Street Fighter 6/Luke

From SuperCombo Wiki


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:
  • An easy to play, well-rounded character that is never at a notable disadvantage in matchups
  • A great pressure game with plus specials, normals/target combos, and Sand Blast, a fireball that effortlessly combines with his cancelable buttons to close space into pressure and end in a favourable position
  • Solid whiff punishes that easily convert into oki and pressure
  • High damage combos that scale well regardless of the starter
  • Trading a traditional, space control and meaty-able fireball for one that works more like a poke
  • Having to time Perfect Flash Knuckle in combos
  • A somewhat straightforward gameplan with a lack of neutral skips


Classic & Modern Versions Comparison

List of differences with Modern Luke
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Medium Kick (5MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Outlaw Kick (4HK)
Shortcut-Only Specials
  • Avenger (2S)
    • 5X for No Chaser (P follow-up), 2X for Impaler (K follow-up)
Miscellaneous Changes
  • Triple Impact (5LP~MP~HP) changed to 5LLL
  • Nose Breaker (2MK~2HP) changed to 2MM
  • All 3 Auto Combos use OD specials and will end prematurely when in Burnout
    • L and M auto combos use OD Flash Knuckle (214PP)
    • H auto combo uses OD Sand Blast + Fatal Shot (236PP~PP)
    • The L auto combo will "auto hit-confirm" and the OD Flash Knuckle will not come out on block. The M and H auto combos will always cancel into the OD specials, even on block (though without the Fatal Shot follow-up in H's case).

Most of the tools Luke is missing in Modern are mainly 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
SF6 Luke Portrait.png
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
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



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.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



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.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



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.

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.

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.

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:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

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.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

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 uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



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.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



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.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



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.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
SF6 Classic.png 5LP
SF6 Modern.png 5L
SF6 Luke 5lp.png
Midrange check and punish tool
SF6 Luke 5lp hitbox.png
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5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2 11(14) Sp SA TC 300 LH +2 -3
  • 3f extra recovery on whiff
  • Greatly extends a hurtbox 3f before active (more susceptible to counterpokes)
  • Cancel Hitconfirm Window: 15f / 14f (TC)
    • Special/DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +4 oH / -1 oB


An advancing jab that cancels into a Target Combo or special moves. While slow for a light normal, its range and cancelability makes it very consistent in punishes on block or whiff. It cannot be chained into from other light normals.

While the frame data is below average for a light normal, its forward movement allows it to be used to set up tick throws from surprisingly far. Opponents who don't react quickly or are expecting a 5LP~MP~HP string may not be able to take their turn back before the throw connects.

5MP
Standing Medium Punch
SF6 Classic.png 5MP
SF6 Modern.png 5M
SF6 Luke 5mp.png
SF6 Luke 5mp hitbox.png
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 16 SA TC 600 LH +2 -3
  • Can be spaced to hit on 2nd active frame (-2 oB)
  • Cancel Hitconfirm Window: 16f (Super) / 17f (TC)
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Has great forward movement for whiff punishing, but relatively slow startup. Buffering a follow-up MP begins the Snapback Combo TC, which is possible to hitconfirm from the initial hit. It becomes +6 on Punish Counter, giving it a bit more punish utility.

5HP
Standing Heavy Punch
SF6 Classic.png 5HP
SF6 Modern.png A[H]
SF6 Luke 5hp.png
Advancing normal and pressure tool
SF6 Luke 5hp hitbox.png
Advancing normal and pressure tool
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5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 Sp SA 800 LH -1 -6
  • Cancel Hitconfirm Window: 17f
  • Drive Rush cancel advantage: +15 oH / +10 oB


Another long-range punch with forward movement. It is unsafe on block when not canceled, and the long whiff recovery makes it dangerous to use in footsies near max range. 5HP's lunge can be used in conjunction with Luke's other pressure tools in the corner to keep opponents blocking, or used to set up a variety of pressure resets with its special cancel.

5LK
Standing Light Kick
SF6 Classic.png 5LK
SF6 Modern.png --
SF6 Luke 5lk.png
SF6 Luke 5lk hitbox.png
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5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH +3 -2
  • Cancel Hitconfirm Window: 12f
    • DR cancel is delayed until after 1st recovery frame
  • Drive Rush cancel advantage: +5 oH / 0 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Solid combo and punish tool that links from 2MP, but cannot be chained into. While the inability to combo from lights sounds like a weakness, Luke already has excellent light confirms with 2LP.

5LK is fairly low risk when buffered in neutral near max range, but it is fairly unrewarding without spending Drive meter. Has a niche use in punishes against -5 attacks with high pushback; otherwise, PC 2LP, 2MP is preferable.

5MK
Standing Medium Kick
SF6 Classic.png 5MK
SF6 Modern.png --
SF6 Luke 5mk.png
SF6 Luke 5mk hitbox.png
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5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 17(20) - 700 LH +1 -3
  • 3f extra recovery on whiff
  • Leg hurtbox is raised on frames 4-10 (can beat many low pokes)


One of Luke's best mid-range pokes due to its speed and safety on block. Use this to push opponents back instead of his advancing normals.

