Alex
Updated 13 hours agoSteamSteamChinaChinaClub · QDhaoyougenC100%

叔老了,想下班打点游戏,别迸叔

You've Got This, Juri!
Rank 27LP 14,709
Last 106–4Last 2014–6
Winrate
69%
29W · 13L · 42 stored
Ranked matches
42
selected mode
Wins
29
Ranked
Losses
13
Ranked
Peak LP
14,709
Alex

Ranked LP · Alex

League points over time for this character

Latest game

VictoryRanked

Replay not requested
Alex
叔老了,想下班打点游戏,别迸叔 · Alex
Zangief
Opponent · Zangief比翼天堂

Playstyle reference

Habits vs top 30 Alex

Benchmark refreshed Sep 14, 2026, 4:24 AM

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

Alex
叔老了,想下班打点游戏,别迸叔’s Alex benchmark

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

きどーー 2201 · cream 2141 · Shinto 2140 · ゆーざー 2129 · ラッシュ中段どわーw 2127 · +25 others

Largest absolute differences first23 habits
Habit叔老了,想下班打点游戏,别迸叔LegendsDifference LessLegendsMore
SA118.8%38.9%-20.2%
CA17.2%8.3%+8.9%
SA235.2%27.6%+7.6%
Drive Arts9.4%13.2%-3.9%
SA328.9%25.2%+3.7%
Corner pressure6.6010.07-3.47
Drive Impact gauge4.7%2.0%+2.7%
Time cornered7.209.50-2.30
Drive Guard11.8%14.0%-2.2%
Drive Rush (parry)9.6%8.2%+1.4%
Drive Parry0.201.62-1.42
Drive Rush (cancel)32.1%33.2%-1.1%
Got thrown3.102.18+0.92
Got Punish Countered0.800.11+0.69
Perfect Parry0.000.64-0.64
Drive Reversal0.000.43-0.43
Drive Impact0.600.23+0.37
Punish Counters landed0.400.14+0.26
Throw parries0.200.27-0.07
Got stunned0.100.04+0.06
Throws2.302.24+0.06
Throw techs0.500.51-0.01
Stuns landed0.100.10+0.00
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.

Alex · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.8 · reference 0.12

    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 0.8 · reference 0.12
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.6 · reference 0.2

    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 0.6 · reference 0.2
  3. Review defensive decisions

    Got thrown: profile 3.1 · reference 2.12

    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
    • Got thrown: profile 3.1 · reference 2.12
    • Throw techs: profile 0.5 · reference 0.48

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 14, 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 0.8 · reference 0.12

    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 0.8 · reference 0.12
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.6 · reference 0.2

    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 0.6 · reference 0.2
  3. Probe defense before committing

    Got thrown: profile 3.1 · reference 2.12

    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 3.1 · reference 2.12
    • Throw techs: profile 0.5 · reference 0.48

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 14, 2026 · AI: dots-studio/dots-3-note-preview:free

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