Luke
Who is Luke?
Luke Sullivan is a shotoclone character with an emphasis on a strong midrange pressure and whiff punishing. Luke has most of the standard shoto tools you could want, but puts several unique spins on them to craft his own style. Where Ryu is defensive and neutral-oriented, and Ken is aggression and combo-utility oriented, Luke focuses on a strong midrange that transitions into excellent pressure once he's gotten in.
One notable thing about Luke compared to other shotos is his many advancing target combos that let him convert openings into effective punishes and pressure. Luke can use his great 2MP, 5MK and 2MK to push opponents back, or lunge forward for punishes with 5LP, 5MP and 5HP. Complimenting this is his signature Sand Blast fireball, an exceptionally formidable tool for both neutral and pressure. Its extremely high speed allows Luke to use it as an extended poke or blockstring ender while still having good advantage on block at most ranges. If he chooses to spend meter on OD or Drive Rush, then Luke is also capable of dealing monstrous damage and carrying you very deep into the corner.
Once the opponent is in the corner or low on Drive, Luke is extremely formidable at locking the opponent down. Easy throw loops, a fast and safe overhead, a Level 3 Super that gives him oki, along with many ways to be plus or even fully reset pressure. Many of Luke's normals lunge him forward, which synergizes with Drive Rush to create hard-to-escape pressure sequences and surprise whiff punish opportunities. On defense Luke excels at well, with his 2LP being a 4f jab with a great hitbox. He has a great DP with Rising Uppercut and a fantastic anti-air in 2HP.
Perhaps the only things Luke could be considered to struggle with is his approaches, as he doesn't have as many ways to effectively skip neutral and force RPS in neutral the same way other top tiers like Ken and Juri can. He also has a rather poor sweep, but he can make up for this by using 5HP to punish a sweep on block instead of sweeping back. All in all, Luke is a character with few meaningful weaknesses, and can perform well at all levels of play. While his 5LP is on the slower side, this is because it moves him forward for better punishes and pressure and thus exists as a tradeoff rather than a weakness. Sand Blast similarly does not travel fullscreen outside of the OD version, but this is another tradeoff for its powerful speed and frame advantage. None of these differences create meaningful weaknesses in Luke, allowing him to craft a strong and reliable gameplan. If you want a shoto with more of a focus on pressure and playing out the midrange, you should hit the streets with Luke.
Pick / Avoid
Play Luke if…
Well Rounded: A remixed yet still generalist shoto-esque kit that is never truly out of options
Extremely Safe: Pressure that is hard to challenge with a 2MP that is plus
Disciplined Neutral: Many safe and forward moving normals that allow for potent whiff punishes and a hitscan fireball that keeps them locked down
Everything in One Combo: His Perfect Flash Knuckle combos give his best corner carry, damage, and oki when you can route into them
Think twice if…
Combo Focused Special Moves: Most special moves don't have much utility in pressure or neutral
Low Impact: Having below average damage even with meter
Straightforward: A general lack of silly gimmicks to rely on, slightly ironic considering how much of a goober Luke is
Vitals
- Fwd Walk
- 0.047
- Back Walk
- 0.032
- Fwd Dash
- 1.47
- Back Dash
- 0.75
- Fwd Jump
- 1.90
- Back Jump
- 1.52
- Jump Height
- 2.12
- Throw Range
- 0.80
- Drive Rush
- 2.50
Guides & Data
Players to Watch
Community
Patch History
- 5HP recovery on block reduced 23 → 22; Block Advantage -6 → -5; Perfect Parry Advantage -24 → -23
- Does not affect blockstring gaps when canceled into specials/DR
- Rawhide (6MP) increased pushback on block
- Double Impact (6HP~HP) 2nd hit results in a staggered tailspin (Forces Stand) when the 1st hit connects as a Punish Counter
- Advantage on Punish Counter: +2 (+37 on the cancel frame, allowing a cancel into any fully charged Flash Knuckle); also +28 after DR Cancel
- Punish Counter version does not incur the usual 2-hit damage scaling when comboed into
- LP Flash Knuckle (214LP) recovery reduced 31 → 27; KD Advantage increased +32 → +36; blockstun increased 16 → 18; Block Advantage -18 → -12; Perfect Parry Advantage -32 → -28
- Reduced horizontal knockback on grounded opponents; the final 2 recovery frames on Hit are special/Super cancelable (allows corner juggle into 623LP or SA2)
- Reduced knockdown advantage on airborne opponents (to prevent unintended combo routes alongside the other changes)
- Held HP Flash Knuckle (214[HP]) decreased pushback on block for both regular/perfect versions
- On close range hit, Luke is in range for 2LK~2LP confirm or a 1-frame microwalk throw (longer microwalk if the opponent walks back)
Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.