5HK
Standing Heavy Kick
SF6 Classic.png 5HK
SF6 Modern.png 5H
SF6 Luke 5hk.png
SF6 Luke 5hk hitbox.png
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5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 17 - 900 LH +2(+7) -5(0)
  • Low Crush 8-15f (not airborne, feet are strike invuln)
  • Punish Counter: KD +49~54 Launch (limited juggle state)
  • Puts airborne opponents into limited juggle state
  • Extends a hurtbox 1f before active that is vulnerable to projectiles


An advancing low crush that can be spaced for advantage as high as +7/+0, making it excellent as an approach or meaty tool. It launches very high on Punish Counter, allowing a follow-up juggle after hopping over the opponent's low poke. It also has a disjointed hitbox on Luke's knee, making it even harder to counterpoke in neutral.


Crouching Normals

2LP
Crouching Light Punch
SF6 Classic.png 2LP
SF6 Modern.png 2L
SF6 Luke 2lp.png
SF6 Luke 2lp hitbox.png
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2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 10 Chn Sp SA 300 LH +4 -2
  • Chains into 2LP/2LK
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after 1st recovery frame
  • Drive Rush cancel advantage: +4 oH / -2 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Luke's only 4f normal with exceptional range for a light; only E. Honda and Marisa have a longer cancelable 4f normal. It has a bit more recovery than most jabs, making it more susceptible to strong Perfect Parry punishes.

Useful in 3-hit light strings for easy hitconfirms, it can also link to 2MP on counter-hit to discourage the opponent from mashing defensively. It's also the best light normal to chain against Drive Impact armor, as 2LK chains are slower and not special cancelable.

2MP
Crouching Medium Punch
SF6 Classic.png 2MP
SF6 Modern.png A[M]
SF6 Luke 2mp.png
THE button
SF6 Luke 2mp hitbox.png
THE button
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2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2 14(17) Sp SA 600 LH +5 +1
  • 3f extra recovery on whiff; all recovery frames extend a widened hurtbox
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +11 oH / +7 oB


A jack-of-all-trades button with excellent range, speed, hitbox priority, cancelability, and frame advantage on hit and block. 2MP is one of the best attacks in the game for controlling an opponent's grounded movement; anyone who relies on Drive Rush to approach will have a difficult time making it past this wall.

2MP is not the most rewarding normal on a regular hit, only allowing a 5LK hitconfirm. The reward is massively increased when factoring in its Counter-hit, Punish Counter, and Drive Rush utility, however. Most hitconfirms will involve DR~2MP, 2HP to set up a Perfect Flash Knuckle launch or wall bounce; even if blocked, Luke can easily tick throw or walk forward with staggered 2MP pressure.

2HP
Crouching Heavy Punch
SF6 Classic.png 2HP
SF6 Modern.png 2H
SF6 Luke 2hp.png
Absurd anti-air
SF6 Luke 2hp hitbox.png
Take a look at this baby
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2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 24 Sp SA 800 LH +1 -13
  • Forces stand on hit
  • Only the 1st active frame is cancelable (no useful anti-air cancel)
  • Incredible anti-air but cannot hit cross-up
  • Cancel Hitconfirm Window: 15f
  • Drive Rush cancel advantage: +20 oH / +6 oB


Luke's go to anti-air normal, and an important combo tool. 2HP is capable of anti-airing nearly any jump attack cleanly with its fast startup and disjointed hitbox; only a few trajectory-altering moves can bait the whiff, which can easily be answered with Rising Uppercut. While it technically loses to cross-ups, it can usually hit airborne opponents before they can fully cross behind Luke since he doesn't shift forward during startup.

In combos, the short range limits its use in punish confirms. Drive Rush routes into 2LP, 2MP, or 4HK allow a consistent 2HP link, which in turn lets Luke combo into LP/MP Perfect Flash Knuckle for optimal damage anywhere on the screen.

2LK
Crouching Light Kick
SF6 Classic.png 2LK
SF6 Modern.png A[L]
SF6 Luke 2lk.png
SF6 Luke 2lk hitbox.png
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2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 12 Chn 200 L -1 -5
  • Chains into 2LP/2LK
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A standard, chainable 2LK for close range low-hitting confirms into 2LP.

2MK
Crouching Medium Kick
SF6 Classic.png 2MK
SF6 Modern.png 2M
SF6 Luke 2mk.png
SF6 Luke 2mk hitbox.png
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2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA TC 500 L -2 -6
  • Cancel Hitconfirm Window: 13f / 17f (TC)
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +8 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A cancelable low poke with good range despite its unusual animation. Useful for catching opponents attempting to walk back out of 2MP pressure strings. 2MK~DRC can confirm directly into 2HP, allowing for some powerful combo extensions; just be aware that a blocking opponent can interrupt any DR followup except 2LP.

2MK has a slightly higher vertical hitbox than most similar buttons, occasionally letting it beat some minor low crushes and making it harder to jump over.

2HK
Crouching Heavy Kick
SF6 Classic.png 2HK
SF6 Modern.png 3H
SF6 Luke 2hk.png
SF6 Luke 2hk hitbox.png
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2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 27(26) - 900 L HKD +28 -9
  • Counter-hit/Punish Counter: HKD +44
  • Fixed 26f recovery on block (cannot be made safer with meaty timing)
  • Has juggle potential; not a Hard Knockdown when juggled into


One of the slower sweeps in the game, often being unable to punish a 2HK from other characters. It is relatively easy to punish at -9 on block, so should only be used sparingly against characters with weak ranged punishes.


Jumping Normals

j.LP
Jumping Light Punch
SF6 Classic.png j.LP
SF6 Modern.png --
SF6 Luke jlp.png
SF6 Luke jlp hitbox.png
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j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 9 3 land - 300 H - -


Luke's fastest air normal, primarily used as a quick air-to-air in when 2HP and 623P are likely to whiff.

j.MP
Jumping Medium Punch
SF6 Classic.png j.MP
SF6 Modern.png --
SF6 Luke jmp.png
SF6 Luke jmp hitbox.png
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j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land Sp 700 H - -


Great air to air, as it can juggle into charged Air Flash Knuckle if timed properly. The j.MP has some juggle potential itself, allowing it to combo after Perfect LP Knuckle. The cancel window is very long, which allows Luke to delay the j.214P; by delaying the cancel and partially charging the j.214P, Luke get his strongest juggles in the corner.

j.HP
Jumping Heavy Punch
SF6 Classic.png j.HP
SF6 Modern.png --
SF6 Luke jhp.png
SF6 Luke jhp hitbox.png
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j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H - -
  • Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter


Reaches far downward but with relatively short horizontal range. Most useful when used early in Luke's jump arc to throw off the opponent's anti-air timing. Some anti-airs are completely incapable of beating this normal without trading, making it especially valuable for closing out a round against low-health opponents.

j.LK
Jumping Light Kick
SF6 Classic.png j.LK
SF6 Modern.png j.L
SF6 Luke jlk.png
SF6 Luke jlk hitbox.png
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j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 300 H - -
  • Can hit Cross-up


Has a narrow cross-up hitbox. This button is most useful when attempting a very quick tick throw after a jump, as the short blockstun may catch the opponent off guard.

j.MK
Jumping Medium Kick
SF6 Classic.png j.MK
SF6 Modern.png j.M
SF6 Luke jmk.png
SF6 Luke jmk hitbox.png
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j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H - -
  • Can hit Cross-up


Luke's main cross-up button with a much wider hitbox.

j.HK
Jumping Heavy Kick
SF6 Classic.png j.HK
SF6 Modern.png j.H
SF6 Luke jhk.png
SF6 Luke jhk hitbox.png
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j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H - -


Very good horizontal and vertical range for an air normal. An above average jump-in that can beat anti-airs and punish fireballs cleanly.


Command Normals

6MP
Rawhide
SF6 Classic.png 6MP
SF6 Modern.png 6M
SF6 Luke 6mp.png
SF6 Luke 6mp hitbox.png
Hitboxes Off
Hitboxes On

6MP
Rawhide
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21 - 600 H +2 -3
  • Spike knockdown vs. airborne opponents
  • Has some juggle potential


Safe overhead that can link into 2MP when used from Drive Rush. Most useful when done in the middle of pressure strings or at the end of a round.

4HP
Suppressor
SF6 Classic.png 4HP
SF6 Modern.png 4H
SF6 Luke 4hp.png
What's a V-Skill again?
SF6 Luke 4hp hitbox.png
What's a V-Skill again?
Hitboxes Off
Hitboxes On

4HP
Suppressor
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 20 Sp SA 800 LH +3 -3
  • Pulls back hurtbox on frames 5-12
  • Cancel Hitconfirm Window: 17f
  • Drive Rush cancel advantage: +16 oH / +10 oB


An "auto-shimmy" sort of button that quickly shifts Luke's hurtbox back to punish throws, pokes, and strings. Also a great option out of Drive Rush, as many players instinctively hit a delayed jab or throw tech when the opponent gets near them. While a bit slow, 4HP is very rewarding with a link to 2HP on Punish Counter. It's a good punish starter for very unsafe attacks like DPs as well.

4HK
Outlaw Kick
SF6 Classic.png 4HK
SF6 Modern.png --
SF6 Luke 4hk.png
SF6 Luke 4hk hitbox.png
Hitboxes Off
Hitboxes On

4HK
Outlaw Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 24 - 1000 LH +4 -5
  • Punish Counter: +19 Stagger
  • Puts airborne opponents into spinning limited juggle state
  • No head hurtbox during active frames
  • Whiffs on crouching opponents at longer ranges


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 anti-air hitbox is not particularly strong against good jumping normals.

Punish Counter DR~4HK links into another DR~4HK, which is Luke's absolute highest damage starter, capable of dealing almost 7000 Damage with full resources.

6HP
Brutal Spike
SF6 Classic.png 6HP
SF6 Modern.png 6H
SF6 Luke 6hp.png
SF6 Luke 6hp hitbox.png
Hitboxes Off
Hitboxes On

6HP
Brutal Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 15(19) TC 800 LH +3 -3
  • 4f extra recovery on whiff
  • Cancel Hitconfirm Window: 23f (TC)
  • Target Combo follow-up can also come out on whiff


Great pressure tool that advances forward while remaining safe on block. Slow startup and recovery makes it vulnerable to Drive Impact, so it can't be abused mindlessly.

The 6HP Double Impact follow-up is very easy to confirm on hit, and is cancelable into specials. It leaves an interruptible gap on block, however, so you can't rely on the TC special cancel to keep you safe.


