Street Fighter 6/Luke/Matchups: Difference between revisions

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Probably a fair match, although I have seen Luke's complain about it. Ken has really good corner carry, side switches, better mixups (run overhead/low, crossup OD Tatsu) and good pressure strings using jinrai kicks. Ken has a slightly better low forward due to the 7f vs Luke's 8f. Luke has a significantly better fireball, his mids such as 5MP and 5HP are some of the best in the game, and his overall defensive normals like 5MK and 2MP can make it difficult for a ken to approach. Overall Luke has slightly better neutral due to his sandblast and the reach on his 5MP, 5HP and his defensive normals, use them when you can but be careful not to whiff. Ken has better pressure from his run overhead/low/throw mixup, good blockstun pressure with jinrai kicks and HK dragonlash, and a good OD tatsu mixup.  
Probably a fair match, although I have seen Luke's complain about it. Ken has really good corner carry, side switches, better mixups (run overhead/low, crossup OD Tatsu) and good pressure strings using jinrai kicks. Ken has a slightly better low forward due to the 7f vs Luke's 8f. Luke has a significantly better fireball, his mids such as 5MP and 5HP are some of the best in the game, and his overall defensive normals like 5MK and 2MP can make it difficult for a ken to approach. Overall Luke has slightly better neutral due to his sandblast and the reach on his 5MP, 5HP and his defensive normals, use them when you can but be careful not to whiff. Ken has better pressure from his run overhead/low/throw mixup, good blockstun pressure with jinrai kicks and HK dragonlash, and a good OD tatsu mixup. You'll definitely want to make sure to block Ken's 2MK because it will be his main normal that he will use to go into drive rush.   
You'll definitely want to make sure to block Ken's 2MK because it will be his main normal that he will use to go into drive rush.   


You can punish the jinrai kicks based on the version and the spacing it was done at, except if they're spaced at the tip. Use Luke's sweep to punish a whiffed Ken 2MK, against Ken's 5MK and 5HP, use 5MP or if you're on point, 5HP into 214LP perfect for huge damage.
You can punish the jinrai kicks based on the version and the spacing it was done at, except if they're spaced at the tip. Use Luke's sweep to punish a whiffed Ken 2MK, against Ken's 5MK and 5HP, use 5MP or if you're on point, 5HP into 214LP perfect for huge damage.

Revision as of 16:33, 27 July 2023


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Blanka
SF6 Blanka Icon.png Luke vs. Blanka
No Data

OD Tackle can go through all his Blanka balls. Against the HP version, you can even just absorb the hit and then do 5HP into 214LP perfect and get big damage. But they can use the LP version to bait this; you will just need to hit it out of recovery when you see that version.

Cammy
SF6 Cammy Icon.png Luke vs. Cammy
6-4

This match might be Luke's most difficult matchup. OD Spin Knuckle goes through Luke's sandblast too easily, cannon strike also can go through his sandblast, and all around she has better normals than Luke and better reach. Luke's only saving grace is his damage is higher using less resources. Overall, you want to play this match very carefully and sparingly use sandblast. Use 2LP to check the spin knuckles instead of drive impact so that you don't get baited. Use rising uppercut from a full crouch to beat the cannon strike, but make sure you don't get baited because she can use the LK version at the right distance to make it whiff. In general, don't fall for spacing traps used to beat pre-emptive buttons; meaning for instance maybe she will do some light chain sequence, and then right after go for a cannon strike to beat any of Luke's buttons like 2MK, 5MK, 5MP etc. Be cautious in these moments and don't press right away.

The match definitely isn't horrible, it is winnable but just need to work hard in the neutral game and play carefully.

Chun-Li
SF6 Chun-Li Icon.png Luke vs. Chun-Li
No Data
Dee Jay
SF6 DeeJay Icon.png Luke vs. DeeJay
No Data
Dhalsim
SF6 Dhalsim Icon.png Luke vs. Dhalsim
No Data
E.Honda
SF6 Ehonda Icon.png Luke vs. E.Honda
No Data

Probably in Luke's favor, but don't under-estimate the power of headbutts and buttslams. Against headbutt, you can definitely just use OD Tackle if you react properly; otherwise perfect parry. Be careful after blocking/parrrying this, The E.Honda may go for a 5HP right after, 2LP into hands, or even drive impact. 5HP hits very low and will hit things like 5MK, 2MK and get a punish counter. You can use 5MP or 5HP to beat it, but they may do reversal 2LP into hands or even drive impact. Just be aware of this post-headbutt situation and make sure not to full into these traps.

Against buttslam, Luke's 2HP is better than Ryu's and Ken's, so you won't to guess often which side the buttslam will come at. Just have to know the right timing; done too early and it will lead to punish counter buttslam which leads into a full combo; done too late and you get counterhit. Other than that, you can try to perfect parry it.

Honda will have trouble against sandblast, so be looking for those jumps and drive impacts. A cornered E.Honda player will often use HK buttslam to side switch, be aware of that always.

OD Headbutt can be thrown making it not the best wakeup option, if you do block it use 6HP into 2HP into whatever combo for big damage.

