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Luke

Luke

Luke — Overview

Usage Rank#13/ 30(368.4%)
Win Rate50.7%

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Special Moves

MoveCommandDescription
Aerial Flash Knuckle(垂直 or 前ジャンプ中に)↓↙←PA 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)↓↙←PP
Avenger↓↘→KCharge 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)PPA 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)↓↙←PPA 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)thenPPFire an additional shockwave after an OD Sand Blast. Useful for securing some damage after trading projectiles.
H Flash Knuckle↓↙←HPA 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)↓↙←HP(ホールド)
H Flash Knuckle(Perfect)↓↙←HP(ジャスト)
H Rising Uppercut→↓↘HPUnleash 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↓↘→HPFire 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)thenKAn 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↓↙←LPA 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)↓↙←LP(ホールド)
L Flash Knuckle(Perfect)↓↙←LP(ジャスト)
L Rising Uppercut→↓↘LPUnleash 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↓↘→LPFire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos.
M Flash Knuckle↓↙←MPA 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)↓↙←MP(ホールド)
M Flash Knuckle(Perfect)↓↙←MP(ジャスト)
M Rising Uppercut→↓↘MPUnleash 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↓↘→MPFire 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)thenPA 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)PPA 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↓↘→KKCharge 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)thenPA 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↓↙←PPA 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)thenKAn 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→↓↘PPUnleash 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↓↘→PPFire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos.
Rising Uppercut→↓↘PUnleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique.
Sand Blast↓↘→PFire 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)PPAn 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

MoveCommandDescription
CA Pale Rider(体力25%以下で)↓↘→↓↘→KCharge 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↓↘→↓↘→PFire multiple high-speed Sand Blasts. Its swift speed makes it useful in projectile wars and in combos.
SA2 Eraser↓↙←↓↙←PA 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↓↘→↓↘→KCharge 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

MoveCommandDescription
Double Impact(1)→HPA series of attacks performed while moving forward. The second attack can be canceled into special moves.
Double Impact(2)→HPthen→HPA series of attacks performed while moving forward. The second attack can be canceled into special moves.
Nose Breaker↓MKthenHPAn attack consisting of multiple hits, the first of which cannot be blocked while standing.
Outlaw Kick←HKA powerful anti-air high kick.
Rawhide→MPAn overhead attack that cannot be blocked while crouching.
Snapback Combo(2)MPthenMPA series of attacks, the first and second of which can be canceled into Super Arts.
Snapback Combo(3)MPthenMPthenMPA series of attacks, the first and second of which can be canceled into Super Arts.
Snapback Combo(4)MPthenMPthenMPthenMP
Suppressor←HPA strike unleashed after stepping backward. Can be canceled into special moves.
Triple Impact(2)LPthenMPA quick series of attacks that can be canceled into special moves.
Triple Impact(3)LPthenMPthenHPA quick series of attacks that can be canceled into special moves.

Normal Moves

MoveCommandDescription
Crouching Heavy Punch↓HP
Crouching Light Kick↓LK
Crouching Light Punch↓LP
Crouching Medium Kick↓MK
Crouching Medium Punch↓MP
Jumping Heavy Kick(ジャンプ中に)HK
Jumping Heavy Punch(ジャンプ中に)HP
Jumping Light Kick(ジャンプ中に)LK
Jumping Light Punch(ジャンプ中に)LP
Jumping Medium Kick(ジャンプ中に)MK
Jumping Medium Punch(ジャンプ中に)MP
Standing Heavy KickHK
Standing Heavy PunchHP
Standing Light KickLK
Standing Light PunchLP
Standing Medium KickMK
Standing Medium PunchMP
Trench Breaker↓HKA low attack that can't be blocked while standing, which will knock your opponent down if it hits.

Normal Throws

MoveCommandDescription
Scrapper←LPLKGrab your opponent's head and send them flying with two knee strikes. Throws your opponent while switching places with them.
SweeperLPLKGrab your opponent, lift them up, and slam them onto their back. Throws your opponent without switching places with them.

System

MoveCommandDescription
Backward Dash←←
Cancel Drive RushMPMKImmediately move forward out of an attack. Can be performed during any special-cancelable move.
Drive ImpactHPHK
Drive ParryMPMKAdopt 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)HPHK
Drive Reversal (When Blocking)HPHK
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)MPMK
Perfect Parry (strike)MPMK