Street Fighter 6/Luke

From SuperCombo Wiki


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
Standing Light Punch
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
  • 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
Standing Medium Punch
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
  • Cancel reaction window: 16f Super (17f TC)


Another good whiff punishing normal. Can buffer into another MP to begin his Snapback Combo TC.

5HP
Standing Heavy Punch
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
  • 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
Standing Light Kick
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
  • Cancel reaction window: 12f


Solid combo tool that links from 2LP and 2MP. Fairly low risk when used in neutral near max range.

5MK
Standing Medium Kick
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

One of Luke's best neutral pokes due to its speed and safety on block.

5HK
Standing Heavy Kick
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)
  • 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
Crouching Light Punch
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
  • 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
Crouching Medium Punch
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
  • 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
Crouching Heavy Punch
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
  • 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
Crouching Light Kick
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
  • Chains into 2LP/2LK


A standard, chainable 2LK for low-hitting confirms.

2MK
Crouching Medium Kick
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
  • 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
Crouching Heavy Kick
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
  • Counterhit/Punish Counter: +44 HKD
  • Has some juggle potential


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
Jumping Light Punch
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)

j.MP
Jumping Medium Punch
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)
  • 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.

j.HP
Jumping Heavy Punch
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)
  • Causes spiked knockdown vs. airborne opponents on Counterhit/Punish Counter

j.LK
Jumping Light Kick
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)
  • Can hit Crossup

j.MK
Jumping Medium Kick
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)
  • Can hit Crossup

j.HK
Jumping Heavy Kick
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
  • Knockdown vs. airborne opponents


Safe overhead that can link into 2MP when used from Drive Rush.

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
  • Cancel reaction window: 17f


Fairly slow attack, but the way it moves back before advancing forward creates a sort of "auto-shimmy" to punish throws. Can link into 2HP on Punish Counter, making it great as a punish starter for very unsafe attacks like DPs.

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
  • 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.

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
  • Cancel reaction window: 23f TC
  • Target Combo followup can also come out on whiff


Great pressure tool that advances forward with frame advantage on block. Slow startup and recovery makes it vulnerable to drive impact, so it can't be abused mindlessly. The 6HP Double Impact TC followup is very easy to confirm on hit.

Target Combos

5LP~5MP~5HP
Triple Impact
5LP~MP~HP
SF6 Luke 5mp.png
SF6 Luke 5hp.png

                  No results
  • Acts as 2 hits for damage scaling purposes (100/80/70/60...)
  • Cancel reaction window: 36f (TC)

No results

  • Cancel reaction window: 59f
  • Notable blockstring gaps when cancelled:
    • 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. However, all safe special cancels have a gap in the blockstring that the opponent can interrupt. Drive Impact will punish any of these cancels except OD Sand Blast.

5MP~MP~MP~MP
Snapback Combo
5MP~MP~MP~MP
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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
  • Cancel reaction window: 39f (Super/TC)

No results

  • Cancel reaction window: 60f (TC)

No results
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.

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
  • Can come out on hit, block, or whiff


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.

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


Can be confirmed on reaction from 2MK; unsafe on block but leaves Luke +1 at close range on hit.

Universal Mechanics

Throws

Forward Throw (LPLK)
Forward Throw
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 -
  • Can walk for a corner throw loop (4f leniency to time throw so that it beats reversal 4f buttons)
  • Punish Counter: +19 HKD

Back Throw (4LPLK)
Back Throw
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 -
  • Side switches; does not get true throw/strike oki when throwing opponent into corner
  • Punish Counter: +19 HKD

Drive Moves

Drive Impact (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

See Drive Impact

  • Notable blockstring gaps (8f or less cannot be escaped by jumping):
    • 5HP, 4HP: 7f (3f Burnout)
    • 2MK, 2MP, 2HP: 11f (7f Burnout)
    • 5LP~MP~HP: 12f (8f Burnout)

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
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

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (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) - - - - -

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

                  No results

See Drive Rush

  • Frame data shown in (parentheses) refers to the version used after Parry

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Luke 5pppkkk.png
"Come on!"

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

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Luke 6pppkkk.png
"Yeah! Let's let it fly!"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
180 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Luke 4pppkkk.png
"Hadooken!"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
109 (total) - - - - - - -
  • At a brisk 60 total frames, this is Luke's optimal BGs taunt.

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
  • ~48% screen distance
  • Cancel reaction window: 4f (Super)
236MP
Sand Blast
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 reaction window: 4f (Super)
236HP
Sand Blast
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 reaction window: 4f (Super)
236PP
Sand Blast
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 reaction window: 8f (Super), 11f (PP Followup)
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 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. The slower startup usually means that there will be a gap when cancelled into, however. OD Sand Blast can lead to extra damage with its followup, but it's very punishable if blocked.

