Luke
Updated 6 hours agoSteamSteamJapanJapanC100%

n4g2toro

NEW GENERATION
Rank 36MR 1,623#61,395
Last 107–3+32Last 2010–100
Winrate
55%
75W · 61L · 136 stored
Ranked matches
136
selected mode
Wins
75
Ranked
Losses
61
Ranked
Peak MR
1,693
Luke

Ranked MR · Luke

136 local · 0 imported · 136 on chart · 136 battles stored

Latest game

VictoryRanked

Replay not requested
Ed
n4g2toro · Ed
Akuma
Opponent · Akumaあろーえ

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
n4g2toro’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
Habitn4g2toroLegendsDifference LessLegendsMore
CA20.0%9.2%+10.8%
SA323.3%34.2%-10.8%
Corner pressure8.1013.55-5.45
Drive Arts20.6%16.7%+3.9%
Drive Rush (cancel)34.8%37.3%-2.5%
Drive Guard11.0%13.2%-2.2%
Drive Impact gauge3.6%1.4%+2.2%
Throws1.502.43-0.93
Drive Parry0.901.80-0.90
Got thrown1.402.01-0.61
Perfect Parry0.200.69-0.49
SA225.6%26.0%-0.5%
SA131.1%30.6%+0.5%
Drive Rush (parry)7.9%7.6%+0.3%
Time cornered9.008.74+0.26
Punish Counters landed0.300.08+0.22
Drive Impact0.400.19+0.21
Throw techs0.200.37-0.17
Got Punish Countered0.200.06+0.14
Drive Reversal0.100.20-0.10
Got stunned0.000.06-0.06
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.

Ed · Latest 100

What to improve

  1. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.4 · reference 0.22

    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 0.4 · reference 0.22
    • Drive Impact gauge: profile 3.6% · reference 1.7%
  2. Find the cause of punish events

    Got Punish Countered: profile 0.2 · reference 0.1

    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
    • Got Punish Countered: profile 0.2 · reference 0.1
    • Punish Counters landed: profile 0.3 · reference 0.14
  3. Review defensive decisions

    Drive Parry: profile 0.9 · reference 1.92

    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 0.9 · reference 1.92
    • Perfect Parry: profile 0.2 · reference 0.79
    • Drive Reversal: profile 0.1 · reference 0.22

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 13, 2026 · AI: nex-agi/nex-n2.5-pro:free

How to beat this player

  1. Test the close-range pattern

    Throws: profile 1.5 · reference 2.53

    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 1.5 · reference 2.53
    • Got thrown: profile 1.4 · reference 2.2
    • Throw techs: profile 0.2 · reference 0.53
  2. Use matchup records as scouting leads

    vs Ken: 3 wins in 14 games

    A lower win rate suggests footage to examine, not a guaranteed counterpick. Check whether the same difficult situation appears in multiple matches.

    Try this

    If you play the cited character, test one familiar situation from that footage. If the player handles it well, abandon the assumption and adapt to what they show.

    Supporting stats
    • vs Ken: 3 wins in 14 games
    • vs Alex: 7 wins in 11 games
  3. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.2 · reference 0.1

    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 0.2 · reference 0.1
    • Punish Counters landed: profile 0.3 · reference 0.14

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 13, 2026 · AI: nex-agi/nex-n2.5-pro:free

Luke · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.2 · 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 0.2 · reference 0.08
    • Got Punish Countered: profile 0.2 · reference 0.06
  2. Review close-range choices

    Throws: profile 1.2 · reference 2.43

    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 1.2 · reference 2.43
    • Throw techs: profile 0.1 · reference 0.37
    • Got thrown: profile 1.5 · reference 2.01
  3. Give each meter spend a purpose

    SA2: profile 16.5% · reference 26%

    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 16.5% · reference 26%
    • SA3: profile 32.1% · reference 34.2%
    • CA: profile 19.3% · reference 9.2%

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 0.3 · 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 0.3 · reference 0.19
    • Drive Impact gauge: profile 3% · reference 1.4%
  2. Use matchup records as scouting leads

    vs Luke: 18 wins in 39 games

    A lower win rate suggests footage to examine, not a guaranteed counterpick. Check whether the same difficult situation appears in multiple matches.

    Try this

    If you play the cited character, test one familiar situation from that footage. If the player handles it well, abandon the assumption and adapt to what they show.

    Supporting stats
    • vs Luke: 18 wins in 39 games
    • vs Yasmine: 19 wins in 35 games
    • vs Ryu: 20 wins in 30 games
  3. Separate a tendency from a one-off event

    Recent stored ranked sample: 43 wins in 71 games

    Scout several recent matches and compare wins with losses. Prepare around a repeated situation rather than one memorable mistake.

    Try this

    Use the first round to check one scouting hypothesis. If it repeats, apply your prepared adjustment; if it does not, discard it and observe a new pattern.

    Supporting stats
    • Recent stored ranked sample: 43 wins in 71 games

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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