Alex
Updated 4 days agoSteamSteamJapanJapanClub · ToganoHotelC100%

ぽきおじ

New Generation Grappler
Rank 36MR 1,822#6,899
Last 108–2+54Last 2013–7+52
Winrate
55%
18W · 15L · 33 stored
Ranked matches
33
selected mode
Wins
18
Ranked
Losses
15
Ranked
Peak MR
1,822
Alex

Ranked MR · Alex

33 local · 0 imported · 33 on chart · 188 battles stored

Latest game

DefeatCustom Room

Replay not requested
Zangief
ぽきおじ · Zangief
Luke
Opponent · Lukeクロック

Playstyle reference

Habits vs top 30 Alex

Benchmark refreshed Sep 2, 2026, 1:21 PM

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

Alex
ぽきおじ’s Alex benchmark

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

ゆーざー 2166 · Junior 2115 · きどーー 2110 · cream 2104 · Nemo1127 2086 · +25 others

Largest absolute differences first23 habits
HabitぽきおじLegendsDifference LessLegendsMore
SA343.9%22.1%+21.8%
SA213.6%28.4%-14.7%
SA130.3%43.0%-12.7%
Drive Rush (cancel)26.6%33.0%-6.4%
CA12.1%6.5%+5.6%
Drive Arts19.2%14.2%+5.0%
Time cornered5.309.88-4.58
Drive Impact gauge4.3%1.7%+2.6%
Throws4.802.32+2.48
Corner pressure7.109.01-1.91
Drive Parry1.101.63-0.53
Got thrown1.702.12-0.42
Drive Rush (parry)8.6%8.2%+0.4%
Perfect Parry0.300.70-0.40
Drive Impact0.400.20+0.20
Drive Reversal0.300.47-0.17
Punish Counters landed0.200.12+0.08
Got stunned0.000.05-0.05
Stuns landed0.100.07+0.03
Throw techs0.500.48+0.02
Got Punish Countered0.100.12-0.02
Throw parries0.300.29+0.01
Drive Guard14.1%14.1%+0.0%
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

    Punish Counters landed: 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
    • Punish Counters landed: profile 0.1 · reference 0.12
    • Got Punish Countered: profile 0.1 · reference 0.12
  2. Trace how you lose or gain space

    Corner pressure: profile 6.3 · 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 6.3 · reference 9.01
    • Time cornered: profile 6.5 · reference 9.88
  3. Give each meter spend a purpose

    SA3: profile 26.2% · reference 22.1%

    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
    • SA3: profile 26.2% · reference 22.1%
    • CA: profile 9.8% · reference 6.5%
    • Drive Arts: profile 11.8% · reference 14.2%

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. Probe defense before committing

    Drive Reversal: profile 1.1 · reference 0.47

    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 Reversal: profile 1.1 · reference 0.47
    • Perfect Parry: profile 0.2 · reference 0.7
    • Drive Parry: profile 1 · reference 1.63
  2. Test the close-range pattern

    Throws: profile 3.5 · reference 2.32

    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 3.5 · reference 2.32
    • Throw techs: profile 0.4 · reference 0.48
    • Got thrown: profile 2 · reference 2.12
  3. Adapt to the visible gauge

    SA3: profile 26.2% · reference 22.1%

    Watch current Drive and Super Art resources during the match. Treat the profile’s spending pattern as a question to investigate, not a prediction of burnout or a guaranteed opening.

    Try this

    After a large spend, reassess the options available to both players before approaching. If their resource decisions differ from the profile, follow the live situation.

    Supporting stats
    • SA3: profile 26.2% · reference 22.1%
    • CA: profile 9.8% · reference 6.5%
    • Drive Arts: profile 11.8% · reference 14.2%

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

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