Street Fighter 6/Luke/Matchups

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Blanka
SF6 Blanka Icon.png Luke vs. Blanka
No Data
Cammy
SF6 Cammy Icon.png Luke vs. Cammy
6-4
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
Guile
SF6 Guile Icon.png Luke vs. Guile
No Data
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
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
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Very weak defensive options means you definitely want to bully her when she's knocked down. use 4HK and 2HP to antiair often, you can use Rising Upper but be mindful if she does j.MP to change her him arc and you definitely don't want to whiff that.

Mainly look for yolo drive rushes, 214P/214PP (teleports), 6HK the leaping dive move. She has decent normals with 5MK being the main one she'll use to cancel to drive rush, so be mindful. Not the best antifireball moves but she can use slide or teleport to go through sandblast.

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

When she has a windclad, be careful throwing sandblasts because OD Condor Spire windclad is fireball invincible. Also be careful trying to sandblast her in general, she can neutral jump and then on reaction do OD Condor Dive.

Her normals have really good hitboxes in general, they often just don't really go into anything. Be careful trying to poke against her because of this.

Other than that, she has very weak defensive options (no real reversal). Make sure you actually react to which super comes out if they do wakeup super, check the super meter if you don't recognize. Lvl3 - hold up, lvl1/lvl2 just block parry. Manon has something similar, don't fall for it!

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

Both Gladius (armored punch) and Phalynx (superman punch) both basically can go through sandblast in different ways, in addition to jumps and drive impacts so be very careful. Gladius can be hit low, it's often best to parry drive rush OS her moves. Against her 5MP MP target combo, OD Rising Upper will beat every followup except a drive rush cancel and OD Gladius. lvl2 Luke super will beat everything except a drive rush cancel. Lvl1 Luke super will beat every followup except phalynx (it flies over it) so be aware.

Her main defensive option is throwable, and her backdash has a lot of startup meaning she can get mauled easily in the corner, so be on the lookout for people jumping out of the corner. Her supers are okay, lvl1 has slow startup and huge recovery.

Generally want to play safe and careful, careful with taking a big risk because she does huge damage.

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



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