Street Fighter V/Luke

From SuperCombo Wiki

Introduction

About Luke

Luke is an American mixed martial artist and the last addition to Street Fighter V's roster. His presence in the game is said to set the tone for the future of the Street Fighter franchise, and carries unique mechanics as a result.

Strengths Weaknesses
  • A great number of moves with forward momentum allow Luke to threaten from further than most characters
  • Far reaching 3 frame and forward advancing target combo let Luke pick up punishes unlike any other
  • Reliable conversions from anything along with high damage makes every hit from Luke hurt
  • Great use of meter for extending combos, keeping up the pressure, and playing neutral
  • Two great V-Triggers that can force the opponent to engage with him due to their unique timer
  • Lacking pressure options, with his only real reliable pressure tool being b.mp
  • Flash Knuckles require manual charging for combos, and may be awkward at first.
  • No reliable fireball answer other than his own fireball

Final Patch

Luke
SFV-Luke Portrait.jpg
Vitals
Life Points 1000
Stun Points 1000
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.048
Backward Walk Speed 0.035
Forward Dash Speed 17
Backward Dash Speed 21
Forward Dash Distance 1.5233
Backward Dash Distance 0.9876
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 2.128
Backward Jump Distance 1.824
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

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.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Luke 5LP.png
Startup Active Recovery Hit
5 3 13(17) 2
Damage Stun Attack Block
30 70 H -4
  • Confirm windows:
    • Target Combos: 14
    • V-Trigger: 16
  • Cancel options: ch vt1 vt2
Moves Luke forward with very good range for a jab (strong whiff punish tool)
Can be spaced to be safe from most 4F punishes and even only -2 on block from max range (good for bullying) and +6 on counter-hit (combos into crouch MP even at max range)
4 extra frames recovery on whiff
Has more range than crouch MP (keep this in mind for longer range conversions)
Probably the best jab in the game; proper boxing jab check
FATonline.png
5MP
Stand MP
5MP
SFV Luke 5MP.png
Startup Active Recovery Hit
7 3 17(19) 2
Damage Stun Attack Block
70 100 H -2
  • Confirm windows:
    • Target Combos: 14
    • V-Trigger: 15
  • Cancel options: vt1 vt2
Moves Luke forward and has good range
Strong whiff punishing tool into MP target combo
2 extra recovery frames (19F) on whiff
Can be spaced so that it hits in later active frames (meaning Luke can CH confirm into his LP>MP>HP target-combo if spaced properly)
FATonline.png
5HP
Stand HP
5HP
SFV Luke 5HP.png
Startup Active Recovery Hit
10 3 23 1
Damage Stun Attack Block
80 150 H -5
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp su vt1 vt2
Moves Luke forward and has good range and cancelable into strong combo starters (excellent whiff punish tool)
Combos into LP Flash Knuckle (lvl 1-2) / MP Flash Knuckle (lvl 1-2) / HP Flash Knuckle (lvl 1) on hit
FATonline.png
5LK
Stand LK
5LK
SFV Luke 5LK.png
Startup Active Recovery Hit
5 2 11 2
Damage Stun Attack Block
40 70 H -2
  • Cancel options: sp su vt1 vt2
Decent range and hitbox priority against low attacks
Combos into LP and EX Flash Knuckle on hit
FATonline.png
5MK
Stand MK
5MK
SFV Luke 5MK.png
Startup Active Recovery Hit
8 4 16 2
Damage Stun Attack Block
70 100 H -2
  • Confirm windows:
    • V-Trigger: 20
  • Cancel options: vt1 vt2
Strong hitbox priority with 4 active frames as well as reducing his standing leg hurtbox on frames 6-11 makes this very solid poke
Has a very delayed V-Trigger cancel window (20F hit confirm window for VTC)
FATonline.png
5HK
Stand HK
5HK
SFV Luke 5HK.png
Startup Active Recovery Hit
10 6 17 -1(4)
Damage Stun Attack Block
90 150 H -4(1)
  • Confirm windows:
    • V-Trigger: 20
  • Cancel options: vt1 vt2
Not actually airborne
Hurtbox on legs are still normal during the hop Luke does
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits
Hitting meaty enables Luke to be +1 after back throw midscreen or forward throw in the corner
FATonline.png
2LP
Crouch LP
2LP
SFV Luke 2LP.png
Startup Active Recovery Hit
3 2 6 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
Luke's only 3F normal
Has great range for a 3F jab
Chains into st.LP, cr.LP, and cr.LK
Combos into LP Flash Knuckle (lvl 1) on hit
Combos into EX Flash Knuckle on counter-hit
FATonline.png
2MP
Crouch MP
2MP
SFV Luke 2MP.png
Startup Active Recovery Hit
6 3 13 5
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 14
  • Cancel options: vt1 vt2
Combo / Frametrap tool
Combos into LP Flash Knuckle (lvl 1-2) / MP Flash Knuckle (lvl 1) on hit
Combos into HP Flash Knuckle (lvl 1) on counter-hit
FATonline.png
2HP
Crouch HP
2HP
SFV Luke 2HP.png
Startup Active Recovery Hit
7 5 24 0
Damage Stun Attack Block
80 150 H -6
  • Confirm windows:
    • Specials & CA: 16*
    • V-Trigger: 16
    • Notes: *Can only cancel on first two active frames
  • Cancel options: sp su vt1 vt2
Only cancelable on first two active frames
Good anti-air against vertical approaches on active frames 3-5
Can't hit cross-up (behind Luke)
Combos into LP Flash Knuckle (lvl 1-2) / MP Flash Knuckle (lvl 1-2) / HP Flash Knuckle (lvl 1) on hit
FATonline.png
2LK
Crouch LK
2LK
SFV Luke 2LK.png
Startup Active Recovery Hit
4 2 8 3
Damage Stun Attack Block
20 70 L 1
  • Cancel options: ch vt1 vt2
Chains into cr.LP and cr.LK
FATonline.png
2MK
Crouch MK
2MK
SFV Luke 2MK.png
Startup Active Recovery Hit
7 2 14(18) 2
Damage Stun Attack Block
50 100 L -3
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
4 extra recovery frames (18F) on whiff
16F hit confirm cancelable window
Combos into LP Flash Knuckle (lvl 1) / MP Flash Knuckle (lvl 1) on hit
Combos into LP Flash Knuckle (lvl 2) on counter-hit
FATonline.png
2HK
Crouch HK
2HK
SFV Luke 2HK.png
Startup Active Recovery Hit
8 2 26(21) KD
Damage Stun Attack Block
90 150 L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 70 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
5F less recovery on hit
FATonline.png
8LP
Jump LP
8LP
SFV Luke 8LP.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Decent horizontal hitbox priority
FATonline.png
8MP
Jump MP
8MP
SFV Luke 8MP.png
Startup Active Recovery Hit
6 3 - -
Damage Stun Attack Block
60 100 M -
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 1 / 1 / 2
FATonline.png
8HP
Jump HP
8HP
SFV Luke 8HP.png
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
Use jump HK instead honestly
FATonline.png
8LK
Jump LK
8LK
SFV Luke 8LK.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Cross-up
FATonline.png
8MK
Jump MK
8MK
SFV Luke 8MK.png
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
60 100 M -
Cross-up (reaches further behind than his jump LK
Decent horizontal hitbox as well for a cross-up
Looks like Luke's doing a sick THPS trick in the air
FATonline.png
8HK
Jump HK
8HK
SFV Luke 8HK.png
Startup Active Recovery Hit
10 4 - -
Damage Stun Attack Block
90 150 M -
Luke's best jump-in option (decent hitbox)
FATonline.png

