Saved match plans
Previously generated AI plans, with their original supporting stats and data dates. Expand a plan to read both perspectives.
Guile · Latest 100
What to improve
Find the cause of punish events
Punish Counters landed: profile 0.4 · 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 thisRecreate 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 0.4 · reference 0.12
Make Drive Impact a deliberate choice
Drive Impact: profile 0.5 · reference 0.21
Review five Drive Impacts and record the situation and outcome. Keep effective uses; investigate repeated failures rather than aiming for the reference frequency.
Try thisRecord 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 0.5 · reference 0.21
- Drive Impact gauge: profile 5.2% · reference 1.6%
Give each meter spend a purpose
Drive Rush (cancel): profile 15% · reference 29.5%
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 thisPractice 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
- Drive Rush (cancel): profile 15% · reference 29.5%
- SA2: profile 2.6% · reference 25.1%
- Drive Arts: profile 18.8% · reference 18.5%
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 8, 2026 · AI: dots-studio/dots-3-note-preview:free
How to beat this player
Look for a repeatable punish opportunity
Punish Counters landed: profile 0.4 · reference 0.12
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 thisTest one confirmed response when that action appears. If it stops appearing, return to your normal spacing instead of forcing the punish.
Supporting stats
- Punish Counters landed: profile 0.4 · reference 0.12
- Got Punish Countered: profile 0.3 · reference 0.11
Test the Drive Impact tendency
Drive Impact: profile 0.5 · reference 0.21
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 thisRevisit 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 0.5 · reference 0.21
- Drive Impact gauge: profile 5.2% · reference 1.6%
Build pressure without overextending
Corner pressure: profile 6.9 · reference 9
Look for chances to gain space with familiar options. Once the opponent is cornered, observe how they actually try to leave before selecting an adjustment.
Try thisTest one pressure sequence you know well. If an escape repeats, rehearse an answer to that exact option; if they vary their defense, avoid committing to a single read.
Supporting stats
- Corner pressure: profile 6.9 · reference 9
- Time cornered: profile 11.9 · reference 9.84
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 8, 2026 · AI: dots-studio/dots-3-note-preview:free

