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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
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.
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
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.
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.
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.
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.
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.
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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Street Fighter 6: All Characters Move List & Starter Guide | Kakuchopurei
May 29, 2023 at 3:22 pm
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