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| input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} A[M] | | input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} A[M] | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|Luke_2mp|caption= | {{MoveDataCargoImage|imageHeight=160px|Luke_2mp|caption=THE button}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Luke_2mp|caption= | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|Luke_2mp|caption=THE button}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|Luke_2mp}} | {{AttackDataCargo-SF6/Query|Luke_2mp}} | ||
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* '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+7}} oB | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+7}} oB | ||
<br> | <br> | ||
An incredible medium that is fast, disjointed, cancelable, and plus on block. It does everything a button should, really, and is | An incredible medium that is big, fast, disjointed, cancelable, and plus on block. It does everything a button should, really, and is key to playing Luke effectively. Works very well as a Drive Rush button, too, which lets it link into 2HP for great damage. Can't link into a medium on regular hit, but it can go into 5LK and gives overall good damage on Counter or Punish Counter. | ||
}} | }} | ||
Revision as of 13:39, 4 December 2023
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Early game information
This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
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: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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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 | |
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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 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 2 | 11(14) | Sp SA TC | 300 | LH | +2 | -3 |
- Cancel Hitconfirm Window: 15f / 14f (TC)
- Drive Rush cancel advantage: +4 oH / -1 oB
An advancing jab that cancels into a target combo or special moves. While slow for a light normal, its range and cancelability makes it very consistent in punishes. It cannot be chained into from other light normals.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 16 | SA TC | 600 | LH | +2 | -3 |
- Cancel Hitconfirm Window: 16f (Super) / 17f (TC)
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
Has great forward movement for whiff punishing, but relatively slow startup. Buffering a follow-up MP begins the Snapback Combo TC, which is possible to hitconfirm from the initial hit. It becomes +6 on Punish Counter, giving it a bit more punish utility. When spaced, it can hit on its second active frame, leading to it often being only -2 on block.
5HP


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 23 | Sp SA | 800 | LH | +1 | -6 |
- Cancel Hitconfirm Window: 17f
- Drive Rush cancel advantage: +15 oH / +10 oB
Another long-range punch with forward movement. It is unsafe on block when not canceled, and the long whiff recovery makes it dangerous to use in footsies near max range. 5HP's lunge can be used in conjunction with Luke's other pressure tools in the corner to keep opponents blocking, or used to set up a variety of pressure resets with its special cancel. The sky's the limit with this move in pressure.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Sp SA | 300 | LH | +3 | -2 |
- Cancel Hitconfirm Window: 12f
- Drive Rush cancel advantage: +5 oH / 0 oB
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
Solid combo tool that links from 2MP but cannot be chained into. Fairly low risk when buffered in neutral near max range, but is fairly unrewarding without spending Drive meter.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 16(19) | - | 700 | LH | +1 | -3 |
One of Luke's best mid-range pokes due to its speed and safety on block. Use this to push opponents back instead of his advancing normals.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 7 | 16 | - | 900 | LH | +2(+8) | -5(+1) |
- Punish Counter: KD +49 Launch (limited juggle state)
An advancing low crush that requires some spacing to be safe on block. Has a big launch on Punish Counter. One of Luke's best meaty buttons due to its forward movement and large number of active frames; can be up to +7/+0 when spaced perfectly. It also has a disjoint on Luke's knee, making it even harder to stuff out.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 10 | Chn Sp SA | 300 | LH | +4 | -2 |
- Chains into 2LP/2LK
- Cancel Hitconfirm Window: 13f
- Drive Rush cancel advantage: +4 oH / -2 oB
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
Luke's only 4f normal, and his only standard jab. It has a bit more recovery than most, but it's very notable in its exceptional range, only beaten by the lights of heavyweight characters. Useful in combos, particularly when chained from 2LK. It's also the best light normal to chain against Drive Impact armor, as 2LK chains are slower and not cancelable on their own.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 2 | 14(17) | Sp SA | 600 | LH | +5 | +1 |
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +11 oH / +7 oB
An incredible medium that is big, fast, disjointed, cancelable, and plus on block. It does everything a button should, really, and is key to playing Luke effectively. Works very well as a Drive Rush button, too, which lets it link into 2HP for great damage. Can't link into a medium on regular hit, but it can go into 5LK and gives overall good damage on Counter or Punish Counter.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 5 | 24 | Sp SA | 800 | LH | +1 | -13 |
- Forces stand on hit
- Only the 1st active frame is cancelable
- Cancel Hitconfirm Window: 15f
- Drive Rush cancel advantage: +20 oH / +6 oB
Luke's go to anti air normal, and an important combo tool. 2HP's short range is compensated with massive hitstun, allowing it to combo into Light and Medium Perfect Knuckles for optimal combos both midscreen and in the corner.
