Street Fighter 6/Luke: Difference between revisions

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Revision as of 12:36, 26 October 2022


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).


Luke
SF6 Luke Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.467
Backward Dash Distance 0.751
Drive Rush Min. Distance (Throw) 0.817
Drive Rush Min. Distance (Block) 2.499
Drive Rush Max Distance 3.461
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33

Normals

Standing Normals

5lp
Stand LP
5LP
SF6 Luke 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2 11(14) Sp SA TC 300 LH +2 -3

5mp
Stand MP
5MP
SF6 Luke 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 16 SA TC 600 LH +2 -3

5hp
Stand HP
5HP
SF6 Luke 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 Sp SA 800 LH +1 -6

5lk
Stand LK
5LK
SF6 Luke 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH +3 -2

5mk
Stand MK
5MK
SF6 Luke 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 16(19) - 700 LH +1 -3

5hk
Stand HK
5HK
SF6 Luke 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 16 - 900 LH +2(+8) -5(+1)

Crouching Normals

2lp
Crouch LP
2LP
SF6 Luke 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 10 Chn Sp SA 300 LH +4 -2

2mp
Crouch MP
2MP
SF6 Luke 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2 14(17) Sp SA 600 LH +5 +1

2hp
Crouch HP
2HP
SF6 Luke 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 24 Sp SA 800 LH +1 -13

2lk
Crouch LK
2LK
SF6 Luke 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 12 Chn 200 L -1 -5

2mk
Crouch MK
2MK
SF6 Luke 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA TC 500 L -2 -6

2hk
Crouch HK
2HK
SF6 Luke 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 27(26) - 900 L HKD +28 -9

Jumping Normals

jlp
Jump LP
j.LP
SF6 Luke jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 9 3 land - 300 H +5(+9) +1(+5)

jmp
Jump MP
j.MP
SF6 Luke jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land Sp 700 H +9(+11) +5(+7)

jhp
Jump HP
j.HP
SF6 Luke jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H +6(+15) +2(+11)

jlk
Jump LK
j.LK
SF6 Luke jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 300 H +5(+10) +1(+6)

jmk
Jump MK
j.MK
SF6 Luke jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H +8(+13) +4(+9)

jhk
Jump HK
j.HK
SF6 Luke jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H +8(+15) +4(+11)

Command Normals

6mp
Rawhide
6MP
SF6 Luke 6mp.png

6MP
Rawhide
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21 - 600 H +2 -3

4hp
Suppressor
4HP
SF6 Luke 4hp.png

4HP
Suppressor
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 20 Sp SA 800 LH +3 -3

4hk
Outlaw Kick
4HK
SF6 Luke 4hk.png

4HK
Outlaw Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 24 - 1000 LH +4 -5

6hp
Brutal Spike
6HP
SF6 Luke 6hp.png

6HP
Brutal Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 15(19) TC 800 LH +3 -3

Target Combos

6HP~6HP
Double Impact
6HP~6HP
SF6 Luke 6hp 6hp.png

6HP~6HP
Double Impact
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2 34 Sp SA 600 LH KD +20 -19

Adds a knockdown and some more damage to Luke's 6HP. Punishable and not special cancelable with a small cancel window for the TC itself.

2MP~2HP
Nose Breaker
2MK~2HP
SF6 Luke 2mk 2hp.png

2MK~2HP
Nose Breaker
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 25 - 600(480) LH +2 -8

Adds damage and makes Luke plus on hit after 2MK, but does not cancel and is punishable on block.

5LP~5MP~5HP
Triple Impact
5LP~5MP~5HP
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                  No resultsNo results

Luke's main way to convert 5LP into damage. The last hit is special cancelable, giving him more damage and a better knockdown on hit or RPS on block, although it is not in his favor.

5MP~5MP~5MP~5MP
Snapback Combo
5MP~5MP~5MP~5MP
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Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

No results No results The editor who wrote this has no idea what this is for. Granted it is day -180 but 5MP is slower than 2MK, uncancelable, and this TC only gives a knockdown while being highly negative on block.

