Street Fighter 6/Luke/Frame data

From SuperCombo Wiki


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
SF6 Luke Portrait.png 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 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 7 3 17(20) 26(29) +1 -3 LH -
5HK 900 10 6 17 32 +2(+7) -5(0) 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 - - - H -
j.MP 700 9 4 3 land - - - H Sp
j.HP 800 9 6 3 land - - - H -
j.LK 300 6 6 3 land - - - H -
j.MK 500 7 6 3 land - - - H -
j.HK 800 10 6 3 land - - - 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 600(420) 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 +1 -8 LH -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +6 -11 +4 -1 15 10 11
5MP +6 -18 22 17 11
5HP +3 -24 +15 +10 25 20 13
5LK 10% Starter +7 -12 +5 0 17 12 9
5MK +5 -18 24 20 11
5HK KD +49(+54) -21(-16) 25 18 13
2LP 10% Starter +8 -10 +4 -2 16 10 9
2MP +9 -14 +11 +7 21 17 11
2HP +5 -27 +20 +6 30 16 13
2LK 10% Starter +3 -13 14 10 9
2MK 20% Starter +2 -20 +8 +4 20 16 9
2HK HKD +44 -25 20 13
j.LP -2 13 9 9
j.MP -2 15 11 11
j.HP -2 19 15 13
j.LK -2 13 9 9
j.MK -2 17 13 11
j.HK -2 19 15 13
6MP +6 -21 25 21 11
4HP +7 -21 +16 +10 26 20 13
4HK +19 Stagger -23 32 20 13
6HP +7 -16 21 15 13
5LP~MP 10% Immediate +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 +5 29 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] 3000 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 Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
6MP
4HP
4HK
6HP
5LP~MP
5LP~MP~HP
5MP~MP
5MP~MP~MP
5MP~MP~MP~MP
6HP~6HP
2MK~2HP

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
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 4-10, 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
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
2MP 3f extra recovery on whiff; great pressure tool with high reward on counter-hit or when canceled to Drive Rush; extends a widened hurtbox during all recovery frames
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
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; great hitbox for a jump-in
j.LK Cross-up
j.MK Cross-up
j.HK Great hitbox priority with better horizontal range than j.HP
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; 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); 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 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

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 Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
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
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
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 5f extra recovery on hit; 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.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.817 (min/throw), 2.499 (min/block), 3.461 (max/final DR frame)

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 750(600) 12 - 42 54 KD +48 -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 -10 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 +63 +4 LH SA3 25
pf.214[HP] 1200,400 33 2,2 24(25) 60 KD +63 +4 LH SA3 30
214PP 400x2 15 3 39 56 KD +52 -22 LH SA2 SA3 14 (1st) / 47 (2nd)
214PP~PP 500,1500 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 7 19 37 KD +32(+38) -6(0) LH SA3 19
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 7 19 37 KD +32(+38) -6(0) LH SA2 SA3 24
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 +48 -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 20 12
214[MP] 200,50 Both hits apply scaling KD +54(+67) -28 27 total 12,5
pf.214[MP] 213,63 Both hits apply scaling KD +53(+66) -28 27 total 12,5
214HP 250 KD +42 -22 20 15
214[HP] 250,75 Both hits apply scaling KD +63 -26 32 total 15 / 17,5
pf.214[HP] 300,100 Both hits apply scaling KD +63 -26 32 total 15 / 17,5
214PP 100 KD +52 -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(+38) -24(-18) 20 15
236K~K 300 KD +30(+35) -26(-21) 25 15
236KK
236KK~P 325 50% Starter KD +32(+38) -24(-18) 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 -10000 400 (280) 200 (100)
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 1500 (1050)
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 Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236LP
236MP
236HP
236PP
236PP~PP
623LP 1-14 Air 7-36 (FKD)
623MP 1-8 Air 8-39 (FKD)
623HP 1-9 Air 11-43 (FKD)
623PP 1-10 Full 8-50 (FKD)
623PP~PP
214LP
214[LP]
pf.214[LP]
214MP
214[MP]
pf.214[MP]
214HP
214[HP]
pf.214[HP]
214PP
214PP~PP
j.214P Until Land (FKD)
j.214[P] Until Land (FKD)
j.214PP Until Land (FKD)
236K
236K~P
236K~K 4-19 (FKD)
236KK 3-35
236KK~P
236KK~K 4-19 (FKD)

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
236PP~PP 1-hit OD projectile; costs 1 extra Drive bar
623LP Reduced damage on active frames 3-10; cannot hit cross-up; does not juggle into SA3 despite being cancelable
623MP Reduced damage on active frames 3-10; cannot hit cross-up; does not juggle into SA3 despite being cancelable
623HP Reduced damage 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
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 for damage scaling
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; requires very late connect to juggle into 623LP (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; requires late connect to juggle into 623LP (otherwise, can only cancel into SA2 or SA3); midscreen, final cancelable frame 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 Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236P 1 Full, 2-6 Strike/Throw Break
214214P 1-7 Full Break
236236K 1-13(30) Full Break
236236K 1-13(30) Full Break

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 fully invincible until end of active frames; active frames occur upon reaching the opponent or on frame 27 (whichever occurs first); 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 fully invincible until end of active frames; active frames occur upon reaching the opponent or on frame 27 (whichever occurs first); 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



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