Target Combos

5LP~MP~HP
Triple Impact
SF6 Classic.png 5LP~MP~HP
SF6 Modern.png 5L~L~L
SF6 Luke 5mp.png

SF6 Luke 5hp.png
Convert 5LP into a knockdown
SF6 Luke 5mp hitbox.png

SF6 Luke 5hp hitbox.png
Hitboxes Off
Hitboxes On

5LP~MP
Triple Impact
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 20 TC 400(320) LH -2 -9
  • Cancel Hitconfirm Window: 36f (TC)
  • Applies 10% immediate damage scaling when comboed into (stacks with 10% 5LP scaling)
  • () refers to scaled damage from 5LP combo starter
5LP~MP~HP
Triple Impact 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 27 Sp SA 600(420) LH KD +27 -14
  • Puts opponent into limited juggle state
  • Cancel Hitconfirm Window: 59f
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: KD +46 oH / +5 oB
  • () refers to scaled damage from 5LP~MP combo starter
  • Notable blockstring gaps when canceled:
    • HP Flash Knuckle: 8f (19f charged)
    • Charged MP Flash Knuckle: 16f
    • LP/MP/HP/OD Sand Blast: 1f/4f/7f/2f


Luke's main way to convert 5LP into damage. The last hit is special cancelable, giving him the opportunity to convert into a damaging knockdown or a safe ender. There is no blockstring gap between the punches, but all safe special cancels leave a gap that can be interrupted. Drive Impact will also punish any of these cancels except for OD Sand Blast.

5MP~MP~MP~MP
Snapback Combo
SF6 Classic.png 5MP~MP~MP~MP
SF6 Modern.png 5M~M~M~M
SF6 Luke 5mp mp.png
This one super cancels
SF6 Luke 5mp mp mp.png
SF6 Luke 5mp mp mp mp.png
SF6 Luke 5mp mp hitbox.png
SF6 Luke 5mp mp mp hitbox.png
SF6 Luke 5mp mp mp mp hitbox.png
Hitboxes Off
Hitboxes On

5MP~MP
Snapback Combo
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 23 SA 300 LH 0 -8
  • Cancel Hitconfirm Window: 39f (Super/TC)
    • Super cancel is delayed until after 4th recovery frame
5MP~MP~MP
Snapback Combo 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2 29 TC 300(240) LH -6 -14
  • Cancel Hitconfirm Window: 60f (TC)
  • () refers to scaled damage from 5MP~MP combo starter
5MP~MP~MP~MP
Snapback Combo 3
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2 27 - 500(350) LH KD +33 -12
  • () refers to scaled damage from 5MP~MP~MP combo starter


Excellent whiff punish confirm tool from 5MP. The 2nd hit cancels to Super, and the whole sequence leads to a knockdown with good oki. On hit, you can also stop after the 2nd MP for a throw reset to catch an opponent off guard. On block, there is never a gap in the blockstring to catch an opponent mashing, and no way to make any of the follow-ups safe.

6HP~6HP
Double Impact
SF6 Classic.png 6HP~6HP
SF6 Modern.png 6H~H
SF6 Luke 6hp 6hp.png
SF6 Luke 6hp 6hp hitbox.png
Hitboxes Off
Hitboxes On

6HP~6HP
Double Impact
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2 34 Sp SA 600 LH KD +20 -19
  • Leaves a 5f blockstring gap between each 6HP
  • Cancel Hitconfirm Window: 15f (single hit) / 47f (full TC)
  • Drive Rush cancel advantage: KD +46 oH / +7 oB
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)
    • No scaling if 2nd hit starts the combo


Very easily hitconfirmable after 6HP, adding extra damage and a knockdown to the already great command normal. The TC extension is very unsafe if blocked, so it should always be canceled into something. The opponent can stuff the 2nd hit of this string with a 4f normal unless they are in Burnout or Luke starts with Drive Rush.

2MK~2HP
Nose Breaker
SF6 Classic.png 2MK~2HP
SF6 Modern.png 2M~2M
SF6 Luke 2mk 2hp.png
SF6 Luke 2mk 2hp hitbox.png
Hitboxes Off
Hitboxes On

2MK~2HP
Nose Breaker
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 25 - 600(480) LH +1 -8


This Target Combo is much easier to confirm from 2MK than a special cancel. It is unsafe on block, but leaves Luke +1 at close range on hit. There is no gap in the blockstring in between hits, even if delayed as long as possible.


Throws

Forward Throw (LPLK)
Forward Throw
SF6 Classic.png LPLK
SF6 Modern.png LM
SF6 Luke lplk.png
SF6 Luke lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Sweeper
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +19 -
  • Punish Counter: HKD +19
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Luke can walk forward for a manually timed corner throw loop. The timing is fairly lenient, giving a 4-frame window to time his follow-up throw while beating reversal 4f normals.

Midscreen, Luke's best option is Drive Rush into a slightly delayed 2MP, which gives great pressure on block and a link to 2HP on hit. For easier timing, an immediate DR~5MP leaves Luke at +1 within throw range, and DR~4HK can set up massive trade combos if the opponent wakes up with a 4f normal. Even without meter, a forward dash leaves Luke at even frame advantage, which can force the opponent to trade with his 2LP; this is especially potent when the opponent is at low health.

Back Throw (4LPLK)
Back Throw
SF6 Classic.png 4LPLK
SF6 Modern.png 4LM
SF6 Luke 4lplk.png
SF6 Luke 4lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Scrapper
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +14 -
  • Side switch
  • Punish Counter: HKD +14
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Luke cannot threaten the opponent with true strike/throw oki after a back throw into the corner, but he can still use a ranged meaty normal to start pressure.


