A.K.I.
Updated 1 day agoSteamSteamJapanJapanC100%

じぇけ8

Let's Get Bubbling
Rank 36MR 1,340#582,298
Last 104–6-18Last 208–12-32
Winrate
48%
53W · 57L · 110 stored
Ranked matches
110
selected mode
Wins
53
Ranked
Losses
57
Ranked
Peak MR
1,500
A.K.I.

Ranked MR · A.K.I.

110 local · 100 imported · 144 on chart · 153 battles stored

Latest game

DefeatCustom Room

Replay not requested
A.K.I.
じぇけ8 · A.K.I.
Ryu
Opponent · Ryunono

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.
じぇけ8’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じぇけ8LegendsDifference LessLegendsMore
Drive Rush (cancel)1.7%23.3%-21.6%
SA24.0%22.0%-18.0%
CA24.0%9.6%+14.4%
Corner pressure5.7011.29-5.59
SA336.0%30.6%+5.4%
Drive Guard20.9%17.0%+3.9%
Drive Arts24.6%21.0%+3.5%
SA136.0%37.8%-1.8%
Drive Rush (parry)12.6%11.0%+1.6%
Time cornered11.109.83+1.27
Throws1.602.34-0.74
Drive Impact gauge2.3%1.8%+0.6%
Drive Parry2.501.93+0.57
Got thrown2.702.30+0.40
Perfect Parry0.300.60-0.30
Throw techs0.300.52-0.22
Drive Reversal0.600.40+0.20
Got Punish Countered0.300.11+0.19
Throw parries0.100.22-0.12
Punish Counters landed0.200.12+0.08
Stuns landed0.000.08-0.08
Drive Impact0.200.24-0.04
Got stunned0.000.04-0.04
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.

A.K.I. · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.3 · reference 0.11

    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 0.11
    • Punish Counters landed: profile 0.2 · reference 0.12
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.3 · reference 0.24

    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 0.3 · reference 0.24
    • Drive Impact gauge: profile 3% · reference 1.8%
  3. Compare decisions across wins and losses

    Recent stored ranked sample: 36 wins in 68 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: 36 wins in 68 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. Probe defense before committing

    Throw techs: profile 0.1 · reference 0.52

    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
    • Throw techs: profile 0.1 · reference 0.52
    • Drive Parry: profile 0.7 · reference 1.93
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.3 · reference 0.24

    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 0.24
    • Drive Impact gauge: profile 3% · reference 1.8%
  3. Use matchup records as scouting leads

    vs Zangief: 31 wins in 58 games

    A lower win rate suggests footage to examine, not a guaranteed counterpick. Check whether the same difficult situation appears in multiple matches.

    Try this

    If you play the cited character, test one familiar situation from that footage. If the player handles it well, abandon the assumption and adapt to what they show.

    Supporting stats
    • vs Zangief: 31 wins in 58 games
    • vs Akuma: 41 wins in 76 games
    • vs Alex: 37 wins in 70 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

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