Command Normals

6MP
Rawhide
6MP
SFV Luke 6MP.png
Startup Active Recovery Hit
22 3 18 0
Damage Stun Attack Block
70 100 M -7
  • Knockdown: 70(73) KD Adv, 12(15) Quick Rise Adv, 17(20) Back Rise Adv.
Overhead
Spikes down airborne opponents to the ground (see KDA data; can be up to +3 extra KDA depending on how high Luke hits them in the air)
Juggle Limit / Increase / Start: 10 / 1 / 1
FATonline.png
4MP
Brutal Spike
4MP
SFV Luke 4MP.png
Startup Active Recovery Hit
5 4 14 4
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: sp su vt1 vt2
Short range pressure / frametrap tool with 4 active frames for oki
Combos into LP Flash Knuckle (lvl 1-2) / MP Flash Knuckle (lvl 1) on hit
Combos into HP Flash Knuckle (lvl 1) on counter-hit
FATonline.png
6HP
Heavy Impact
6HP
SFV Luke 6HP.png
Startup Active Recovery Hit
16 2 19 5
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Stagger, +10 Adv, +120 V-Gauge.
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
Moves forward and has good range
FATonline.png
4HK
Outlaw Kick
4HK
SFV Luke 4HK.png
Startup Active Recovery Hit
10 4 18 5
Damage Stun Attack Block
80 150 H -2
  • Crush Counter: Crumple, C Adv, +150 V-Gauge.
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: vt1 vt2
Can't hit crouching
Not a great anti-air
Puts airborne opponents into a limited juggle state (free juggle on Crush Counter)
Can follow-up with a grounded combo (23 frames or faster) on the opponent before they go into an airborne state during the Crush Counter crumple animation
FATonline.png