Drive System

Drive Impact (HPHK)
Drive Impact
SF6 Classic.png HPHK
SF6 Modern.png DI
SF6 Luke hphk.png
SF6 Luke hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Muzzle Flash
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
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from 2HP or Punish Counter 5HP/4HP (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled 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]
  • 6HP~6HP: 10[6]
  • 2MP, 2MK, 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

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • 5HP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • 4HP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~5HP > delay DI: frame-perfect delay allows a 1f blockstring gap to prevent opponent from absorbing the hit
  • DR~4HP > delay DI: frame-perfect delay allows a 1f blockstring gap to prevent opponent from absorbing the hit
  • DR~2MP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~2HP > DI: 3f blockstring gap will work vs. Zangief 5[HP]

Drive Reversal (6HPHK)
Drive Reversal
SF6 Classic.png 6HPHK
SF6 Modern.png 6DI
(in blockstun)
SF6 Luke 6hphk.png
SF6 Luke 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Battering Ram
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -8
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
SF6 Classic.png MPMK
SF6 Modern.png DP
SF6 Luke mpmk.png
SF6 Luke mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
SF6 Classic.pngSF6 Modern.png 66
SF6 Luke 66.png
SF6 Luke 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.817 (min, cancel into immediate Throw)
    • 2.499 (min, earliest blocking/movement frame)
    • 3.461 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Sand Blast (236P)
Sand Blast
SF6 Classic.png 236P
SF6 Modern.png 236X or 5S (M)
SF6 Luke 236lp.png
Essential zoning tool; character and matchup defining

SF6 Luke 236pp.png

SF6 Luke 236pp pp.png
SF6 Luke 236p hitbox.png
Essential zoning tool; character and matchup defining

SF6 Luke 236pp hitbox.png

SF6 Luke 236pp pp hitbox.png
Hitboxes Off
Hitboxes On

236LP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 [5] 33 SA3 600 LH -3 -8
  • 1-hit projectile; ~48% screen distance
  • Cancel Hitconfirm Window: 4f (Super)
  • Projectile Speed: 0.12 (14-15f) / 0.42 (16-18f)
236MP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 [7] 30 SA3 600 LH 0 -5
  • 1-hit projectile; ~66% screen distance; can be slightly plus at max range
  • Cancel Hitconfirm Window: 4f (Super)
  • Projectile Speed: 0.12 (17-18f) / 0.42 (19-23f)
236HP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 [10] 27 SA3 600 LH +3 -2
  • 1-hit projectile; ~91% screen distance; plus on block at mid to long range
  • Cancel Hitconfirm Window: 4f (Super)
  • Projectile Speed: 0.12 (20-21f) / 0.42 (22-29f)
236PP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 24 SA2 SA3 400x2 LH KD +41 -2
  • 2-hit OD projectile; covers full screen distance
  • Cancel Hitconfirm Window: 8f (Super), 11f (PP Follow-up)
  • Projectile Speed: 0.12 (16-17f) / 0.42 (18f~)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
236PP~PP
Fatal Shot
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 42 - 750(600) LH KD +48 -21
  • Costs an extra Drive bar on hit/block/armor for more damage and a better knockdown
  • Projectile Speed: 0.2


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 canceled into, which matters when up close and personal. OD Sand Blast can win any fireball war against non-super projectiles due to its follow-up, granted Luke has meter to spend, which lets him close distance quickly. The OD follow-up is very unsafe when blocked, however.

The active frames listed in [] refer to the number of frames before the hitbox dissipates, and are not included in the move's total frame count.

Rising Uppercut (623P)
Rising Uppercut
SF6 Classic.png 623P
SF6 Modern.png 623X or 6S (M)
SF6 Luke 623lp.png
Good old rock, nothing beats that!

SF6 Luke 623pp.png

SF6 Luke 623pp pp.png
SF6 Luke 623p hitbox.png
Good old rock, nothing beats that!

SF6 Luke 623pp hitbox.png

SF6 Luke 623pp pp hitbox.png
Hitboxes Off
Hitboxes On

623LP
Rising Uppercut
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 (cannot hit cross-up); Airborne 7-36f (Forced Knockdown state)
  • 800 damage on active frames 3-10
623MP
Rising Uppercut
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 (cannot hit cross-up); Airborne 8-39f (Forced Knockdown state)
  • 800 damage on active frames 3-10
623HP
Rising Uppercut
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 (cannot hit cross-up); Airborne 11-43f (Forced Knockdown state)
  • 800 damage on active frames 2-10
623PP
Rising Uppercut
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 (cannot hit cross-up); Airborne 8-50f (Forced Knockdown state)
  • 600 damage on 3rd active frame of 1st hit (active frame 4~ performs 2nd hit only)
  • 2nd hit whiffs on crouch block (reduced Chip/Drive Damage and 3f worse block advantage)
623PP~PP
Slam Dunk
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
  • Can whiff against high juggled opponents
  • Counts as a separate combo hit for damage scaling


Luke's uppercut is an effective anti-air, and the OD version is a reliable invincible reversal. The horizontal range makes it unreliable in combos at farther ranges, like after a 3-hit light confirm or a max range 5LK punish. While the meterless versions are cancelable into SA3, the juggle will whiff, so this has little utility outside of beating an opponent's armor. The follow-up to the OD version should only be used if the DP connects low to the ground (such as a wakeup reversal), since it has a tendency to miss after a high connect anti-air.

