input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 7 | 2 | 11(14) | 19(22) | +2 | -3 | LH | Sp SA TC | 15 (14 TC) |
5MP | 600 | 9 | 4 | 16 | 28 | +2 | -3 | LH | SA TC | 16 SA / 17 TC |
5HP | 800 | 10 | 3 | 23 | 35 | +1 | -6 | LH | Sp SA | 17 |
5LK | 300 | 5 | 2 | 12 | 18 | +3 | -2 | LH | Sp SA | 12 |
5MK | 700 | 8 | 3 | 16(19) | 26(29) | +1 | -3 | LH | - | |
5HK | 900 | 10 | 7 | 16 | 32 | +2(+8) | -5(+1) | LH | - | |
2LP | 300 | 4 | 2 | 10 | 15 | +4 | -2 | LH | Chn Sp SA | 13 |
2MP | 600 | 6 | 2 | 14(17) | 21(24) | +5 | +1 | LH | Sp SA | 16 |
2HP | 800 | 7 | 5 | 24 | 35 | +1 | -13 | LH | Sp SA | 15 |
2LK | 200 | 5 | 3 | 12 | 19 | -1 | -5 | L | Chn | |
2MK | 500 | 8 | 3 | 19 | 29 | -2 | -6 | L | Sp SA TC | 13 (17 TC) |
2HK | 900 | 10 | 3 | 27(26) | 39(36) | HKD +28 | -9 | L | - | |
j.LP | 300 | 5 | 9 | 3 land | - | +5(+9) | +1(+5) | H | - | |
j.MP | 700 | 9 | 4 | 3 land | - | +9(+11) | +5(+7) | H | Sp | |
j.HP | 800 | 9 | 6 | 3 land | - | +6(+15) | +2(+11) | H | - | |
j.LK | 300 | 6 | 6 | 3 land | - | +5(+10) | +1(+6) | H | - | |
j.MK | 500 | 7 | 6 | 3 land | - | +8(+13) | +4(+9) | H | - | |
j.HK | 800 | 10 | 6 | 3 land | - | +8(+15) | +4(+11) | H | - | |
6MP | 600 | 21 | 2 | 21 | 43 | +2 | -3 | H | - | |
4HP | 800 | 16 | 3 | 20 | 38 | +3 | -3 | LH | Sp SA | 17 |
4HK | 1000 | 12 | 4 | 24 | 39 | +4 | -5 | LH | - | |
6HP | 800 | 16 | 3 | 15(19) | 33(37) | +3 | -3 | LH | TC | 23 |
5LP~MP | 400(320) | 8 | 4 | 20 | 31 | -2 | -9 | LH | TC | 36 |
5LP~MP~HP | 800(560) | 10 | 3 | 27 | 39 | KD +27 | -14 | LH | Sp SA | 59 |
5MP~MP | 300 | 12 | 2 | 23 | 36 | 0 | -8 | LH | SA | 39 |
5MP~MP~MP | 300(240) | 11 | 2 | 29 | 41 | -6 | -14 | LH | TC | 60 |
5MP~MP~MP~MP | 500(350) | 11 | 2 | 27 | 39 | KD +33 | -12 | LH | - | |
6HP~6HP | 600 | 11 | 2 | 34 | 46 | KD +20 | -19 | LH | Sp SA | 47(15) |
2MK~2HP | 600(480) | 9 | 3 | 25 | 36 | +2 | -8 | LH | - |
< Street Fighter 6 | Luke
Frame Data Tables
Character Data
Luke | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.8 | 0.047 | 0.032 | 19 | 23 | 1.467 | 0.751 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +6 | -11 | +4 | -1 | +6 | +1 | 15 | 10 | 11 |
5MP | +6 | -18 | +6 | +1 | 22 | 17 | 11 | |||
5HP | +5 | -24 | +17 | +10 | +5 | -2 | 27 | 20 | 13 | |
5LK | 20% Starter | +7 | -12 | +5 | 0 | +7 | +2 | 17 | 12 | 9 |
5MK | +5 | -18 | +5 | +1 | 24 | 20 | 11 | |||
5HK | KD +49(+55) | -21(-15) | +6(+12) | -1(+5) | 25 | 18 | 13 | |||
2LP | 20% Starter | +8 | -10 | +4 | -2 | +8 | +2 | 16 | 10 | 9 |
2MP | 15% Starter | +9 | -14 | +11 | +7 | +9 | +5 | 21 | 17 | 11 |
2HP | Combo (5% Extra) | +5 | -27 | +20 | +6 | +5 | -9 | 30 | 16 | 13 |
2LK | 20% Starter | +3 | -13 | +3 | -1 | 14 | 10 | 9 | ||
2MK | 20% Starter | +2 | -20 | +8 | +4 | +2 | -2 | 20 | 16 | 9 |
2HK | HKD +44 | -25 | HKD +28 | -5 | 20 | 13 | ||||
j.LP | +9(+13) | -6(-2) | 13 | 9 | 9 | |||||
j.MP | +13(+15) | -4(-2) | 15 | 11 | 11 | |||||
j.HP | +10(+19) | -11(-2) | 19 | 15 | 13 | |||||
j.LK | +9(+14) | -7(-2) | 14 | 10 | 9 | |||||
j.MK | +12(+17) | -7(-2) | 17 | 13 | 11 | |||||
j.HK | +12(+19) | -9(-2) | 19 | 15 | 13 | |||||
6MP | +6 | -21 | +6 | +1 | 25 | 21 | 11 | |||
4HP | +7 | -21 | +16 | +10 | +7 | +1 | 26 | 20 | 13 | |
4HK | +17 Stagger | -23 | +8 | -1 | 32 | 20 | 13 | |||
6HP | +7 | -16 | +7 | +1 | 21 | 15 | 13 | |||
5LP~MP | +2 | 22 | 15 | 10 | ||||||
