| Notes = CH confirm if you're outside of {{clr|HP|2HP}} range and don't want to spend meter. If {{clr|MP|2MP}} lands near its max range, the opponent will be able to recover and block, or the attack will whiff.
| Notes = CH confirm if you're outside of {{clr|HP|2HP}} range and don't want to spend meter. If {{clr|MP|2MP}} lands near its max range, the opponent will be able to recover and block the {{clr|LP|5LP}}, or it will whiff.
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide
Notation
Meaning
>
Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~
Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
,
Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X
Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K
Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks.
X/Y
Do either X move or Y move. e.g. end a combo with 214K/623P
[X]
Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X
Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA
Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent.
Y xN {Y} xN
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR
Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR
DR~Y
Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)
Luke's Charged Flash Knuckles have a regular and a Perfect version. The regular versions will be notated as 214[LP], 214[MP], 214[HP], and Perfect versions as pf.214LP, pf.214MP, pf.214HP.
Day 1 Combos
Day 1 Combos
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
2MP, 2LP > 214LP
Anywhere
1460
0
0
Easy
Basic pressure string into a knockdown. This is an important link to learn for Luke as 2MP is his main pressure tool, being plus on block.
2LK > 2LP > 2LP > 214LP
Anywhere
1200
0
0
Easy
Three-hit string into a knockdown. On block, Luke can cancel into 236LP to remain safe.
5LP~MP~HP > 214HP
Anywhere
1780
0
0
Easy
Basic damage conversion from Triple Impact. Luke can cancel into 236PP on block to stay safe from Drive Impact or attempt a pressure reset with 214[HP].
5MP~MP~MP~MP
Anywhere
1490
0
0
Very Easy
5MP is a great whiff punish tool.
6HP~HP > 214HP
Anywhere
2100
0
0
Easy
6HP can be hit-confirmed on reaction to the second hit of the target combo.
5LK > 236LP
2MP/2MK > 236MP
5HP > 236HP
Anywhere
840 1200/980 1400
0
0
Very Easy
Harass your opponent by canceling your pokes into Sand Blast. 5LK > 236LP is not safe to Drive Impact, while Medium and Heavy normals are. Prepare to DI back at them in case they do.
j.HK > 2HP > 214[LP], 214MP
Anywhere
2760
0
0
Medium
Basic jump-in combo that deals pretty good damage.
j.HK > 2HP > 214[LP], 236MP, 623MP
Corner
3080
0
0
Medium
Corner version. Mash 2323 and MP to not accidentally get Level 1 Super.
For a full breakdown on what do after a Knuckle launch, visit here
Normal Hit
Normals
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
2MP, 5LK/2LP...
Anywhere
0
0
Easy
This doubles as a pressure string but will trade with 4f buttons when using 5LK.
2LK > 2LP > 2LP... 2LP > 2LK > 2LP...
Anywhere
0
0
Very Easy
Doubles as a pressure string. This will inherently beat wake-up Drive Impact due to being three hits, and all three lights are cancelable to counter DI. It will lose to other reversal options like Parry or DPs.
spaced 5HK > 2LP...
Anywhere
0
0
Medium
While 5HK is usually only +2 on hit, it can be spaced to be up to +7. 2LP always connects after a spaced hit.
j.X > 2HP...
Anywhere
0
0
Easy
Even j.LP and j.LK can connect to 2HP on a deep enough hit.
Target Combos
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
5LP~MP~HP > 214HP
Anywhere
1780
0
0
Easy
This target combo is amazing. It gives Luke good damage and a knockdown out of a big 7f normal while also being safe with a special cancel.
5LP~MP~HP > 236MP, 623LP
Corner
1990
0
0
Medium
Corner variant.
5MP~MP~MP~MP
Anywhere
1490
0
0
Very Easy
5MP is a great whiff punish tool.
5MP~MP > Level 1/2/3
Anywhere
2500/3140/4100
0
1/2/3
Medium
The second hit can be confirmed into any of his Supers for good damage.
6HP~HP > 214HP
Anywhere
2100
0
0
Easy
6HP can be hit-confirmed on reaction into the follow-up.
6HP~HP > 236MP, 623LP
Corner
2360
0
0
Medium
Corner variant.
Counter-Hit
Counter-Hit
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
CH 5LP, 2LP...
Anywhere
0
0
Easy
CH 5LK, 2LP...
Anywhere
0
0
Easy
CH 2LP, 2MP...
Anywhere
0
0
Easy
2LP into 2MP is a great CH confirm, as it connects at almost any 2LP range except at the very tip.
CH 2MP, 2MP...
Anywhere
0
0
Easy
The follow up 2MP can be DRC'd for a link into 2HP.
CH 2MP, 5LP~MP~HP...
Anywhere
0
0
Easy
CH confirm if you're outside of 2HP range and don't want to spend meter. If 2MP lands near its max range, the opponent will be able to recover and block the 5LP, or it will whiff.
