Juri
Updated 5 days agoSteamSteamJapanJapanM100%

T__T

Skill Is Everything
Rank 36
MR 1,460#430,188
Last 106–4+14Last 2012–8+27
Winrate
52%
33W · 31L · 64 stored
Ranked matches
64
selected mode
Wins
33
Ranked
Losses
31
Ranked
Peak MR
1,460
Juri

Ranked MR · Juri

64 local · 69 imported · 69 on chart · 95 battles stored

Latest game

VictoryRanked

Replay not requested
Juri
T__T · Juri
Luke
Opponent · Lukeyoriyama

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
T__T’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
HabitT__TLegendsDifference LessLegendsMore
SA20.0%16.9%-16.9%
SA153.6%38.3%+15.3%
Drive Rush (cancel)26.6%32.9%-6.3%
Drive Arts24.7%18.9%+5.8%
SA339.2%34.9%+4.3%
CA7.2%9.8%-2.6%
Drive Rush (parry)9.4%7.0%+2.4%
Corner pressure13.9012.56+1.34
Drive Parry1.202.03-0.83
Time cornered7.908.68-0.78
Drive Impact gauge2.6%2.0%+0.6%
Got thrown2.602.13+0.47
Perfect Parry0.300.75-0.45
Throw techs0.100.41-0.31
Throws3.002.72+0.28
Drive Guard13.2%13.4%-0.2%
Throw parries0.100.28-0.18
Drive Reversal0.100.20-0.10
Drive Impact0.200.26-0.06
Got stunned0.000.06-0.06
Punish Counters landed0.100.12-0.02
Stuns landed0.100.09+0.01
Got Punish Countered0.100.10-0.00
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

    Got Punish Countered: profile 0.1 · reference 0.08

    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 0.1 · reference 0.08
  2. Review defensive decisions

    Drive Parry: profile 1.2 · reference 2.09

    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 1.2 · reference 2.09
    • Perfect Parry: profile 0.3 · reference 0.74
  3. Review close-range choices

    Throws: profile 3.2 · reference 2.67

    Look at five close-range exchanges. Separate throw opportunities, throw attempts and defensive choices; the aggregate counts cannot show which option was correct.

    Try this

    Replay 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 2.67
    • Throw techs: profile 0.2 · reference 0.43
    • Got thrown: profile 2.6 · reference 2.11

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: nex-agi/nex-n2.5-mini:free

How to beat this player

  1. Probe defense before committing

    Drive Parry: profile 1.2 · reference 2.09

    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 1.2 · reference 2.09
    • Perfect Parry: profile 0.3 · reference 0.74
  2. Test the close-range pattern

    Throws: profile 3.2 · reference 2.67

    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 3.2 · reference 2.67
    • Got thrown: profile 2.6 · reference 2.11
  3. Adapt to the visible gauge

    SA1: profile 53.2% · reference 36.8%

    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 this

    After 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
    • SA1: profile 53.2% · reference 36.8%
    • SA2: profile 0% · reference 20.4%

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: nex-agi/nex-n2.5-mini:free

Public data

Public statistics and datasets

Results from 95 of 95 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
41games
Losses
54games
Draws
0games
Games
95games
Win rate (draw = half win)
43.16%
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

10 rows

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

Current saved character ratings. 10 rows on page 1; 10 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
JP0-1
Details for Current saved character ratings, row 3
Character ID
7
Ken0-1
Details for Current saved character ratings, row 4
Character ID
10
Dee Jay0-1
Details for Current saved character ratings, row 5
Character ID
11
Juri1,46083,585
Details for Current saved character ratings, row 6
Character ID
16
Ed0-1
Details for Current saved character ratings, row 7
Character ID
19
Akuma1,44842,801
Details for Current saved character ratings, row 8
Character ID
22
C. Viper0-1
Details for Current saved character ratings, row 9
Character ID
30
Ingrid0-1
Details for Current saved character ratings, row 10
Character ID
32
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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