5LP~MP~HP | KD +27 | KD +46 | +5 | 16 | 11 | |||||
5MP~MP | +4 | 25 | 17 | 5 | ||||||
5MP~MP~MP | -2 | 25 | 17 | 5 | ||||||
5MP~MP~MP~MP | KD +33 | 17 | 13 | |||||||
6HP~6HP | Combo (2 hits) | KD +20 | -34 | KD +46 | +7 | 17 | 12 | |||
2MK~2HP | +6 | 30 | 20 | 12 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
5HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 4000 | [6000] | 2000 | 700 (490) | 350 (175) |
5HK | 6000 | [10000] | 4000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
2HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 2000 | [4000] | 1000 | 600 (420) | 300 (150) |
2HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 3000 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6MP | 2500 | [5000] | 1500 | 500 (350) | 250 (125) |
4HP | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
4HK | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
6HP | 4000 | [7000] | 2000 | 500 (350) | 250 (125) |
5LP~MP | 1000 | [4000] | 500 | 400 (280) | 200 (100) |
5LP~MP~HP | 1500 | 500 | 400 (280) | 200 (100) | |
5MP~MP | 1000 | [4000] | 400 | 300 (210) | 150 (75) |
5MP~MP~MP | 1000 | 400 | 300 (210) | 150 (75) | |
5MP~MP~MP~MP | 1500 | 500 | 500 (350) | 250 (125) | |
6HP~6HP | 2000 | [7000] | 1000 | 500 (350) | 250 (125) |
2MK~2HP | 3000 | [4000] | 1000 | 600 (420) | 300 (150) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 1.38 (1.31) | 1 | 1 | 0 | |||
5MP | 1.673 (1.553) | 1 | 1 | 0 | |||
5HP | 1.687 (1.462) | 1 | 1 | 0 | |||
5LK | 1.26 | 1 | 1 | 0 | |||
5MK | 1.53 | 1 | 1 | 0 | |||
5HK | 1.663 (1.304) | 1 | 1 | 0 | |||
2LP | 1.11 | 1 | 1 | 0 | |||
2MP | 1.24 | 1 | 1 | 0 | |||
2HP | 0.93 | 1 | 1 | 0 | |||
2LK | 1.05 | 1 | 1 | 0 | |||
2MK | 1.482 (1.44) | 1 | 1 | 0 | |||
2HK | 1.661 | 1 | 1 | 2 | |||
j.LP | 1.01 | 1 | 1 | 0 | |||
j.MP | 1.01 | 1 | 10 | 4 | |||
j.HP | 0.92 | 1 | 0 | 0 | |||
j.LK | 0.55 | 1 | 1 | 0 | |||
j.MK | 1.09 | 1 | 1 | 0 | |||
j.HK | 1.13 | 1 | 0 | 0 | |||
6MP | 1.373 (1.293) | 1 | 1 | 4 | |||
4HP | 1.08 (1.019) | 1 | 1 | 0 | |||
4HK | 1.487 | 1 | 1 | 0 | |||
6HP | 1.90 | 1 | 1 | 0 | |||
5LP~MP | 1 | 1 | 0 | ||||
5LP~MP~HP | |||||||
5MP~MP | 1 | 1 | 0 | ||||
5MP~MP~MP | |||||||
5MP~MP~MP~MP | |||||||
6HP~6HP | 1 | 1 | 1 | ||||
2MK~2HP | 1 | 1 | 0 |
input | Notes |
---|---|
input | Notes |
5LP | Long range for a cancelable light normal, good whiff punish tool; 3f extra recovery on whiff; greatly extends hurtbox for 3f before active, making it susceptible to counterpokes; special/DR cancel is delayed until after active frames |
5MP | Good whiff punish tool when buffered into Target Combo or Super |
5HP | Good whiff punish tool due to its long range and cancelability; extends a vertical collision box to reduce the risk of whiffing under opponent mid-juggle |
5LK | DR cancel is delayed until after 1st recovery frame |
5MK | Good neutral poke; 3f extra recovery on whiff; lifts up leg hurtbox on frames 4-11, making it strong vs. low attacks |
5HK | 8-15f Low Crush (feet are strike invincible); puts airborne opponents into limited juggle state; Punish Counter launches opponent high into a limited juggle state; can be spaced for significantly better advantage; extends a hurtbox 1f before active that is vulnerable to projectiles; first 2 active frames have shorter range (makes it easier to space properly); causes camera shake effect on block when connecting with final active frame (easier to tell when Luke has advantage) |
