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Luke
Luke — Overview
Usage Rank#13/ 30(368.4%)
Win Rate50.7%
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View Luke Counter-Guide →Special Moves
| Move | Command | Description |
|---|---|---|
| Aerial Flash Knuckle | (垂直 or 前ジャンプ中に) | A Flash Knuckle performed while jumping. Can be used to alter the trajectory of your jump, making it useful for surprise attacks. Can also be worked into aerial combos. |
| Aerial Flash Knuckle(Charged) | (垂直 or 前ジャンプ中に) | |
| Avenger | Charge ahead in a forward-leaning stance. Other moves can be executed out of Avenger by pressing a button during its animation. | |
| DDT | (ODフラッシュナックル後に) | A powerful throw activated from the first hit of an OD Flash Knuckle. Useful for when you want to guarantee some extra damage. |
| Double Impact(2) | A series of attacks performed while moving forward. The second attack can be canceled into special moves. | |
| Fatal Shot | (ODサンドブラスト後に) | Fire an additional shockwave after an OD Sand Blast. Useful for securing some damage after trading projectiles. |
| H Flash Knuckle | A full powered, chargeable punch. Increase the damage output by holding down the button at the beginning. Release the button when you see a flash to further boost its properties. | |
| H Flash Knuckle(Charged) | ||
| H Flash Knuckle(Perfect) | ||
| H Rising Uppercut | Unleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique. | |
| H Sand Blast | Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos. | |
| Impaler | (アベンジャー中に) | An overhead kick that can be executed during Avenger and cannot be blocked while crouching. Useful when trying to sneak through an opponent's guard, or as part of a combo. |
| L Flash Knuckle | A full powered, chargeable punch. Increase the damage output by holding down the button at the beginning. Release the button when you see a flash to further boost its properties. | |
| L Flash Knuckle(Charged) | ||
| L Flash Knuckle(Perfect) | ||
| L Rising Uppercut | Unleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique. | |
| L Sand Blast | Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos. | |
| M Flash Knuckle | A full powered, chargeable punch. Increase the damage output by holding down the button at the beginning. Release the button when you see a flash to further boost its properties. | |
| M Flash Knuckle(Charged) | ||
| M Flash Knuckle(Perfect) | ||
| M Rising Uppercut | Unleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique. | |
| M Sand Blast | Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos. | |
| No Chaser | (アベンジャー中に) | A powerful tackle that can be executed during Avenger. This attack is active for a while, making it a useful tool for closing in on your opponent. |
| OD Aerial Flash Knuckle | (垂直 or 前ジャンプ中に) | A Flash Knuckle performed while jumping. Can be used to alter the trajectory of your jump, making it useful for surprise attacks. Can also be worked into aerial combos. |
| OD Avenger | Charge ahead in a forward-leaning stance. Other moves can be executed out of Avenger by pressing a button during its animation. | |
| OD Chaser | (ODアベンジャー中に) | A powerful tackle that can be executed during Avenger. This attack is active for a while, making it a useful tool for closing in on your opponent. |
| OD Flash Knuckle | A full powered, chargeable punch. Increase the damage output by holding down the button at the beginning. Release the button when you see a flash to further boost its properties. | |
| OD Impaler | (ODアベンジャー中に) | An overhead kick that can be executed during Avenger and cannot be blocked while crouching. Useful when trying to sneak through an opponent's guard, or as part of a combo. |
| OD Rising Uppercut | Unleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique. | |
| OD Sand Blast | Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos. | |
| Rising Uppercut | Unleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique. | |
| Sand Blast | Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos. | |
| Slam Dunk | (ODライジングアッパー後に) | An attack executed from an OD Rising Uppercut that slams an opponent to the ground. In addition to its high damage, it leaves you in an advantageous position afterward. |
Super Arts
| Move | Command | Description |
|---|---|---|
| CA Pale Rider | (体力25%以下で) | Charge and mount the opponent before unloading a flurry of powerful punches. It has long forward range, making it useful in combos, or as a way to deal with projectiles. |
| SA1 Vulcan Blast | Fire multiple high-speed Sand Blasts. Its swift speed makes it useful in projectile wars and in combos. | |
| SA2 Eraser | A series of punches punctuated by a powerful finishing blow that sends an opponent flying. Connecting with the first hit is enough to activate the combination attack that follows. | |
| SA3 Pale Rider | Charge and mount the opponent before unloading a flurry of powerful punches. It has long forward range, making it useful in combos, or as a way to deal with projectiles. |
Unique Attacks
| Move | Command | Description |
|---|---|---|
| Double Impact(1) | A series of attacks performed while moving forward. The second attack can be canceled into special moves. | |
| Double Impact(2) | A series of attacks performed while moving forward. The second attack can be canceled into special moves. | |
| Nose Breaker | An attack consisting of multiple hits, the first of which cannot be blocked while standing. | |
| Outlaw Kick | A powerful anti-air high kick. | |
| Rawhide | An overhead attack that cannot be blocked while crouching. | |
| Snapback Combo(2) | A series of attacks, the first and second of which can be canceled into Super Arts. | |
| Snapback Combo(3) | A series of attacks, the first and second of which can be canceled into Super Arts. | |
| Snapback Combo(4) | ||
| Suppressor | A strike unleashed after stepping backward. Can be canceled into special moves. | |
| Triple Impact(2) | A quick series of attacks that can be canceled into special moves. | |
| Triple Impact(3) | A quick series of attacks that can be canceled into special moves. |
Normal Moves
| Move | Command | Description |
|---|---|---|
| Crouching Heavy Punch | ||
| Crouching Light Kick | ||
| Crouching Light Punch | ||
| Crouching Medium Kick | ||
| Crouching Medium Punch | ||
| Jumping Heavy Kick | (ジャンプ中に) | |
| Jumping Heavy Punch | (ジャンプ中に) | |
| Jumping Light Kick | (ジャンプ中に) | |
| Jumping Light Punch | (ジャンプ中に) | |
| Jumping Medium Kick | (ジャンプ中に) | |
| Jumping Medium Punch | (ジャンプ中に) | |
| Standing Heavy Kick | ||
| Standing Heavy Punch | ||
| Standing Light Kick | ||
| Standing Light Punch | ||
| Standing Medium Kick | ||
| Standing Medium Punch | ||
| Trench Breaker | A low attack that can't be blocked while standing, which will knock your opponent down if it hits. |
Normal Throws
System
| Move | Command | Description |
|---|---|---|
| Backward Dash | ||
| Cancel Drive Rush | Immediately move forward out of an attack. Can be performed during any special-cancelable move. | |
| Drive Impact | ||
| Drive Parry | Adopt a stance that allows you to deflect all opponent strikes. This stance can be sustained by holding down the command used to activate it. | |
| Drive Reversal (On Wakeup) | ||
| Drive Reversal (When Blocking) | ||
| Forward Dash | ||
| Parry Drive Rush | Immediately move forward from a Drive Parry stance. Normal or unique attacks performed while moving will have their properties changed. | |
| Perfect Parry (projectile) | ||
| Perfect Parry (strike) |