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We first met Luke Sullivan in Street Fighter 5 when he transitioned out of the military and into a career as an MMA fighter. This appearance was our first peak into the world of Street Fighter 6, in which Luke plays a significant role.

Related: Street Fighter 6: Beginner Tips

It’s no surprise that Luke (along with Kimberly and Jamie) was positioned as the face of Street Fighter 6’s new generation. He has several attacks that make him feel similar to Ryu and Ken. Yet, Luke’s rushdown tactics place him in a league of his own.

Move List

Luke sends a powerful Eraser punch toward Jamie during a match at The Macho Ring in Street Fighter 6.


Special Moves

Luke Knocks Jamie into the wall during a match at The Macho Ring in Street Fighter 6.

Move Name

Classic Input

Modern Input

Gauge Cost [OD moves only]

Sand Blast [OD]

⬇️↘️➡️ + P

N + S

2 Drive Gauge Bars

↳ Fatal Shot (after an OD Sand Blast)



1 Drive Gauge Bar

Flash Knuckle [OD] (hold the P button to change effect)

⬇️↙️⬅️ + P

⬅️ + S

2 Drive Gauge Bars

DDT (after an OD Flash Knuckle)



1 Drive Gauge Bar

Aerial Flash Knuckle [OD] (during a vertical or forward jump) (hold the P button to change the effect)

⬇️↙️⬅️ + P


2 Drive Gauge Bars

Avenger [OD]

⬇️↘️➡️ + K

⬇️ + S

2 Drive Gauge Bars

↳ No Chaser (during Avenger)



↳ Impaler (during Avenger)


⬇️ + At

Rising Uppercut [OD]

➡️⬇️↘️ + P

➡️ + S

2 Drive Gauge Bars

↳ Slam Dunk (after an OD Rising Uppercut)



1 Drive Gauge Bar

Super Arts

Luke eyes down his prey before the Pale Rider attack in Street Fighter 6.

Move Name

Classic Input

Modern Input

Gauge Cost

Vulcan Blast

⬇️↘️➡️⬇️↘️➡️ + P

N or ➡️ + S + H

1 Super Art Gauge


⬇️↙️⬅️⬇️↙️⬅️ + P

⬅️ + S + H

2 Super Art Gauges

Pale Rider (more powerful when vitality is at 25% or below)

⬇️↘️➡️⬇️↘️➡️ + K

⬇️ + S + H

3 Super Art Gauges

Unique Attacks

Luke mauls Jamie in the corner of The Macho Ring with a Snapback Combo in Street Fighter 6.

Attack Name

Classic Input

Modern Input


➡️ + MP

➡️ + M

Suppressor [c]

⬅️ + HP

⬅️ + H

Trench Bencher

↘️ + HK

↘️ + H

Outlaw Kick

⬅️ + HK


Double Impact [c]

➡️ + HP > HP

➡️ + H > H

Triple Impact [c]

LP > MP > HP

L > L > L

Nose Breaker

⬇️ + MK > ⬇️ + HP

⬇️ + M > ⬇️ + M

Snapback Combo (first and second attacks can get canceled into Super Arts)

MP > MP > MP > MP

M > M > M > M


Luke lifts Jamie into a Sweeper throw during a match at The Macho Ring in Street Fighter 6.

Throw Name

Classic Input

Modern Input

Sweeper (when near opponent)

N or ➡️ + LP + LK

N or ➡️ + L + M

Scrapper (when near opponent)

⬅️ + LP + LK

⬅️ + L + M

Special Move Breakdown

Luke pounds into his opponent during Pale Rider in Street Fighter 6.

Sand Blast

Luke targets Jamie with a Heavy Sand Blast during a match at The Macho Ring in Street Fighter 6.

