Luke
Updated 6 days agoSteamSteamJapanJapanClub · SiegJM98%

nishimureal

Let's Change the World
Rank 36MR 1,500#244,136
Last 105–5+12Last 2012–8+47
Winrate
44%
61W · 78L · 139 stored
Ranked matches
139
selected mode
Wins
61
Ranked
Losses
78
Ranked
Peak MR
1,500
Luke

Ranked MR · Luke

138 local · 0 imported · 138 on chart · 218 battles stored

Latest game

VictoryRanked

Replay not requested
Ingrid
nishimureal · Ingrid
Juri
Opponent · JuriRey5

Playstyle reference

Habits vs top 30 Luke

Benchmark refreshed Sep 6, 2026, 10:21 PM

Latest reported trends across the last 100 matches, not lifetime habit averages. · Data details

Luke
nishimureal’s Luke benchmark

Compared with the average habits of the top 30 sampled Luke players.

watyawacha 2242 · noahtheprodigy 2242 · Modern hater 2207 · ChrisWong 2207 · kuromame 2205 · +25 others

Largest absolute differences first23 habits
HabitnishimurealLegendsDifference LessLegendsMore
SA210.3%26.0%-15.7%
CA21.6%9.2%+12.5%
Drive Impact gauge12.6%1.4%+11.2%
Corner pressure6.9013.55-6.65
Drive Rush (cancel)31.7%37.3%-5.6%
Drive Guard7.7%13.2%-5.5%
SA338.1%34.2%+4.0%
Drive Rush (parry)4.4%7.6%-3.2%
Throws4.402.43+1.97
Drive Arts18.3%16.7%+1.6%
Time cornered10.308.74+1.56
Drive Impact1.200.19+1.01
Drive Parry0.901.80-0.90
SA129.9%30.6%-0.8%
Punish Counters landed0.800.08+0.72
Got thrown2.602.01+0.59
Perfect Parry0.100.69-0.59
Got Punish Countered0.400.06+0.34
Throw techs0.600.37+0.23
Drive Reversal0.000.20-0.20
Got stunned0.100.06+0.04
Stuns landed0.100.07+0.03
Throw parries0.200.22-0.02
FROM STATS TO PRACTICE

Match plan

Latest 100

Turn this profile’s habits and results into ideas to test. Habits cover all characters; the selected character sets the comparison group.

Checking for a saved match plan…

Uses public profile stats with OpenRouter’s free AI models. Plans are shared and saved for reuse. Suggestions are hypotheses, not replay analysis.

Saved match plans

Previously generated AI plans, with their original supporting stats and data dates. Expand a plan to read both perspectives.

Luke · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.6 · reference 0.08

    Review five Punish Counters received and five landed. Separate whiffed attacks from unsafe actions on block before choosing what to practice.

    Try this

    Recreate one repeated situation in training. Check the spacing and frame meter, then practice a safer choice or a punish that actually connects.

    Supporting stats
    • Punish Counters landed: profile 0.6 · reference 0.08
    • Got Punish Countered: profile 0.3 · reference 0.06
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.9 · reference 0.19

    Review five Drive Impacts and record the situation and outcome. Keep effective uses; investigate repeated failures rather than aiming for the reference frequency.

    Try this

    Record Drive Impact and an ordinary attack in separate dummy slots. Mix playback and practice recognizing the difference with a response available in your current gauge state.

    Supporting stats
    • Drive Impact: profile 0.9 · reference 0.19
    • Drive Impact gauge: profile 10.1% · reference 1.4%
  3. Review defensive decisions

    Drive Parry: profile 0.6 · reference 1.8

    Compare five defensive situations: what did the opponent do, what did you choose, and what happened? Low parry or throw-tech counts alone do not establish a weakness.

    Try this

    Record two different options from one troublesome situation. Practice identifying them and choosing a response, then review whether the same decision improves in your next set.

    Supporting stats
    • Drive Parry: profile 0.6 · reference 1.8
    • Perfect Parry: profile 0.2 · reference 0.69
    • Drive Reversal: profile 0 · reference 0.2

AI selects and prioritizes reviewed practice plans from the cited stats. Habits cover the whole profile; character records and recent samples have separate scopes. These are ideas to test, not confirmed weaknesses or video analysis. Latest reported trends across the last 100 matches, not lifetime habit averages.

Data saved Sep 6, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.9 · reference 0.19

    Observe whether Drive Impact repeats in a particular situation. Prepare a response you have verified in training, while respecting range, recovery and available gauge.

    Try this

    Revisit that situation with a less committal approach. If the Impact appears, use your practiced response; if it does not, resume your usual game plan.

    Supporting stats
    • Drive Impact: profile 0.9 · reference 0.19
    • Drive Impact gauge: profile 10.1% · reference 1.4%
  2. Probe defense before committing

    Drive Parry: profile 0.6 · reference 1.8

    Test one familiar pressure situation and observe the actual response. Use that observation to vary your next choice; do not infer a success rate from event counts.

    Try this

    Try your usual strike/throw decision in a situation you understand. Repeat only if the response is consistent; if they adapt, vary your timing or reset to neutral.

    Supporting stats
    • Drive Parry: profile 0.6 · reference 1.8
    • Perfect Parry: profile 0.2 · reference 0.69
    • Drive Reversal: profile 0 · reference 0.2
  3. Test the close-range pattern

    Throws: profile 5.1 · reference 2.43

    Observe actual strike, throw and defensive choices at close range. Change one part of your familiar mix only after a tendency appears.

    Try this

    If the same response repeats twice, try a different option in that situation. If the player changes their response, return to varied choices instead of assuming the pattern is permanent.

    Supporting stats
    • Throws: profile 5.1 · reference 2.43
    • Throw techs: profile 0.7 · reference 0.37
    • Got thrown: profile 4 · reference 2.01

AI selects and prioritizes reviewed practice plans from the cited stats. Habits cover the whole profile; character records and recent samples have separate scopes. These are ideas to test, not confirmed weaknesses or video analysis. Latest reported trends across the last 100 matches, not lifetime habit averages.

Data saved Sep 6, 2026 · AI: dots-studio/dots-3-note-preview:free

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