Street Fighter 6/Luke/Introduction: Difference between revisions

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A contractor for a PMC, Luke uses his elite military background to teach mixed martial arts. His days off are spent eating junk food, playing video games, and fighting, but make no mistake—Luke plays to win.
A contractor for a PMC, Luke uses his elite military background to teach mixed martial arts. His days off are spent eating junk food, playing video games, and fighting, but make no mistake—Luke plays to win.


'''Luke Sullivan''' is a '''[https://glossary.infil.net/?t=Shoto shotoclone]''' character with an emphasis on a '''strong midrange and whiff punishing'''. Luke has all the standard shoto tools you could want, but puts several unique spins on them to craft his own style. Where Ryu is defensive and neutral-oriented, and Ken is aggression and combo-utility oriented, Luke focuses on crafting a strong midrange game with excellent pressure once he's gotten in.
'''Luke Sullivan''' is a '''[https://glossary.infil.net/?t=Shoto shotoclone]''' character with an emphasis on a '''strong midrange pressure and whiff punishing'''. Luke has most of the standard shoto tools you could want, but puts several unique spins on them to craft his own style. Where Ryu is defensive and neutral-oriented, and Ken is aggression and combo-utility oriented, Luke focuses on a strong midrange that transitions into excellent pressure once he's gotten in.


Luke's signature move is '''Sand Blast''', an exceptionally good fireball. Unlike most fireballs, Sand Blast is incredibly fast and goes nearly fullscreen in the blink of an eye, allowing Luke to snipe out most approach attempts with ease. Outside of Sand Blast, Luke can use his great 2MP, 5MK and 2MK to push opponents back, or lunge forward for punishes with 5LP, 5MP and 5HP. Luke has plenty of Target Combos from these pokes, allowing him to convert even the smallest of pokes into sizeable reward. If he chooses to spend meter on OD or Drive Rush, then Luke becomes capable of dealing monstrous damage and carrying you deep into the corner.
One notable thing about Luke compared to other shotos is his many advancing target combos that let him convert openings into effective punishes and pressure. Luke can use his great 2MP, 5MK and 2MK to push opponents back, or lunge forward for punishes with 5LP, 5MP and 5HP. Complimenting this is his signature '''Sand Blast''' fireball, an exceptionally formidable tool for both neutral and pressure. Its extremely high speed allows Luke to use it as an extended poke or blockstring ender while still having good advantage on block at most ranges. If he chooses to spend meter on OD or Drive Rush, then Luke is also capable of dealing monstrous damage and carrying you very deep into the corner.


Here, Luke becomes truly terrifying. Luke has an excellent corner game with everything a character needs to keep you blocking. Easy throw loops, a fast and safe overhead, many ways to be plus or even fully reset pressure, and consistent combo enders with great okizeme. Many of Luke's normals lunge him forward, which synergizes with Drive Rush to create hard-to-escape pressure sequences and surprise whiff punish opportunities. On defense Luke excels at well, with his 2LP being a 4f jab with a great hitbox. He has a great DP with '''Rising Uppercut''' and a fantastic anti-air in 2HP.
Once the opponent is in the corner or low on Drive, Luke is extremely formidable at locking the opponent down. Easy throw loops, a fast and safe overhead, a Level 3 Super that gives him oki, along with many ways to be plus or even fully reset pressure. Many of Luke's normals lunge him forward, which synergizes with Drive Rush to create hard-to-escape pressure sequences and surprise whiff punish opportunities. On defense Luke excels at well, with his 2LP being a 4f jab with a great hitbox. He has a great DP with '''Rising Uppercut''' and a fantastic anti-air in 2HP.
 
Perhaps the only things Luke could be considered to struggle with is his approaches, as he doesn't have as many ways to effectively skip neutral and force RPS in neutral the same way other top tiers like Ken and Juri can. He also has a rather poor sweep, but he can make up for this by using 5HP to punish a sweep on block instead of sweeping back. All in all, Luke is a character with few meaningful weaknesses, and can perform well at all levels of play. While his 5LP is on the slower side, this is because it moves him forward for better punishes and pressure and thus exists as a tradeoff rather than a weakness. Sand Blast similarly does '''not''' travel fullscreen outside of the OD version, but this is another tradeoff for its powerful speed and frame advantage. None of these differences create meaningful weaknesses in Luke, allowing him to craft a strong and reliable gameplan. If you want a shoto with more of a focus on pressure and playing out the midrange, you should hit the streets with Luke.  


