Luke
Updated 2 weeks agoSteamSteamJapanJapanC98%

私は最後の謎よ

Steady and Relentless
Rank 36MR 1,580#99,031
Last 105–5+17Last 208–12-13
Winrate
41%
16W · 23L · 39 stored
Ranked matches
39
selected mode
Wins
16
Ranked
Losses
23
Ranked
Peak MR
1,581
Luke

Ranked MR · Luke

37 local · 0 imported · 37 on chart · 85 battles stored

Latest game

DefeatRanked

Replay not requested
C. Viper
朝鮮民主主義人民共和国 · C. Viper
Zangief
Opponent · Zangiefぶるぼん

Playstyle reference

Habits vs top — Luke

Loading Luke…

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. Review close-range choices

    Throws: profile 4.5 · reference 2.57

    Look at five close-range exchanges. Separate throw opportunities, throw attempts and defensive choices; the aggregate counts cannot show which option was correct.

    Try this

    Replay one recurring situation in training with both a strike and a throw recorded. Practice your chosen responses, then check how often you make that choice deliberately in matches.

    Supporting stats
    • Throws: profile 4.5 · reference 2.57
    • Got thrown: profile 3.1 · reference 2.04
  2. Trace how you lose or gain space

    Corner pressure: profile 9.1 · reference 14.11

    Review five trips into the corner. Identify the earlier decision that gave up space, not just the final escape attempt. Check successful corner pressure too.

    Try this

    Recreate one recurring position in training. Compare your usual response with a less committal alternative, then track whether you reach the corner less often over the next set.

    Supporting stats
    • Corner pressure: profile 9.1 · reference 14.11
    • Time cornered: profile 8.1 · reference 8.66
  3. Give each meter spend a purpose

    SA2: profile 6.8% · reference 22.5%

    Review five resource decisions with the actual gauge visible. Note what the spend gained and what options remained; usage shares alone cannot measure efficiency.

    Try this

    Practice a familiar sequence with a resource spend and a conservation alternative. Compare the outcome and remaining gauge before deciding which situation calls for each.

    Supporting stats
    • SA2: profile 6.8% · reference 22.5%
    • Drive Arts: profile 8.5% · reference 15.4%

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 5, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.1 · reference 0.06

    Use the stats as a scouting lead. Watch for an action you have already verified as punishable at that spacing; do not assume every apparent opening is unsafe.

    Try this

    Test one confirmed response when that action appears. If it stops appearing, return to your normal spacing instead of forcing the punish.

    Supporting stats
    • Got Punish Countered: profile 0.1 · reference 0.06
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.3 · reference 0.17

    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 0.3 · reference 0.17
    • Drive Impact gauge: profile 2% · reference 1.3%
  3. Probe defense before committing

    Drive Reversal: profile 0.1 · reference 0.2

    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 Reversal: profile 0.1 · reference 0.2
    • Drive Parry: profile 2.2 · reference 1.82

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 5, 2026 · AI: dots-studio/dots-3-note-preview:free

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