Mai
SteamSteamJapanJapanClub · VirtualGangM100%

YASU

Down for SUSHIRO
Rank 29LP 16,991
Last 106–4Last 2010–10
Winrate
60%
24W · 16L · 40 stored
Ranked matches
40
selected mode
Wins
24
Ranked
Losses
16
Ranked
Peak LP
16,991
Mai

Ranked LP · Mai

League points over time for this character

Latest game

VictoryRanked

Replay not requested
Mai
YASU · Mai
Alex
Opponent · AlexTearLess

Playstyle reference

Habits vs top 30 Mai

Benchmark refreshed Sep 13, 2026, 7:18 PM

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

Mai
YASU’s Mai benchmark

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

世界無二Ryukichi 2222 · ll Moke ll 2183 · Askey 2153 · sngv 2145 · 【ざぶ】 2136 · +25 others

Largest absolute differences first23 habits
HabitYASULegendsDifference LessLegendsMore
SA116.5%54.6%-38.1%
Drive Arts57.2%22.7%+34.5%
Drive Rush (cancel)0.0%29.4%-29.4%
SA241.2%20.2%+21.0%
SA331.8%18.6%+13.1%
Drive Guard8.4%13.4%-5.0%
Drive Impact gauge6.0%1.3%+4.7%
CA10.6%6.6%+4.0%
Corner pressure10.1012.99-2.89
Time cornered6.909.32-2.42
Drive Parry0.301.87-1.57
Perfect Parry0.100.70-0.60
Drive Rush (parry)7.0%7.5%-0.5%
Got Punish Countered0.500.07+0.43
Throws2.102.49-0.39
Throw techs0.100.46-0.36
Got thrown1.902.23-0.33
Drive Impact0.500.19+0.31
Punish Counters landed0.300.10+0.20
Drive Reversal0.000.19-0.19
Stuns landed0.000.06-0.06
Got stunned0.100.05+0.05
Throw parries0.300.26+0.04
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.

Mai · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.5 · 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 0.5 · reference 0.08
    • Punish Counters landed: profile 0.3 · reference 0.11
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.5 · reference 0.16

    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 0.16
    • Drive Impact gauge: profile 6% · reference 1.2%
  3. Give each meter spend a purpose

    SA2: profile 41.2% · reference 20.8%

    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 41.2% · reference 20.8%
    • SA3: profile 31.8% · reference 20.8%

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 6, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.5 · reference 0.16

    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 0.16
    • Drive Impact gauge: profile 6% · reference 1.2%
  2. Probe defense before committing

    Drive Parry: profile 0.3 · reference 1.69

    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 0.3 · reference 1.69
    • Perfect Parry: profile 0.1 · reference 0.67
  3. Build pressure without overextending

    Corner pressure: profile 10.1 · reference 13.38

    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 10.1 · reference 13.38
    • Time cornered: profile 6.9 · reference 8.39

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 6, 2026 · AI: dots-studio/dots-3-note-preview:free

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