Target Combos

5LP > 5MP
Triple Impact
5LP > 5MP
SFV Luke 5LP 5MP 1.png
SFV Luke 5LP 5MP 2.png
Startup Active Recovery Hit
5+7 3 21 0
Damage Stun Attack Block
30*45 (75) 70*72 (142) H -8
  • Confirm windows:
    • Target Combos: 10
    • V-Trigger: 12
  • Cancel options: vt1 vt2
FATonline.png
5LP > 5MP > 5HP
Triple Impact 2nd
5LP > 5MP > 5HP
SFV Luke 5LP 5MP 1.png
SFV Luke 5LP 5MP 2.png
SFV Luke 5LP 5MP 5HP.png
Startup Active Recovery Hit
5+7+10 2 30 KD
Damage Stun Attack Block
30*45*56 (131) 70*72*80 (222) H -12
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 14
    • V-Trigger: 14
  • Cancel options: vt1 vt2
FATonline.png
5MP > 5MP
Snapback Combo
5MP > 5MP
SFV Luke 5MP 5MP 1.png
SFV Luke 5MP 5MP 2.png
Startup Active Recovery Hit
7+13 2 21 2
Damage Stun Attack Block
70*27 (97) 100*54 (154) H -6
  • Confirm windows:
    • Target Combos: 14
    • V-Trigger: 15
  • Cancel options: vt1 vt2
Second hit leaves Luke +2 on hit and up close to the opponent (could be used to keep pressure)
FATonline.png
5MP > 5MP > 5MP
Snapback Combo 2nd
5MP > 5MP > 5MP
SFV Luke 5MP 5MP 5MP.png
Startup Active Recovery Hit
7+13+10 2 21 0
Damage Stun Attack Block
70*27*24 (121) 100*54*48 (202) H -8
  • Confirm windows:
    • Target Combos: 8
    • V-Trigger: 8
  • Cancel options: vt1 vt2
FATonline.png
5MP > 5MP > 5MP > MP
Snapback Combo 3rd
5MP > 5MP > 5MP > MP
SFV Luke 5MP 5MP 5MP MP.png
Startup Active Recovery Hit
7+13+10+12 2 30 KD
Damage Stun Attack Block
70*27*24*35 (156) 100*54*48*70 (272) H -15
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 8
    • V-Trigger: 12
  • Cancel options: vt1 vt2
FATonline.png

Throws

LPLK
Punisher
Throw
LPLK
SFV Luke LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 H -
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
A meaty 5HK lets Luke be up to +1 after this throw in the corner
FATonline.png
4LPLK
Scrapper
Back Throw
4LPLK
SFV Luke 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 160 H -
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
A meaty 5HK lets Luke be up to +1 after this throw midscreen
FATonline.png