2LP | Chains into 2LP/2LK; Luke's only 4f normal, useful in 3-hit light confirms; DR cancel is delayed until after 1st recovery frame; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2MP | 3f extra recovery on whiff; great pressure tool with high reward on counter-hit or when canceled to Drive Rush; has an extended hurtbox on whiff until the end of recovery; topmost hurtbox on frames 1-7 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2HP | Forces stand on hit; only the first active frame is cancelable; good anti-air hitbox but cannot hit cross-ups |
2LK | Chains into 2LP/2LK |
2MK | Moves Luke forward, greatly increasing its range despite the stubby-looking animation; Range: 1.482 (1st active frame: 1.44); DR cancel is delayed until after active frames; has an extended hurtbox on whiff until the end of recovery |
2HK | Has juggle potential (no Hard Knockdown when juggled into); has a fixed 26f recovery on block regardless of which active frame connects (always -9 oB even when meaty) |
j.LP | |
j.MP | Puts airborne opponents into limited juggle state; has some juggle potential; can significantly delay the cancel into j.214P, allowing unique combos after pf.214[LP] |
j.HP | Spike knockdown on counter-hit/Punish Counter vs. airborne opponents; good close range jump-in and neutral jump throw bait tool |
j.LK | Cross-up |
j.MK | Cross-up |
j.HK | Better horizontal range than j.HP for long-range jumps |
6MP | Causes spike knockdown vs. airborne opponents; has some juggle potential |
4HP | Pulls back hurtbox frames 5-12 for an auto-shimmy tool (also very strong when used out of Drive Rush) |
4HK | Whiffs on crouching opponents at farther ranges unless they extend a vertical hurtbox; puts airborne opponents into spinning limited juggle state; no head hurtbox during active frames, making it a useful anti-air |
6HP | 4f extra recovery on whiff; 5f gap on block into TC follow-up |
5LP~MP | () refers to scaled damage when starting combo with 5LP |
5LP~MP~HP | () refers to scaled damage when starting combo with 5LP; puts opponent into limited juggle state; special/DR cancel is delayed until after 2nd active frame |
5MP~MP | Useful buffer from 5MP in neutral that can end with Super or the full Target Combo sequence; Super cancel is delayed until after 4th recovery frame |
5MP~MP~MP | (refers to scaled damage) |
5MP~MP~MP~MP | (refers to scaled damage) |
6HP~6HP | 5f gap on block between hits |
2MK~2HP |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +19 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +14 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +19 | ||||
4LPLK | 20% Immediate | HKD +14 | ||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
4LPLK | 0.80 | |||||
HPHK | 1-27 | 2.450 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.385 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.385 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Has access to corner throw loop, requires walking with manual timing (4f timing leniency to beat reversal 4f buttons) |
4LPLK | Side switches; no throw oki after back throwing opponent into corner, but can threaten with meaty strikes |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.817 (min/throw), 2.499 (min/block), 3.461 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
