Alex
Updated 5 hours agoCrossPlatformCrossPlatformJapanJapanC100%

デストロイ上田

Are You Even Trying to Win??
Rank 36MR 1,480#378,914
Last 106–4+27Last 2010–10+12
Winrate
50%
99W · 98L · 197 stored
Ranked matches
197
selected mode
Wins
99
Ranked
Losses
98
Ranked
Peak MR
1,546
Alex

Ranked MR · Alex

197 local · 0 imported · 197 on chart · 267 battles stored

Latest game

DefeatRanked

Replay not requested
Dee Jay
デストロイ上田 · Dee Jay
Juri
Opponent · Juriたいたん

Playstyle reference

Habits vs top 30 Alex

Benchmark refreshed Sep 2, 2026, 1:21 PM

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

Alex
デストロイ上田’s Alex benchmark

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

ゆーざー 2166 · Junior 2115 · きどーー 2110 · cream 2104 · Nemo1127 2086 · +25 others

Largest absolute differences first23 habits
Habitデストロイ上田LegendsDifference LessLegendsMore
SA217.8%28.4%-10.6%
CA15.1%6.5%+8.6%
Drive Impact gauge6.8%1.7%+5.1%
Drive Rush (cancel)30.2%33.0%-2.9%
Drive Guard11.6%14.1%-2.5%
SA145.2%43.0%+2.2%
Time cornered8.209.88-1.68
Drive Rush (parry)6.6%8.2%-1.6%
Drive Arts12.9%14.2%-1.3%
Corner pressure8.109.01-0.91
Perfect Parry0.200.70-0.50
Got thrown2.602.12+0.48
Drive Parry1.201.63-0.43
Drive Impact0.600.20+0.40
Drive Reversal0.800.47+0.33
Throws2.002.32-0.32
Punish Counters landed0.400.12+0.28
SA321.9%22.1%-0.2%
Got Punish Countered0.300.12+0.18
Throw parries0.200.29-0.09
Throw techs0.400.48-0.08
Got stunned0.000.05-0.05
Stuns landed0.100.07+0.03
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.

Dee Jay · Latest 100

What to improve

  1. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.6 · reference 0.24

    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 0.6 · reference 0.24
    • Drive Impact gauge: profile 6.8% · reference 1.8%
  2. Find the cause of punish events

    Got Punish Countered: profile 0.3 · reference 0.09

    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 0.09
    • Punish Counters landed: profile 0.4 · reference 0.13
  3. Review defensive decisions

    Drive Reversal: profile 0.8 · reference 0.19

    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 Reversal: profile 0.8 · reference 0.19
    • Perfect Parry: profile 0.2 · reference 0.57

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: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.6 · reference 0.24

    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 0.6 · reference 0.24
    • Drive Impact gauge: profile 6.8% · reference 1.8%
  2. Probe defense before committing

    Drive Reversal: profile 0.8 · reference 0.19

    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 0.8 · reference 0.19
    • Perfect Parry: profile 0.2 · reference 0.57
  3. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.3 · reference 0.09

    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 0.09
    • Punish Counters landed: profile 0.4 · reference 0.13

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: dots-studio/dots-3-note-preview:free

Alex · Latest 100

What to improve

  1. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.4 · reference 0.2

    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 0.2
    • Drive Impact gauge: profile 4.7% · reference 1.7%
  2. Find the cause of punish events

    Punish Counters landed: profile 0.3 · reference 0.12

    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 0.3 · reference 0.12
    • Got Punish Countered: profile 0.2 · reference 0.12
  3. Review defensive decisions

    Perfect Parry: profile 0.2 · reference 0.7

    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
    • Perfect Parry: profile 0.2 · reference 0.7
    • Drive Parry: profile 1.5 · reference 1.63
    • Drive Reversal: profile 1.1 · reference 0.47

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 7, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.4 · reference 0.2

    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 0.4 · reference 0.2
    • Drive Impact gauge: profile 4.7% · reference 1.7%
  2. Probe defense before committing

    Drive Parry: profile 1.5 · reference 1.63

    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 1.5 · reference 1.63
    • Perfect Parry: profile 0.2 · reference 0.7
    • Drive Reversal: profile 1.1 · reference 0.47
  3. Test the close-range pattern

    Throws: profile 2 · reference 2.32

    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 2 · reference 2.32
    • Throw techs: profile 0.2 · reference 0.48
    • Got thrown: profile 2.5 · reference 2.12

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 7, 2026 · AI: dots-studio/dots-3-note-preview:free

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