Special Moves

236LP
LP Sand Blaster
236LP
SFV Luke 236LP.png
Startup Active Recovery Hit
12 5 31 1(5)
Damage Stun Attack Block
50 100 H -10(-6)
  • Cancel options: su vt1
1-hit projectile that travels very fast about 40% screen length
Projectile Speed: 0.3
Frame advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits (the further away Luke is the better the advantage)
Cancelable into Rock Smasher (V-Trigger 1 special)
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 15 / 1 / 1
FATonline.png
236MP
MP Sand Blaster
236MP
SFV Luke 236MP.png
Startup Active Recovery Hit
15 6 26 1(6)
Damage Stun Attack Block
50 100 H -8(-3)
  • Cancel options: su vt1
1-hit projectile that travels very fast about 55% screen length
Projectile Speed: 0.36
Frame advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits (the further away Luke is the better the advantage)
Cancelable into Rock Smasher (V-Trigger 1 special)
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 15 / 1 / 1
FATonline.png
236HP
HP Sand Blaster
236HP
SFV Luke 236HP.png
Startup Active Recovery Hit
18 9 21 1(9)
Damage Stun Attack Block
50 100 H -5(3)
  • Cancel options: su vt1
1-hit projectile that travels very fast about 90% screen length
Projectile Speed: 0.4
Frame advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits (the further away Luke is the better the advantage)
Cancelable into Rock Smasher (V-Trigger 1 special)
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 15 / 1 / 1
FATonline.png
236PP
EX Sand Blaster
236PP
SFV Luke 236PP.png
Startup Active Recovery Hit
15 9 21 KD
Damage Stun Attack Block
40*50 (90) 100*50 (150) H 2(10)
  • Knockdown: 98(106) KD Adv, 39(47) Quick Rise Adv, 44(52) Back Rise Adv.
  • Cancel options: vt1
2-hit projectile that travels very about 95% screen length
Projectile Speed: 0.45
Frame advantage and KDA listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits (the further away Luke is the better the advantage)
Cancelable into Rock Smasher (V-Trigger 1 special)
Puts opponents into limited juggle state
Juggle Limit / Increase / Start: 15*15 / 0*1 / 1*1
FATonline.png
623LP
LP Rising Rocket
623LP
SFV Luke 623LP.png
Startup Active Recovery Hit
4 11 24+16 KD
Damage Stun Attack Block
110(60) 150(100) H -29
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Cancel options: su
Invincible to airborne strikes and throws on frames 1-6
Airborne on frames 7-38
Deals less damage (60) and stun (100) on active frames 4-11
Luke is in a counter-hit state for the entire duration
Luke retains a standing size hurtbox and even taller collision box on frames 1-6 (not ideal for when you're doing a late anti-air DP)
Active frames 1-3: Juggle Limit / Increase / Start: 15 / 20 / 20
Active frames 4-11: Juggle Limit / Increase / Start: 15 / 20 / 99
FATonline.png
623MP
MP Rising Rocket
623MP
SFV Luke 623MP.png
Startup Active Recovery Hit
5 11 26+16 KD
Damage Stun Attack Block
120(60) 150(100) H -31
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Cancel options: su
Invincible to airborne strikes from frames 1-7
Airborne on frames 8-41
Deals less damage (60) and stun (100) on active frames 4-11
Luke is in a counter-hit state for the entire duration
Luke's hurtbox shrinks a little bit from standing but retains a tall collision box on frames 1-7 (not ideal for when you're doing a late anti-air DP)
Active frames 1-3: Juggle Limit / Increase / Start: 15 / 20 / 20
Active frames 4-11: Juggle Limit / Increase / Start: 15 / 20 / 99
FATonline.png
623HP
HP Rising Rocket
623HP
SFV Luke 623HP.png
Startup Active Recovery Hit
8 11 29+16 KD
Damage Stun Attack Block
130(60) 150(100) H -34
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Cancel options: su
Invincible to airborne strikes from frames 1-4 followed by to strike and projectile invincibility on from frames 5-10
Airborne on frames 11-47
Deals less damage (60) and stun (100) on active frames 4-11
Luke is in a counter-hit state for the entire duration
Active frames 1-3: Juggle Limit / Increase / Start: 15 / 20 / 20
Active frames 4-11: Juggle Limit / Increase / Start: 15 / 20 / 99
FATonline.png
623PP
EX Rising Rocket
623PP
SFV Luke 623PP.png
Startup Active Recovery Hit
4 3*8 31+16 KD
Damage Stun Attack Block
80*80 (160) 200 H -35
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
Fully invincible from frames 1-9
Airborne on frames 7-45
Deals less damage (80) if the first hit whiffs (past first 3 active frames)
Luke is in a counter-hit state for the entire duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit / Increase / Start: 15*15 / 0*1 / 0*0
FATonline.png
214LP
LP Flash Knuckle
214LP
SFV Luke 214LP.png
Unheld
SFV Luke 214LP (hold) .png
Held
Startup Active Recovery Hit
11 3 27 KD
Damage Stun Attack Block
60 100 H -11
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
  • Cancel options: su
The hold version will trigger after holding the button for 13 frames minimum
Launches the opponent on hit into a limited juggle state
Decent anti-air on the last 2 active frames (12-13)
