Luke
Updated 1 day agoCrossPlatformCrossPlatformJapanJapanC100%

たきわき

Battle Routine, Set!
Rank 36MR 1,653#45,894
Last 107–3+22Last 2014–6+55
Winrate
55%
84W · 69L · 153 stored
Ranked matches
153
selected mode
Wins
84
Ranked
Losses
69
Ranked
Peak MR
1,672
Luke

Ranked MR · Luke

153 local · 0 imported · 153 on chart · 153 battles stored

Latest game

VictoryRanked

Replay not requested
Luke
たきわき · Luke
JP
Opponent · JPマネモン2500

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
たきわき’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
HabitたきわきLegendsDifference LessLegendsMore
SA347.7%34.2%+13.5%
SA214.0%26.0%-12.1%
SA123.3%30.6%-7.4%
CA15.1%9.2%+6.0%
Drive Arts11.1%16.7%-5.6%
Corner pressure9.7013.55-3.85
Drive Rush (cancel)41.0%37.3%+3.7%
Drive Guard15.7%13.2%+2.4%
Drive Rush (parry)8.9%7.6%+1.3%
Time cornered9.608.74+0.86
Drive Parry2.501.80+0.70
Drive Impact gauge0.8%1.4%-0.6%
Throws2.102.43-0.33
Got thrown2.302.01+0.29
Perfect Parry0.800.69+0.11
Drive Reversal0.100.20-0.10
Throw techs0.300.37-0.07
Got stunned0.100.06+0.04
Got Punish Countered0.100.06+0.04
Stuns landed0.100.07+0.03
Throw parries0.200.22-0.02
Punish Counters landed0.100.08+0.02
Drive Impact0.200.19+0.01
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

    Got Punish Countered: profile 0.1 · reference 0.06

    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 0.1 · reference 0.06
    • Punish Counters landed: profile 0.1 · reference 0.08
  2. Give each meter spend a purpose

    SA3: profile 60.3% · reference 34.2%

    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
    • SA3: profile 60.3% · reference 34.2%
    • SA1: profile 16.2% · reference 30.6%
  3. Trace how you lose or gain space

    Corner pressure: profile 10.4 · reference 13.55

    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 10.4 · reference 13.55
    • Time cornered: profile 9.8 · reference 8.74

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.1 · 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 0.1 · reference 0.19
  2. Probe defense before committing

    Drive Parry: profile 3 · 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 3 · reference 1.8
    • Perfect Parry: profile 0.6 · reference 0.69
  3. Test the close-range pattern

    Got thrown: profile 2.6 · reference 2.01

    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
    • Got thrown: profile 2.6 · reference 2.01
    • Throw techs: profile 0.4 · reference 0.37

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free