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 | |
---|---|
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
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 2 | 11(14) | Sp SA TC | 300 | LH | +2 | -3 |
An advancing jab that is chainable, special cancelable and goes into a target combo. Even with the low blockstun, forward movement of the jab and the many cancels make this a solid pressure tool
5mp
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 16 | SA TC | 600 | LH | +2 | -3 |
Okay wiff punishing too but mainly will be used when going directly into Snapback Combo target combo.
5hp
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 23 | Sp SA | 800 | LH | +1 | -6 |
Large swing that deals high drive bar damage when blocked and is special cancelable with a large amount of blockstun/hitstun. This can make it a strong tool when pressuring the opponent as it makes most cancels even scarier.
- deals .5 Drive bar damage when blocked
5lk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Sp SA | 300 | LH | +3 | -2 |
Chainable, fast, and decent range makes this a solid poke for frametraps or challenging at range.
5mk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 16(19) | - | 700 | LH | +1 | -3 |
One of Luke's go to neutral button, 5MK hits far and quickly making it an ideal poke
5hk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 7 | 16 | - | 900 | LH | +2(+8) | -5(+1) |
Luke's premier meaty button, being as high as +7 oH / 0 oB when connecting with the final active frame.
- launches on wiff counterhit for a full combo
Crouching Normals
2lp
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 10 | Chn Sp SA | 300 | LH | +4 | -2 |
2mp
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 2 | 14(17) | Sp SA | 600 | LH | +5 | +1 |
One of the few characters with plus normals, This move is fantastic for pressuring the opponent and setting up frame traps
2hp
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 5 | 24 | Sp SA | 800 | LH | +1 | -13 |
Luke's go to anti air beyond Rising Rocket and works as a solid combo tool up close. 2HP is special cancelable early on during the active frames but will almost never be special cancelable when done as an anti air.
2lk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 11 | Chn | 200 | L | 0 | -3 |
2mk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 19 | Sp SA TC | 500 | L | -2 | -6 |
One of Luke's best pokes as it is special cancelable and hits at range. The threat of drive rush or plus frames from specials can make the opponent very afraid of this move
2hk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 24(26) | - | 900 | L | KD +40 | -9 |
Jumping Normals
jlp
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 9 | 3 land | - | 300 | H | +5(+9) | +1(+5) |
jmp
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 3 land | Sp | 700 | H | +9(+11) | +5(+7) |
Great air to air as it can lead into a combo with j.214[P]
jhp
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | - | 800 | H | +6(+15) | +2(+11) |
jlk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
jmk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 3 land | - | 500 | H | +8(+13) | +4(+9) |
jhk
Command Normals
6mp
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 2 | 21 | - | 600 | H | +2 | -3 |
4hp
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 3 | 20 | Sp SA | 800 | LH | +3 | -3 |
Luke's ideal Punish Counter starter, but due to its short reach and slow speed it's mostly relegated to DP punishes. However, it does link to 2HP on punish counter which leads into a launch with 214[LP].
4hk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 4 | 24 | - | 1000 | LH | +4 | -3 |
6hp
Target Combos
6HP~6HP
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
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
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
No results
No results No results Excellent whiff punish confirm tool from 5MP as the second hit cancels into super.
Universal Mechanics
Throws
lplk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +19 | - |
4lplk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +14 | - |
Drive Moves
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 |
6hphk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
mpmk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
66
No results
Taunts
5pppkkk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
96 (total) | - | - | - | - | - | - | - |
6pppkkk
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
180 (total) | - | - | - | - | - | - | - |
4pppkkk
Special Moves
Sand Blast (236P)
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.
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.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | [10] | 27 | SA3 | 600 | LH | +3 | -2 |
- Becomes plus even if slightly spaced.
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.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | - | 42 | - | 1000(800) | LH | KD +46~58 | -21 |
- Costs an extra Drive bar.
Tacks on more damage and a better knockdown.
Rising Rocket (623P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 22+12 land | SA3 | 900(800) | LH | KD +28 | -27 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 10 | 24+12 land | SA3 | 1000(800) | LH | KD +28 | -29 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 10 | 25+15 land | SA3 | 1200(800) | LH | KD +29 | -33 |
- All meterless versions do 800 damage when connecting with the 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) |
- The first hit of the OD version does 600 damage when connecting with the later active frames.
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 (214LP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 3 | 31 | SA3 | 700 | LH | KD +32 | -18 |
Luke's main knockdown ender.
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.
Luke's least-situational charged version. Instead of just knocking down, it allows for a juggle afterwards. Only combos from 2HP.
Flash Knuckle (214MP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 3 | 27 | SA3 | 900 | LH | +3 | -8 |
Does not knock down grounded opponents and knocks airborne opponents away. Good in juggles against characters Luke wants to keep out.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
29 | 2,2 | 26 | SA3 | 800,200 | LH | KD +54(+67) | -3 |
- Clashes with single-hit projectiles.
- Wallbounces on hit.
Situational but leads to high damage juggles midscreen. Launches opponents out of the corner.
Flash Knuckle (214HP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 3 | 21 | SA3 | 1000 | LH | KD +42(+31) | -4 |
Mainly used after Luke's Triple Impact TC.
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.
- Plus on block.
High risk/high reward neutral tool.
Flash Knuckle (214PP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 39 | SA2 SA3 | 400x2 | LH | KD +62 | -22 |
Luke's main combo extender. Leads to similar juggles as 214[LP] without being as slow and has slightly more reach, connecting after 3-hit light confirms.
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)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 5 | 13(20) land | - | 700 | LH | KD ~ | -12(+3) |
No results
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 6 | 15 land | - | 1300 | LH | KD ~ | -33(-21) |
Avenger (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 33 | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | [33] | 10 | - | - | - | - | - |
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) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+12 | 10 | 16 | SA2 SA3 | 1300 | LH | KD +32(+41) | -6(+3) |
Impaler (236K>K)
Super Moves
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 |
214214p
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 51 | - | 2800 | LH | KD +2 | -29 |
236236k
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10(27) | 4 | 66(92) | - | 4000 | LH | HKD +18 | -42 |
No results