The only cancelable frame does not have a good vertical hitbox, so there's no real useful cancel options when used as an anti-air.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 12 | Chn | 200 | L | -1 | -5 |
- Chains into 2LP/2LK
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
A standard, chainable 2LK for low-hitting confirms.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 19 | Sp SA TC | 500 | L | -2 | -6 |
- Cancel Hitconfirm Window: 13f / 17f (TC)
- Drive Rush cancel advantage: +8 oH / +4 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A cancelable low poke with good range despite its unusual animation. It can link into 2HP when Drive Rush canceled, allowing for some powerful combo extensions. It also has a slightly higher reaching hitbox than most 2MKs, occasionally letting it beat some minor low crushes and making it harder to jump over.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 27(26) | - | 900 | L | HKD +28 | -9 |
- Counter-hit/Punish Counter: HKD +44
- Has some juggle potential; no longer HKD when juggled into
One of the slower sweeps in the game, often being unable to punish a 2HK from other characters. It is relatively easy to punish at -9 on block, so should only be used sparingly against characters with weak ranged punishes.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 9 | 3 land | - | 300 | H | +5(+9) | +1(+5) |
Luke's fastest air normal. Fills a similar role to j.MK with worse range, and without hitting cross-up.
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 3 land | Sp | 700 | H | +9(+11) | +5(+7) |
- Puts airborne opponents into limited juggle state
Great air to air, as it can juggle into charged Air Flash Knuckle if timed properly. The j.MP has some juggle potential itself; for example, j.MP > j.MP and anti-air 214[LP] > j.MP can both connect. The cancel window is very long, which allows Luke to delay the j.214P; by delaying the cancel and partially charging the j.214P, Luke get his strongest juggles in the corner.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | - | 800 | H | +6(+15) | +2(+11) |
- Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter
Reaches far downward but has very little horizontal range. Most useful when used early in Luke's jump arc to throw off the opponent's anti-air timing.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
- Can hit Cross-up
Has a narrow cross-up hitbox. This button is most useful when attempting a very quick tick throw after a jump, as the short blockstun may catch the opponent off guard.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 3 land | - | 500 | H | +8(+13) | +4(+9) |
- Can hit Cross-up
Luke's main cross-up button with a much wider hitbox.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 6 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
Very good horizontal and vertical range for a jump-in attack. An above average jump-in that can beat anti-airs and punish fireballs cleanly.
Command Normals
6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 2 | 21 | - | 600 | H | +2 | -3 |
- Knockdown vs. airborne opponents
Safe overhead that can link into 2MP when used from Drive Rush. Most useful when done in the middle of pressure strings. Notable in that it can be used meaty in the corner against certain members of the cast, making it a sneaky way to close out a round or freak an opponent out.
4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 3 | 20 | Sp SA | 800 | LH | +3 | -3 |
- Cancel Hitconfirm Window: 17f
- Drive Rush cancel advantage: +16 oH / +10 oB
An "auto-shimmy" sort of button that quickly shifts Luke's hurtbox back to punish throws, pokes, and strings. A bit slow, but very rewarding as it links into 2HP on Punish Counter. It's a good punish starter for very unsafe attacks like DPs, as well.
4HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 4 | 24 | - | 1000 | LH | +4 | -5 |
- Punish Counter: +19 Stagger
- Puts airborne opponents into spinning limited juggle state
- At farther ranges, whiffs on crouching opponents
Good poke from longer ranges. Its stagger property on Punish Counter gives it some utility as a whiff punish tool. When used as an anti-air, it can be followed up with a juggle, but the AA hitbox is not particularly strong against good jumping normals.
Drive Rush Punish Counter 4HK links into another Drive Rush 4HK, which is Luke's absolute highest damage starter, capable of dealing almost 7000 Damage with full resources.
