Luke
Updated 6 days agoSteamSteamJapanJapanClub · KRTMFightClubC100%

せぶんのいれぶん

Noooooo!
Rank 32LP 20,754
Last 104–6Last 2011–9
Winrate
51%
51W · 49L · 100 stored
Ranked matches
100
selected mode
Wins
51
Ranked
Losses
49
Ranked
Peak LP
20,837
Luke

Ranked LP · Luke

League points over time for this character

Latest game

DefeatRanked

Replay not requested
Luke
S3veN · Luke
JP
Opponent · JPDawn

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
せぶんのいれぶん’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せぶんのいれぶんLegendsDifference LessLegendsMore
SA359.6%34.2%+25.4%
SA26.4%26.0%-19.6%
Drive Rush (cancel)53.4%37.3%+16.1%
Drive Arts2.9%16.7%-13.8%
SA121.3%30.6%-9.4%
Drive Guard5.9%13.2%-7.3%
Drive Rush (parry)0.7%7.6%-7.0%
Corner pressure7.2013.55-6.35
CA12.8%9.2%+3.6%
Time cornered9.908.74+1.16
Drive Impact gauge2.3%1.4%+0.9%
Got thrown2.702.01+0.69
Drive Reversal0.600.20+0.40
Perfect Parry0.300.69-0.39
Throw techs0.700.37+0.33
Got Punish Countered0.300.06+0.24
Drive Parry2.001.80+0.20
Throws2.602.43+0.17
Throw parries0.100.22-0.12
Got stunned0.100.06+0.04
Stuns landed0.100.07+0.03
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 0.3 · 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 0.3 · reference 0.06
  2. Trace how you lose or gain space

    Corner pressure: profile 6.6 · 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 6.6 · reference 14.11
    • Time cornered: profile 10.7 · reference 8.66
  3. Give each meter spend a purpose

    SA2: profile 2.6% · 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 2.6% · reference 22.5%
    • Drive Arts: profile 2.2% · 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 6, 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 0.3 · 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 0.3 · reference 0.06
  2. Probe defense before committing

    Drive Reversal: profile 0.4 · 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 0.4 · reference 0.2
    • Throw techs: profile 1 · reference 0.4
  3. Adapt to the visible gauge

    Drive Arts: profile 2.2% · reference 15.4%

    Watch current Drive and Super Art resources during the match. Treat the profile’s spending pattern as a question to investigate, not a prediction of burnout or a guaranteed opening.

    Try this

    After a large spend, reassess the options available to both players before approaching. If their resource decisions differ from the profile, follow the live situation.

    Supporting stats
    • Drive Arts: profile 2.2% · reference 15.4%
    • SA3: profile 48.7% · reference 36.2%

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

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