STREET FIGHTER 6
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ルーク
73 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Sp SA TC
Notes Long range for a cancelable light normal, good whiff punish tool; 3f extra recovery on whiff; greatly extends hurtbox for 3f before active, making it susceptible to counterpokes; special/DR cancel is delayed until after active frames
Standing Medium Punch
5MP5M
Cancel SA TC
Notes Good whiff punish tool when buffered into Target Combo or Super
Standing Heavy Punch
5HP5H
Cancel Sp SA
Notes Good whiff punish tool due to its long range and cancelability; extends a vertical collision box to reduce the risk of whiffing under opponent mid-juggle
Standing Light Kick
5LK5L
Notes DR cancel is delayed until after 1st recovery frame
Standing Medium Kick
5MK5M
Cancel -
Notes Good neutral poke; 3f extra recovery on whiff; lifts up leg hurtbox on frames 4-11, making it strong vs. low attacks
Standing Heavy Kick
5HK5H
Notes 8-15f Low Crush (feet are strike invincible); puts airborne opponents into limited juggle state; Punish Counter launches opponent high into a limited juggle state; can be spaced for significantly better advantage; extends a hurtbox 1f before active that is vulnerable to projectiles; first 2 active frames have shorter range (makes it easier to space properly); causes camera shake effect on block when connecting with final active frame (easier to tell when Luke has advantage)
Crouching Light Punch
2LP2L
Cancel Chn Sp SA
Notes Chains into 2LP/2LK; Luke's only 4f normal, useful in 3-hit light confirms; DR cancel is delayed until after 1st recovery frame; topmost hurtbox on frames 1-5 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes 3f extra recovery on whiff; great pressure tool with high reward on counter-hit or when canceled to Drive Rush; has an extended hurtbox on whiff until the end of recovery; topmost hurtbox on frames 1-7 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Heavy Punch
2HP2H
Notes Forces stand on hit; only the first active frame is cancelable; good anti-air hitbox but cannot hit cross-ups
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 2LP/2LK
Crouching Medium Kick
2MK2M
Notes Moves Luke forward, greatly increasing its range despite the stubby-looking animation; Range: 1.482 (1st active frame: 1.44); DR cancel is delayed until after active frames; has an extended hurtbox on whiff until the end of recovery
Trench Breaker
2HK2H
Notes Has juggle potential; has a fixed 26f recovery on block regardless of which active frame connects (always -9 oB even when meaty)
Nose Breaker
2MK~2HP2MK~2H
Triple Impact
5LP~MP5LP~M
Cancel TC
Notes () refers to scaled damage when starting combo with 5LP
Triple Impact 2
5LP~MP~HP5LP~MP~H
Notes () refers to scaled damage when starting combo with 5LP; puts opponent into limited juggle state; special/DR cancel is delayed until after 2nd active frame
Snapback Combo
5MP~MP5MP~M
Cancel SA
Notes Useful buffer from 5MP in neutral that can end with Super or the full Target Combo sequence; Super cancel is delayed until after 4th recovery frame
Snapback Combo 2
5MP~MP~MP5MP~MP~M
Notes () refers to scaled damage
Snapback Combo 3
5MP~MP~MP~MP5MP~MP~MP~M
Notes () refers to scaled damage; full sequence builds significant Drive gauge; knockdown grants a perfect meaty Dash + 5HK (+1 on Block even vs. midscreen Back Rise)
Suppressor
4HP4H
Notes Pulls back hurtbox frames 5-12 for an auto-shimmy tool (also very strong when used out of Drive Rush)
Outlaw Kick
4HK4H
Notes Whiffs on crouching opponents at farther ranges unless they extend a vertical hurtbox; puts airborne opponents into spinning limited juggle state; no head hurtbox during active frames, making it a useful anti-air; after DR~4HK on block, Luke is at the edge of throw range and can also threaten with 2LK~2LP to punish walk back, or 2LP to beat reversal 4f normals; extends a hurtbox 1f before active that is vulnerable to projectiles
Rawhide
6MP6M
Notes Causes spike knockdown vs. airborne opponents; has some juggle potential
Brutal Spike
6HP6H
Notes 4f extra recovery on whiff; 5f gap on block into TC follow-up
Double Impact
6HP~HP6HP~H
Notes 5f gap on block between hits; causes a staggered tailspin when performed after Punish Counter 6HP (allows a cancel into fully charged Flash Knuckle of any strength or a +28 DR Cancel); this Punish Counter version forces stand and does not incur any extra damage scaling
Jumping Light Punch
j.LPj.L
Jumping Medium Punch
j.MPj.M
Cancel Sp