Cannot hit cross-up (behind Luke)
Juggle Limit / Increase / Start: 3 / 1 / 5
FATonline.png
Hold Startup Active Recovery Hit
18(33) 3 27 KD
Damage Stun Attack Block
60*10 (70) 100 H -8
  • Knockdown: 108 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
  • Cancel options: su
Minimum start-up is 18 frames
Launches the opponent on hit into a limited juggle state
Decent anti-air on the last 2 active frames
Cannot hit cross-up (behind Luke)
Juggle Limit / Increase / Start: 4*10 / 1*1 / 7
214MP
MP Flash Knuckle
214MP
SFV Luke 214MP.png
Unheld
SFV Luke 214MP (hold) .png
Held
Startup Active Recovery Hit
16 3 22 2
Damage Stun Attack Block
80 120 H -5
  • Cancel options: su
The hold version will trigger after holding the button for 18 frames minimum
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 8 / 1 / 1
FATonline.png
Hold Startup Active Recovery Hit
25(35) 3 26 KD
Damage Stun Attack Block
80*10 (90) 120 H -2
  • Knockdown: 87(83~86) KD Adv, 48(44~47) Quick Rise Adv, 48(44~47) Back Rise Adv.
  • Cancel options: su
Causes a wall bounce on hit
Minimum start-up is 25 frames
The KDA data outside the parantheses refers to when using the move when mid-screen
The KDA data inside the parantheses (x~y) refers to the varying KDA data depending on how close / far away the wall is (less KDA the closer the wall is)
Juggle Limit / Increase / Start: 8*9 / 1*3 / 5
214HP
HP Flash Knuckle
214HP
SFV Luke 214HP.png
Unheld
SFV Luke 214HP (hold) .png
Held
Startup Active Recovery Hit
22 2 23 KD
Damage Stun Attack Block
120 150 H -2
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
  • Cancel options: su
The hold version will trigger after holding the button for 28 frames minimum
Luke pulls back his hurtbox significantly during start-up frames 7-15
Puts opponent into a limited juggle state on hit
Juggle Limit / Increase / Start: 15 / 1 / 1
FATonline.png
Hold Startup Active Recovery Hit
39(49) 2 29 KD
Damage Stun Attack Block
120*10 (130) 150 H 2
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
  • Cancel options: su
Minimum start-up is 39 frames
Pulls back significantly from frames 7-32 (up to frame 43 if held)
Puts opponent into a limited juggle state on hit
Juggle Limit / Increase / Start: 15*15 / 1*1 / 1*1
214PP
EX Flash Knuckle
214PP
SFV Luke 214PP.png
Startup Active Recovery Hit
13 3 22 KD
Damage Stun Attack Block
40*40 (80) 100 H -8
  • Knockdown: 93 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
Launches the opponent on hit into a limited juggle state
Second hit only comes out on hit
Not an anti-air
Juggle Limit / Increase / Start: 7*7 / 0*7 / 1*8
FATonline.png
236K
Avenger
236K
SFV Luke 236K.png
Startup Active Recovery Hit
13 - - -
Damage Stun Attack Block
- - H -
Can go into follow-ups from frames 13-40
FATonline.png
236K > P
Avenger > No Chaser
236K > P
SFV Luke 236K P.png
Startup Active Recovery Hit
13+11 8 16 KD
Damage Stun Attack Block
100 150 H -4(3)
  • Knockdown: 87 KD Adv, 28 Quick Rise Adv, 33 Back Rise Adv.
  • Cancel options: su
Fastest possible Run > Shoulder is 24 frames (13+11)
Frame advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits (the further away Luke is the better the advantage)
Juggle Limit / Increase / Start: 15 / 1 / 1
FATonline.png
236K > K
Avenger > Impaler
236K > K
SFV Luke 236K K.png
Startup Active Recovery Hit
13+16 2 32 KD
Damage Stun Attack Block
100 150 M -12
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
Overhead
Fastest possible Run > Overhead is 29 frames (13+16)
Airborne on frames 4-17 on the overhead follow-up
Hops over low attacks on frames 4-15
Almost never a reason to use this move
Juggle Limit / Increase / Start: 11 / 1 / 0
FATonline.png
236KK
EX Avenger
236KK
SFV Luke 236KK.png
Startup Active Recovery Hit
13 - - -
Damage Stun Attack Block
- - H -
1 hit of armor on frames 3-40
Can go into follow-ups from frames 13-40
FATonline.png
236KK > P
EX Avenger > No Chaser
236KK > P
SFV Luke 236KK P.png
Startup Active Recovery Hit
13+9 8 16 KD
Damage Stun Attack Block
120 150 H -6(1)
  • Knockdown: 87 KD Adv, 28 Quick Rise Adv, 33 Back Rise Adv.
Fastest possible EX Run > Shoulder is 24 frames (13+11)
Frame advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits (the further away Luke is the better the advantage)
Juggle Limit / Increase / Start: 15 / 1 / 1
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236KK > K
EX Avenger > Impaler
236KK > K
SFV Luke 236KK K.png
Startup Active Recovery Hit
13+16 2 32 KD
Damage Stun Attack Block
20*120 (140) 150 M -12
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
Overhead
Has a hitbox on frames 5-6 (18-19F overall) of the overhead follow-up that only hits airborne
Fastest possible EX Run > Overhead is 29 frames (13+16)
Airborne on frames 4-17 on the overhead follow-up
Hops over low attacks on frames 4-15
Almost never a reason to use this move
Juggle Limit / Increase / Start: 11*11 / 0*1 / 0*0
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Critical Art

