Alex
Updated 1 day agoSteamSteamJapanJapanC100%

ぷるんと

I Main Fisticuffs
Rank 36MR 1,501#252,137
Last 106–4+17Last 206–4+17
Winrate
60%
6W · 4L · 10 stored
Ranked matches
10
selected mode
Wins
6
Ranked
Losses
4
Ranked
Peak MR
1,523
Alex

Ranked MR · Alex

10 local · 293 imported · 296 on chart · 154 battles stored

Latest game

DefeatBattle Hub

Available
Alex
ぷるんと · Alex
Guile
Opponent · GuileDBMOK

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
ぷるんと’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ぷるんとLegendsDifference LessLegendsMore
SA121.7%38.9%-17.2%
SA339.1%25.2%+14.0%
CA17.4%8.3%+9.1%
Drive Arts4.2%13.2%-9.1%
SA221.7%27.6%-5.9%
Corner pressure6.5010.07-3.57
Drive Rush (cancel)29.8%33.2%-3.3%
Drive Guard16.4%14.0%+2.4%
Drive Rush (parry)6.5%8.2%-1.6%
Got thrown3.202.18+1.02
Drive Impact gauge3.0%2.0%+1.0%
Drive Parry2.501.62+0.88
Time cornered9.809.50+0.30
Drive Reversal0.600.43+0.17
Throw techs0.600.51+0.09
Throw parries0.200.27-0.07
Perfect Parry0.700.64+0.06
Throws2.202.24-0.04
Punish Counters landed0.100.14-0.04
Got stunned0.000.04-0.04
Drive Impact0.200.23-0.03
Got Punish Countered0.100.11-0.01
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 0.1 · 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 0.1 · reference 0.12
    • Punish Counters landed: profile 0.1 · reference 0.12
  2. Trace how you lose or gain space

    Corner pressure: profile 6.5 · reference 9.01

    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 6.5 · reference 9.01
    • Time cornered: profile 9.8 · reference 9.88
  3. Give each meter spend a purpose

    SA1: profile 21.7% · reference 43%

    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
    • SA1: profile 21.7% · reference 43%
    • SA3: profile 39.1% · reference 22.1%

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 13, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the close-range pattern

    Got thrown: profile 3.2 · reference 2.12

    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
    • Got thrown: profile 3.2 · reference 2.12
    • Throw techs: profile 0.6 · reference 0.48
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.2 · 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 0.2 · reference 0.2
    • Drive Impact gauge: profile 3% · reference 1.7%
  3. Probe defense before committing

    Drive Parry: profile 2.5 · reference 1.63

    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 2.5 · reference 1.63
    • Drive Reversal: profile 0.6 · reference 0.47

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 13, 2026 · AI: dots-studio/dots-3-note-preview:free

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