Sagat
Updated 11 hours agoCrossPlatformCrossPlatformJapanJapanC100%

ゆうりん

Let's Do This
Rank 36MR 1,471#404,096
Last 107–3+33Last 2010–100
Winrate
40%
12W · 18L · 30 stored
Ranked matches
30
selected mode
Wins
12
Ranked
Losses
18
Ranked
Peak MR
1,471
Sagat

Ranked MR · Sagat

30 local · 112 imported · 117 on chart · 30 battles stored

Latest game

VictoryRanked

Replay not requested
Sagat
ゆうりん · Sagat
Yasmine
Opponent · Yasmineまるはだか

Playstyle reference

Habits vs top 30 Sagat

Benchmark refreshed Sep 13, 2026, 10:18 AM

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

Sagat
ゆうりん’s Sagat benchmark

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

Hand Me Downs 2230 · BonchanRB 2209 · Kushina 2201 · hinao 2199 · Yanai 2142 · +25 others

Largest absolute differences first23 habits
HabitゆうりんLegendsDifference LessLegendsMore
SA20.0%26.4%-26.4%
SA357.9%39.9%+18.0%
Drive Rush (cancel)51.3%34.0%+17.3%
Drive Guard7.3%14.2%-6.9%
Drive Arts9.3%16.0%-6.8%
CA15.8%9.1%+6.7%
Drive Rush (parry)2.8%8.4%-5.7%
Corner pressure7.7012.43-4.73
Time cornered13.408.88+4.52
SA126.3%24.6%+1.7%
Perfect Parry0.100.74-0.64
Drive Impact gauge1.8%1.3%+0.5%
Drive Parry1.401.81-0.41
Throw techs0.100.46-0.36
Throws1.902.23-0.33
Got Punish Countered0.300.09+0.21
Got thrown2.402.21+0.19
Drive Reversal0.100.24-0.14
Punish Counters landed0.200.11+0.09
Stuns landed0.000.08-0.08
Got stunned0.000.05-0.05
Throw parries0.300.25+0.05
Drive Impact0.200.18+0.02
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.

Sagat · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.3 · 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 0.3 · reference 0.09
    • Punish Counters landed: profile 0.2 · reference 0.11
  2. Review defensive decisions

    Got thrown: profile 2.4 · reference 2.21

    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
    • Got thrown: profile 2.4 · reference 2.21
    • Throw techs: profile 0.1 · reference 0.46
  3. Compare decisions across wins and losses

    Recent stored ranked sample: 11 wins in 26 games

    Choose two wins and two losses from the recent stored sample. Find one decision that changes between them; the record alone cannot explain why results changed.

    Try this

    Write down one specific decision to test in your next five games. Review whether you executed it and what happened, rather than judging the drill only by wins.

    Supporting stats
    • Recent stored ranked sample: 11 wins in 26 games

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 13, 2026 · AI: nex-agi/nex-n2.5-pro:free

How to beat this player

  1. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.3 · 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 0.3 · reference 0.09
    • Punish Counters landed: profile 0.2 · reference 0.11
  2. Probe defense before committing

    Got thrown: profile 2.4 · reference 2.21

    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
    • Got thrown: profile 2.4 · reference 2.21
    • Throw techs: profile 0.1 · reference 0.46
  3. Test the Drive Impact tendency

    Drive Impact: profile 0.2 · reference 0.18

    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 0.2 · reference 0.18
    • Drive Impact gauge: profile 1.8% · reference 1.3%

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 13, 2026 · AI: nex-agi/nex-n2.5-pro:free

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