236236P
Annihilator
236236P
SFV Luke 236236P 1.png
SFV Luke 236236P 2.png
Startup Active Recovery Hit
5(2) 3 45 KD
Damage Stun Attack Block
340 0 H -26
  • Knockdown: 19 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible on frames 1-7
Hard Knockdown
2F start-up if canceled into from LP/MP/HP Rising Rocket (DP)
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Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Luke 5PPPKKK.png
"Let's get started with it already!"
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
Luke's positioning and hurtboxes shift forward and then back during the taunt (Luke ends up positioned a bit further back if taunt animation is canceled between IASA frames 62-84)
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V-System

V-Skill 1

MPMK (VS1)
Hard Shot
MPMK (VS1)
SFV Luke MPMK (VS1).png
Startup Active Recovery Hit
50 - - -
Damage Stun Attack Block
- - H -
Makes next LP/MP/HP Flash Knuckle equivalent to a regular held version (lvl 2) and gives access to a new and improved held version with better frame advantage, damage, and juggle properties
Luke is NOT in a counter-hit state during this V-Skill 1 power-up animation
Luke does not lose his power-up when knocked down by the opponent
Luke's big Popeye forearms glow red while the power-up is active
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214LP (VS1)
LP Flash Knuckle (V-Skill 1)
214LP (VS1)
SFV Luke 214LP (VS1).png
Unheld
SFV Luke 214LP (VS1) (hold) .png
Held
Startup Active Recovery Hit
11 3 27 KD
Damage Stun Attack Block
60*10 (70) 100 H -8
  • Knockdown: 108 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
  • Cancel options: su
The hold version will trigger after holding the button for 13 frames minimum
Launches the opponent on hit into a limited juggle state
Decent anti-air on the last 2 active frames (12-13)
Cannot hit cross-up (behind Luke)
Juggle Limit / Increase / Start: 3*10 / 1*1 / 7
Builds 50 / 25 V-Gauge on Hit / Block
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Hold Startup Active Recovery Hit
18(33) 3 27 KD
Damage Stun Attack Block
60*20 (80) 100 H -2
  • Knockdown: 94 KD Adv, 55 Quick Rise Adv, 60 Back Rise Adv.
  • Cancel options: su
Minimum start-up is 18 frames
Launches the opponent on hit into a limited juggle state
Decent anti-air on the last 2 active frames
Cannot hit cross-up (behind Luke)
Juggle Limit / Increase / Start: 4*6 / 1*1 / 2
Builds 70 / 35 V-Gauge on Hit / Block
214MP (VS1)
MP Flash Knuckle (V-Skill 1)
214MP (VS1)
SFV Luke 214MP (VS1).png
Unheld
SFV Luke 214MP (VS1) (hold) .png
Held
Startup Active Recovery Hit
16 3 26 KD
Damage Stun Attack Block
80*10 (90) 120 H -2
  • Knockdown: 87(83~86) KD Adv, 48(44~47) Quick Rise Adv, 48(44~47) Back Rise Adv.
  • Cancel options: su
Causes a wall bounce on hit
The hold version will trigger after holding the button for 18 frames minimum
The KDA data outside the parantheses refers to when using the move when mid-screen
The KDA data inside the parantheses (x~y) refers to the varying KDA data depending on how close / far away the wall is (less KDA the closer the wall is)
Juggle Limit / Increase / Start: 8*9 / 1*3 / 5
Builds 50 / 24 V-Gauge on Hit / Block
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Hold Startup Active Recovery Hit
25(35) 3 26 KD
Damage Stun Attack Block
80*20 (100) 120 H 3
  • Knockdown: 88(84~87) KD Adv, 49(44~48) Quick Rise Adv, 49(44~48) Back Rise Adv.
  • Cancel options: su
Causes a wall bounce on hit
Minimum start-up is 25 frames
The KDA data outside the parantheses refers to when using the move when mid-screen
The KDA data inside the parantheses (x~y) refers to the varying KDA data depending on how close / far away the wall is (less KDA the closer the wall is)
Juggle Limit / Increase / Start: 8*9 / 1*1 / 3
Builds 70 / 35 V-Gauge on Hit / Block
214HP (VS1)
HP Flash Knuckle (V-Skill 1)
214HP (VS1)
SFV Luke 214HP (VS1).png
Unheld
SFV Luke 214HP (VS1) (hold) .png
Held
Startup Active Recovery Hit
22 2 29 KD
Damage Stun Attack Block
120*10 (130) 150 H 2
  • Knockdown: 78 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
  • Cancel options: su
The hold version will trigger after holding the button for 28 frames minimum
Pulls back significantly from frames 7-15
Puts opponent into a limited juggle state on hit
Juggle Limit / Increase / Start: 15*15 / 1*1 / 1*1
Builds 50 / 25 V-Gauge on Hit / Block
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Hold Startup Active Recovery Hit
39(49) 2 29 KD
Damage Stun Attack Block
120*20 (140) 150 H 4
  • Knockdown: 97 KD Adv, 58 Quick Rise Adv, 63 Back Rise Adv.
  • Cancel options: su
Minimum start-up is 39 frames
Pulls back significantly from frames 7-32(43)
Launches the opponent into a slow spinning state (limited juggle state)
Juggle Limit / Increase / Start: 15*15 / 1*1 / 2*1
Builds 70 / 35 V-Gauge on Hit / Block