Notes Puts airborne opponents into limited juggle state; has some juggle potential; can significantly delay the cancel into j.214P, allowing unique combos after pf.214[LP]; lower body projectile invuln 9-22f (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 7-20f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Better horizontal range than j.HP for long-range jumps; lower body projectile invuln 10-19f except around attack hitbox, and 10-24f for lowest part of foot hurtbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Aerial Flash Knuckle (hold)
j.214[P]
Notes Can be input during forward/neutral jump (or back jump when canceled from j.MP); the final 12 recovery frames are in a crouching state; puts the opponent into a limited juggle state (can follow-up with 623LP if opponent is juggled at max height)
Aerial Flash Knuckle
j.214P
Notes Can be input during forward/neutral jump (or back jump when canceled from j.MP); 7f extra landing recovery on whiff if input during the first 32 jump frames; Luke is in a crouching state from 4th landing recovery frame onward; improved frame advantage when done lower to the ground, and spaced out at farther ranges; can only be up to -1 on block if not precisely spaced; can partially charge the attack and release early for better juggle advantage after 214[LP]
j.214PP
Notes Can be input during forward/neutral jump (or back jump when canceled from j.MP); the final 12 recovery frames are in a crouching state; puts the opponent into a limited juggle state; kara-canceling the startup with j.214P~PP can affect Luke's trajectory and frame advantage
Sand Blast
236HP236H
Cancel SA3
Notes 1-hit projectile, travels ~91% screen length; [] refers to projectile active time
Impaler
236K~K
Notes First 2 active frames can only hit airborne opponents; 3rd active frame hits grounded and gives the best KD Advantage (cannot hit meaty to allow a follow-up juggle); Luke is in a crouching state for entire recovery duration; puts opponents into limited juggle state; 5f extra recovery on whiff
No Chaser
236K~P
Notes Puts opponent into limited juggle state; very late connect to juggle into 623LP/MP, SA1, or SA2 (otherwise, can only cancel into SA3)
Avenger
236KK
Notes Armor does not apply to follow-up attacks; follow-up P or K can be input up to frame 32; follow-up can start immediately after armor hit freeze without waiting for any additional Avenger startup frames to occur; Luke is in a Punish Counter state for entire duration
236KK~K
Notes First 2 active frames can only hit airborne opponents; Luke is in a crouching state for entire recovery duration; puts opponent into limited juggle state
236KK~P
Cancel SA2 SA3
Notes Puts opponent into limited juggle state; very late connect to juggle into 623LP/MP, SA1, or SA2 (otherwise, can only cancel into SA2 or SA3); midscreen, later active frames canceled into SA2 will whiff
236LP236L
Notes 1-hit projectile, travels ~48% screen length; [] refers to projectile active time
236MP236M
Notes 1-hit projectile, travels ~66% screen length; [] refers to projectile active time
236PP
Notes 2-hit OD projectile, full screen length; puts opponent into limited juggle state; can follow up with PP for 1 extra Drive bar; extends a projectile invuln hurtbox on frames 19-36 (more vulnerable to ranged jumps and anti-projectile moves)
Fatal Shot
236PP~PP
Notes 1-hit OD projectile; costs 1 extra Drive bar; () refers to scaled damage after 236PP connects; causes a wallsplat on hit (can combo near the corner, or whiff 236K~P to safely gain ground); extends a projectile invuln hurtbox on frames 10-32 (more vulnerable to ranged jumps and anti-projectile moves)
Rising Uppercut
623HP623H
Notes Reduced damage and higher juggle start/increase/limit on active frames 2-10; cannot hit cross-up; does not juggle into SA3 despite being cancelable
623LP623L
Notes Reduced damage and higher juggle start/increase/limit on active frames 3-10; cannot hit cross-up; does not juggle into SA3 despite being cancelable; much higher juggle limit than other versions of Rising Uppercut (useful in corner juggles)
623MP623M
Notes Reduced damage and higher juggle start/increase/limit on active frames 3-10; cannot hit cross-up; does not juggle into SA3 despite being cancelable
623PP
Notes Reduced damage 3rd active frame of 1st hit (will only do 1 hit for 600 damage on later active frames); cannot hit cross-up; can cancel into PP follow-up on hit for 1 Drive bar; 2nd hit whiffs vs. crouch block (reduced chip damage, worse advantage)
Slam Dunk
623PP~PP
Notes Follow-up on hit only for 1 additional Drive bar; can whiff against high juggled opponent; counts as a separate hit for damage scaling