CH 2MP, 2HP...
Anywhere
0
0
Easy
2HP will whiff if not basically point-blank.
CH 6MP, 2LP...
Anywhere
0
0
Easy
Luke's overhead gives him a link to 2LP on CH.
CH 4HP, 2LP...
Anywhere
0
0
Easy
While this usually lands as a Punish Counter, it is useful to know that 4HP can link into 2LP on CH as well.
CH 4HK, 2MP...
Anywhere
0
0
Easy
Another move that is usually a Punish Counter, but good to know nonetheless.
CH 236HP, 2LP...
Anywhere
0
0
Medium
Heavy Sand Blast usually catches people mashing after a blocked 5HP.
Punish Counter
Punish Counter
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
PC 4HP, 2HP...
Anywhere
0
0
Easy
Great shimmy punish.
PC 4HK, 5HP > 236236P
Anywhere
3600
0
1
Easy
Simple ender into a Level 1.
PC 4HK, 5HP > 214214P
Anywhere
4200
0
2
Easy
Simple ender into a Level 2.
PC 4HK, 5HP > 214HP > 236236K
Anywhere
5200
0
3
Medium
Simple ender into a Level 3.
PC 4HK, MPMK~66~2MP, 2HP...
Anywhere
1
0
Medium
Amazing Drive Rush extension for only a 1 bar.
PC 214MP, 2HP...
Anywhere
0
0
Medium
Highest damaging meterless Punish Counter combo starter. Most optimal DP punish if you can't land DR 4HK and don't want to meter dump.
PC 4HK, 5HP > 66, 4HK, 2HP...
Anywhere
3
0
Medium
If you can't land DR 4HK, this is your second highest damaging full meter dump combo starter.
MPMK~66~PC 4HK, MPMK~66~4HK, 2HP...
Anywhere
2
0
Hard
With a Drive Rush PC 4HK, you can link another Drive Rush 4HK, which leads to your highest damage combos. A full Drive and Meter dump combo can do upwards of 6900 damage! (nice)
Drive Impact
Drive Impact
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
PC HPHK, 2HP...
Anywhere
0
0
Easy
Punish Counter Drive Impact links combos 2HP into your BNB.
HPHK CRUSH, 4HP > pf.214LP/214[LP]...
Corner
0
0
Easy
2HP drops due to them already being launched, so use 4HP instead.
HPHK STUN, j9 > j.HK > 2HP > pf.214LP/214[LP]...
Corner
0
0
Easy
An alternative route for mental damage is to Taunt > 2HP instead.
Drive Rush Extensions
Drive Impact
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
...5LP/2LP/5LK > 66 > 2LP, 2HP...
...2MP/2MK > 66 > 2MP, 2HP...
...5HP/2HP/4HP > 66 > 4HK, 2HP...
Anywhere
3
0
Hard
Any of Luke's cancelable normals can be canceled into Drive Rush into a normal and then linked into 2HP.
Combo Theory
Perfect Knuckle Breakdown
Every non-OD version of Flash Knuckle (214P) can be charged by holding down the respective P button. When charging and releasing a P button within a specific 3 frame window (frames 18~20 for all versions), Luke will yell out "PERFECT" and Flash Knuckle will gain an enhanced property depending on the version used:
pf.214LP has +100 Damage and 3 less Recovery
pf.214MP has +100 Damage and 1 less Startup, allowing it to combo from 2HP
pf.214HP has +300 Damage
Perfect Light and Medium Knuckles are required for Luke's highest damage combos. Practicing them is recommended but not required, as charged 214LP and 214PP provide good juggles while not needing to hit a fairly tight window. Still, if you want to learn how to Perfect Knuckle, look for the bright flash and sound cue each Knuckle makes during their Startup to know when to release the P button.
For pf.214LP and pf.214HP, it is better to slightly overcharge them, as 214[LP] will still allow a slightly worse follow-up juggle, while 214[HP] only affects damage.
For pf.214MP, it is better to slightly undercharge it, since 214[MP] cannot combo from any of Luke's normals and will end up being blocked and leave him at -3, while 214MP will leave him at +3 slightly outside Throw range.
2HP is Your Best Friend
Luke's highest damage combos come from canceling 2HP into Perfect 214MP (midscreen) or 214LP (corner). You can land 2HP after jump-ins, Drive Rush enhanced normals, PC Drive Impact, and various other CH or PC scenarios.
Midscreen, after landing 2HP > pf.214MP, you have a lot of options to continue the juggle. Which one to use depends on your resources, and if you want to prioritise damage or oki.
Medium Flash Knuckle
Meterless
Tackle Ender
Medium
... 2HP > pf.214MP, 236K~P
Best meterless ender for oki that leaves you point-blank +13~15 after forward dashing with a cornered opponent when slightly past the middle of the stage. This also sets up a last active frame meaty 4HK that links into 2HP on hit and leaves you spaced at -2 on block.