Luke is a character with few meaningful weaknesses, and can perform well at all levels of play. While his jabs tend to be on the slower side outside of 2LP, this is because many of them move him forward for better punishes and thus exist as a tradeoff rather than a weakness. Sand Blast similarly does '''not''' travel fullscreen outside of the OD version, but this is another tradeoff for its powerful speed. None of these differences create meaningful weaknesses in Luke, allowing him to craft a strong and reliable gameplan. If you want a shoto with more of a focus on pressure and playing out the midrange, you should hit the streets with Luke.


{{ ReasonsToPick
{{ ReasonsToPick
| pick=
| pick=
* An easy to play, well-rounded character that is never at a disadvantage in matchups. Luke has a great fireball, a solid uppercut, oppressive normals, and solid mixup tools. He spends Drive very well regardless of what he chooses to bank it on, and his supers are easy to combo into and deal excellent damage.
* '''Well Rounded:''' A remixed yet still generalist shoto-esque kit that is never truly out of options 
* A great pressure game with throw loops, normals/target combos; and Sand Blast, a fireball that effortlessly combines with his cancelable buttons to close space into pressure and end in a favourable position.
* '''Extremely Safe:''' Pressure that is hard to challenge with a {{clr|M|2MP}} that is plus
* Good whiff punishes that easily convert into oki and pressure. 5LP, 5HP, and 2MP are all great at controlling midrange space and punishing the opponent's presses all while maintaining Luke's advantage.
* '''Disciplined Neutral:''' Many safe and forward moving normals that allow for potent whiff punishes and a hitscan fireball that keeps them locked down
* High damage combos that scale well regardless of the starter. Luke's optimal BnBs with '''Perfect Flash Knuckle''' deal incredible damage off of a good starter, and even his lights can provide him with above-average damage. He can also confirm kills very easily with his OD specials and their follow-ups.
* '''Everything in One Combo:''' His Perfect Flash Knuckle combos give his best corner carry, damage, and oki when you can route into them
| avoid=
| avoid=
* Precise timing on optimal combos. While Luke's combos are very consistent once you get the timing of '''Perfect Flash Knuckle''' down and missing the timing still leaves Luke safe from punishes, his optimal routes still have some execution requirement that can serve as a learning curve. Due to the wall bounce of MP '''Flash Knuckle''', some of his routes may also change slightly depending on how close to the corner the opponent is.
* '''Combo Focused Special Moves:''' Most special moves don't have much utility in pressure or neutral
* '''Low Impact:''' Having below average damage even with meter
* '''Straightforward:''' A general lack of silly gimmicks to rely on, slightly ironic considering how much of a goober Luke is
}}
<br>
 