Classic: ⬇️↘️➡️ + P

Modern: N + S

Sand Blast is Luke’s answer to Ryu’s Hadoken in many ways. They’re both projectile attacks with a ⬇️↘️➡️ + P input. Plus, their range and power increase at higher attack strengths. When you look at the move this way, it’s clear that Sand Blast can play an offensive or defensive role.


On the offensive side, Sand Blast is a great way to goad an opponent into a jumping attack, allowing you to punish with a Rising Uppercut.

When defending against an opponent’s projectile, Sand Blast can effectively cancel it out. OD Sand Blast, in particular, makes a tremendous projectile canceller due to its quick start-up.

The OD follow-up, Fatal Shot, will prevent your opponent from firing back, allowing you to close in on them.

Flash Knuckle

Luke launches Jamie with his Flash Knuckle during a battle at The Macho Ring in Street Fighter 6.

Classic: ⬇️↙️⬅️ + P

Modern: ⬅️ + S

Flash Knuckle is a forward jab that transforms based on the attack strength. A Light Flash Knuckle is a short-range uppercut, a Medium Flash Knuckle is a charging jab, and a Heavy Flash Knuckle is a fakeout overhead attack with long range.

This malleable quality makes Flash Knuckle an easy integration into combos. The light version of Flash Knuckle can combo out of light attacks, and the medium version can combo out of medium and heavy attacks.

Meanwhile, the heavy version can land extra hits on juggled opponents and close-out combos.

Flash Knuckle becomes extra potent if you hold down the attack button. If you release the button at the perfect time (when Luke’s fists flash a purplish-white color), you’ll impart a high-damage punch!

Lastly, OD Flash Knuckle can get followed by DDT, a quick and forceful command grab.

Aerial Flash Knuckle

Luke charges into Jamie midair with his OD Aerial Flash Knuckle during a battle at The Macho Ring in Street Fighter 6.

Classic: ⬇️↙️⬅️ + P

Modern: S

Aerial Flash Knuckle is a unique variation of Flash Knuckle that can change the trajectory of your forward jump. This trajectory gets determined by whether you hold the attack button or not.

When you tap the attack button at the end of Aerial Flash Knuckle, you’ll perform a fast jab with a quick recovery. But if you hold the attack button, you’ll charge forward midair, allowing you to gain distance and confuse the opponent. Both versions are knockdown attacks.

OD Aerial Flash Knuckle performs the button-hold Flash Knuckle but with much less start-up time. So, when you need to secure damage, OD Aerial Flash Knuckle is an excellent choice.


Luke follows up his Avenger charge with an Impaler flip kick during a match against Jamie inside The Macho Ring from Street Fighter 6.

Classic: ⬇️↘️➡️ + K

Modern: ⬇️ + S

During Avenger, Luke will charge forward in a tackle position. You can follow up this tackle with two options. First, the punch button (Modern Input: At) activates No Chaser, a forward elbow hit that completes the tackle. Alternatively, the kick button (Modern Input: ⬇️ + At) activates Impaler, a flip kick.

No Chaser works great for closing the distance between you and your opponent. Impaler is a surprising overhead attack that can break through your opponent’s crouching guard.

OD Avenger is an armored attack, which will absorb your opponent’s hits, allowing you to follow through with your offensive.

Rising Uppercut

Luke launches Jamie upward with an OD Rising Uppercut during a battle at The Macho Ring in Street Fighter 6.

Classic: ➡️⬇️↘️ + P

Modern: ➡️ + S

If Sand Blast is Luke’s Hadoken, then Rising Uppercut is his equivalent of Shoryuken. In addition, this move has some immunity to jumping attacks, making it a highly effective anti-air attack.

The Light and Medium Rising Uppercuts have less start-up, making them easier to land. However, the Heavy Rising Uppercut deals significantly more damage.

Lastly, for the most amount of protection, an OD Rising Uppercut is invincible throughout its animation. This invincibility makes it perfect for reversing pressure. Then, you can follow up OD Rising Uppercut with Slam Dunk to really bring the pain!

Related: Street Fighter 6: Complete Control Guide

Luke Bread And Butter Combos

Luke looks down at his struggling opponent during a battle at The Macho Ring in Street Fighter 6.

Combo 1

Our first combo is a quick, straightforward sequence that works great after a successful Drive Impact Counter. It utilizes the basic cancel structure of the game, making it easy to remember.

  • Drive Impact (Counter)
  • Triple Impact
  • Vulcan Blast

Classic Input: HP + HK > LP > MP > HP > ⬇️↘️➡️⬇️↘️➡️ + P

Modern Input: Drive Impact Button > L > L > L > N or ➡️ + S + H

Combo 2

Triple Impact is a potent combo opener due to its fast start-up. So, how can we expand its capabilities even more? Let’s add an OD move into the mix! This will allow you to cancel into a Level 2 Super Art. This combo also works out of a Drive Impact Counter.

  • Triple Impact
  • OD Flash Knuckle
  • Eraser

Classic Input: LP > MP > HP > ⬇️↙️⬅️ + PP > ⬇️↙️⬅️ + P

Modern Input: L > L > L > ⬅️ + S + Auto > ⬅️ + S + H

You may ask, why does the Classic Input have one ⬇️↙️⬅️ for Eraser instead of two? Well, you can use the ⬇️↙️⬅️ in OD Flash Knuckle to begin the input for Eraser!

Combo 3

Our last combo originates from the Combo Trials. It’s a strong example of Luke’s juggling capabilities. You’ll begin with a Guard Crush in the corner.

  • Drive Impact (Counter)
  • Double Impact
  • Medium Sand Blast
  • OD Rising Uppercut
  • Slam Dunk

Classic Input: HP + HK > ➡️ + HP > HP > ⬇️↘️➡️ + MP > ➡️⬇️↘️ + P > PP

Modern Input: Drive Impact Button > ➡️ + H > H > N + S > ➡️ + S + Auto > S

Timing matters a lot in this combo. After the Drive Impact, you must wait until a smidge before your crushed opponent hits the ground to start Double Impact. The cancellation into Sand Blast is rapid. Lastly, wait for Sand Blast to almost finish before entering Rising Uppercut.

Luke General Strategy

Luke slams in Jamie's face with the final blow of his Pale Rider attack during a match at The Macho Ring in Street Fighter 6.

Luke is a character that excels when his opponent is in the corner. Once this occurs, Luke can take advantage of target combos, wall bounces, and juggles. All of these techniques contribute to Luke’s rushdown reputation.

So, the question becomes, how do you corner your opponent? You have a few options.

First, you can trap your opponent with Sand Blast. Then, when they try to jump in, you can punish them with a Rising Uppercut. From there, you’ll have an opening to push them back.

Luke’s Crouching Medium Kick cancels into special moves, making it a go-to combo starter.

Another option is a Heavy Flash Knuckle, which covers a lot of distance. However, like any charging attack, your opponent can punish you if they see through your approach.

If you have enough Drive Gauge, OD Avenger is a safer approach due to its armor. Then, you can knock your opponent down with No Chaser or Impaler.

Once your opponent is in the corner, get the most out of the opportunity with a damaging combo. Any of the three Bread And Butter combos work well in this scenario. Combo 3, which starts with a Drive Impact, will give you a healthy opening due to Guard Crush.

Luke’s most significant setback is his lack of options to escape from the corner. This is when your Drive technique knowledge is essential.

Once an opponent corners you, there’s a good chance they’ll want to crush your guard with a Drive Impact. Anticipating this attack with a throw or Drive Parry can help. Of course, you can try to punish this Drive Impact with one of your own, but the attempt will come with more risk.

You may also perform a Parry Drive Rush to reverse corner pressure. In this case, following up with either Standing Heavy Kick or Crouching Medium Punch is vital. Both are safe on block.

Next: Street Fighter 6: World Tour Tips

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