236LP | 600 | 14 | [5] | 33 | 47 | -3 | -8 | LH | SA3 | 4 |
236MP | 600 | 17 | [7] | 30 | 47 | 0 | -5 | LH | SA3 | 4 |
236HP | 600 | 20 | [10] | 27 | 47 | +3 | -2 | LH | SA3 | 4 |
236PP | 400x2 | 16 | - | 24 | 40 | KD +41 | -2 | LH | SA2 SA3 | 8 SA / 11 follow-up |
236PP~PP | 1000(800) | 12 | - | 42 | 54 | KD +46~58 | -21 | LH | - | |
623LP | 900(800) | 5 | 10 | 22+12 land | 48 | KD +28 | -27 | LH | SA3 | |
623MP | 1000(800) | 6 | 10 | 24+12 land | 51 | KD +28 | -29 | LH | SA3 | |
623HP | 1200(800) | 9 | 10 | 25+15 land | 58 | KD +29 | -33 | LH | SA3 | |
623PP | 800(600),600 | 6 | 3,7 | 35+15 land | 65 | KD +25 | -40(-43) | LH | - | |
623PP~PP | 600 | 16 | 3 | 14+16 land | 48 | KD +14 | - | H | - | |
214LP | 700 | 13 | 3 | 31 | 46 | KD +32 | -18 | LH | SA3 | 17(19*) |
214[LP] | 600,200 | 26 | 2,2 | 25(26) | 54(55) | KD +54 | -8 | LH | SA3 | |
pf.214[LP] | 700,200 | 26 | 2,2 | 22(23) | 51(52) | KD +56 | -8 | LH | SA3 | |
214MP | 900 | 19 | 3 | 27 | 48 | +3 | -8 | LH | SA3 | 16 |
214[MP] | 800,200 | 30 | 2,2 | 26(27) | 58(59) | KD +54(+67) | -3 | LH | SA3 | 20 |
pf.214[MP] | 850,250 | 29 | 2,2 | 26(27) | 58(59) | KD +53(+66) | -3 | LH | SA3 | 18 |
214HP | 1000 | 22 | 3 | 21 | 45 | KD +42(+31) | -4 | LH | SA3 | 19 |
214[HP] | 1000,300 | 33 | 2,2 | 24(25) | 60 | KD +64 | +4 | LH | SA3 | 25 |
pf.214[HP] | 1200,400 | 33 | 2,2 | 24(25) | 60 | KD +64 | +4 | LH | SA3 | 30 |
214PP | 400x2 | 15 | 3 | 39 | 56 | KD +62 | -22 | LH | SA2 SA3 | 14 (1st) / 47 (2nd) |
214PP~PP | 2500 | 1 | - | - | 161 | HKD +12 | - | - | - | |
j.214P | 700 | 14 | 5 | 13(20) land | - | KD ~ | -12(+3) | LH | - | |
j.214[P] | 1000 | 23 | 6 | 15 land | - | KD ~ | -30(-21) | LH | - | |
j.214PP | 1300 | 14 | 6 | 15 land | - | KD ~ | -33(-21) | LH | - | |
236K | - | 12 | - | 33 | 45 | - | - | - | - | |
236K~P | 900 | 12+12 | 10 | 16 | 37 | KD +32(+41) | -6(+3) | LH | SA3 | 27 |
236K~K | 1200 | 12+13 | 8 | 22(27) | 42(47) | KD +30(+35) | -8(-3) | H | - | |
236KK | - | 11 | [33] | 10 | 45 | - | - | - | - | |
236KK~P | 1300 | 11+12 | 10 | 16 | 37 | KD +32(+41) | -6(+3) | LH | SA2 SA3 | 27 |
236KK~K | 1200 | 11+13 | 8 | 19 | 39 | KD +38(+43) | -5(0) | H | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236LP | 150 | +1 | -23 | 26 | 8 | |
236MP | 150 | +4 | -20 | 26 | 8 | |
236HP | 150 | +7 | -17 | 26 | 8 | |
236PP | 100x2 | 20% Starter; Combo (2 hits) | KD +41 | -3 | 23 | 5,6 |
236PP~PP | 150 | KD +46~58 | -32 | 39~43 total | 10 | |
623LP | 225 | KD +28 | -42 | 17 | 15 | |
623MP | 250 | KD +28 | -44 | 17 | 15 | |
623HP | 300 | KD +29 | -48 | 17 | 20 | |
623PP | 200,(150) | KD +25 | -58 | 20(17) | 12,15 | |
623PP~PP | KD +14 | 13 | ||||
214LP | 175 | KD +32 | -32 | 16 | 15 | |
214[LP] | 150,50 | Both hits apply scaling | KD +54 | -27 | 21 total | 15,5 |
pf.214[LP] | 175,50 | Both hits apply scaling | KD +56 | -24 | 18 total | 15,5 |
214MP | 225 | +7 | -28 | 22 | 12 | |
214[MP] | 200,50 | Both hits apply scaling | KD +54(+67) | -28 | 27 total | 12,5 |
pf.214[MP] | 213,63 | KD +53(+66) | -28 | 27 total | 12,5 | |
214HP | 250 | KD +42 | -22 | 20 | 15 | |
214[HP] | 250,75 | Both hits apply scaling | KD +64 | -26 | 32 total | 15 / 17,5 |
pf.214[HP] | 300,100 | Both hits apply scaling | KD +64 | -26 | 32 total | 15 / 17,5 |