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 3 | 15(19) | TC | 800 | LH | +3 | -3 |
- Cancel Hitconfirm Window: 23f TC
- Target Combo follow-up can also come out on whiff
Great pressure tool that advances forward while remaining safe on block. Slow startup and recovery makes it vulnerable to drive impact, so it can't be abused mindlessly. The 6HP Double Impact TC follow-up is very easy to confirm on hit, and is cancelable into specials.
Target Combos
5LP~MP~HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 20 | TC | 400(320) | LH | -2 | -9 |
- Cancel Hitconfirm Window: 36f (TC)
- Applies 10% immediate damage scaling when comboed into (stacks with 10% 5LP scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 27 | Sp SA | 800(560) | LH | KD +27 | -14 |
- Cancel Hitconfirm Window: 59f
- Drive Rush cancel advantage: KD +46 oH / +5 oB
- Notable blockstring gaps when canceled:
- HP Flash Knuckle: 8f (19f charged)
- Charged MP Flash Knuckle: 16f
- LP/MP/HP/OD Sand Blast: 1f/4f/7f/2f
Luke's main way to convert 5LP into damage. The last hit is special cancelable, giving him the opportunity to convert into a damaging knockdown or a safe ender. There is no blockstring gap between the punches, but all safe special cancels have a gap after HP that can be interrupted. Drive Impact will also punish any of these cancels except OD Sand Blast.
5MP~MP~MP~MP


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2 | 23 | SA | 300 | LH | 0 | -8 |
- Cancel Hitconfirm Window: 39f (Super/TC)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2 | 29 | TC | 300(240) | LH | -6 | -14 |
- Cancel Hitconfirm Window: 60f (TC)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2 | 27 | - | 500(350) | LH | KD +33 | -12 |
Excellent whiff punish confirm tool from 5MP. The 2nd hit cancels to Super, and the whole sequence leads to a knockdown with good oki. On hit, you can also stop after the 2nd MP for a throw reset to catch an opponent off guard. On block, there is never a gap in the blockstring to catch an opponent mashing, and no way to make any of the follow-ups safe.
6HP~6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2 | 34 | Sp SA | 600 | LH | KD +20 | -19 |
- Cancel Hitconfirm Window: 15f (single hit) / 47f (full TC)
- Drive Rush cancel advantage: KD +46 oH / +7 oB
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
- No scaling if 2nd hit starts the combo
Very easily hitconfirmable after 6HP, adding extra damage and a knockdown to the already great command normal. The TC extension is very unsafe if blocked, while also having a gap that can be stuffed by 4f moves and trading with 5f.
2MK~2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 25 | - | 600(480) | LH | +2 | -8 |
This Target Combo is much easier to confirm from 2MK than a special cancel. It is unsafe on block, but leaves Luke +1 at close range on hit. There is no gap in the blockstring in between hits, even if delayed as long as possible.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +19 | - |
- Punish Counter: HKD +19
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Luke can walk forward for a manually timed corner throw loop. The timing is fairly lenient, giving a 4-frame window to time his follow-up throw while beating reversal 4f normals.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +14 | - |
- Side switch
- Punish Counter: HKD +14
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Luke cannot threaten the opponent with true strike/throw oki after a back throw into the corner, but he can still use a ranged meaty normal to start pressure.
Drive System
Drive Impact (HPHK)
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 |
See Drive Impact
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 5HP, 4HP: 7[3]
- 2MK, 2MP, 2HP: 11[7]
- 5LP~MP~HP: 12[8]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)


No results
See Drive Rush. Frame data shown in (parentheses) refers to Parry Drive Rush.