V-Skill 2

MPMK (VS2)
Suppressor
MPMK (VS2)
SFV Luke MPMK (VS2).png
Startup Active Recovery Hit
16 2 19 4
Damage Stun Attack Block
60(80) 100 H -2
  • Cancel options: sp su vt1 vt2
Counters throws from frames 7-11 and Throw invincible on frames 12-17
Luke pulls back his hurtboxes quite a lot on frames 6-11 before striking back
Deals higher damage (80) and builds more V-Meter on successful counter
Builds 60(100) / 30(50) V-Gauge on Hit / Block
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 2 / 1 / 1
Enables Luke's terrifying corner pressure with meter. Cancelable into EX Sandblast to be +2 on block or lead to a high-damage juggle on hit.
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V-Trigger 1

HPHK (VT1)
Fully Armed
HPHK (VT1)
SFV Luke HPHK (VT1).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Initial duration of 2000 frames (33 seconds)
Gives access to Rock Smasher and Thermobaric Smash
Luke's V-Gauge will recover by 3 frames every 10 frames
When Luke lands an attack, he will recover V-Gauge equivalent to 50% of the damage dealt
When Luke is hit by an attack, he will lose twice the amount of V-Gauge he would normally gain when not in V-Trigger
When Luke uses Rock Smasher or Thermobaric Smash, the V-Gauge Timer will decrease by 900 frames
Whenever the V-Gauge Timer is decreased, no increases can occur for the next 90 frames (1,5 seconds)
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HPHK
Rock Smasher
HPHK
SFV Luke HPHK.png
Startup Active Recovery Hit
14 - 56 KD
Damage Stun Attack Block
30x2*60 (120) 120 H -2(4)
  • Knockdown: 92(99) KD Adv, 33(40) Quick Rise Adv, 38(45) Back Rise Adv.
Spends 900 V-Gauge (45% V-Timer)
Can be canceled into from V-Trigger cancelable moves or Sand Blaster
3-hit projectile that travels very fast full-screen
Projectile Speed: 0.45 - 0.50
Frame advantage and KDA listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits (the further away Luke is the better the advantage)
Launches the opponent into a limited juggle state
Juggle Limit / Increase / Start: 20*20*20 / 0*0*1 / 0*0*0
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236PP > HPHK
Thermobaric Thrash
236PP > HPHK
SFV Luke 236PP HPHK 1.png
SFV Luke 236PP HPHK 2.png
Startup Active Recovery Hit
16 - 85 KD
Damage Stun Attack Block
90*27x4*54 (252) 150*180 (330) H -2(4)
  • Knockdown: 85(93) KD Adv, 27(35) Quick Rise Adv, 32(40) Back Rise Adv.
Spends 900 V-Gauge (45% V-Timer)
Can only be canceled into from EX Sand Blaster
5-hit projectile that travels very fast full-screen
Projectile Speed: 0.45
Frame advantage listed and KDA with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits (the further away Luke is the better the advantage)
Juggle Limit: 20
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V-Trigger 2