214PP | 100 | KD +62 | -40 | 20 | 10,15 | |
214PP~PP | HKD +12 | |||||
j.214P | 175 | KD ~ | -28(-13) | 18 | 15 | |
j.214[P] | 250 | KD ~ | -46(-32) | 18 | 15 | |
j.214PP | 325 | KD ~ | -49(-37) | 18 | 20 | |
236K | ||||||
236K~P | 225 | KD +32(+41) | -24(-15) | 20 | 15 | |
236K~K | 300 | KD +30(+35) | -26(-21) | 25 | 15 | |
236KK | ||||||
236KK~P | 325 | 50% Starter | KD +32(+41) | -24(-15) | 20 | 15 |
236KK~K | 300 | 50% Starter | KD +38(+43) | -23(-18) | 20 | 15 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
236LP | 2500 | [2000] | 1000 | 600 (420) | 300 (150) |
236MP | 2500 | [2000] | 1000 | 600 (420) | 300 (150) |
236HP | 2500 | [2000] | 1000 | 600 (420) | 300 (150) |
236PP | 1000x2 | [2500x2] | -20000 | 300x2 (210x2) | 150x2 (75x2) |
236PP~PP | 1000 | [7000] | -10000 | 1000 (700) | 500 (250) |
623LP | 4000 | [5000] | 2000 | 800 (560) | 400 (200) |
623MP | 4000 | [5000] | 2000 | 800 (560) | 400 (200) |
623HP | 4000 | [5000] | 2000 | 800 (560) | 400 (200) |
623PP | 2000x2 | -20000 | 500x2 (350x2) | 250x2 (125x2) | |
623PP~PP | -10000 | 700 (490) | |||
214LP | 3000 | [5000] | 2000 | 500 (350) | 250 (125) |
214[LP] | 3000,1000 | [4000,2000] | 2000,250 | 500,100 (350,70) | 250,50 (125,25) |
pf.214[LP] | 3000,1000 | [4000,2000] | 2000,250 | 500,200 (350,140) | 250,100 (125,50) |
214MP | 5000 | [7000] | 2000 | 700 (490) | 350 (175) |
214[MP] | 5000,1000 | [6000,2000] | 2000,0 | 700,100 (490,70) | 350,50 (175,25) |
pf.214[MP] | 5000,1000 | [6000,2000] | 2000,0 (1000,0) | 700,200 (490,140) | 350,100 (175,50) |
214HP | 6000 | [8000] | 2500 | 800 (560) | 400 (200) |
214[HP] | 6000,1000 | [7000,2000] | 1500x2 | 800,300 (560,210) | 400,150 (200,75) |
pf.214[HP] | 6000,1000 | [7000,2000] | 1500x2 | 800,400 (560,280) | 400,200 (200,100) |
214PP | 4000 | [3000x2] | -20000 | 500x2 (350x2) | 250 (125) |
214PP~PP | -10000 | 3000 (2100) | |||
j.214P | 6000 | [8000] | 2000 | 800 (560) | 400 (200) |
j.214[P] | 7000 | [9000] | 2000 | 800 (560) | 400 (200) |
j.214PP | 7000 | [5000] | -20000 | 800 (560) | 400 (200) |
236K | |||||
236K~P | 5000 | [5000] | 2000 | 1000 (700) | 500 (250) |
236K~K | 4000 | [5000] | 2200 | 1200 (840) | 600 (300) |
236KK | -20000 | ||||
236KK~P | 5000 | [5000] | 1250 (875) | 625 (312) | |
236KK~K | 4000 | [5000] | 1250 (875) | 625 (312) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236LP | 1 | 1 | 5 | ||||
236MP | 1 | 1 | 5 | ||||
236HP | 1 | 1 | 5 | ||||
236PP | 0,1 | 0,3 | 7,8 | ||||
236PP~PP | 1 | 0 | 11 | ||||
623LP | 1-14 Air | 7-36 (FKD) | 0.86 (1st) | 1(5) | 1(5) | 5(7) | |
623MP | 1-8 Air | 8-39 (FKD) | 1.174 (1st) | 1(5) | 1(5) | 5(7) | |
623HP | 1-9 Air | 11-43 (FKD) | 1.094 (1st) | 1(5) | 1(5) | 5(7) | |
623PP | 1-10 Full | 8-50 (FKD) | 1.261 (1st) | 1,1 | 1,1 | 10,11 | |
623PP~PP | 10 | 10 | 50 | ||||
214LP | 1.77 (1.618) | 1 | 1 | 4 | |||
214[LP] | 1.669 (1.618) | 0,3 | 0,3 | 2,2 | |||
pf.214[LP] | 1.169 (1.118) | 0,3 | 0,3 | 2,2 | |||
214MP | 2.184 (1.943) | 1 air | 1 | 7 | |||
214[MP] | 2.006 (1.943) | 1 | 1,0 | 7,8 | |||
pf.214[MP] | 2.006 (1.943) | 1 | 1,0 | 7,8 | |||
214HP | 2.422 (2.226) | 1 | 1 | 10 | |||
214[HP] | 2.422 (2.336) | 1,1 | 1,1 | 10,11 | |||
pf.214[HP] | 2.422 (2.336) | 1,1 | 1,1 | 10,11 | |||
214PP | 1.907 (1.809) | 0,4 | 0,4 | 3,4 | |||
214PP~PP | 10 | ||||||
j.214P | Until Land (FKD) | 1.185 (1.061) | 1 | 1 | 15 | ||
