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Early game 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 | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.467 |
Backward Dash Distance | 0.751 |
Drive Rush Min. Distance (Throw) | 0.817 |
Drive Rush Min. Distance (Block) | 2.499 |
Drive Rush Max Distance | 3.461 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 2 | 11(14) | Sp SA TC | 300 | LH | +2 | -3 |
- Cancel reaction window: 15f (14f TC)
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)
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 23 | Sp SA | 800 | LH | +1 | -6 |
- Cancel reaction window: 17f
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 2 | 12 | Sp SA | 300 | LH | +3 | -2 |
- Cancel reaction window: 12f
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 16(19) | - | 700 | LH | +1 | -3 |
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 7 | 16 | - | 900 | LH | +2(+8) | -5(+1) |
- Punish Counter: Launch KD +49 (limited juggle state)
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 2 | 10 | Chn Sp SA | 300 | LH | +4 | -2 |
- Chains into 2LP/2LK
- Cancel reaction window: 13f
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 2 | 14(17) | Sp SA | 600 | LH | +5 | +1 |
- Cancel reaction window: 16f
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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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. 2HP's short range is compensated with massive hitstun, allowing it to combo into Light and Medium Perfect Knuckles for optimal combos both midscreen and in the corner.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 12 | Chn | 200 | L | -1 | -5 |
- Chains into 2LP/2LK
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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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...)
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 27(26) | - | 900 | L | HKD +28 | -9 |
- Counterhit/Punish Counter: +44 HKD
- Has some juggle potential; no longer HKD when juggled into
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 9 | 3 land | - | 300 | H | +5(+9) | +1(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 4 | 3 land | Sp | 700 | H | +9(+11) | +5(+7) |
- Puts airborne opponents into limited juggle state
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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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 |
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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 |
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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 |
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21 | 2 | 21 | - | 600 | H | +2 | -3 |
- Knockdown vs. airborne opponents
4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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16 | 3 | 20 | Sp SA | 800 | LH | +3 | -3 |
- Cancel reaction window: 17f
4HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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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 |
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16 | 3 | 15(19) | TC | 800 | LH | +3 | -3 |
- Cancel reaction window: 23f TC
- Target Combo followup can also come out on whiff
Target Combos
5LP~MP~HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 4 | 20 | TC | 400(320) | LH | -2 | -9 |
- Acts as 2 hits for damage scaling purposes (100/80/70/60...)
- Cancel reaction window: 36f (TC)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 27 | Sp SA | 800(560) | LH | KD +27 | -14 |
- 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
5MP~MP~MP~MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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12 | 2 | 23 | SA | 300 | LH | 0 | -8 |
- Cancel reaction window: 39f (Super/TC)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 2 | 29 | TC | 300(240) | LH | -6 | -14 |
- Cancel reaction window: 60f (TC)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 2 | 27 | - | 500(350) | LH | KD +33 | -12 |
6HP~6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 2 | 34 | Sp SA | 600 | LH | KD +20 | -19 |
2MK~2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 25 | - | 600(480) | LH | +2 | -8 |
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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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 System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 5HP, 4HP: 7[3]
- 2MK, 2MP, 2HP: 11[7]
- 5LP~MP~HP: 12[8]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
No results
See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.
- Distance: 249.9 (min), 346.1 (max)
- Notable Drive Rush cancel combo routes:
- ...5LP/2LP/5LK > 66 > 2LP, 2HP...
- ...2MP/2MK > 66 > 2MP, 2HP...
- ...5HP/2HP/4HP > 66 > 4HK, 2HP...
- ...5LP/2LP/5LK > 66 > 2LP, 2HP...
- Notable Drive Rush cancel blockstring gaps:
- From Light normals, only 5LK > 66 > 2LP doesn't lose to 4f normals (trade)
- 2MK > 66 > 2MP is a 2f gap, 2MK > 66 > 2LP is gapless.
- 2MP > 66 > 2MP is gapless.
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 |
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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. Higher strengths having slower startup comes with bigger gaps when cancelled into, which matters when up close and personal. OD Sand Blast can lead to extra damage with its followup, but it's very punishable if blocked.
Rising Uppercut (623P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 22+12 land | SA3 | 900(800) | LH | KD +28 | -27 |
- Anti-Air Invuln: 1-14f, Airborne 7-36f
- 800 damage on later active frames
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 10 | 24+12 land | SA3 | 1000(800) | LH | KD +28 | -29 |
- Anti-Air Invuln: 1-8f, Airborne 8-39f
- 800 damage on later active frames
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 10 | 25+15 land | SA3 | 1200(800) | LH | KD +29 | -33 |
- Anti-Air Invuln: 1-9f, Airborne 11-43f
- 800 damage on later active frames
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3,7 | 35+15 land | - | 800(600),600 | LH | KD +25 | -40(-43) |
- Full Invuln: 1-10f, Airborne 8-50f
- 600 damage on later active frames (first hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 3 | 14+16 land | - | 600 | H | KD +14 | - |
- Costs an extra Drive bar; comes out on hit only
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 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2,2 | 22(23) | SA3 | 700,200 | LH | KD +56 | -8 |
- Puts opponent into limited juggle state (much higher launch)
- Hold 18-20f for Perfect version
- Clashes with single-hit projectiles (clash is Super 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.
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 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
29 | 2,2 | 26(27) | SA3 | 850,250 | LH | KD +53(+66) | -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.
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 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
33 | 2,2 | 24(25) | SA3 | 1200,400 | LH | KD +64 | +4 |
- Hold 18-20f for Perfect version
- Clashes with single-hit projectiles (clash is Super 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.
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
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
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
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
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%
Super Arts
Level 1 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 13(1)7(2)7(23)5 | 45 | - | 300x4,800 (2000) | LH | KD +17(+30) | -29 |
- 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
- Cinematic time regenerates ~2 Drive bars for Luke
No results
- Full Invuln: 1-30f; Armor Break
- Depletes 2 Drive bars from opponent on hit
- Cinematic time regenerates ~2.3 Drive bars for Luke
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
96 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
180 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
109 (total) | - | - | - | - | - | - | - |