Flash Knuckle (214P)
LP Flash Knuckle (214LP)
LP Flash Knuckle
SF6 Classic.png 214LP
SF6 Modern.png 214L
(hold OK)
SF6 Luke 214lp.png
Combo starter and filler. Hit your perfects!

SF6 Luke 214lp hold.png
SF6 Luke 214lp hitbox.png
Combo starter and filler. Hit your perfects!

SF6 Luke 214lp hold hitbox.png
Hitboxes Off
Hitboxes On

214LP
LP Flash Knuckle
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 Hitconfirm Window: 17f (Super; can cancel up to 19f but SA3 whiffs)
214[LP]
LP Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2,2 25(26) SA3 600,200 LH KD +54 -8
pf.214[LP]
LP Flash Knuckle (perfect)
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 cancelable)
  • Both hits count separately 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 SA3 (unless the opponent was already in a high juggle state). If canceled into SA3 on the last 2 possible frames (or on a high juggle connect), the Super will whiff, however.

The charged version allows for consistent follow-up juggles, but it only combos naturally from 2HP. Getting the Perfect timing makes the juggle even higher and deals additional damage, but is not required for combos to work. The projectile clash is not particularly useful in most scenarios. The SA3 will whiff if canceled into, but Luke can easily pick up the juggle without the cancel. As a result, the cancel is only useful if you see the opponent attempting to Drive Impact through your attack.

MP Flash Knuckle (214MP)
MP Flash Knuckle
SF6 Classic.png 214MP
SF6 Modern.png 214M or 4S
(hold OK)
SF6 Luke 214mp.png
Wallbounce on midscreen perfects that opens up damaging combos

SF6 Luke 214mp hold.png
SF6 Luke 214mp hitbox.png
Wallbounce on midscreen perfects that opens up damaging combos

SF6 Luke 214mp hold hitbox.png
Hitboxes Off
Hitboxes On

214MP
MP Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 3 27 SA3 900 LH +3 -10
  • Knocks airborne opponents far away into a limited juggle state
  • Cancel Hitconfirm Window: 16f (Super)
214[MP]
MP Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
30 2,2 26(27) SA3 800,200 LH KD +54(+67) -3
pf.214[MP]
MP Flash Knuckle (perfect)
Startup Active Recovery Cancel Damage Guard On Hit On Block
29 2,2 26(27) SA3 850,250 LH KD +53(+66) -3
  • Hold 18-20f for Perfect version (required to combo from 2HP)
  • Wall bounces on hit; clashes with single-hit projectiles (clash is Super cancelable)
  • Cancel Hitconfirm Window: 20f / 18f Perfect (Super)
  • Both hits count separately for damage scaling


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. Alternatively, he can Drive Rush in for a potent mixup.

The charged version causes a Wall Bounce that can lead to high juggle damage midscreen. In the corner, the opponent will fly over Luke's head, making it difficult to pick up a juggle, so it's not recommended in that scenario. Perfect charge timing is required to combo from 2HP, making it a bit riskier to attempt compared to the easier LP Knuckle combos. The cancel into SA3 only works in the corner, as the opponent is launched away too quickly for Luke to reach otherwise. Like with Charged LP Knuckle, this cancel is mostly used for reacting to Drive Impact armor.

HP Flash Knuckle (214HP)
HP Flash Knuckle
SF6 Classic.png 214HP
SF6 Modern.png 214H
(hold OK)
SF6 Luke 214hp.png
Combo ender, leads into SA3

SF6 Luke 214hp hold.png
Pressure reset, huge risk for decent reward
SF6 Luke 214hp hitbox.png
Combo ender, leads into SA3

SF6 Luke 214hp hold hitbox.png
Pressure reset, huge risk for decent reward
Hitboxes Off
Hitboxes On

214HP
HP Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3 21 SA3 1000 LH KD +42(+31) -4
  • Cancel Hitconfirm Window: 19f (Super)
214[HP]
HP Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
33 2,2 24(25) SA3 1000,300 LH KD +63 +4
pf.214[HP]
HP Flash Knuckle (perfect)
Startup Active Recovery Cancel Damage Guard On Hit On Block
33 2,2 24(25) SA3 1200,400 LH KD +63 +4
  • Hold 18-20f for Perfect version
  • Clashes with single-hit projectiles (clash is Super cancelable)
  • Cancel Hitconfirm Window: 25f / 30f Perfect (Super)
  • Both hits count separately for damage scaling


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 SA3, 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.

Charged HP Knuckle moves Luke forward with significant frame advantage, but has a slow and reactable windup making it susceptible to jumps or Drive Impact. Luke can cancel into SA3 on reaction to DI armor, and he can punish a predicted jump by releasing the button early (a fairly high risk, low reward gamble). Charged HP Knuckle can't be comboed into outside of Punish Counter 2HP, which is not a problem since LP and MP Knuckle are more rewarding anyway. The projectile clash of Charged HP Knuckle can actually come in handy due to the range it's used from, though it can't really be used this way on reaction. This held version also leads to an incredibly advantageous knockdown on hit, letting Luke do multiple dashes for oki or set up safe jumps.

