Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Sand Blast | — | — | — | — |
| H Sand Blast | 20 | 3 | -2 | 600 |
| L Sand Blast | 14 | -3 | -8 | 600 |
| M Sand Blast | 17 | 0 | -5 | 600 |
| OD Sand Blast | 16 | D | -2 | 800 |
Evaluation
A fast-traveling projectile whose startup and reach scale with button strength. While too unsafe to throw raw at neutral, it shines when canceled from normals — the backbone of Luke's pressure and Drive Gauge management.
Heavy Sand Blast is especially strong: -2 on block, +3 on hit, and HP-cancel naturally turns into a true block string. The OD version knocks down and acts as a corner-carry combo piece.
The drawback: Luke can't make his projectile safe-on-block at neutral, which is one of the reasons his Drive Gauge recovery is among the weakest in the cast.
How to Use
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.
How to Counter
Distance-based decisions
At light/medium Sand Blast range, the spacing tends to favor Luke. Mashing parry just bleeds your Drive Gauge.
- 0 to mid: Parry → Drive Rush to close the gap.
- Mid range: Neutral jump to whiff over it, then poke after landing.
- Far range: Forward jump. Luke can't make his projectile safe, so jump-ins are easy to land.
- Raw Heavy Sand Blast: 20F startup with long recovery — at Drive Rush range you can punish him outright.
Bait DI on HP-cancel 236P
Luke's most common pressure string is "HP → 236P." A tip-hit HP is unpunishable even with the cancel, so Luke players spam this as their go-to safe option.
- See HP, buffer DI: If the cancel comes out, it converts into DI. The block string is tight enough that DI rarely whiffs.
- Some characters can break it with a fireball-invuln OD reversal — clean win if you have one.
- Look for Perfect Parry: At close range, buffer a Drive-Rush attack to maximize reward.
Luke's counters to your DI bait are OD Sand Blast (236PP) and Heavy Flash Knuckle → SA2 (236236K), but both are Drive-heavy and rare.
OD Sand Blast / Fatal Shot read
- OD Sand Blast alone: -2 on block, no real punish window.
- Fatal Shot: -21 on block — full punish if you read it. But it costs 2 Drive bars, so it's rare.
There's a yomi where Luke uses OD Sand Blast to beat your DI bait, but Drive-cost makes it a bad option for him to spam — you can mostly ignore it.
In the corner, hold forward-jump on HP-cancel 236P
When pinned in the corner, holding forward jump against HP-cancel 236P means the projectile catches you in the air, often giving you a confirmed punish from the air-hit recovery state.
- "HP → ?" in the corner — feel free to mash forward jump.
- If HP just lands clean, crouch block.

