Yasmine
Updated 5 days agoSteamSteamJapanJapanC100%

pizzacutter312

Let's Do This
Rank 36MR 1,802#10,341
Last 109–1+61Last 2013–7+52
Winrate
65%
24W · 13L · 37 stored
Ranked matches
37
selected mode
Wins
24
Ranked
Losses
13
Ranked
Peak MR
1,802
Yasmine

Ranked MR · Yasmine

37 local · 0 imported · 37 on chart · 127 battles stored

Latest game

VictoryRanked

Replay not requested
Yasmine
pizzacutter312 · Yasmine
Luke
Opponent · Lukemimimimimi

Playstyle reference

Habits vs top 30 Yasmine

Benchmark refreshed Sep 2, 2026, 7:16 PM

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

Yasmine
pizzacutter312’s Yasmine benchmark

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

Hand Me Downs 2122 · H1ghscor3 2121 · ゆーけー 2101 · SGN|totoro222 2100 · naruo 2093 · +25 others

Largest absolute differences first23 habits
Habitpizzacutter312LegendsDifference LessLegendsMore
SA240.4%21.0%+19.5%
SA118.0%32.1%-14.1%
CA5.6%10.0%-4.4%
Corner pressure10.6013.62-3.02
Drive Rush (cancel)31.8%29.6%+2.2%
Drive Rush (parry)10.1%8.2%+1.9%
Time cornered7.709.38-1.68
Drive Guard16.0%14.5%+1.5%
SA336.0%36.9%-1.0%
Drive Arts19.4%19.0%+0.4%
Throw techs0.900.49+0.41
Drive Parry1.701.96-0.26
Perfect Parry0.500.74-0.24
Drive Impact gauge1.6%1.4%+0.2%
Throws2.402.59-0.19
Drive Reversal0.100.24-0.14
Got thrown2.202.31-0.11
Throw parries0.300.21+0.09
Got Punish Countered0.000.06-0.06
Stuns landed0.000.06-0.06
Got stunned0.100.06+0.04
Drive Impact0.200.19+0.01
Punish Counters landed0.100.09+0.01
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.

Yasmine · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0 · reference 0.06

    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 · reference 0.06
    • Punish Counters landed: profile 0.1 · reference 0.09
  2. Review close-range choices

    Throw techs: profile 0.9 · reference 0.49

    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
    • Throw techs: profile 0.9 · reference 0.49
    • Throws: profile 2.4 · reference 2.59
    • Got thrown: profile 2.2 · reference 2.31
  3. Give each meter spend a purpose

    SA2: profile 40.4% · reference 21%

    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
    • SA2: profile 40.4% · reference 21%
    • SA1: profile 18% · reference 32.1%
    • CA: profile 5.6% · reference 10%

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.2 · reference 0.19

    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 0.19
    • Drive Impact gauge: profile 1.6% · reference 1.4%
  2. Probe defense before committing

    Drive Parry: profile 1.7 · reference 1.96

    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 1.7 · reference 1.96
    • Perfect Parry: profile 0.5 · reference 0.74
    • Drive Reversal: profile 0.1 · reference 0.24
  3. Test the close-range pattern

    Throws: profile 2.4 · reference 2.59

    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 2.4 · reference 2.59
    • Throw techs: profile 0.9 · reference 0.49
    • Got thrown: profile 2.2 · reference 2.31

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free

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