OD Flash Knuckle (214PP)
OD Flash Knuckle
SF6 Classic.png 214PP
SF6 Modern.png 214XX or A[4S]
SF6 Luke 214pp.png
Good off of lights for combos at midscreen

SF6 Luke 214pp pp.png
Hitgrab follow-up, excellent damage
SF6 Luke 214pp hitbox.png
SF6 Luke 214pp2 hitbox.png
Good off of lights for combos at midscreen

SF6 Luke 214pp pp hitbox.png
Hitgrab follow-up, excellent damage
Hitboxes Off
Hitboxes On

214PP
OD Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 39 SA2 SA3 400x2 LH KD +52 -22
  • Puts opponent into limited juggle state
  • Cancel Hitconfirm Window: 14f 1st / 47f 2nd (Super)
    • 2nd hit canceled to SA3 (or SA2 on final cancel frame) will whiff, but can easily juggle without a cancel
214PP~PP
DDT
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - - - 500,1500 - HKD +12 -
  • DDT costs an extra Drive bar (on hit only)
  • Must be input during 1st hit of 214PP


OD Flash Knuckle is Luke's primary combo extender, giving a juggle state similar to charged LP Knuckle without the slow startup. It will work consistently even from a 3-hit light confirm (but does not combo directly from 5LP). The DDT follow-up only slightly increases Luke's damage compared to using a meterless follow-up juggle, but may be useful for its Hard Knockdown property depending on screen position.

Aerial Flash Knuckle (j.214P)
Aerial Flash Knuckle
SF6 Classic.png j.214P
SF6 Modern.png j.214X or j.S
SF6 Luke j214p.png
The Sidewinder at home:

SF6 Luke j214p hold.png

SF6 Luke j214pp.png
SF6 Luke j214p hitbox.png
The Sidewinder at home:

SF6 Luke j214p hold hitbox.png
Hitboxes Off
Hitboxes On

j.214P
Aerial Flash Knuckle
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 canceled from j.MP)
  • Forced Knockdown state until landing; Luke is in a crouching state from 4th recovery frame onward
  • 7f extra landing recovery on whiff (if input during first 32 jump frames)
j.214[P]
Aerial Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 6 15 land - 1000 LH KD ~ -30(-21)
  • Cannot be done from Back Jump (unless canceled from j.MP)
  • Forced Knockdown state until landing; Luke is in a crouching state from 4th recovery frame onward
j.214PP
Aerial Flash Knuckle
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 canceled from j.MP)
  • Forced Knockdown state until landing; Luke is in a crouching state from 4th recovery frame onward


Aerial Flash Knuckle is mostly used for extra damage when air-to-air j.MP connects. The uncharged version can be safe if spaced well, but the charged and OD versions fly upward at the end, making them very punishable on block.

Luke can partially charge the attack after a 214[LP] > j.MP juggle, granting him more advantage for his juggle after landing. This is required to follow-up with a Super, and the timing is quite strict for an SA3 juggle. It is possible (though very difficult) for the fully charged version to follow-up with a 623LP juggle if the opponent is juggled as high as possible while Luke is near the ground.

Avenger (236K)
Avenger
SF6 Classic.png 236K
SF6 Modern.png 2S
SF6 Luke 236k.png

SF6 Luke 236kk.png
SF6 Luke 236k hitbox.png

SF6 Luke 236kk hitbox.png
Hitboxes Off
Hitboxes On

236K
Avenger
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 33 - - - - -
  • Luke is in a Counter-hit state for entire duration
  • Follow-up P/K can be input up to frame 32
236KK
Avenger
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [33] 10 - - - - -
  • Armor (1-hit): 3-35f; [] refers to active armored period
    • Does not carry through into follow-up attacks
  • Luke is in a Punish Counter state for entire duration
  • Follow-up P/K can be input up to frame 32
  • Follow-up P/K can be input immediately after armor hit freeze even if 11f startup has not passed


Luke's command dash with 2 possible ending specials, both of which are usually unsafe on block. Unlike many other command dashes, there is no way to stop early, making it poor for pressure and resets. The armor on the OD version can be used as a prediction against slow pokes or projectiles, but the follow-ups are too slow to use effectively on reaction.

No Chaser (236K~P)
No Chaser
SF6 Classic.png 236K~P
SF6 Modern.png 2S~5X
SF6 Luke 236k p.png

SF6 Luke 236kk p.png
SF6 Luke 236k p hitbox.png

SF6 Luke 236k p hitbox.png
Hitboxes Off
Hitboxes On

236K~P
No Chaser
Startup Active Recovery Cancel Damage Guard On Hit On Block
12+12 7 19 SA3 900 LH KD +32(+38) -6(0)
  • Puts opponent into limited juggle state; can juggle 623LP at max spacing
  • Cancel Hitconfirm Window: 19f (Super)
236KK~P
No Chaser
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+12 7 19 SA2 SA3 1300 LH KD +32(+38) -6(0)
  • Puts opponent into limited juggle state; can juggle 623LP at max spacing
  • Cancel Hitconfirm Window: 24f (Super)
    • Final cancel frame into SA2 will whiff midscreen
  • Applies 50% damage scaling to next hit when beginning a combo (100/50/40...)


A shoulder tackle follow-up with a lot of active frames. Can be safe if spaced near max range. Can be canceled into Super on reaction, but a well-spaced tackle give less time to react to the hitconfirm.