- Distance:
- 0.817 (min, cancel into immediate Throw)
- 2.499 (min, earliest blocking/movement frame)
- 3.461 (max, final DR frame)
- See Strategy page for Blockstring Gaps and Combo Routes
Special Moves
Sand Blast (236P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | [5] | 33 | SA3 | 600 | LH | -3 | -8 |
- ~48% screen distance
- Cancel Hitconfirm Window: 4f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | [7] | 30 | SA3 | 600 | LH | 0 | -5 |
- ~66% screen distance; can be slightly plus at max range
- Cancel Hitconfirm Window: 4f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | [10] | 27 | SA3 | 600 | LH | +3 | -2 |
- ~91% screen distance; plus on block at mid to long range
- Cancel Hitconfirm Window: 4f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | - | 24 | SA2 SA3 | 400x2 | LH | KD +41 | -2 |
- 2 hits, covers full screen distance
- Cancel Hitconfirm Window: 8f (Super), 11f (PP Follow-up)
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 42 | - | 1000(800) | LH | KD +46~58 | -21 |
- Costs an extra Drive bar on hit/block/armor for more damage and a better knockdown
Luke's Sand Blast is a bit different than traditional Street Fighter projectiles. The startup is slower with a more visible windup animation, while the projectile itself travels extremely quickly once active. Higher strength versions are much slower to start up, but have reduced recovery, longer range, and become safer on block to compensate. Higher strengths having slower startup comes with bigger gaps when canceled into, which matters when up close and personal. OD Sand Blast can win any fireball war against non-super projectiles due to its follow-up, granted Luke has meter to spend, which lets him close distance quickly. The OD follow-up is very unsafe when blocked, however.
The active frames listed in [] refer to the number of frames before the hitbox dissipates, and are not included in the move's total frame count.
Rising Uppercut (623P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 22+12 land | SA3 | 900(800) | LH | KD +28 | -27 |
- Anti-Air Invuln: 1-14f, Airborne 7-36f
- 800 damage on later active frames
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 10 | 24+12 land | SA3 | 1000(800) | LH | KD +28 | -29 |
- Anti-Air Invuln: 1-8f, Airborne 8-39f
- 800 damage on later active frames
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 10 | 25+15 land | SA3 | 1200(800) | LH | KD +29 | -33 |
- Anti-Air Invuln: 1-9f, Airborne 11-43f
- 800 damage on later active frames
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3,7 | 35+15 land | - | 800(600),600 | LH | KD +25 | -40(-43) |
- Full Invuln: 1-10f, Airborne 8-50f
- 600 damage on later active frames (first hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 3 | 14+16 land | - | 600 | H | KD +14 | - |
- Costs an extra Drive bar; comes out on hit only
Luke's uppercut is an effective anti-air, and the OD version is a reliable invincible reversal. The horizontal range makes it unreliable in combos at farther ranges, like after a 3-hit light confirm or a max range 5LK punish. While the meterless versions are cancelable into Lv.3 Super, the juggle will whiff, so this has little utility outside of beating an opponent's armor. The follow-up to the OD version should only be used if the DP connects low to the ground (such as a wakeup reversal), since it has a tendency to miss after a high connect anti-air.
Flash Knuckle (214LP)


(hold OK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 3 | 31 | SA3 | 700 | LH | KD +32 | -18 |
- Puts opponent into limited juggle state
- Cancel Hitconfirm Window: 17f (Super; can cancel up to 19f but SA3 whiffs)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2,2 | 25(26) | SA3 | 600,200 | LH | KD +54 | -8 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2,2 | 22(23) | SA3 | 700,200 | LH | KD +56 | -8 |
- Puts opponent into limited juggle state (much higher launch)
- Hold 18-20f for Perfect version
- Clashes with single-hit projectiles (clash is Super cancelable)
- Both hits count separately for damage scaling
One of Luke's most important combo tools. The uncharged version is reliable in combos, and gives good oki. Its juggle state does not launch very high, and can generally only followed up with a cancel into Lv.3 Super (unless the opponent was already in a high juggle state). If canceled into Lv.3 Super on the last 2 possible frames (or on a high juggle connect), the Super will whiff, however.
The charged version allows for consistent follow-up juggles, but it only combos naturally from 2HP. Getting the Perfect timing makes the juggle even higher and deals additional damage, but is not required for combos to work. The projectile clash is not particularly useful in most scenarios. The Lv.3 Super will whiff if canceled into, but Luke can easily pick up the juggle without the cancel. As a result, the cancel is only useful if you see the opponent attempting to Drive Impact through your attack.