HP Flash Knuckle
214HP214H
Notes Puts opponent into limited juggle state (can only juggle into canceled SA3); worse KD advantage vs. airborne opponents (+31 when juggled after 5LP~MP~HP); can cancel into SA3 on reaction if opponent attempts a Drive Impact; pulls back hurtbox on frames 5-15
HP Flash Knuckle (hold)
214[HP]
Notes 1f extra recovery on hit/block; active frames 3-4 can nullify normal 1-hit projectiles; cancelable into SA3 on reaction if opponent attempts a Drive Impact; pulls back hurtbox on frames 5-25; leaves opponent close on block for a 2LK~2LP hitconfirm or a 1f microwalk into throw (slightly longer if opponent walks back)
HP Flash Knuckle (perfect)
pf.214[HP]
Notes Hold HP 18-20f for perfect version; active frames 3-4 can nullify normal 1-hit projectiles; 1f more recovery on hit/block; cancelable into SA3 on reaction if opponent attempts a Drive Impact; pulls back hurtbox on frames 5-25; leaves opponent close on block for a 2LK~2LP hitconfirm or a 1f microwalk into throw (slightly longer if opponent walks back)
LP Flash Knuckle
214LP214L
Notes Puts opponent into limited juggle state; no head hurtbox on frames 6-17 for improved anti-air; the final 2 recovery frames are cancelable on Hit into specials/Supers (enables a corner juggle into 623LP or SA2)
LP Flash Knuckle (hold)
214[LP]
Notes Puts opponent into limited juggle state; active frames 3-4 can nullify normal 1-hit projectiles; canceling to SA3 will cause juggle to whiff; 1f more recovery on hit/block; no head hurtbox on frames 6-29 for improved anti-air
LP Flash Knuckle (perfect)
pf.214[LP]
Notes Hold LP 18-20f for perfect version; launches opponent high into a limited juggle state; active frames 3-4 can nullify normal 1-hit projectiles; canceling to SA3 will cause juggle to whiff; 1f more recovery on hit/block; no head hurtbox on frames 6-29 for improved anti-air
MP Flash Knuckle
214MP214M
Notes Leaves opponent standing on hit, very slightly out of throw range; knocks airborne opponents far away into a limited juggle state
MP Flash Knuckle (hold)
214[MP]
Notes Wall Bounce on hit for a limited juggle state; active frames 3-4 can nullify normal 1-hit projectiles; higher KD Adv when farther from wall (opponent may bounce over Luke's head if too close to the wall); SA3 cancel only juggles properly in corner; 1f more recovery on hit/block; cannot combo naturally when canceled from 2HP
MP Flash Knuckle (perfect)
pf.214[MP]
Notes Hold MP 18-20f for perfect version; Wall Bounce on hit for a limited juggle state; active frames 3-4 can nullify normal 1-hit projectiles; higher KD Adv. when farther from wall (opponent may bounce over Luke's head if too close to the wall); SA3 cancel only juggles properly in corner; 1f more recovery on hit/block; perfect timing allows natural combo from 2HP cancel
OD Flash Knuckle
214PP
Notes Puts opponent into limited juggle state; active frames 3-4 can nullify normal 1-hit projectiles; listed recovery is for blocked/whiffed version (on hit, automatically transitions to 2nd hit); 1st hit is cancelable into PP follow-up for 1 extra Drive bar on hit only; can juggle directly into any Super (canceling into Super will cause SA3 to whiff; SA2 will whiff on final cancelable frame)
DDT
214PP~PP
Notes Costs 1 extra Drive bar on 214PP 1st hit only (cannot activate on block or when armor absorbed); leaves Luke close enough to walk in for a strike/throw mixup; counts as a separate hit from 214PP for damage scaling; in juggles, only connects on opponents low to the ground and will not come out if opponent is juggled higher
Vulcan Blast
236236P
Notes 5 hit Super projectile, first 4 hits travel 65% screen, final hit goes fullscreen; higher KD Adv. when farther from wall; extends a projectile-vulnerable hurtbox during startup frames 2-5 (more difficult to use as an anti-fireball tool)
Eraser
214214P
Notes Extremely fast super that works well in juggles; in the corner, gives Luke an auto-timed strike/throw mixup; on hit, the animation is not invincible until the very end (can be hit by delayed projectiles like Kimberly Spraycan or JP Amnesia orbs); Full Dmg distribution: 300x3,200x6,700
Pale Rider
236236K
Notes Luke runs forward; active frames occur upon reaching the opponent or on frame 27 (whichever occurs first) but invincibility is not extended when far from opponent; has juggle potential; on block, bounces away with a fixed recovery period (whiff recovery is 26f slower); cinematic time regenerates ~2 Drive bars for Luke; takes opponent to Memphis