j.214[P] | Until Land (FKD) | 1.82 (1.49) | 1 | 1 | 15 | ||
j.214PP | Until Land (FKD) | 1.77 (1.51) | 1 | 1 | 2 | ||
236K | |||||||
236K~P | 2.79 (2.14) (+Run) | 1 | 20 | 10 | |||
236K~K | 4-19 (FKD) | 3.32 (2.65) (+Run) | 1 | 1 | 10 | ||
236KK | 3-35 | ||||||
236KK~P | 2.79 (2.14) (+Run) | 1 | 20 | 10 | |||
236KK~K | 4-19 (FKD) | 3.35 (2.97) (+Run) | 1 | 1 | 10 |
input | Notes |
---|---|
input | Notes |
236LP | 1-hit projectile, travels ~48% screen length; [] refers to projectile active time |
236MP | 1-hit projectile, travels ~66% screen length; [] refers to projectile active time |
236HP | 1-hit projectile, travels ~91% screen length; [] refers to projectile active time |
236PP | 2-hit OD projectile, full screen length; puts opponent into limited juggle state; can follow up with PP for 1 extra Drive bar; extends a projectile invuln hurtbox on frames 19-36 (more vulnerable to ranged jumps and anti-projectile moves) |
236PP~PP | 1-hit OD projectile; costs 1 extra Drive bar; () refers to scaled damage after 236PP connects; causes a wallsplat on hit (can combo near the corner, or whiff 236K~P to safely gain ground); extends a projectile invuln hurtbox on frames 14-36 (more vulnerable to ranged jumps and anti-projectile moves) |
623LP | Reduced damage and higher juggle start/increase/limit on active frames 3-10; cannot hit cross-up; does not juggle into SA3 despite being cancelable |
623MP | Reduced damage and higher juggle start/increase/limit on active frames 3-10; cannot hit cross-up; does not juggle into SA3 despite being cancelable |
623HP | Reduced damage and higher juggle start/increase/limit on active frames 2-10; cannot hit cross-up; does not juggle into SA3 despite being cancelable |
623PP | Reduced damage 3rd active frame of 1st hit (will only do 1 hit for 600 damage on later active frames); cannot hit cross-up; can cancel into PP follow-up on hit for 1 Drive bar; 2nd hit whiffs vs. crouch block (reduced chip damage, worse advantage) |
623PP~PP | Follow-up on hit only for 1 additional Drive bar; can whiff against high juggled opponent; counts as a separate hit for damage scaling |
214LP | Puts opponent into limited juggle state (will only combo to Super unless opponent is juggled very high); late cancel into SA3 will drop; no head hurtbox on frames 6-17 for improved anti-air |
214[LP] | Puts opponent into limited juggle state; active frames 3-4 can nullify normal 1-hit projectiles; canceling to SA3 will cause juggle to whiff; 1f more recovery on hit/block; no head hurtbox on frames 6-29 for improved anti-air |
pf.214[LP] | Hold LP 18-20f for perfect version; launches opponent high into a limited juggle state; active frames 3-4 can nullify normal 1-hit projectiles; canceling to SA3 will cause juggle to whiff; 1f more recovery on hit/block; no head hurtbox on frames 6-29 for improved anti-air |
214MP | Leaves opponent standing on hit, very slightly out of throw range; knocks airborne opponents far away into a limited juggle state |
214[MP] | Wall Bounce on hit for a limited juggle state; active frames 3-4 can nullify normal 1-hit projectiles; higher KD Adv when farther from wall (opponent may bounce over Luke's head if too close to the wall); SA3 cancel only juggles properly in corner; 1f more recovery on hit/block; cannot combo naturally when canceled from 2HP; 4f less recovery vs. armor (allows Luke to be safe against DI after failed 2HP > pf.214[MP] attempt) |