Flash Knuckle (214MP)


(hold OK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 3 | 27 | SA3 | 900 | LH | +3 | -8 |
- Knocks airborne opponents far away into a limited juggle state
- Cancel Hitconfirm Window: 16f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | 2,2 | 26(27) | SA3 | 800,200 | LH | KD +54(+67) | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
29 | 2,2 | 26(27) | SA3 | 850,250 | LH | KD +53(+66) | -3 |
- Hold 18-20f for Perfect version (required to combo from 2HP)
- Wall bounces on hit; clashes with single-hit projectiles (clash is Super cancelable)
- Cancel Hitconfirm Window: 20f / 18f Perfect (Super)
- Both hits count separately for damage scaling
MP Knuckle is a bit slower than LP Knuckle, only comboing from mediums and heavies. The uncharged version keeps the opponent standing on hit, and puts Luke just outside of throw range; a slight walk allows him to go for a throw reset. When juggled into, it knocks the opponent far away, allowing Luke to switch back to a zoning playstyle. Alternatively, he can drive rush in for a potent mixup.
The charged version causes a Wall Bounce that can lead to high juggle damage midscreen. In the corner, the opponent will fly over Luke's head, making it difficult to pick up a juggle, so it's not recommended in that scenario. Perfect charge timing is required to combo from 2HP, making it a bit riskier to attempt compared to the easier LP Knuckle combos. The cancel into Lv.3 Super only works in the corner, as the opponent is launched away too quickly for Luke to reach otherwise. Like with Charged LP Knuckle, this cancel is mostly used for reacting to Drive Impact armor.
Flash Knuckle (214HP)


(hold OK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 3 | 21 | SA3 | 1000 | LH | KD +42(+31) | -4 |
- Cancel Hitconfirm Window: 19f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
33 | 2,2 | 24(25) | SA3 | 1000,300 | LH | KD +64 | +4 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
33 | 2,2 | 24(25) | SA3 | 1200,400 | LH | KD +64 | +4 |
- Hold 18-20f for Perfect version
- Clashes with single-hit projectiles (clash is Super cancelable)
- Cancel Hitconfirm Window: 25f / 30f Perfect (Super)
- Both hits count separately for damage scaling
HP Knuckle has slow startup but travels about half screen. The uncharged version is usually punishable at -4, but if spaced well it can be made completely safe. The juggle state it creates only allows a cancel into Lv.3 Super, so it's less rewarding in combos than LP or MP Knuckle. When juggled into, such as after 5LP~MP~HP Target Combo, Luke has worse knockdown advantage.
Charged HP Knuckle moves Luke forward with significant frame advantage, but has a slow and reactable windup making it susceptible to jumps or Drive Impact. Luke can cancel into Lv.3 Super on reaction to Drive Impact armor, and he can punish a predicted jump by releasing the button early (a fairly high risk, low reward gamble). Charged HP Knuckle can't be comboed into outside of Punish Counter 2HP, which is not a problem since LP and MP Knuckle are more rewarding anyway. The projectile clash of Charged HP Knuckle can actually come in handy due to the range it's used from, though it can't really be used this way on reaction. This held version also leads to an incredibly advantageous knockdown on hit, letting Luke do multiple dashes for oki or set up safe jumps.
Flash Knuckle (214PP)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 39 | SA2 SA3 | 400x2 | LH | KD +62 | -22 |
- Puts opponent into limited juggle state
- Cancel Hitconfirm Window: 14f 1st / 47f 2nd (Super)
- 2nd hit canceled to Lv.3 Super (or Lv.2 Super on final cancel frame) will whiff, but can easily juggle without a cancel
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | - | - | - | 2500 | - | HKD +12 | - |
- DDT costs an extra Drive bar (on hit only)
- Must be input during 1st hit of 214PP
OD Flash Knuckle is Luke's primary combo extender, giving a juggle state similar to charged LP Knuckle without the slow startup. It will work consistently even from a 3-hit light confirm (but does not combo directly from 5LP). The DDT follow-up only slightly increases Luke's damage compared to using a meterless follow-up juggle, but may be useful for its Hard Knockdown property depending on screen position.
Aerial Flash Knuckle (j.214P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 5 | 13(20) land | - | 700 | LH | KD ~ | -12(+3) |
- Cannot be done from Back Jump (unless canceled from j.MP)
- Forced Knockdown state while airborne; final 12 recovery frames are in a crouching state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23 | 6 | 15 land | - | 1000 | LH | KD ~ | -30(-21) |
- Can follow-up with 623LP if juggled at max height
- Cannot be done from Back Jump (unless canceled from j.MP)
- Forced Knockdown state while airborne; final 12 recovery frames are in a crouching state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 6 | 15 land | - | 1300 | LH | KD ~ | -33(-21) |
- Cannot be done from Back Jump (unless canceled from j.MP)
- Forced Knockdown state while airborne; final 12 recovery frames are in a crouching state
Aerial Flash Knuckle is mostly used for extra damage when air-to-air j.MP connects. The uncharged version can be safe if spaced well, but the charged and OD versions fly upward at the end, making them very punishable on block.