1 Drive Bar variant of the meterless combo which has extreme corner carry (3/4 of the screen) and gives oki midscreen. Use when far from the corner. Perfect Light is required for Tackle to hit.
1 Drive Bar variant of the meterless combo which has significantly more corner carry and slightly more damage. Use when starting from the middle of the stage or closer for good oki and a cornered opponent. You don't have to hit a Perfect Light to combo into Heavy but you will have 4 frames less advantage.
Sets up a safe jump for one Drive Bar. After landing a perfect or charged 214HP, whiff 2MP then forward jump > j.HK. For good oki midscreen, you will have to forward dash then slightly delay forward jump to land meaty j.HK.
Metered
Level 1 Combo (Driveless)
Hard
... 2HP > pf.214MP, pf.214LP/214[LP] > dl.236236P
Only worth going for if it kills, as this ender gives bad oki even when fairly close to the corner. You have to slightly delay 236236P for the first hit, otherwise the first hit of Level 1 whiffs.
A fusion of the two routes above. Due to Drive Rush's scaling, it actually deals less damage in shorter routes, such as j.HK into 2HP, than the 2 Drive Bar variant. Only go for in already scaled routes, such as 2MK > Drive Rush.
There are 2 possible route you can do depending on your confidence with landing Perfect Knuckles. The first route is higher risk and reward, since pf.214HP deals the most damage, but 214[HP] deals the least. Meanwhile, the second route consistently deals good damage even if you miss pf.214LP.
Midscreen Light/OD Flash Knuckle
You can connect a Perfect/Charged Light Knuckle from 2HP or Counter-Hit/Punish Counter 5HP (great meterless whiff punish). If you're not confident with landing a Perfect Medium Knuckle, it is recommended to cancel into Light Knuckle instead.
Combo from Light/Medium Normals (Driveless)
Very Easy
... (any cancelable normal) > 214LP (> 236236K)
Your basic combo from a Light and Medium normal. Can cancel into Level 3 as well.
Canceling into OD Knuckle adds a good chunk of damage and corner carry. Can cancel into Level 2 or 3. Delay Level 1 link slightly for all hits to connect. Spending an additional Drive bar gives Luke a hard knockdown and an absurd amount of damage, but he can also opt to do a Drive Rush extension for more corner carry midscreen or a meterless juggle in the corner.
Combo from Heavy Normals (Driveless)
Medium
... 2HP or CH/PC 5HP > pf.214LP, 214HP (> 236236K)
... 2HP or CH/PC 5HP > 214[LP], 214MP (> 236236K)
Cancel into 214MP instead of 214HP if you fail a Perfect Knuckle. Can cancel into Level 3 at the end.
Tackle gives you better oki midscreen while Heavy Knuckle deals more damage. You have to land a Light Perfect but do not have to land a Medium Perfect for this route to work. Can cancel into Level 3 at the end.
Combo from Heavy Normals into Level 2 (2 Drive Bars)
Hard
... 2HP or CH/PC 5HP > pf.214LP, 236KK~P > 214214P
Light Perfect is required for OD Tackle to combo. This route is only worth going for when you want to combo into a Level 2. Otherwise, go for the 1 Drive Bar route above.
Combo from Heavy Normals into Level 2 (3 Drive Bars)
Generally, all routes (except those that include a Medium Knuckle) from the Midscreen section also work in the corner. This section will only list corner-specific routes.
Sand Blast into Rising Upper Ender
Medium
... 2HP or CH/PC 5HP > pf.214LP, 236MP, 623HP
... 2HP or CH/PC 5HP > 214[LP], 236MP, 623MP
... (any cancelable normal) > 214PP, 236LP, 623LP
Essentially the same enders with different versions of Sand Blast and Rising Upper used. Everything has to be linked as soon as possible, otherwise the DP ender can whiff and leave very punishable.
Sand Blast into Level 1/2
Medium
... 2HP or CH/PC 5HP > pf.214LP, 236MP, 236236P/214214P
... 2HP or CH/PC 5HP > 214[LP], 236MP, 236236P/214214P
Simply replace the DP ender with a Level 1 or 2. Level 3 cannot combo due to its slow startup. Note that after OD Knuckle, Level 1 cannot combo after LP Sand Blast.
Highest damage corner route into Supers. This is Luke's hardest route to do consistently, as it requires you to land a Light Perfect, immediately j.MP, then both delay cancel **and** partially charge into Air Knuckle. Linking afterwards into either a Level 1 or 2 is relatively simple, but due to Level 3's slow startup, you have to almost maximum both delay and partially charge the Air Knuckle cancel.
Video Resources
Bread and Butter Combo Guide by Bafael (This is a video on Luke from the demo version, who is identical to the launch version. Every combo is therefore applicable.)