JP
Updated 1 week agoCrossPlatformCrossPlatformOtherOtherC100%

maccha

Oni, grant me your power!
Rank 36MR 1,314#558,738
Last 107–3+33Last 2011–9+19
Winrate
51%
31W · 30L · 61 stored
Ranked matches
61
selected mode
Wins
31
Ranked
Losses
30
Ranked
Peak MR
1,400
JP

Ranked MR · JP

46 local · 0 imported · 46 on chart · 61 battles stored

Latest game

VictoryRanked

Replay not requested
JP
maccha · JP
Juri
Opponent · Juriてぃらみす

Playstyle reference

Habits vs top 30 JP

Benchmark refreshed Sep 3, 2026, 4:26 PM

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

JP
maccha’s JP benchmark

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

takepi 2276 · 三田JP 2142 · あーるゆーおー 2134 · -DingChunQiu- 2121 · Nth Oniki 2110 · +25 others

Largest absolute differences first23 habits
HabitmacchaLegendsDifference LessLegendsMore
Drive Arts26.3%32.1%-5.9%
SA113.7%19.2%-5.5%
SA261.6%56.6%+5.0%
CA9.6%5.0%+4.6%
SA315.1%19.2%-4.1%
Drive Guard9.5%12.8%-3.4%
Drive Rush (parry)4.0%6.5%-2.6%
Corner pressure9.0010.77-1.77
Got thrown3.102.13+0.97
Drive Rush (cancel)24.0%23.1%+0.9%
Drive Parry1.402.07-0.67
Throws1.301.97-0.67
Perfect Parry0.300.79-0.49
Drive Impact gauge2.6%2.1%+0.4%
Throw parries0.100.41-0.31
Throw techs0.200.39-0.19
Time cornered11.9012.04-0.14
Stuns landed0.000.09-0.09
Punish Counters landed0.200.13+0.07
Drive Impact0.400.34+0.06
Got stunned0.000.04-0.04
Drive Reversal0.100.13-0.03
Got Punish Countered0.100.08+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.

JP · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.2 · reference 0.13

    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
    • Punish Counters landed: profile 0.2 · reference 0.13
    • Got Punish Countered: profile 0.1 · reference 0.08
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.4 · reference 0.34

    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 0.4 · reference 0.34
    • Drive Impact gauge: profile 2.6% · reference 2.1%
  3. Give each meter spend a purpose

    SA2: profile 61.6% · reference 56.6%

    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 61.6% · reference 56.6%
    • SA3: profile 15.1% · reference 19.2%

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 7, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the close-range pattern

    Throws: profile 1.3 · reference 1.97

    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 1.3 · reference 1.97
    • Got thrown: profile 3.1 · reference 2.13
  2. Probe defense before committing

    Drive Parry: profile 1.4 · reference 2.07

    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 1.4 · reference 2.07
    • Perfect Parry: profile 0.3 · reference 0.79
  3. Use matchup records as scouting leads

    vs Ryu: 40 wins in 77 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 Ryu: 40 wins in 77 games
    • vs Akuma: 29 wins in 64 games
    • vs Luke: 34 wins in 63 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 7, 2026 · AI: dots-studio/dots-3-note-preview:free

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