Street Fighter 6/Luke/Introduction

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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).

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