Juri
Updated 2 days agoCrossPlatformCrossPlatformJapanJapanC100%

Mello

Let's Do This
Rank 36
MR 1,308#611,144
Last 103–7-28Last 208–12-25
Winrate
48%
163W · 174L · 337 stored
Ranked matches
337
selected mode
Wins
163
Ranked
Losses
174
Ranked
Peak MR
1,338
Juri

Ranked MR · Juri

337 local · 1537 imported · 1747 on chart · 390 battles stored

Latest game

VictoryCasual

Replay not requested
Juri
Mello · Juri
M. Bison
Opponent · M. Bisonたすくん(PC)

Playstyle reference

Habits vs top 30 Juri

Benchmark refreshed Sep 16, 2026, 10:29 AM

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

Juri
Mello’s Juri benchmark

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

でんせつえすぴ~ 2239 · Maroto 2221 · JACK_DOLL 2205 · Malulu 2204 · aiai 2193 · +25 others

Largest absolute differences first23 habits
HabitMelloLegendsDifference LessLegendsMore
Drive Rush (cancel)10.1%32.9%-22.7%
SA20.0%16.9%-16.9%
SA348.8%34.9%+13.9%
CA22.0%9.8%+12.2%
SA129.3%38.3%-9.1%
Drive Guard21.2%13.4%+7.8%
Drive Rush (parry)12.3%7.0%+5.3%
Drive Arts22.9%18.9%+4.0%
Corner pressure9.1012.56-3.46
Time cornered11.108.68+2.42
Got thrown3.102.13+0.97
Throws3.502.72+0.78
Drive Parry2.702.03+0.67
Drive Impact gauge1.3%2.0%-0.7%
Perfect Parry0.300.75-0.45
Throw techs0.800.41+0.39
Drive Reversal0.100.20-0.10
Got Punish Countered0.200.10+0.10
Stuns landed0.000.09-0.09
Drive Impact0.200.26-0.06
Got stunned0.100.06+0.04
Throw parries0.300.28+0.02
Punish Counters landed0.100.12-0.02
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.

Juri · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.2 · reference 0.11

    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 0.11
    • Got Punish Countered: profile 0.1 · reference 0.08
  2. Give each meter spend a purpose

    SA2: profile 0% · reference 15.8%

    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 0% · reference 15.8%
    • SA3: profile 50% · reference 34.6%
    • CA: profile 20% · reference 9.9%
  3. Review defensive decisions

    Drive Parry: profile 3.7 · reference 2.01

    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 3.7 · reference 2.01
    • Perfect Parry: profile 0.5 · reference 0.64
    • Drive Reversal: profile 0 · reference 0.17

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. Probe defense before committing

    Drive Parry: profile 3.7 · reference 2.01

    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 3.7 · reference 2.01
    • Perfect Parry: profile 0.5 · reference 0.64
  2. Test the close-range pattern

    Throws: profile 3.4 · reference 2.58

    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 3.4 · reference 2.58
    • Throw techs: profile 0.4 · reference 0.4
    • Got thrown: profile 2.6 · reference 2.07
  3. Build pressure without overextending

    Corner pressure: profile 8.2 · reference 12

    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 this

    Test 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 8.2 · reference 12
    • Time cornered: profile 8.7 · reference 9.08

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

Public data

Public statistics and datasets

Results from 390 of 390 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
195games
Losses
195games
Draws
0games
Games
390games
Win rate (draw = half win)
50%
Field definitions 5 fields
Wins
Wins · games. wins
Losses
Losses · games. losses
Draws
Draws · games. draws
Games
Games · games. total
Win rate (draw = half win)
Win rate (draw = half win) · percent. winRate Displayed to two decimal places; JSON retains full precision.

Current saved character ratings

1 row

Scroll if needed to compare columns. Expand Details for the remaining fields.

Current saved character ratings. 1 rows on page 1; 1 rows total.
CharacterMRMR pointsLPLP pointsDetails
Juri1,30894,426
Details for Current saved character ratings, row 1
Character ID
16
Field definitions 4 fields
Character ID
Character ID · identifier. characterId
Character
Character · text. character
MR
Master Rating · MR points. mr
LP
League Points · LP points. lp

Last saved update: .

Latest saved profile; local results cover at most the newest 10,000 stored matches across all modes.

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