Impaler (236K~K)
Impaler
SF6 Classic.png 236K~K
SF6 Modern.png 2S~2X
SF6 Luke 236k k.png

SF6 Luke 236kk k.png
SF6 Luke 236k k hitbox.png
SF6 Luke 236k k2 hitbox.png
Hitboxes Off
Hitboxes On

236K~K
Impaler
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 (Forced Knockdown state)
  • Knocks opponent down, but has too much recovery to juggle afterward
236KK~K
Impaler
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+13 8 19 - 1200 H KD +38(+43) -5(0)
  • Airborne 4-19f (Forced Knockdown state)
  • Puts opponents into limited juggle state; can pick up juggle even if it connects at point blank
  • Applies 50% damage scaling to next hit when beginning a combo (100/50/40...)


An overhead flip kick with airborne frames that allow it to beat throws. Safe if spaced out properly or timed as a meaty, good for catching jump-outs. Because Luke cannot stop his run and has no low option, the overhead property does not grant much mixup potential against opponents who know the matchup.


Super Arts

Level 1 Super (236236P)
Vulcan Blast
Level 1 Super Art
SF6 Classic.png 236236P
SF6 Modern.png 236236L or 5HS or 6HS
SF6 Luke 236236p.png
SF6 Luke 236236p hitbox.png
SF6 Luke 236236p2 hitbox.png
Hitboxes Off
Hitboxes On

236236P
Vulcan Blast
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
  • Full Invuln: 1f; Strike/Throw Invuln: 2-6f; Armor Break
  • Extends a projectile-vulnerable hurtbox on frames 2-5 of startup
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
    • Distribution: 1000x5 (hit) / 500x5 (block)
  • 30% minimum damage scaling


5-hit projectile with Super priority, making it an effective fireball counter at some ranges. However, Luke extends his hurtbox during startup, making it hard to counter fast or close-range projectiles on reaction. SA1 is a great juggle ender to tack on some extra damage.

The first 4 hits travel about 65% of the screen, and the final hit reaches fullscreen. The knockdown advantage increases the farther you are from the wall. While there appears to be a gap before the final hit, the projectiles form a true blockstring.

The full damage distribution of the 5 hits is 300x4,800.

Level 2 Super (214214P)
Eraser
Level 2 Super Art
SF6 Classic.png 214214P
SF6 Modern.png 214214M or 4HS
SF6 Luke 214214p.png
"Beast mode, baby!"
SF6 Luke 214214p hitbox.png
"Beast mode, baby!"
Hitboxes Off
Hitboxes On

214214P
Eraser
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 51 - 2800 LH KD +2 -29
  • Full Invuln: 1-7f; Armor Break
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
  • 40% minimum damage scaling


An invincible short-range Super that is fast enough to work in many juggles. Performs one hit on whiff or block, but on hit locks into a full animation that sends the opponent fullscreen with a tumbling knockdown. This animation is not fully invincible, so lingering moves like Kimberly's spraycan can hit him out of it.

In the corner, Luke is left at the perfect spacing for an auto-timed strike/throw mixup.

Level 3 Super (236236K)
Pale Rider
Level 3 Super Art
SF6 Classic.png 236236K
SF6 Modern.png 236236H or 2HS
SF6 Luke 236236k.png
WE'RE ALL GOING DOWN... TO MEMPHIS!

SF6 Luke 236236k ca.png
Critical Art adds 500 damage
SF6 Luke 236236k hitbox.png
The dark red hitbox only connects on juggled opponents
Hitboxes Off
Hitboxes On

236236K
Pale Rider
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(27) 4 66(92) - 4000 LH HKD +18 -42
  • Full Invuln: 1-13(30)f; Armor Break
  • Fixed recovery period on block; 26f extra recovery on whiff
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Cinematic time regenerates ~2 Drive bars for Luke
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
236236K
Pale Rider (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(27) 4 66(92) - 4500 LH HKD +18 -42
  • Full Invuln: 1-13(30)f; Armor Break
  • Fixed recovery period on block; 26f extra recovery on whiff
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
    • Cinematic time regenerates ~2.3 Drive bars for Luke
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


Luke runs forward toward the opponent and locks into a cinematic on hit; if blocked, Luke bounces away, usually requiring them to walk or dash before starting a punish. The actual startup varies depending on the opponent's distance, making it hard to use as a projectile counter from beyond half screen. Luke is fully invincible the entire time he is running. The max range of SA3 is about 2/3 screen, at which point the active frames will occur even if Luke has not reached the opponent.

SA3 is a great combo ender, but does not work in all special cancels. The most reliable option after a launcher or wall bounce is to juggle 214HP > SA3. The juggle hitbox reaches high above Luke, but not high enough to combo after a move like Rising Uppercut.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
SF6 Classic.png 5PPPKKK
SF6 Modern.png 5LMHS
SF6 Luke 5pppkkk.png
"Come on!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
96 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
SF6 Classic.png 6PPPKKK
SF6 Modern.png 6LMHS
SF6 Luke 6pppkkk.png
"Yeah! Let's let it fly!"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
180 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
SF6 Classic.png 4PPPKKK
SF6 Modern.png 4LMHS
SF6 Luke 4pppkkk.png
"Hadooken!"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
109 (total) - - - - - - -




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