Akuma
Updated 5 days agoSteamSteamJapanJapanC100%

takeoji

Kick Back and Relax
Rank 36MR 1,288#581,049
Last 106–4+11Last 2010–10-4
Winrate
50%
10W · 10L · 20 stored
Ranked matches
20
selected mode
Wins
10
Ranked
Losses
10
Ranked
Peak MR
1,302
Akuma

Ranked MR · Akuma

20 local · 0 imported · 20 on chart · 20 battles stored

Latest game

DefeatRanked

Replay not requested
Akuma
takeoji · Akuma
Akuma
Opponent · Akumaダイロン

Playstyle reference

Habits vs top 30 Akuma

Benchmark refreshed Sep 13, 2026, 7:27 AM

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

Akuma
takeoji’s Akuma benchmark

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

Naooonn 2213 · DaigoTheBeasTV 2204 · 一瞬一瞬 2158 · touwa 2114 · ドスバギイ 2113 · +25 others

Largest absolute differences first23 habits
HabittakeojiLegendsDifference LessLegendsMore
SA18.7%28.6%-20.0%
CA26.1%9.9%+16.2%
SA350.0%38.7%+11.3%
SA215.2%22.8%-7.5%
Drive Rush (cancel)38.4%32.7%+5.7%
Drive Arts16.0%19.2%-3.2%
Corner pressure10.0011.47-1.47
Drive Rush (parry)6.3%7.4%-1.1%
Drive Impact gauge2.5%1.5%+1.0%
Drive Guard13.9%13.1%+0.8%
Drive Parry2.401.65+0.75
Perfect Parry0.500.77-0.27
Throw techs0.200.45-0.25
Drive Reversal0.000.20-0.20
Time cornered8.708.55+0.15
Got Punish Countered0.200.09+0.11
Got thrown2.202.09+0.11
Drive Impact0.300.20+0.10
Punish Counters landed0.200.13+0.07
Stuns landed0.100.03+0.07
Throws2.802.74+0.06
Got stunned0.100.04+0.06
Throw parries0.300.27+0.03
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.

Akuma · Latest 100

What to improve

  1. Review defensive decisions

    Drive Reversal: profile 0 · reference 0.22

    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 Reversal: profile 0 · reference 0.22
    • Perfect Parry: profile 0.5 · reference 0.85
  2. Find the cause of punish events

    Got Punish Countered: profile 0.2 · 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 0.2 · reference 0.08
  3. Give each meter spend a purpose

    CA: profile 25.5% · reference 10.5%

    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
    • CA: profile 25.5% · reference 10.5%

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. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.2 · reference 0.08

    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 0.08
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.3 · 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 0.3 · reference 0.21
  3. Probe defense before committing

    Drive Reversal: profile 0 · reference 0.22

    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 Reversal: profile 0 · reference 0.22

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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