Latest game
A.Roux

Ranked MR · A.K.I.
97 local · 0 imported · 97 on chart · 97 battles stored
Playstyle reference
Habits vs top 30 A.K.I.
Benchmark refreshed Sep 16, 2026, 1:25 AM
Latest reported trends across the last 100 matches, not lifetime habit averages. · Data details
| Habit | Roux | Legends | Difference | LessLegendsMore |
|---|---|---|---|---|
| Drive Rush (cancel) | 10.2% | 23.3% | -13.1% | |
| SA1 | 28.8% | 39.0% | -10.2% | |
| CA | 16.9% | 8.7% | +8.2% | |
| Drive Guard | 23.4% | 16.3% | +7.1% | |
| SA3 | 37.3% | 30.7% | +6.6% | |
| Drive Arts | 16.6% | 21.9% | -5.3% | |
| SA2 | 16.9% | 21.6% | -4.6% | |
| Drive Rush (parry) | 14.7% | 10.3% | +4.5% | |
| Corner pressure | 10.20 | 11.64 | -1.44 | |
| Drive Parry | 3.00 | 1.85 | +1.15 | |
| Time cornered | 10.70 | 9.56 | +1.14 | |
| Drive Reversal | 1.50 | 0.40 | +1.10 | |
| Perfect Parry | 0.20 | 0.57 | -0.37 | |
| Got Punish Countered | 0.20 | 0.09 | +0.11 | |
| Throw parries | 0.20 | 0.30 | -0.10 | |
| Drive Impact gauge | 1.9% | 1.8% | +0.1% | |
| Stuns landed | 0.00 | 0.08 | -0.08 | |
| Got thrown | 2.40 | 2.33 | +0.07 | |
| Throw techs | 0.50 | 0.56 | -0.06 | |
| Got stunned | 0.10 | 0.05 | +0.05 | |
| Throws | 2.30 | 2.33 | -0.03 | |
| Drive Impact | 0.20 | 0.22 | -0.02 | |
| Punish Counters landed | 0.10 | 0.10 | -0.00 |
Match plan
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.
A.K.I. · Latest 100
What to improve
Make Drive Impact a deliberate choice
Drive Impact: profile 0.1 · 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 0.1 · reference 0.21
- Drive Impact gauge: profile 1.3% · reference 1.6%
Give each meter spend a purpose
Drive Rush (parry): profile 16.3% · reference 11.5%
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 (parry): profile 16.3% · reference 11.5%
Review close-range choices
Throws: profile 3.2 · reference 2.31
Look at five close-range exchanges. Separate throw opportunities, throw attempts and defensive choices; the aggregate counts cannot show which option was correct.
Try thisReplay one recurring situation in training with both a strike and a throw recorded. Practice your chosen responses, then check how often you make that choice deliberately in matches.
Supporting stats
- Throws: profile 3.2 · reference 2.31
- Got thrown: profile 2.1 · reference 2.33
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
Test the Drive Impact tendency
Drive Impact: profile 0.1 · 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 0.1 · reference 0.21
- Drive Impact gauge: profile 1.3% · reference 1.6%
Probe defense before committing
Drive Parry: profile 3.2 · reference 1.77
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 thisTry 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 3.2 · reference 1.77
- Perfect Parry: profile 0.4 · reference 0.54
Adapt to the visible gauge
Drive Rush (parry): profile 16.3% · reference 11.5%
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 thisAfter 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 Rush (parry): profile 16.3% · reference 11.5%
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 7, 2026 · AI: dots-studio/dots-3-note-preview:free
Public data
Public statistics and datasets
Results from 97 of 97 stored matches. Explore the datasets for the full saved history.
Results in stored match sample
1 row- Wins
- 51games
- Losses
- 46games
- Draws
- 0games
- Games
- 97games
- Win rate (draw = half win)
- 52.58%
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.
winRateDisplayed to two decimal places; JSON retains full precision.
Current saved character ratings
14 rowsScroll if needed to compare columns. Expand Details for the remaining fields.
| Character | MRMR points | LPLP points | Details |
|---|---|---|---|
| Ryu | 0 | -1 | Details for Current saved character ratings, row 1
|
| Luke | 0 | -1 | Details for Current saved character ratings, row 2
|
| Manon | 0 | -1 | Details for Current saved character ratings, row 3
|
| Zangief | 0 | -1 | Details for Current saved character ratings, row 4
|
| Cammy | 0 | -1 | Details for Current saved character ratings, row 5
|
| A.K.I. | 1,757 | 460,556 | Details for Current saved character ratings, row 6
|
| Juri | 0 | -1 | Details for Current saved character ratings, row 7
|
| Marisa | 0 | -1 | Details for Current saved character ratings, row 8
|
| Ed | 0 | -1 | Details for Current saved character ratings, row 9
|
| E. Honda | 0 | -1 | Details for Current saved character ratings, row 10
|
| Akuma | 0 | -1 | Details for Current saved character ratings, row 11
|
| M. Bison | 0 | -1 | Details for Current saved character ratings, row 12
|
| Terry | 0 | -1 | Details for Current saved character ratings, row 13
|
| Random | 0 | -1 | Details for Current saved character ratings, row 14
|
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.

