Guile
Updated 6 days agoCrossPlatformCrossPlatformJapanJapanClub · GuilesOpenBaseC100%

よろっくん

Let's Do This
Rank 36MR 1,505#225,859
Last 105–5-1Last 2010–10-2
Winrate
53%
21W · 19L · 40 stored
Ranked matches
40
selected mode
Wins
21
Ranked
Losses
19
Ranked
Peak MR
1,589
Guile

Ranked MR · Guile

40 local · 0 imported · 40 on chart · 40 battles stored

Latest game

VictoryRanked

Replay not requested
Ryu
よろっくん · Ryu
Ryu
Opponent · Ryukyoky

Playstyle reference

Habits vs top 30 Guile

Benchmark refreshed Sep 8, 2026, 10:15 PM

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

Guile
よろっくん’s Guile benchmark

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

へいぽんガイル 2205 · ひぐち! 2203 · niruhiru PC 2182 · Foodie 2128 · ranapower 2121 · +25 others

Largest absolute differences first23 habits
HabitよろっくんLegendsDifference LessLegendsMore
Drive Rush (cancel)15.9%29.7%-13.9%
SA213.7%27.1%-13.4%
SA330.1%20.5%+9.7%
Drive Arts25.1%17.7%+7.4%
CA12.3%5.3%+7.0%
SA143.8%47.2%-3.3%
Corner pressure6.009.03-3.03
Drive Impact gauge3.5%1.6%+1.9%
Time cornered8.109.86-1.76
Drive Rush (parry)10.9%9.4%+1.6%
Drive Guard15.9%14.7%+1.2%
Perfect Parry0.100.57-0.47
Throws2.201.87+0.33
Throw techs0.100.39-0.29
Drive Reversal0.000.21-0.21
Got Punish Countered0.300.11+0.19
Drive Parry1.501.68-0.18
Drive Impact0.300.21+0.09
Punish Counters landed0.200.12+0.08
Got thrown1.901.97-0.07
Got stunned0.000.05-0.05
Throw parries0.200.24-0.04
Stuns landed0.100.06+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.

Guile · 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
  2. Give each meter spend a purpose

    Drive Arts: profile 25.1% · reference 18.5%

    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
    • Drive Arts: profile 25.1% · reference 18.5%
    • SA3: profile 30.1% · reference 23.3%
  3. Trace how you lose or gain space

    Corner pressure: profile 6 · reference 9

    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 · reference 9
    • Time cornered: profile 8.1 · reference 9.84

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 8, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Use matchup records as scouting leads

    vs Luke: 26 wins in 46 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 Luke: 26 wins in 46 games
    • vs Ryu: 30 wins in 58 games
    • vs Zangief: 35 wins in 60 games
  2. Separate a tendency from a one-off event

    Recent stored ranked sample: 16 wins in 29 games

    Scout several recent matches and compare wins with losses. Prepare around a repeated situation rather than one memorable mistake.

    Try this

    Use the first round to check one scouting hypothesis. If it repeats, apply your prepared adjustment; if it does not, discard it and observe a new pattern.

    Supporting stats
    • Recent stored ranked sample: 16 wins in 29 games
  3. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.3 · reference 0.11

    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 0.3 · reference 0.11

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 8, 2026 · AI: dots-studio/dots-3-note-preview:free

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