Added a hitstop to attacks during the move's animation.
2. Added camera animation to attacks during the move's animation.
Standing LK Changed frame advantage on hit from +1F to +2F.
Crouching MP Reduced hitback.
Crouching MK Expanded the hurtbox during recovery.
Sand Blaster 1. Decreased damage from 60 to 50.
2. Decreased chip damage on block from 10 to 8.
3. Decreased pushback on block.
EX Sand Blaster Increased knockback time on a mid-air hit during the 1st attack.
EX Impaler 1. Added a hitbox that hits opponents in mid-air from frame 5 to frame 6.
2. Increased damage from 120 to 140 (20+120).
3. The hitbox of the 2nd attack has been extended upward after the 1st attack lands.
4. The hitbox of the 2nd attack will now hit opponents behind Luke after the 1st attack lands.
5. Reduced knockback time of the 2nd attack on hit.
6. Reduced knockback distance of the 2nd attack on hit.
Suppressor (V-Skill II) 1. Increased stun by 4F when a throw is successful.
2. Changed frame advantage when a throw is successful from +2F to +4F.
3. Changed recovery when a throw is successful from 14F to 16F.
[V-Trigger I/II] Fully Armed/Vanguard 1. Reduced the time needed for V-Timer recovery by half.
2. Doubled the V-Timer recovery amount earned with a successful hit or block.
[V-Trigger II] Thermobaric Thrash Extended the hitbox for the 4th attack and fixed an issue where the final attack would whiff.
[V-Trigger II] Flash Knuckle (including V-Skill I Version) Can now be canceled with EX Flash Knuckle since the V-Timer is used on hit or block.
[V-Trigger II] EX Flash Knuckle Can now be canceled with Flash Knuckle on the 2nd hit, but consumes the V-Timer.
Annihilator (CA) Extended the collision box upward when canceled from Rising Rocket and fixed an issue where the attack would pass by opponents.

Balance Change Overview

Luke is stocked with well-performing offensive and defensive moves,
while his high combo damage and special move combos in particular made his offense formidable.
When compared to characters with lesser stats, the difference between the two is obvious.
The invincible EX Rising Rocket and other moves exemplify the degree of Luke's tight defenses.
Luke's vitality and stun values, which were a bit above average before, are now reduced.

In addition, moves that over-controlled opponent movement are adjusted downward.
Crouching MK, with its longer reach and greater returns, now has increased risk of whiff.
Sand Blaster, known to be difficult to handle due to its high-speed projectiles, has decreased damage and pushback.

Instead of weakening the moves that functioned as deterrents at mid to long-range,
we have adjusted them to have better payoff at close-range.

We have also adjusted Luke's unique V-Timer in this same standard.
Luke's V-Triggers I and II both consume V-Timer over time, and conversely recover it with each successive hit.
Additionally, we've reduced the advantages of V-Trigger I, Fully Armed, due to the considerable advantage it had in long-range maneuvers.
Conversely, we've increased the merits of V-Trigger II, Vanguard, due to it increasing attack power on approach.

EX Impaler has a new hitbox that hits mid-air opponents at the beginning of the attack.
It can also now combo into held L. Flash Knuckle, which touts numerous opportunities to land hits.
Using the medium strength attack activates a surprise attack, which can also be used for combo parts.

Furthermore, we have adjusted the forward-jump motion, as it was hard to differentiate from vertical jumps at certain times.

【 音量を調整してお楽しみください 】

※メッセージは1件のみ保存できます。

Use Twitter to communicate with other Dojo members, and challenge other fighters to a battle! A great way to sharpen your skills!

CLOSE

The Dojo is a place where like-minded SFV fans can join forces.
All you need to do is to log in to the C.R.I. to join!

  • With detailed search settings, you can find groups of all sorts of players, from casuals, to serious players, and more! Join forces with people who use the same character, or are in the same league, and work together to improve your skills!

  • Can be linked with your Fighters ID and Twitter account, giving you quick ways to communicate!

  • You can use the Dojo stage simply by joining a Dojo! Note: The Dojo stage in-game can contain aspects customized by the individual player. An individual's Dojo stage cannot be customized by anyone else, including the Dojo Master and other Dojo members.

  • The Dojo stage can be customized with items obtained in-game, and through Menat's Fighting Chance! Surprise your opponent with your own personalized stage, start the mind games before the round even begins!

  • You will accumulate Dojo Points as you regularly play SFV! * Dojo Points can be obtained from playing the Arcade, Survival, Extra Battle, Ranked Match, Casual Match, and Battle Lounge game modes.
    * In one day, DP can only be obtained a maximum of 10 times for the Battle Lounge, per each difficulty in Arcade and Survival Modes, and by the total calculation of draws/losses in Ranked and Casual Matches.

  • The Dojo Ranking is calculated from the total Dojo Points from all the Dojo members. Work together with your friends to increase your Dojo ranking!

  • Dojos that earn the top ranking spot will get special Dojo items! Display them in the Dojo and show off to your opponents! Dojo Rankings will begin from October, 2018!

You must log in in order to utilize this Dojo.

In the basic settings, set the Join Authorization to "Not Needed," Join Requests to "Accepting," and the Maximum No. of Members to "100," and you can get a wide range of members! The more members, the bigger the chance you have to get a lot of Dojo Points!

Be strict with your desired league and LP ranking settings to gather similar members, and work together to polish your skills! A direct path to realizing your dreams!

An excellent method to increase communication opportunities. Speaking with your fists isn't the only way get your point across!