===Classic & Modern Versions Comparison===
 
{| class="wikitable" style="margin-left: auto; margin-right: auto;"
|+ style="text-align:center;" | List of differences with Modern Luke
|-
! style="text-align:left;" | Missing Normals
|
* Standing Light Kick {{clr|L|(5LK)}}
* Standing Medium Kick {{clr|M|(5MK)}}
* Jumping Light Punch {{clr|L|(j.LP)}}
* Jumping Medium Punch {{clr|M|(j.MP)}}
* Jumping Heavy Punch {{clr|H|(j.HP)}}
|-
! style="text-align:left;" | Missing Command Normals
|
* Outlaw Kick {{clr|H|(4HK)}}
|-
! style="text-align:left;" | Shortcut-Only Specials
|
* Avenger {{clr|DR|(2S)}}
** {{clr|DR|~5X}} for No Chaser (~P)
** {{clr|DR|~2X}} for Impaler (~K)
|-
! style="text-align:left;" | Assist Combos
|
* A[{{clr|L|L}}~{{clr|L|L}}~{{clr|L|L}}~{{clr|L|L}}]: {{clr|L|2LK}} ~ {{clr|L|2LP}} ~ {{clr|OD|OD Flash Knuckle}} ~ {{clr|SA|SA1}}
** No {{clr|SA|SA1}}: {{clr|L|2LK}} ~ {{clr|L|2LP}} ~ {{clr|OD|OD Flash Knuckle}} ~ {{clr|M|M Rising Uppercut}}
** Burnout: {{clr|L|2LK}} ~ {{clr|L|2LP}} ~ {{clr|L|L Flash Knuckle}}
** On Block: stops at {{clr|L|2LP}}
* A[{{clr|M|M}}~{{clr|M|M}}~{{clr|M|M}}]: {{clr|M|2MP}} ~ {{clr|OD|OD Flash Knuckle}} ~ {{clr|SA|SA2}}
** No {{clr|SA|SA2}}: {{clr|L|2LK}} ~ {{clr|M|2MP}} ~ {{clr|OD|OD Flash Knuckle}} ~ {{clr|M|M Flash Knuckle}}
** Burnout: {{clr|M|2MP}} ~ {{clr|L|L Flash Knuckle}}
** On Block: stops at {{clr|OD|OD}}/{{clr|L|L}} Flash Knuckle
* A[{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}]: {{clr|H|5HP}} ~ {{clr|OD|OD Sand Blast}} ~ {{clr|SA|SA3}}
** Can transition to {{clr|OD|Fatal Shot}} by pressing {{clr|DR|S}} instead
** No {{clr|SA|SA3}}: {{clr|H|5HP}} ~ {{clr|OD|OD Sand Blast}} ~ {{clr|OD|Fatal Shot}}
** Burnout: {{clr|H|5HP}} ~ {{clr|M|M Sand Blast}} ~ {{clr|SA|SA3}}
** On Block: stops at {{clr|OD|OD}}/{{clr|M|M}} Sand Blast (no {{clr|OD|~Fatal Shot}})
|-
! style="text-align:left;" | Miscellaneous Changes
|
* Triple Impact ({{clr|L|5LP}}~{{clr|M|MP}}~{{clr|H|HP}}) changed to {{clr|L|5L~L~L}}
* Nose Breaker ({{clr|M|2MK}}~{{clr|H|2HP}}) changed to {{clr|M|2M~M}}
* The {{clr|L|L}} and {{clr|M|M}} Assist Combos can transition from {{clr|OD|OD Flash Knuckle}} into {{clr|OD|DDT}} by pressing {{clr|DR|~XX}} even with the Auto button held
|}
Most of the tools Luke is missing in Modern are combo tools, namely '''{{clr|L|5LK}}''' in light confirms, '''{{clr|M|j.MP}}''' for his only cancelable jumping normal into Aerial Flash Knuckle, and '''{{clr|H|4HK}}''' for his highest damage combo starter/filler.
 
The most important omissions for neutral are Classic Luke's '''{{clr|M|5MK}}''' (a low-risk ranged poke that pushes opponents out without moving Luke in) and '''{{clr|H|j.HP}}''' (a jump-in hitting directly below Luke that is difficult to contest or anti-air). This makes Modern Luke's keepaway slightly worse and his jump-ins slightly easier to beat, though this difference is negligible.
 
Of the whole cast, Luke is probably the one whose Modern and Classic kits are the most similar, with the added benefit of Modern conveniences (auto hit-confirming low lights, instant Supers, etc).


}}


<noinclude>
<noinclude>

Latest revision as of 13:17, 20 March 2025

Introduction

A contractor for a PMC, Luke uses his elite military background to teach mixed martial arts. His days off are spent eating junk food, playing video games, and fighting, but make no mistake—Luke plays to win.

Luke Sullivan is a shotoclone character with an emphasis on a strong midrange pressure and whiff punishing. Luke has most of the standard shoto tools you could want, but puts several unique spins on them to craft his own style. Where Ryu is defensive and neutral-oriented, and Ken is aggression and combo-utility oriented, Luke focuses on a strong midrange that transitions into excellent pressure once he's gotten in.

One notable thing about Luke compared to other shotos is his many advancing target combos that let him convert openings into effective punishes and pressure. Luke can use his great 2MP, 5MK and 2MK to push opponents back, or lunge forward for punishes with 5LP, 5MP and 5HP. Complimenting this is his signature Sand Blast fireball, an exceptionally formidable tool for both neutral and pressure. Its extremely high speed allows Luke to use it as an extended poke or blockstring ender while still having good advantage on block at most ranges. If he chooses to spend meter on OD or Drive Rush, then Luke is also capable of dealing monstrous damage and carrying you very deep into the corner.

