Terry
Updated 4 days agoSteamSteamChinaChinaClub · BigBlackDogC100%

NoobMaster

GIVES YOU WINGS.
Rank 36
MR 1,515#203,330
Last 102–0+13Last 202–0+13
Winrate
100%
2W · 0L · 2 stored
Ranked matches
2
selected mode
Wins
2
Ranked
Losses
0
Ranked
Peak MR
1,515
Terry

Ranked MR · Terry

2 local · 2 imported · 4 on chart · 110 battles stored

Latest game

DefeatCustom Room

Replay not requested
Terry
NoobMaster · Terry
Ryu
Opponent · Ryu狼参谋长

Playstyle reference

Habits vs top 30 Terry

Benchmark refreshed Sep 9, 2026, 7:23 PM

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

Terry
NoobMaster’s Terry benchmark

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

kincho 2229 · なっつだよ 2210 · Yassa 2187 · ばやしこ|VLY 2181 · あ か た 2151 · +25 others

Largest absolute differences first23 habits
HabitNoobMasterLegendsDifference LessLegendsMore
Drive Arts6.1%16.3%-10.3%
SA218.6%24.5%-5.9%
SA139.5%33.6%+5.9%
CA14.0%9.0%+5.0%
SA327.9%32.8%-4.9%
Corner pressure8.5012.45-3.95
Time cornered13.009.65+3.35
Drive Rush (parry)10.1%8.2%+1.9%
Drive Guard13.1%14.3%-1.2%
Drive Parry0.901.89-0.99
Drive Impact gauge2.6%1.6%+1.0%
Perfect Parry0.000.80-0.80
Got thrown2.902.21+0.69
Drive Rush (cancel)34.0%33.4%+0.5%
Got Punish Countered0.400.09+0.31
Drive Impact0.500.21+0.29
Punish Counters landed0.400.12+0.28
Throws2.402.49-0.09
Drive Reversal0.100.17-0.07
Throw techs0.500.43+0.07
Got stunned0.100.05+0.05
Throw parries0.300.26+0.04
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.

Terry · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.4 · 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 0.4 · reference 0.09
  2. 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 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 0.5 · reference 0.21
  3. Trace how you lose or gain space

    Time cornered: profile 13 · reference 9.65

    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
    • Time cornered: profile 13 · reference 9.65
    • Corner pressure: profile 8.5 · reference 12.45

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 14, 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 0.4 · 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 0.4 · reference 0.09
  2. 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 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 0.5 · reference 0.21
  3. Build pressure without overextending

    Time cornered: profile 13 · reference 9.65

    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
    • Time cornered: profile 13 · reference 9.65
    • Corner pressure: profile 8.5 · reference 12.45

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 14, 2026 · AI: dots-studio/dots-3-note-preview:free

Public data

Public statistics and datasets

Results from 110 of 110 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
42games
Losses
68games
Draws
0games
Games
110games
Win rate (draw = half win)
38.18%
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

13 rows

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

Current saved character ratings. 13 rows on page 1; 13 rows total.
CharacterMRMR pointsLPLP pointsDetails
Ryu0-1
Details for Current saved character ratings, row 1
Character ID
1
Luke0-1
Details for Current saved character ratings, row 2
Character ID
2
Kimberly0-1
Details for Current saved character ratings, row 3
Character ID
3
Zangief0-1
Details for Current saved character ratings, row 4
Character ID
6
Cammy0-1
Details for Current saved character ratings, row 5
Character ID
9
Ken0-1
Details for Current saved character ratings, row 6
Character ID
10
Guile0-1
Details for Current saved character ratings, row 7
Character ID
18
Jamie023,030
Details for Current saved character ratings, row 8
Character ID
21
Akuma0-1
Details for Current saved character ratings, row 9
Character ID
22
Sagat0-1
Details for Current saved character ratings, row 10
Character ID
25
Terry1,51596,245
Details for Current saved character ratings, row 11
Character ID
27
Mai0-1
Details for Current saved character ratings, row 12
Character ID
28
Random0-1
Details for Current saved character ratings, row 13
Character ID
254
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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