A.K.I.
Updated 3 days agoCrossPlatformCrossPlatformJapanJapanClub · tamachanC98%

ちんたま

Codename: Crimson Viper
Rank 36MR 1,606#76,266
Last 108–2+47Last 2014–6+62
Winrate
52%
25W · 23L · 48 stored
Ranked matches
48
selected mode
Wins
25
Ranked
Losses
23
Ranked
Peak MR
1,616
A.K.I.

Ranked MR · A.K.I.

48 local · 0 imported · 48 on chart · 48 battles stored

Latest game

VictoryRanked

Replay not requested
A.K.I.
ちんたま · A.K.I.
Elena
Opponent · Elenamiso@2先後カスタム募集

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.
ちんたま’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
HabitちんたまLegendsDifference LessLegendsMore
Drive Rush (cancel)0.7%23.3%-22.6%
SA157.1%37.8%+19.3%
Drive Arts2.6%21.0%-18.4%
SA314.3%30.6%-16.3%
SA212.5%22.0%-9.5%
Corner pressure4.2011.29-7.09
Drive Guard24.1%17.0%+7.1%
CA16.1%9.6%+6.5%
Drive Rush (parry)14.3%11.0%+3.3%
Time cornered11.209.83+1.37
Drive Impact gauge0.6%1.8%-1.2%
Got thrown3.302.30+1.00
Throws1.602.34-0.74
Perfect Parry0.300.60-0.30
Drive Impact0.100.24-0.14
Throw parries0.100.22-0.12
Drive Reversal0.500.40+0.10
Got Punish Countered0.200.11+0.09
Stuns landed0.000.08-0.08
Drive Parry2.001.93+0.07
Got stunned0.100.04+0.06
Throw techs0.500.52-0.02
Punish Counters landed0.100.12-0.02
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.

C. Viper · 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 0.1 · reference 0.09
  2. Review close-range choices

    Got thrown: profile 3.3 · reference 2.19

    Look at five close-range exchanges. Separate throw opportunities, throw attempts and defensive choices; the aggregate counts cannot show which option was correct.

    Try this

    Replay one recurring situation in training with both a strike and a throw recorded. Practice your chosen responses, then check how often you make that choice deliberately in matches.

    Supporting stats
    • Got thrown: profile 3.3 · reference 2.19
    • Throws: profile 1.6 · reference 2.28
    • Throw techs: profile 0.5 · reference 0.47
  3. Trace how you lose or gain space

    Corner pressure: profile 4.2 · reference 11.07

    Review five trips into the corner. Identify the earlier decision that gave up space, not just the final escape attempt. Check successful corner pressure too.

    Try this

    Recreate one recurring position in training. Compare your usual response with a less committal alternative, then track whether you reach the corner less often over the next set.

    Supporting stats
    • Corner pressure: profile 4.2 · reference 11.07
    • Time cornered: profile 11.2 · reference 8.66

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. Probe defense before committing

    Got thrown: profile 3.3 · reference 2.19

    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 3.3 · reference 2.19
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.1 · 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 0.1 · reference 0.16
    • Drive Impact gauge: profile 0.6% · reference 1.8%

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

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