Ryu
Updated 2 days agoSteamSteamJapanJapanC100%

キャッタ

Let's Do This
Rank 35LP 23,800
Last 104–6Last 205–15
Winrate
36%
47W · 82L · 129 stored
Ranked matches
129
selected mode
Wins
47
Ranked
Losses
82
Ranked
Peak LP
24,576
Ryu

Ranked LP · Ryu

League points over time for this character

Latest game

DefeatRanked

Replay not requested
Ryu
キャッタ · Ryu
Marisa
Opponent · Marisaごみかいと

Playstyle reference

Habits vs top 30 Ryu

Benchmark refreshed Sep 14, 2026, 1:24 PM

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

Ryu
キャッタ’s Ryu benchmark

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

Shuto 2303 · Sahara 2231 · Tigger 2230 · hinao 2224 · SDUINJNKPAADQQE 2184 · +25 others

Largest absolute differences first23 habits
HabitキャッタLegendsDifference LessLegendsMore
Drive Rush (cancel)49.0%38.7%+10.3%
SA212.5%19.3%-6.8%
Corner pressure5.2011.48-6.28
SA343.8%37.6%+6.2%
Drive Rush (parry)0.8%5.8%-5.0%
Drive Guard6.7%11.3%-4.6%
CA12.5%8.9%+3.6%
SA131.3%34.2%-3.0%
Drive Arts15.9%18.8%-2.9%
Drive Impact gauge2.6%1.1%+1.5%
Time cornered10.008.74+1.26
Drive Parry2.401.71+0.69
Throws1.802.29-0.49
Perfect Parry0.300.75-0.45
Drive Impact0.400.16+0.24
Punish Counters landed0.300.07+0.23
Throw techs0.300.45-0.15
Got thrown2.202.07+0.13
Got Punish Countered0.200.07+0.13
Throw parries0.100.22-0.12
Drive Reversal0.000.11-0.11
Stuns landed0.000.06-0.06
Got stunned0.100.06+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.

Ryu · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.2 · reference 0.07

    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 0.2 · reference 0.07
    • Punish Counters landed: profile 0.3 · reference 0.08
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.4 · 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 0.4 · reference 0.16
    • Drive Impact gauge: profile 2.6% · reference 1.1%
  3. Study a recurring matchup situation

    vs C. Viper: 6 wins in 15 games

    Use the cited matchup record to choose footage to review. Look for a repeated decision across several losses, and compare it with a win before drawing a conclusion.

    Try this

    Pick one recurring situation against that character. Recreate it in training, verify an alternative response, and track that decision across the next five matches.

    Supporting stats
    • vs C. Viper: 6 wins in 15 games
    • vs Luke: 17 wins in 41 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 12, 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 0.2 · reference 0.07

    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 0.2 · reference 0.07
    • Punish Counters landed: profile 0.3 · reference 0.08
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.4 · 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 0.4 · reference 0.16
    • Drive Impact gauge: profile 2.6% · reference 1.1%
  3. Test the close-range pattern

    Throws: profile 1.8 · reference 2.2

    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 1.8 · reference 2.2
    • Got thrown: profile 2.2 · reference 2.06
    • Throw techs: profile 0.3 · reference 0.44

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 12, 2026 · AI: nex-agi/nex-n2.5-pro:free

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