ルーク
Luke — 角色使用
Fatal Shot
Notes on how Luke uses Fatal Shot — combo routes, pressure, pokes — to be added.
DDT
Notes on how Luke uses DDT — combo routes, pressure, pokes — to be added.
Slam Dunk
Notes on how Luke uses Slam Dunk — combo routes, pressure, pokes — to be added.
Impaler
Notes on how Luke uses Impaler — combo routes, pressure, pokes — to be added.
No Chaser
Notes on how Luke uses No Chaser — combo routes, pressure, pokes — to be added.
Jumping Heavy Punch
Notes on how Luke uses Jumping Heavy Punch — combo routes, pressure, pokes — to be added.
Jumping Light Punch
Notes on how Luke uses Jumping Light Punch — combo routes, pressure, pokes — to be added.
Jumping Medium Punch
Notes on how Luke uses Jumping Medium Punch — combo routes, pressure, pokes — to be added.
Jumping Heavy Kick
Notes on how Luke uses Jumping Heavy Kick — combo routes, pressure, pokes — to be added.
Jumping Light Kick
Notes on how Luke uses Jumping Light Kick — combo routes, pressure, pokes — to be added.
Jumping Medium Kick
Notes on how Luke uses Jumping Medium Kick — combo routes, pressure, pokes — to be added.
CA Pale Rider
Notes on how Luke uses CA Pale Rider — combo routes, pressure, pokes — to be added.
Aerial Flash Knuckle(Charged)
Notes on how Luke uses Aerial Flash Knuckle(Charged) — combo routes, pressure, pokes — to be added.
Aerial Flash Knuckle
- Safe-jump / anti-air whiff: Use it when a regular jump-in would get anti-aired, to shift the arc.
- Forward-jump fireball escape: When the opponent throws a fireball into your jump, Aerial Flash Knuckle whiffs over it while still putting out a hitbox.
- OD Aerial Flash Knuckle: Adds neutral pressure on the forward jump. Damage scales up but spamming becomes risky.
- Combo extender: Used in neutral-jump → air light pickup combos.
SA2 Eraser
Notes on how Luke uses SA2 Eraser — combo routes, pressure, pokes — to be added.
H Flash Knuckle
- 214HP (Hold): +4 on block. In the corner you're inside throw range.
- Raw (no charge): -4, light-jab punish.
- Target Combo "LP→MP→HP" cancel → 214HP (Hold) is the signature "rip-off" string.
L Flash Knuckle
214LP is the standard combo ender from normal-hit. After the combo, Luke chooses between Drive Rush wakeup pressure or shimmying for back-roll/quick-rise reads.
M Flash Knuckle
2HP → 214MP (Just) is the bread-and-butter combo. Without the Just-frame, the move stays at +3 on hit and oki potential drops sharply.
Double Impact(2)
214PP itself is a 2-hit rush. During an OD hit, pressing PP again triggers DDT for 2500 damage. Used as a combo extension piece.
SA3 Pale Rider
Notes on how Luke uses SA3 Pale Rider — combo routes, pressure, pokes — to be added.
SA1 Vulcan Blast
Notes on how Luke uses SA1 Vulcan Blast — combo routes, pressure, pokes — to be added.
Avenger
Setup oki
The main use is mixing No Chaser (high) vs. Impaler (overhead) on opponent wakeup.
- After a Light P / Light K oki line, use Avenger for spacing → mix.
- Impaler hit converts into 214214P for high damage.
OD Avenger
- Armor on the rush: tanks one strike.
- Followup block frames are much better than the raw version:
- OD No Chaser -6F: hard to punish at range.
- OD Impaler -3F: essentially no punish.
Sand Blast
The standard usage is canceling normals into Sand Blast.
- HP cancel 236P: From a tip-range HP, the cancel is safe; on block it's a true block string and DI rarely leaks out. Luke's safest pressure tool.
- 2HP cancel 236P: Easy to defend even if the confirm fails. Used to push opponents toward the corner.
- Corner-range Medium / Heavy Sand Blast: +1 to +3 on block — a starting point for continuing pressure.
- OD Sand Blast → Fatal Shot: A two-projectile carry sequence. Fatal Shot is slow and -21 on block, so it only comes out in confirmed punish situations.
Trench Breaker
Notes on how Luke uses Trench Breaker — combo routes, pressure, pokes — to be added.
Crouching Heavy Punch
Notes on how Luke uses Crouching Heavy Punch — combo routes, pressure, pokes — to be added.
Crouching Light Kick
Notes on how Luke uses Crouching Light Kick — combo routes, pressure, pokes — to be added.
Crouching Light Punch
Notes on how Luke uses Crouching Light Punch — combo routes, pressure, pokes — to be added.
Crouching Medium Kick
Notes on how Luke uses Crouching Medium Kick — combo routes, pressure, pokes — to be added.
Nose Breaker
Notes on how Luke uses Nose Breaker — combo routes, pressure, pokes — to be added.
Crouching Medium Punch
Place this in neutral while keeping 623LP ready — it constrains the opponent's Drive Rush and jump-ins. On hit it grants enough advantage to continue pressure with a meaty.
Outlaw Kick
Notes on how Luke uses Outlaw Kick — combo routes, pressure, pokes — to be added.
Suppressor
Highly effective against opponents who try to stop Luke's Drive Rush with a normal.
Also strong against opponents who throw out a reckless counter-poke after blocking a move with large pushback.
ダブルインパクト
Notes on how Luke uses Double Impact(2) — combo routes, pressure, pokes — to be added.
Rawhide
Notes on how Luke uses Rawhide — combo routes, pressure, pokes — to be added.
Standing Heavy Punch
Notes on how Luke uses Standing Heavy Punch — combo routes, pressure, pokes — to be added.
Standing Light Kick
Notes on how Luke uses Standing Light Kick — combo routes, pressure, pokes — to be added.
Standing Light Punch
Use as the opening hit of LP→MP→HP target combo, or chain into 2LP for fast hit-confirms. At close range it's the safest way to start pressure and bait reversals.
Triple Impact(2)
Notes on how Luke uses Triple Impact(2) — combo routes, pressure, pokes — to be added.
Standing Medium Kick
Notes on how Luke uses Standing Medium Kick — combo routes, pressure, pokes — to be added.
Standing Medium Punch
Notes on how Luke uses Standing Medium Punch — combo routes, pressure, pokes — to be added.
Snapback Combo(3)
Notes on how Luke uses Snapback Combo(3) — combo routes, pressure, pokes — to be added.