HPHK (VT2)
Vanguard
HPHK (VT2)
SFV Luke HPHK (VT2).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Initial duration of 2000 frames (33 seconds)
Flash Knuckles (including EX and V-Skill 1 enhanced) can be canceled into another Flash Knuckle of a different strength; The canceled Flash Knuckle cannot be canceled into another
Luke's V-Gauge will recover by 3 frames every 10 frames
When Luke lands an attack, he will recover V-Gauge equivalent to 50% of the damage dealt
When Luke is hit by an attack, he will lose twice the amount of V-Gauge he would normally gain when not in V-Trigger
When Luke cancels a Flash Knuckle into another Flash Knuckle, the V-Gauge Timer will decrease by 800 frames
Whenever the V-Gauge Timer is decreased, no increases can occur for the next 90 frames (1,5 seconds)
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214LP
LP Additional Flash Knuckle
214LP
SFV Luke 214LP VT2.png
Startup Active Recovery Hit
11 3 27 KD
Damage Stun Attack Block
60 100 H -11
Spends 800 V-Gauge (40% V-Timer)
Can be canceled into from MP / HP / EX Flash Knuckle
KDA varies based on which Flash Knuckle it was canceled from
The hold version will trigger after holding the button for 13 frames minimum
Launches the opponent on hit into a limited juggle state
Decent anti-air on the last 2 active frames (12-13)
Cannot hit cross-up (behind Luke)
Juggle Limit / Increase / Start: 3 / 1 / 5
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214LP
LP Additional Flash Knuckle (hold)
214LP
SFV Luke 214LP (hold) VT2.png
Startup Active Recovery Hit
18(33) 3 27 KD
Damage Stun Attack Block
60*10 (70) 100 H -8
Spends 800 V-Gauge (40% V-Timer)
Can be canceled into from MP / HP / EX Flash Knuckle
KDA varies based on which Flash Knuckle it was canceled from
Minimum start-up is 18 frames
Launches the opponent on hit into a limited juggle state
Decent anti-air on the last 2 active frames
Cannot hit cross-up (behind Luke)
Juggle Limit / Increase / Start: 4*10 / 1*1 / 7
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214MP
MP Additional Flash Knuckle
214MP
SFV Luke 214MP VT2.png
Startup Active Recovery Hit
16 3 22 2
Damage Stun Attack Block
80 120 H -5
Spends 800 V-Gauge (40% V-Timer)
Can be canceled into from LP / HP / EX Flash Knuckle
KDA varies based on which Flash Knuckle it was canceled from
The hold version will trigger after holding the button for 18 frames minimum
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 8 / 1 / 1
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214MP
MP Additional Flash Knuckle (hold)
214MP
SFV Luke 214MP (hold) VT2.png
Startup Active Recovery Hit
25(35) 3 26 KD
Damage Stun Attack Block
80*10 (90) 120 H -2
Spends 800 V-Gauge (40% V-Timer)
Can be canceled into from LP / HP / EX Flash Knuckle
KDA varies based on which Flash Knuckle it was canceled from
Causes a wall bounce on hit
Minimum start-up is 25 frames
The KDA will also vary depending on how close / far away the wall is (less KDA the closer the wall is)
Juggle Limit / Increase / Start: 8*9 / 1*3 / 5
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214HP
HP Additional Flash Knuckle
214HP
SFV Luke 214HP VT2.png
Startup Active Recovery Hit
22 2 23 KD
Damage Stun Attack Block
120 150 H -2
Spends 800 V-Gauge (40% V-Timer)
Can be canceled into from LP / MP / EX Flash Knuckle
KDA varies based on which Flash Knuckle it was canceled from
The hold version will trigger after holding the button for 28 frames minimum
Luke pulls back his hurtbox significantly during start-up frames 7-15
Puts opponent into a limited juggle state on hit
Juggle Limit / Increase / Start: 15 / 1 / 1
FATonline.png
214HP
HP Additional Flash Knuckle (hold)
214HP
SFV Luke 214HP (hold) VT2.png
Startup Active Recovery Hit
39(49) 2 29 KD
Damage Stun Attack Block
120*10 (130) 150 H 2
Spends 800 V-Gauge (40% V-Timer)
Can be canceled into from LP / MP / EX Flash Knuckle
KDA varies based on which Flash Knuckle it was canceled from
Minimum start-up is 39 frames
Pulls back significantly from frames 7-32 (up to frame 43 if held)
Puts opponent into a limited juggle state on hit
Juggle Limit / Increase / Start: 15*15 / 1*1 / 1*1
FATonline.png
214PP
EX Additional Flash Knuckle
214PP
SFV Luke 214PP.png
Startup Active Recovery Hit
13 3 22 KD
Damage Stun Attack Block
40*40 (80) 100 H -8
Spends 800 V-Gauge (40% V-Timer)
Can be canceled into from LP / MP / HP Flash Knuckle
KDA varies based on which Flash Knuckle it was canceled from
Launches the opponent on hit into a limited juggle state
Second hit only comes out on hit
Not an anti-air
Juggle Limit / Increase / Start: 7*7 / 0*7 / 1*8
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V-Shift

5MKHP
V-Shift
5MKHP
SFV Luke 5MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.13875 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Downward Strike
5MKHP
SFV Luke 5MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6KKK
Ejector
6KKK
SFV Luke 6KKK.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
Strike and Projectile invincible on frames 1-26
FATonline.png


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