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Pre-release information
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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 |
- Cancel reaction window: 15f (14f TC)
An advancing jab that cancels into a target combo or special moves. While slow for a light normal, its range and cancellability makes it very consistent in punishes.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 16 | SA TC | 600 | LH | +2 | -3 |
- Cancel reaction window: 16f Super (17f TC)
Another good whiff punishing normal. Can buffer into another MP to begin his Snapback Combo TC.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 23 | Sp SA | 800 | LH | +1 | -6 |
- Cancel reaction window: 17f
A powerful, long-range swing that is especially useful in Flash Knuckle cancels, but is unsafe if not cancelled. Great for chipping away at the opponent's Drive gauge.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Sp SA | 300 | LH | +3 | -2 |
- Cancel reaction window: 12f
Solid combo tool that links from 2LP and 2MP. Fairly low risk when used in neutral near max range.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 16(19) | - | 700 | LH | +1 | -3 |
One of Luke's best neutral pokes due to its speed and safety on block.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 7 | 16 | - | 900 | LH | +2(+8) | -5(+1) |
- Punish Counter puts opponent into a limited juggle state
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. However, it's unsafe on block if not spaced properly.
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 reaction window: 13f
Luke's only 4f normal. Useful in combos, particularly chained from 2LK, but lacks the range for many -4 punishes.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 2 | 14(17) | Sp SA | 600 | LH | +5 | +1 |
- Cancel reaction window: 16f
One of the rare normals with frame advantage on block, making it great for pressure. At +5, Luke lacks the ability to link into mediums on a regular hit, but it can link into 5LK consistently. Can lead to much higher damage on Counterhit 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
- Cancel reaction window: 15f
Luke's go to anti air normal, and an important combo tool after Counterhit 2MP. The early active frames are special cancellable, but the later AA frames cannot be cancelled.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 11 | Chn | 200 | L | 0 | -3 |
- Chains into 2LP/2LK
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 reaction window: 13f (17f TC)
- Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
A cancellable low poke with decent range. The threat of Drive Rush cancels makes it a formidable tool in Luke's arsenal.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 24(26) | - | 900 | L | KD +40 | -9 |
- Counterhit/Punish Counter: +44 HKD
One of the slower sweeps in the game, even being too slow to punish several other characters' sweeps. At -9 it is also fairly punishable itself.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 9 | 3 land | - | 300 | H | +5(+9) | +1(+5) |
j.MP
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]
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | - | 800 | H | +6(+15) | +2(+11) |
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 3 land | - | 500 | H | +8(+13) | +4(+9) |
j.HK
Command Normals
6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 2 | 21 | - | 600 | H | +2 | -3 |
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 3 | 15(19) | TC | 800 | LH | +3 | -3 |
Great pressure tool as it is an advancing move that is plus on block. The only downside is the large startup and recovery makes it prone to drive impact
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
Target Combos
5LP~5MP~5HP
No results
No results
- LP acts like 2 hits for damage scaling (100/80/70/60...)
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~MP~MP~MP
No results
No results No results Excellent whiff punish confirm tool from 5MP as the second hit cancels into super.
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
Universal Mechanics
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +19 | - |
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +14 | - |
Drive Moves
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
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)
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)
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 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-?f, 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-?f, 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-?f, 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: 1-15f, 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; can whiff against high juggled opponents
Luke's anti-air and reversal DP. While the meterless versions are cancellable into Lv.3 Super, the juggle will whiff, so this has little utility outside of beating an opponent's armor.
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 |
- Hold 18-20f for Perfect version
- Clashes with single-hit projectiles
- Counts as 2 hits for damage scaling if both hits connect
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 |
- Hold 18-20f for Perfect version
- Clashes with single-hit projectiles
- Wall bounces on hit
- Counts as 2 hits for damage scaling if both hits connect
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 Target Combo
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
33 | 2,2 | 24(25) | SA3 | 1000,300 | LH | KD +64 | +4 |
- Hold 18-20f for Perfect version
- Clashes with single-hit projectiles
- Plus on block
- Counts as 2 hits for damage scaling if both hits connect
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) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23 | 6 | 15 land | - | 1000 | LH | KD ~ | -30(-21) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 6 | 15 land | - | 1300 | LH | KD ~ | -33(-21) |
- All versions can only be done from forward or neutral jump
- Can be done from back jump when cancelled from j.MP
- Forced Knockdown state
- The final 12 recovery frames are in a crouching state
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 | - | - | - | - | - |
- Luke's command dash. Has very high recovery making it poor for resets.
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) |
- If starting a combo, juggle followup is scaled to 50%
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
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+13 | 8 | 19 | - | 1200 | H | KD +38(+43) | -3(+2) |
- Airborne 4-19f
- If starting a combo, juggle followup is scaled to 50%
Super Moves
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 |
- Strike/Throw Invuln: 1-6f; Armor Break
- Depletes 1/2 Drive bar from opponent on hit
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
Level 3 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10(27) | 4 | 66(92) | - | 4000 | LH | HKD +18 | -42 |
- Full Invuln: 1-30f; Armor Break; depletes 1.5 Drive bars from opponent on hit
No results
- Full Invuln: 1-30f; Armor Break; depletes 2 Drive bars from opponent on hit