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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
- Only the 1st active frame is cancellable
- Cancel reaction window: 15f
Luke's go to anti air normal, and an important combo tool after Counterhit 2MP. The only cancellable 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 |
---|---|---|---|---|---|---|---|
5 | 3 | 12 | Chn | 200 | L | -1 | -5 |
- 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 | 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
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) |
- 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
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
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
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
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.
4HP
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
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
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
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
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
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
Universal Mechanics
Throws
Forward Throw (LPLK)
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)
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)
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)
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 |
- ~48% screen distance
- Cancel reaction 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 reaction 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 reaction 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 reaction window: 8f (Super), 11f (PP Followup)
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)
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; 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)
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)
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)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 3 | 27 | SA3 | 900 | LH | +3 | -8 |
- Cancel reaction 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 |
- 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)
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)
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)
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
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)
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
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
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)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 33 | - | - | - | - | - |
- Followup 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 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)
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)
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)
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
- 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)
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)
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)
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.