pf.214[MP] | Hold MP 18-20f for perfect version; Wall Bounce on hit for a limited juggle state; active frames 3-4 can nullify normal 1-hit projectiles; higher KD Adv. when farther from wall (opponent may bounce over Luke's head if too close to the wall); SA3 cancel only juggles properly in corner; 1f more recovery on hit/block; perfect timing allows natural combo from 2HP cancel |
214HP | Puts opponent into limited juggle state (can only juggle into canceled SA3); worse KD advantage vs. airborne opponents (+31 when juggled after 5LP~MP~HP); can cancel into SA3 on reaction if opponent attempts a Drive Impact; pulls back hurtbox on frames 5-15 |
214[HP] | 1f extra recovery on hit/block; active frames 3-4 can nullify normal 1-hit projectiles; cancelable into SA3 on reaction if opponent attempts a Drive Impact; pulls back hurtbox on frames 5-25 |
pf.214[HP] | Hold HP 18-20f for perfect version; active frames 3-4 can nullify normal 1-hit projectiles; 1f more recovery on hit/block; cancelable into SA3 on reaction if opponent attempts a Drive Impact; pulls back hurtbox on frames 5-25 |
214PP | Puts opponent into limited juggle state; active frames 3-4 can nullify normal 1-hit projectiles; listed recovery is for blocked/whiffed version (on hit, automatically transitions to 2nd hit); 1st hit is cancelable into PP follow-up for 1 extra Drive bar on hit only; can juggle directly into any Super (canceling into Super will cause SA3 to whiff; SA2 will whiff on final cancelable frame) |
214PP~PP | Costs 1 extra Drive bar on 214PP 1st hit only (cannot activate on block or when armor absorbed); leaves Luke close enough to walk in for a strike/throw mixup; counts as a separate hit from 214PP for damage scaling; in juggles, only connects on opponents low to the ground and will not come out if opponent is juggled higher |
j.214P | Can be input during forward/neutral jump (or back jump when canceled from j.MP); 7f extra landing recovery on whiff if input during the first 32 jump frames; Luke is in a crouching state from 4th landing recovery frame onward; improved frame advantage when done lower to the ground, and spaced out at farther ranges; can only be up to -1 on block if not precisely spaced; can partially charge the attack and release early for better juggle advantage after 214[LP] |
j.214[P] | Can be input during forward/neutral jump (or back jump when canceled from j.MP); the final 12 recovery frames are in a crouching state; puts the opponent into a limited juggle state (can follow-up with 623LP if opponent is juggled at max height) |
j.214PP | Can be input during forward/neutral jump (or back jump when canceled from j.MP); the final 12 recovery frames are in a crouching state; puts the opponent into a limited juggle state; kara-canceling the startup with j.214P~PP can affect Luke's trajectory and frame advantage |
236K | Follow-up P or K can be input on frames 12-32; Luke is in a counter-hit state for entire duration |
236K~P | Puts opponent into limited juggle state; very late connect to juggle into 623LP/MP, SA1, or SA2 (otherwise, can only cancel into SA3) |
