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Luke
Luke

H Flash Knuckle

↓↙←HP
H Flash Knuckle
发生
22
持续
22-24
恢复
21
命中
D
防御
-4
伤害
1000
必杀技

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.

派生・强度差异

技能发生命中防御伤害
H Flash Knuckle22D-41000
L Flash Knuckle13D-12700
M Flash Knuckle193-8900
OD Flash Knuckle15--22400
H Flash Knuckle(Charged)33D41300
H Flash Knuckle(Perfect)33D41600
L Flash Knuckle(Charged)26D-8800
L Flash Knuckle(Perfect)26D-8900
M Flash Knuckle(Charged)29D-31000
M Flash Knuckle(Perfect)29D-31100

How to Use

  • 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.

How to Counter

The most important counter. The mental model for fully defending Luke's LP→MP→HP cancel into Heavy Flash Knuckle (Hold).

Basic: see it, Drive Impact

  • See the 214HP animation, throw DI.
  • HP cancel → Heavy Flash Knuckle is a true block string, so DI rarely whiffs.
  • Heavy Flash Knuckle (Hold) is 33F startup; the 22F-33F gap is wide enough to slot DI in.

Advanced: fuzzy back-jump when Luke has SA2

Luke's answers to your DI bait are 236PP and Heavy Flash Knuckle → SA2 (236236K). The SA2 cancel especially does heavy damage. When Luke has SA2 stocked, drop the DI bait and use a fuzzy back-jump instead.

  • Use the 214HP startup gap: 23F (raw) vs 33F (Hold).
  • Inputting back-jump in the 23F-33F window blocks the raw version while jumping over the Hold version for a confirmed punish (timing-dependent).

If the fuzzy back-jump is too hard, default to pressing parry — fish for just-parry while buffering Drive Reversal. If you can't Drive Reversal, you end up at +4 for Luke inside throw range (shimmy possible):

Luke can read the fuzzy back-jump and slightly delay the Heavy Flash Knuckle to catch you, in which case you switch back to DI bait — that's the yomi.

A perfect-timing fuzzy back-jump covers everything, but in match conditions it's hard — earliest back-jump is fine. Trading 1000 damage from 214HP hit for 3000 from a back-jump punish is still a clear win.

Burnout lockdown

  • 2LP → 2MP → 214HP is the standard burnout string:
  • After blocking 214HP the situation is around ±0F — don't fire SA there, parry overrides it
  • MP → 214HP has a 1F gap, so that is where SA connects: