1. Jump-in
j.HK > st.LP > st.MP > st.HP > H Flash Knuckle
↳ Meter: none
↳ Okizeme: depends on the situation
A basic route when a jump-in connects. Start with a reliable target-combo ender instead of attempting difficult perfect-release timings.
2. Basic combo
cr.MP > cr.LP > L Flash Knuckle
↳ +36
↳ Parry Drive Rush > throw or cr.MP or shimmy
Luke's first basic route to learn. Practice the okizeme after L Flash Knuckle together with the combo itself.
3. Light starter
cr.LK > cr.LP > L Flash Knuckle
↳ +36
↳ Parry Drive Rush > throw or cr.MP or shimmy
A basic route from a low starter.
Corner
cr.LK > cr.LP > L Flash Knuckle > L Rising Uppercut
↳ Approximately +28–31
↳ forward dash > ←+HK
↳ Frame advantage varies with the height at which L Rising Uppercut connects.
4. Cancel Drive Rush starter
cr.MK > Cancel Drive Rush > cr.MP > cr.HP > fully charged M Flash Knuckle > fully charged L Flash Knuckle > M Flash Knuckle
↳ Drive Gauge: 3 bars
↳ Okizeme varies with spacing and whether the route reaches the corner.
A reliable cr.MK route. First prioritize a version you can complete without perfect-release timings.
5. Midscreen Shimmy
st.HP PC > fully charged L Flash Knuckle > delayed OD Flash Knuckle > DDT
↳ Drive Gauge: 3 bars
↳ +12
↳ Hard knockdown
↳ Walk-up throw or shimmy
A high-reward punish for a whiffed throw tech. It gives both damage and okizeme without perfect-release timings.
6. Punish after blocking an invincible reversal
←+HP PC > cr.HP > fully charged L Flash Knuckle > M Sand Blast > M Rising Uppercut
↳ Intended for the corner
↳ Approximately +28–31
↳ forward dash > ←+HK
↳ Frame advantage varies with Rising Uppercut's hit height.
Use this to punish a large opening, such as a blocked invincible OD reversal. At midscreen, you can simplify it to cr.HP > fully charged M Flash Knuckle > No Chaser, depending on spacing.
7. Corner Drive Reversal Punish
cr.MP PC > st.LP > st.MP > st.HP > M Sand Blast > L Rising Uppercut
↳ Meter: none
↳ Approximately +28–31
↳ forward dash > ←+HK
↳ Frame advantage varies with hit height.
cr.MP punishes a blocked Drive Reversal. In the corner, finish with L Rising Uppercut to get okizeme.
8. Corner Drive Impact
Impaler wall splat > st.HP > fully charged L Flash Knuckle > L Sand Blast > M Rising Uppercut
↳ Drive Gauge: 1 bar for Drive Impact
↳ Okizeme after the Rising Uppercut ender
↳ Frame advantage varies with hit height.
A reliable route after Drive Impact causes a corner wall splat on block. No perfect-release timing is needed.
9. Countering Drive Impact at midscreen
Impaler PC > cr.HP > fully charged M Flash Knuckle > No Chaser
↳ Drive Gauge: 1 bar for Drive Impact
↳ Okizeme: depends on the situation
An easy route with good corner carry. Start with this when countering Drive Impact at midscreen.
10. Countering Drive Impact with your back to the corner
Impaler PC > cr.HP > fully charged M Flash Knuckle > Parry Drive Rush > st.HP > fully charged H Flash Knuckle
↳ Drive Gauge: 2 bars total
↳ +64
↳ Immediate No Chaser > +15 > st.HK late-active-frame meaty
↳ Alternatively: forward dash x3 > +7 > cr.MP late-active-frame meaty
This route improves your position when your back is to the corner and leads into strong okizeme.