A.K.I.
Updated 6 days agoCrossPlatformCrossPlatformJapanJapanC100%

cbstb

You're killing me!
Rank 36MR 1,664#38,787
Last 107–3+30Last 2014–6+67
Winrate
55%
62W · 51L · 113 stored
Ranked matches
113
selected mode
Wins
62
Ranked
Losses
51
Ranked
Peak MR
1,664
A.K.I.

Ranked MR · A.K.I.

113 local · 0 imported · 113 on chart · 125 battles stored

Latest game

VictoryRanked

Replay not requested
A.K.I.
cbstb · A.K.I.
A.K.I.
Opponent · A.K.I.sazanami

Playstyle reference

Habits vs top 30 A.K.I.

Benchmark refreshed Sep 12, 2026, 4:20 AM

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

A.K.I.
cbstb’s A.K.I. benchmark

Compared with the average habits of the top 30 sampled A.K.I. players.

hikaru_shiftne 2249 · ネコと和解せよ 2211 · マーノ/ギコギコはしません 2205 · Motchan 2204 · M.M. 2181 · +25 others

Largest absolute differences first23 habits
HabitcbstbLegendsDifference LessLegendsMore
Drive Rush (cancel)1.5%23.3%-21.8%
SA348.8%30.6%+18.2%
SA124.4%37.8%-13.4%
SA212.2%22.0%-9.8%
Drive Guard26.7%17.0%+9.7%
Drive Rush (parry)18.7%11.0%+7.7%
CA14.6%9.6%+5.0%
Drive Arts23.2%21.0%+2.2%
Time cornered8.609.83-1.23
Drive Impact gauge0.6%1.8%-1.1%
Corner pressure10.5011.29-0.79
Drive Reversal0.100.40-0.30
Drive Parry2.101.93+0.17
Throws2.202.34-0.14
Drive Impact0.100.24-0.14
Punish Counters landed0.000.12-0.12
Got Punish Countered0.000.11-0.11
Got thrown2.202.30-0.10
Stuns landed0.000.08-0.08
Got stunned0.000.04-0.04
Throw techs0.500.52-0.02
Throw parries0.200.22-0.02
Perfect Parry0.600.60+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.

A.K.I. · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0 · reference 0.1

    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 · reference 0.1
    • Got Punish Countered: profile 0 · reference 0.1
  2. 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 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 0.1 · reference 0.21
    • Drive Impact gauge: profile 0.6% · reference 1.6%
  3. Give each meter spend a purpose

    Drive Rush (cancel): profile 1.5% · reference 23%

    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
    • Drive Rush (cancel): profile 1.5% · reference 23%
    • Drive Arts: profile 23.2% · reference 20.5%
    • SA3: profile 48.8% · reference 31.9%

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: dots-studio/dots-3-note-preview:free

How to beat this player

  1. 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 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 0.1 · reference 0.21
    • Drive Impact gauge: profile 0.6% · reference 1.6%
  2. Probe defense before committing

    Drive Parry: profile 2.1 · 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 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 2.1 · reference 1.77
    • Perfect Parry: profile 0.6 · reference 0.54
    • Drive Reversal: profile 0.1 · reference 0.4
  3. Test the close-range pattern

    Throws: profile 2.2 · reference 2.31

    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 2.2 · reference 2.31
    • Throw techs: profile 0.5 · reference 0.53
    • Got thrown: profile 2.2 · 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 8, 2026 · AI: dots-studio/dots-3-note-preview:free

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