236K~K | First 2 active frames can only hit airborne opponents; 3rd active frame hits grounded and gives the best KD Advantage (cannot hit meaty to allow a follow-up juggle); Luke is in a crouching state for entire recovery duration; puts opponents into limited juggle state; 5f extra recovery on whiff |
236KK | Armor does not apply to follow-up attacks; follow-up P or K can be input up to frame 32; follow-up can start immediately after armor hit freeze without waiting for any additional Avenger startup frames to occur; Luke is in a Punish Counter state for entire duration |
236KK~P | Puts opponent into limited juggle state; very late connect to juggle into 623LP/MP, SA1, or SA2 (otherwise, can only cancel into SA2 or SA3); midscreen, later active frames canceled into SA2 will whiff |
236KK~K | First 2 active frames can only hit airborne opponents; Luke is in a crouching state for entire recovery duration; puts opponent into limited juggle state |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236P | 300x4,800 (2000) | 6 | 13(1)7(2)7(23)5 | 45 | 108 | KD +17(+30) | -29 | LH |
214214P | 2800 | 5 | 3 | 51 | 58 | KD +2 | -29 | LH |
236236K | 4000 | 10(27) | 4 | 66(92) | 122 | HKD +18 | -42 | LH |
236236K | 4500 | 10(27) | 4 | 66(92) | 122 | HKD +18 | -42 | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236P | 100x5 | 30% Minimum | KD +17(+30) | -29 | 74 total | 8x3,10,1 |
214214P | 750 | 40% Minimum | KD +2 | -52 | 25 | 7 / 10x3,2x5,3,45 |
236236K | 1000 | 50% Minimum; 10% Immediate (Sp) | HKD +18 | -65 | 25 | 2 |
236236K | 1250 | 50% Minimum; 10% Immediate (Sp) | HKD +18 | -65 | 25 | 2 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236P | 500x5 | 1000x5 | -10000 | -10000 |
214214P | 5000 | 10000 | -20000 | -20000 |
236236K | 7500 | 15000 | -30000 | -30000 |
236236K | 10000 | 20000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236P | 1-6 Strike/Throw | Break | 0x4,99 | 99 | |||
214214P | 1-7 Full | Break | 1.16 (1.06) | 99 | |||
236236K | 1-13 Full | Break | 3.799 (1.684) | 99 | |||
236236K | 1-13 Full | Break | 3.799 (1.684) | 99 |
input | Notes |
---|---|
input | Notes |
236236P | 5 hit Super projectile, first 4 hits travel 65% screen, final hit goes fullscreen; higher KD Adv. when farther from wall; extends a projectile-vulnerable hurtbox during startup frames 2-5 (more difficult to use as an anti-fireball tool) |
214214P | Extremely fast super that works well in juggles; in the corner, gives Luke an auto-timed strike/throw mixup; on hit, the animation is not invincible until the very end (can be hit by delayed projectiles like Kimberly Spraycan or JP Amnesia orbs); Full Dmg distribution: 300x3,200x6,700 |
236236K | Luke runs forward; active frames occur upon reaching the opponent or on frame 27 (whichever occurs first) but invincibility is not extended when far from opponent; has juggle potential; on block, bounces away with a fixed recovery period (whiff recovery is 26f slower); cinematic time regenerates ~2 Drive bars for Luke; takes opponent to Memphis |
236236K | Luke runs forward; active frames occur upon reaching the opponent or on frame 27 (whichever occurs first) but invincibility is not extended when far from opponent; has juggle potential; on block, bounces away with a fixed recovery period (whiff recovery is 26f slower); cinematic time regenerates ~2.3 Drive bars for Luke; available at 25% HP or below; does not take opponent to Memphis |