Once the opponent is in the corner or low on Drive, Luke is extremely formidable at locking the opponent down. Easy throw loops, a fast and safe overhead, a Level 3 Super that gives him oki, along with many ways to be plus or even fully reset pressure. Many of Luke's normals lunge him forward, which synergizes with Drive Rush to create hard-to-escape pressure sequences and surprise whiff punish opportunities. On defense Luke excels at well, with his 2LP being a 4f jab with a great hitbox. He has a great DP with Rising Uppercut and a fantastic anti-air in 2HP.

Perhaps the only things Luke could be considered to struggle with is his approaches, as he doesn't have as many ways to effectively skip neutral and force RPS in neutral the same way other top tiers like Ken and Juri can. He also has a rather poor sweep, but he can make up for this by using 5HP to punish a sweep on block instead of sweeping back. All in all, Luke is a character with few meaningful weaknesses, and can perform well at all levels of play. While his 5LP is on the slower side, this is because it moves him forward for better punishes and pressure and thus exists as a tradeoff rather than a weakness. Sand Blast similarly does not travel fullscreen outside of the OD version, but this is another tradeoff for its powerful speed and frame advantage. None of these differences create meaningful weaknesses in Luke, allowing him to craft a strong and reliable gameplan. If you want a shoto with more of a focus on pressure and playing out the midrange, you should hit the streets with Luke.


Pick if you like: Avoid if you dislike:
  • Well Rounded: A remixed yet still generalist shoto-esque kit that is never truly out of options
  • Extremely Safe: Pressure that is hard to challenge with a 2MP that is plus
  • Disciplined Neutral: Many safe and forward moving normals that allow for potent whiff punishes and a hitscan fireball that keeps them locked down
  • Everything in One Combo: His Perfect Flash Knuckle combos give his best corner carry, damage, and oki when you can route into them
  • Combo Focused Special Moves: Most special moves don't have much utility in pressure or neutral
  • Low Impact: Having below average damage even with meter
  • Straightforward: A general lack of silly gimmicks to rely on, slightly ironic considering how much of a goober Luke is


Classic & Modern Versions Comparison

List of differences with Modern Luke
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Medium Kick (5MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Outlaw Kick (4HK)
Shortcut-Only Specials
  • Avenger (2S)
    • ~5X for No Chaser (~P)
    • ~2X for Impaler (~K)
Assist Combos
  • A[L~L~L~L]: 2LK ~ 2LP ~ OD Flash Knuckle ~ SA1
    • No SA1: 2LK ~ 2LP ~ OD Flash Knuckle ~ M Rising Uppercut
    • Burnout: 2LK ~ 2LP ~ L Flash Knuckle
    • On Block: stops at 2LP
  • A[M~M~M]: 2MP ~ OD Flash Knuckle ~ SA2
    • No SA2: 2LK ~ 2MP ~ OD Flash Knuckle ~ M Flash Knuckle
    • Burnout: 2MP ~ L Flash Knuckle
    • On Block: stops at OD/L Flash Knuckle
  • A[H~H~H]: 5HP ~ OD Sand Blast ~ SA3
    • Can transition to Fatal Shot by pressing S instead
    • No SA3: 5HP ~ OD Sand Blast ~ Fatal Shot
    • Burnout: 5HP ~ M Sand Blast ~ SA3
    • On Block: stops at OD/M Sand Blast (no ~Fatal Shot)
Miscellaneous Changes
  • Triple Impact (5LP~MP~HP) changed to 5L~L~L
  • Nose Breaker (2MK~2HP) changed to 2M~M
  • The L and M Assist Combos can transition from OD Flash Knuckle into DDT by pressing ~XX even with the Auto button held

Most of the tools Luke is missing in Modern are combo tools, namely 5LK in light confirms, j.MP for his only cancelable jumping normal into Aerial Flash Knuckle, and 4HK for his highest damage combo starter/filler.

The most important omissions for neutral are Classic Luke's 5MK (a low-risk ranged poke that pushes opponents out without moving Luke in) and j.HP (a jump-in hitting directly below Luke that is difficult to contest or anti-air). This makes Modern Luke's keepaway slightly worse and his jump-ins slightly easier to beat, though this difference is negligible.

Of the whole cast, Luke is probably the one whose Modern and Classic kits are the most similar, with the added benefit of Modern conveniences (auto hit-confirming low lights, instant Supers, etc).

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