Guile
SF6 Guile Icon.png Luke vs. Guile
No Data

Not horrible for Luke, but definitely a long boring match. OD Sandblast is your best bet when you know the sonic boom is coming. No use jumping often, use it sparingly. Punish Guile's 2MK and 6MK (sobat) with Luke's sweep. Walk him down to the corner and try to contain them in the corner. You can use OD Rising Upper against a bad sonic boom into drive rush, but be careful. Luke's lvl1 super is very good and can be used if buffered against sonicboom.

Jamie
SF6 Jamie Icon.png Luke vs. Jamie
No Data
JP
SF6 JP Icon.png Luke vs. JP
No Data
Juri
SF6 Juri Icon.png Luke vs. Juri
5-5

slightly difficult match for Luke mainly due to Juri having better overall normals. I've seen complaints from both Juri players and Luke players, so let's just go with 5-5. Juri's 2MK is one of the best in the game, if you couple that with Luke's very subpar sweep, it can be difficult to whiff punish this character. Often times it's not even worth it to try to whiff punish because you'll end up getting punished back for the attempt. Luke's saving grace is his sandblast as Juri doesn't have good antifireball moves like Cammy for example. Luke can also prevent Juri from getting stocks due to sandblast. You'll definitely want to look for jumps and drive impacts which they may go for to get around sandblast. Whiff punish 5HK with Luke's 5HP into 214P perfect. Against 2MK, often times a pre-emptive sandblast is the best option, otherwise be cautious when trying to sweep it. Against drive rush, depending on the spacing, 5MK will work very well against Juri's DR 5MP and 5MK. From very far, youc an use 5HK from Luke, and from very close 2LP/5LK.

If Juri's fireball is out, it's often best to just keep walking back and get away from it, if you get too close it puts you into drive rush mixup situation and you'll have to guess. You can parry it and then go for a reaction drive reversal as well. If you react to Juri's Fuha (the move to get stores) you can use OD sandblast full version to punish her.

Ken
SF6 Ken Icon.png Luke vs. Ken
5-5

Probably a fair match, although I have seen Luke's complain about it. Ken has really good corner carry, side switches, better mixups (run overhead/low, crossup OD Tatsu) and good pressure strings using jinrai kicks. Ken has a slightly better low forward due to the 7f vs Luke's 8f. Luke has a significantly better fireball, his mids such as 5MP and 5HP are some of the best in the game, and his overall defensive normals like 5MK and 2MP can make it difficult for a ken to approach. Overall Luke has slightly better neutral due to his sandblast and the reach on his 5MP, 5HP and his defensive normals, use them when you can but be careful not to whiff. Ken has better pressure from his run overhead/low/throw mixup, good blockstun pressure with jinrai kicks and HK dragonlash, and a good OD tatsu mixup. You'll definitely want to make sure to block Ken's 2MK because it will be his main normal that he will use to go into drive rush.

You can punish the jinrai kicks based on the version and the spacing it was done at, except if they're spaced at the tip. Use Luke's sweep to punish a whiffed Ken 2MK, against Ken's 5MK and 5HP, use 5MP or if you're on point, 5HP into 214LP perfect for huge damage.

Kimberly
SF6 Kimberly Icon.png Luke vs. Kimberly
No Data
Lily
SF6 Lily Icon.png Luke vs. Lily
No Data
Luke
SF6 Luke Icon.png Luke vs. Luke
No Data
Manon
SF6 Manon Icon.png Luke vs. Manon
No Data

Probably in Luke's favor due to the sandblast, Manon's OD hitgrab while having projectile invincible frames is still difficult to use. Still, be on your toes, Manon has farther reach than Luke all across the board including Manon's 5HK (which is the farthest reaching normal in this matchup), farther 2MK, and her 5MP is comparable to Luke's 2MK in terms of reach, the difference is Manon's 5MP has 14f recovery which makes it difficult to whiff punish on reaction. Stay away from these ranges if you can, and don't challenge too much. Manon struggles against crossups so often jumping out of the corner works well. Remember to use OS DP against any of her drive rush cancels; these are pretty much guaranteed unless it goes into a true blockstring, this is meant to dissuade for instance 5MP DR into command grab. You can use lvl1 super if she tries to do drive rush after her command grab or hit grab. Make sure to 2LP after setplay from command grab/hit grab if she tries to dash into command grab.

Wakeup drive impact can seem scrubby, but you can pull it off if you know Manon will go for 214HK (jumping overhead kick) or 5HK after her knockdowns, just remember not to do it again after it works because they will look for it again later. She is suseptible to drive impact in general, but due to how many Manon's will do 5MP into drive rush (it's basically a free hitconfirm, free forced mixup, and a free drive impact punish all in one), be very careful.

Marisa
SF6 Marisa Icon.png Luke vs. Marisa
No Data
Ryu
SF6 Ryu Icon.png Luke vs. Ryu
No Data
Zangief
SF6 Zangief Icon.png Luke vs. Zangief
No Data



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