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Street Fighter 6: Luke Move List & Guide

Street Fighter 6 is coming out on 2nd June, which is just less than a month away. As such, the game’s roster for its launch is set with 18 characters, each with their various playstyles.

In this entry, we’ll be focusing on Luke, a private military contractor who uses his military experience for mixed martial arts coaching. And the 2023 shoot entry for beginners of the series.

Note: This guide is still in development.
All inputs are in numpad notations. For example, Hadouken from player 1’s starting side is 236P.
Attack buttons are as follows: LP, MP, HP are light punch, medium punch, and heavy punch respectively. LK, MK, and HK are light kick, medium kick, and heavy kick respectively. None of this Fierce or Roundhouse bulls*** in Asia. 

Credits: Fighting Game Anniversaries, WoolieVS, FlawlessDeku, Capcom, Reversal

 

STREET FIGHTER 6 LUKE OVERVIEW

Luke is a versatile fighter. He excels at mid- to close-range combat and can also unleash long-range attacks with his projectile abilities.

One of his notable moves is a standing punch that allows him to close the distance quickly, making it effective for punishing opponents’ mistakes. Additionally, Luke possesses a powerful jumping uppercut called the Rising Rocket, serving as a reliable anti-air move akin to the iconic Shoryuken. Luke’s distinctive signature move is the Flash Knuckle, which can be executed with a quarter circle back motion followed by a punch.

He has the best tools for beginners and intermediate players alike. If you want to learn how SF6 works, pick him first.

Play If: You’re new to fighting games, love all-rounder characters with a good mix of defense & offense plays.

Avoid If: You want more advanced characters, prefer unconventional characters.

 

STREET FIGHTER 6 LUKE MOVE LIST

SPECIAL MOVES

Sand Blast: 236LP/236MP/236HP/236PP. Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos. a

  • Fatal Shot: 236PP > PP. Fire an additional shockwave after an OD Sand Blast. Useful for securing some damage after trading projectiles.

Rising Uppercut: 623LP/623MP/623HP/623PP. Unleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique.

  • Slam Dunk: 623PP > PP. An 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.

Flash Knuckle: 214LP/214[LP]/pf.214[LP]/ 214MP/214[MP]/pf.214[MP]/ 214HP/214[HP]/pf.214[HP]/ 214PP A full powered, chargeable punch. Increase the damage output by holding down the bottom at the beginning. Release the button when you see a flash to further boost its properties.

  • DDT: 214PP > PP. A powerful throw activated from the first hit of an OD Flash Knuckle. Useful for when you want to guarantee some extra damage.

Avenger: 236K/236KK. Charge ahead in a forward-leaning stance. Other moves can be executed out of Avenger by pressing a button during its animation.

  • No Chaser: 236K~P/236KK~P. A 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.
  • Impaler: 236K~K/236KK~K. An 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.

Aerial Flash Knuckle: j.214P/j.214[P]/j.214PP. A 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.

SUPER ARTS

Vulcan Blast: 236236P. Fire multiple high-speed Sand Blasts. Its swift speed makes it useful in projectile wars and in combos.

Eraser: 214214P. A 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.

Pale Rider: 236236K. Charge and mount the opponent before unloading a flurry of powerful punches. It has a long forward range, making it useful in combos. Also goes through projectiles.

UNIQUE ATTACKS

Rawhide: 6MP. An overhead attack that cannot be blocked while crouching.

Suppressor: 4HP. A strike unleashed after stepping backward. Can be canceled into special moves.

Double Impact: 6HP~6HP. A series of attacks performed while moving forward that hits multiple times.

Triple Impact: 5LP~MP/5LP~MP~HP. A quick series of attacks that can be canceled into special moves.

Nose Breaker: 2MK~2HP. An attack consisting of multiple hits, the first of which cannot be blocked while standing.

Snapback Combo: 5MP~MP/5MP~MP~MP/5MP~MP~MP~MP.  A series of attacks, the first and second which can be canceled into Super Arts. Not safe when blocked.

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  1. Street Fighter 6: All Characters Move List & Starter Guide | Kakuchopurei

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