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Luke

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.