Avenger (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 33 | - | - | - | - | - |
- Follow-up P or K can be input up to frame 32
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | [33] | 10 | - | - | - | - | - |
- Armor: 3-33f (1 hit, does not carry through into follow-up attacks)
- Follow-up P or K can be input up to frame 32
Luke's command dash with 2 possible ending specials, both of which are usually unsafe on block. Unlike many other command dashes, there is no way to stop early, making it poor for pressure and resets. The armor on the OD version can be used as a prediction against slow pokes or projectiles, but the follow-ups are too slow to use effectively on reaction.
No Chaser (236K~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12+12 | 10 | 16 | SA3 | 900 | LH | KD +32(+41) | -6(+3) |
- Puts opponent into limited juggle state; can juggle 623LP at max spacing
- Cancel Hitconfirm Window: 19f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+12 | 10 | 16 | SA2 SA3 | 1300 | LH | KD +32(+41) | -6(+3) |
- Puts opponent into limited juggle state; can juggle 623LP at max spacing
- Cancel Hitconfirm Window: 24f (Super)
- Final cancel frame into SA2 will whiff midscreen
- Applies 50% damage scaling to next hit when beginning a combo (100/50/40...)
A shoulder tackle follow-up with a lot of active frames. Can be safe if spaced near max range. Can be canceled into Super on reaction, but a well-spaced tackle give less time to react to the hitconfirm.
Impaler (236K~K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12+13 | 8 | 22(27) | - | 1200 | H | KD +30(+35) | -8(-3) |
- Airborne 4-19f
- Knocks opponent down, but has too much recovery to juggle afterward
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+13 | 8 | 19 | - | 1200 | H | KD +38(+43) | -5(0) |
- Airborne 4-19f
- Puts opponents into limited juggle state; can pick up juggle even if it connects at point blank
- Applies 50% damage scaling to next hit when beginning a combo (100/50/40...)
An overhead flip kick with airborne frames that allow it to beat throws. Safe if spaced out properly or timed as a meaty, good for catching jump-outs. Because Luke cannot stop his run and has no low option, the overhead property does not grant much mixup potential against opponents who know the matchup.
Super Arts
Level 1 Super (236236P)
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 |
- Full Invuln: 1f; Strike/Throw Invuln: 2-6f; Armor Break
- Depletes 1/2 Drive bar from opponent on hit
- 30% minimum damage scaling
5-hit projectile with Super priority, making it an effective fireball counter from mid range. The first 4 hits travel about 65% of the screen, and the final hit reaches fullscreen. The knockdown advantage increases the farther you are from the wall. While there appears to be a gap before the final hit, the projectiles form a true blockstring. The full damage distribution of the 5 hits is 300x4,800.
Level 2 Super (214214P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 51 | - | 2800 | LH | KD +2 | -29 |
- Full Invuln: 1-7f; Armor Break
- Depletes 1 Drive bar from opponent on hit
- 40% minimum damage scaling
Invincible Super that is also fast enough to work in many juggles. Performs one hit on whiff or block, but on hit locks into a full animation that sends the opponent fullscreen with a tumbling knockdown.
Level 3 Super (236236K)


Critical Art adds 500 damage
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10(27) | 4 | 66(92) | - | 4000 | LH | HKD +18 | -42 |
- Full Invuln: 1-13(30)f; Armor Break
- Depletes 1.5 Drive bars from opponent on hit
- Cinematic time regenerates ~2 Drive bars for Luke
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
No results
- Full Invuln: 1-13(30)f; Armor Break
- Available at 25% HP or below
- Depletes 2 Drive bars from opponent on hit
- Cinematic time regenerates ~2.3 Drive bars for Luke
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Reaches about 2/3 screen, but is much slower to connect at longer ranges. This Super also has a tendency to whiff in juggles when canceled into, like after 623P.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
96 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
180 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
109 (total) | - | - | - | - | - | - | - |