Universal Mechanics

Throws

lplk
Sweeper
LPLK
SF6 Luke lplk.png

LPLK
Sweeper
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +19 -

4lplk
Scrapper
4LPLK
SF6 Luke 4lplk.png

4LPLK
Scrapper
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +14 -

Drive Moves

hphk
Drive Impact
HPHK
SF6 Luke hphk.png

HPHK
Muzzle Flash
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

6hphk
Drive Reversal
6HPHK
SF6 Luke 6hphk.png

6HPHK
Battering Ram (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

mpmk
Drive Parry
MPMK
SF6 Luke mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

66
Drive Rush
66
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

5pppkkk
Taunt
5PPPKKK
SF6 Luke 5pppkkk.png

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
96 (total) - - - - - - -

Special Moves

Sand Blast (236P)
Sand Blast
236P
SF6 Luke 236lp.png
SF6 Luke 236pp.png
SF6 Luke 236pp pp.png

236LP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 [5] 33 SA3 600 LH -3 -8
  • Negative on block at the ranges it will hit.
236MP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 [7] 30 SA3 600 LH 0 -5
  • Can be slightly plus at max range.
236HP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 [10] 27 SA3 600 LH +3 -2
  • Becomes plus even if slightly spaced.
236PP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 24 SA2 SA3 400x2 LH KD +41 -2
  • Travels fullscreen, unlike the other Drive-less versions.
236PP~PP
Fatal Shot
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 42 - 1000(800) LH KD +46~58 -21
  • Costs an extra Drive bar.

Tacks on more damage and a better knockdown.

Rising Rocket (623P)
Rising Rocket
623P
SF6 Luke 623lp.png
SF6 Luke 623pp.png
SF6 Luke 623pp pp.png

623LP
Rising Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 22+12 land SA3 900(800) LH KD +28 -27
623MP
Rising Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 24+12 land SA3 1000(800) LH KD +28 -29
623HP
Rising Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 10 25+15 land SA3 1200(800) LH KD +29 -33
623PP
Rising Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3,7 35+15 land - 800(600),600 LH KD +25 -40(-43)
623PP~PP
Slam Dunk
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 14+16 land - 600 H KD +14 -
  • Costs an extra Drive bar.

Flash Knuckle (214P)
Flash Knuckle
214P (hold OK)
SF6 Luke 214lp.png
SF6 Luke 214mp.png
SF6 Luke 214hp.png
SF6 Luke 214pp.png
SF6 Luke 214pp pp.png

214LP
LP Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3 31 SA3 700 LH KD +32 -18
214[LP]
LP Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2,2 25(26) SA3 600,200 LH KD +54 -8
  • Clashes with single-hit projectiles.
214MP
MP Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 3 27 SA3 900 LH +3 -8
214[MP]
MP Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
30 2,2 26(27) SA3 800,200 LH KD +54(+67) -3
  • Clashes with single-hit projectiles.
214HP
HP Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3 21 SA3 1000 LH KD +42(+31) -4
214[HP]
HP Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
33 2,2 24(25) SA3 1000,300 LH KD +64 +4
  • Clashes with single-hit projectiles.
214PP
OD Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 39 SA2 SA3 400x2 LH KD +62 -22
214PP~PP
DDT
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - - - 2500 - HKD +12 -
  • Costs an extra Drive bar.
  • Must be input during 214PP’s first hit.

Aerial Flash Knuckle (j.214P)
Aerial Flash Knuckle
j.214P
SF6 Luke j214p.png

j.214P
Aerial Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 5 13(20) land - 700 LH KD ~ -12(+3)

No results

j.214PP
Aerial Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 6 15 land - 1300 LH KD ~ -33(-21)

Avenger (236K)
Avenger
236K (follow up with P or K)
SF6 Luke 236k.png
SF6 Luke 236k p.png
SF6 Luke 236k k.png

236K
Avenger
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 33 - - - - -
236K~P
No Chaser
Startup Active Recovery Cancel Damage Guard On Hit On Block
12+12 10 16 SA3 900 LH KD +32(+41) -6(+3)
236K~K
Impaler
Startup Active Recovery Cancel Damage Guard On Hit On Block
12+13 8 22(27) - 1200 H KD +30(+35) -8(-3)
236KK
Avenger
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [33] 10 - - - - -
236KK~P
No Chaser
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+12 10 16 SA2 SA3 1300 LH KD +32(+41) -6(+3)
236KK~K
Impaler
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+13 8 19 - 1200 H KD +38(+43) -5(0)

Super Moves

236236p
Vulcan Blast
236236P
SF6 Luke 236236p.png

236236P
Vulcan Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 13(1)7(2)7(23)5 45 - 300x4,800 (2000) LH KD +17(+30) -29

214214p
Eraser
214214P
SF6 Luke 214214p.png

214214P
Eraser
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 51 - 2800 LH KD +2 -29

236236k
Pale Rider
236236K
SF6 Luke 236236k.png

236236K
Pale Rider
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(27) 4 66(92) - 4000 LH HKD +18 -42

236236k_ca
Pale Rider (Cinematic Art)
236236K (CA)
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results


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