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)
Rising Uppercut
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
  • Anti-Air Invuln: 1-?f, Airborne 7-36f
  • 800 damage on later active frames
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
  • Anti-Air Invuln: 1-?f, Airborne 8-39f
  • 800 damage on later active frames
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
  • Anti-Air Invuln: 1-?f, Airborne 11-43f
  • 800 damage on later active frames
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)
  • Full Invuln: 1-15f, Airborne 8-50f
  • 600 damage on later active frames (first hit)
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; 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 cancellable into Lv.3 Super, the juggle will whiff, so this has little utility outside of beating an opponent's armor. The followup 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)
Flash Knuckle (LP)
214LP (hold OK)
SF6 Luke 214lp.png

SF6 Luke 214lp hold.png

214LP
LP Flash Knuckle
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 reaction window: 19f (Super)
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
  • Puts opponent into limited juggle state (much higher launch)
  • Hold 18-20f for Perfect version
  • Clashes with single-hit projectiles (clash is Super cancellable)
  • Counts as 2 separate hits 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 cancelled 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 followup 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 cancelled 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)
Flash Knuckle (MP)
214MP (hold OK)
SF6 Luke 214mp.png

SF6 Luke 214mp hold.png

214MP
MP Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 3 27 SA3 900 LH +3 -8
  • Cancel reaction window: 16f (Super)
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
  • Wall bounces on hit
  • Hold 18-20f for Perfect version (required to combo from 2HP)
  • Clashes with single-hit projectiles (clash is Super cancellable)
  • Counts as 2 separate hits for damage scaling
  • Cancel reaction window: 20f(18f Perfect) (Super)


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.

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)
Flash Knuckle (HP)
214HP (hold OK)
SF6 Luke 214hp.png

SF6 Luke 214hp hold.png

214HP
HP Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3 21 SA3 1000 LH KD +42(+31) -4
  • Cancel reaction window: 19f (Super)
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
  • Hold 18-20f for Perfect version
  • Clashes with single-hit projectiles (clash is Super cancellable)
  • Counts as 2 separate hits for damage scaling
  • Cancel reaction window: 25f(30f Perfect) (Super)


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 be used this way on reaction.

Flash Knuckle (214PP)
OD Flash Knuckle
214PP
SF6 Luke 214pp.png

SF6 Luke 214pp pp.png

214PP
OD Flash Knuckle
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 reaction window: 14f 1st hit, 47f 2nd hit (Super)
    • 2nd hit cancelled to Lv.3 Super (or Lv.2 Super on final cancel frame) will whiff, but can easily juggle without a cancel
214PP~PP
DDT
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 followup only slightly increases Luke's damage compared to using a meterless followup juggle, but may be useful for its Hard Knockdown property depending on screen position.

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

SF6 Luke j214p hold.png

SF6 Luke j214pp.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)
  • Cannot be done from Back Jump (unless cancelled from j.MP)
  • Forced Knockdown state while airborne; final 12 recovery frames are in a crouching state
j.214[P]
Aerial Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 6 15 land - 1000 LH KD ~ -30(-21)
  • Can followup with 623LP if juggled at max height
  • Cannot be done from Back Jump (unless cancelled from j.MP)
  • Forced Knockdown state while airborne; final 12 recovery frames are in a crouching state
j.214PP
Aerial Flash Knuckle
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 cancelled 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)
Avenger
236K
SF6 Luke 236k.png

SF6 Luke 236kk.png

236K
Avenger
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 33 - - - - -
  • Followup P or K can be input up to frame 32
236KK
Avenger
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [33] 10 - - - - -
  • Armor: 3-33f (1 hit, does not carry through into followup attacks)
  • Followup P or K can be input up to frame 32


Luke's command dash with 2 possible ending specials. Unlike many other command dashes, there is no way to stop early, making it poor for pressure and resets.

No Chaser (236K>P)
No Chaser
236K~P
SF6 Luke 236k p.png

SF6 Luke 236kk p.png

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)
  • Puts opponent into limited juggle state; can juggle 623LP at max spacing
  • Cancel reaction window: 19f (Super)
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)
  • Puts opponent into limited juggle state; can juggle 623LP at max spacing
  • If done raw, any juggle followup is scaled to 50% (including Super)
  • Cancel reaction window: 24f (Super)
    • Final cancel frame into Lv.2 Super will whiff midscreen


Tackle followup with a lot of active frames. Safe if spaced well. Can be cancelled into Super on reaction, but the well-spaced meaty connects give less time to hitconfirm on reaction.

Impaler (236K>K)
Impaler
236K~K
SF6 Luke 236k k.png

SF6 Luke 236kk k.png

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)
  • Airborne 4-19f
  • Knocks opponent down, but has too much recovery to juggle afterward
236KK~K
Impaler
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
  • If done raw, any juggle followup is scaled to 50%


Overhead flip kick with airborne frames that allow it to beat throws. Safe if spaced out properly or timed as a meaty.

Super Moves

Level 1 Super (236236P)
Vulcan Blast
Level 1 Super Art
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
  • Strike/Throw Invuln: 1-6f; Armor Break
  • Depletes 1/2 Drive bar from opponent on hit


5-hit projectile Super; the first 4 hits travel about 65% of the screen, and the final hit reaches fullscreen. Has higher Knockdown advantage 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)
Eraser
Level 2 Super Art
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
  • Full Invuln: 1-7f; Armor Break
  • Depletes 1 Drive bar from opponent on hit


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)
Pale Rider
Level 3 Super Art
236236K
SF6 Luke 236236k.png

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Critical Art adds 500 damage

236236K
Pale Rider
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


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 cancelled into, like after 623P.



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