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The Flash Knuckle (フラッシュナックル Furasshu Nakkuru?) is one of Luke's special attacks introduced in Street Fighter V: Champion Edition.

Flash Knuckle
All appearances Arcade Stick QCB+Arcade Button Punch
(Changes when holding button)
Street Fighter 6
(Modern)
Arcade-Stick-Left+Modern SP
DDT
Street Fighter 6
(Classic)
Arcade Stick QCB+Arcade-Button-2xPunch>Arcade-Button-2xPunch
(After an OD Flash Knuckle)
Street Fighter 6
(Modern)
Arcade-Stick-Left+Modern SP>Modern SP

Description[]

"A full powered, chargeable punch. Increase the damage output by holding down the button at the beginning. Release the button when you see a flash to further boost its properties."
—Description for Flash Knuckle, Street Fighter 6
LightFlashKnuckle

Executed by performing a quarter-circle back motion and pressing punch, Luke charges his rear fist and unleashes a powerful punch. The type of punch he delivers depends on which punch button is pressed. The Light version has Luke performing a short uppercut. The Medium version is a lunging punch. The Heavy version has Luke deliver a rushing overhead punch. The EX version is two consecutive uppercuts similar to his Light version.

In Street Fighter 6, Flash Knuckle not only gains an aerial variant with the same charge-based properties, but it also gains a follow-up for the ground variant called DDT, in which Luke puts his opponent in a front headlock, then drives their head into the floor.

Tactics[]

MediumFlashKnuckle
"A powerful throw activated from the first hit of an OD Flash Knuckle. Useful for when you want to guarantee some extra damage."
—Description for DDT, Street Fighter 6

Flash Knuckle is one of Luke's few special moves that has unique properties. All three versions can be charged by holding down the punch button. However, in order to get the charged Flash Knuckle, the punch button must be held for a few extra frames; depending on which version is being used. For example, to perform the charged Light or Medium Flash Knuckle, the Light or Medium punch button must be held for at least seven more frames. The Heavy version needs to be charged for almost 1/3 of a second (about 20 frames).

This move can be cancelled from most of Luke's normals. While the uncharged version is used to finish combos, Luke may not get optimal damage from it. The charged version not only deals more damage, but it can also be used to extend combos. However, it requires strict timing to hit the opponent with a charged Flash Knuckle. A visual cue most players use to indicate when to let go of the punch button is when they see Luke's arm release steam. Holding the charge too long gives the opponent time to recover and block, which leaves Luke vulnerable.

HeavyFlashKnuckle

Holding the charge changes the properties of the attack. The Light variant launches the opponent higher into the air, allowing Luke to link into second Flash Knuckle or another special attack. The Medium variant goes from a mild push back to a wall bounce, where he can link into Rising Rocket for more damage. The Heavy variant becomes quicker and causes a hard knockdown. Blocking an uncharged Heavy Flash Knuckle puts Luke at -5, while blocking a charged Heavy Flash Knuckle gives Luke frame advantage; making him +2 on block. The EX version does not have a charged version. However, it puts the opponent in a juggle state.

This move can be powered up by his first V-Skill, and up two can be used consecutively with the second V-Trigger.

SF6FlashKnuckleDDT

Luke driving Cammy's head into the ground using DDT.

In Street Fighter 6, Flash Knuckle is now combined with his V-Skill, having an uncharged version, a charged version, and an enhanced perfect version that has a three-frame window to activate. Perfect Flash Knuckles deal slightly more damage, launch the opponent higher, and have a slightly faster startup. Heavy Flash Knuckle is now slightly safer at -4 on block, making it only punishable by light attacks, while charging it makes it +4. However, Drive Impact can be used as a counter if done predictably. The Overdrive version of Flash Knuckle can be cancelled into DDT at the cost of one extra Drive Gauge, but only on the first hit of the attack.

Luke can also perform Flash Knuckle in the air, primarily from Jumping Medium Punch. If done from high enough, Luke can land and hit a Rising Uppercut from a fully charged version. It can also be used to escape the corner. If the opponent tries to hit Luke during a forward jump-in attempt, he can surprise them with this move while airborne to zip over their anti-air attacks.

Gallery[]

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