Juri
Updated 7 days agoSteamSteamOtherOtherM100%

BUPPA MACHINE!!

Out-mash Their DP by One
Rank 36MR 1,292#572,162
Last 104–6-17Last 208–12-37
Winrate
51%
47W · 45L · 92 stored
Ranked matches
92
selected mode
Wins
47
Ranked
Losses
45
Ranked
Peak MR
1,329
Juri

Ranked MR · Juri

84 local · 0 imported · 84 on chart · 92 battles stored

Latest game

DefeatRanked

Replay not requested
Juri
BUPPA MACHINE!! · Juri
Blanka
Opponent · Blankaサンダー猫塚

Playstyle reference

Habits vs top 30 Juri

Benchmark refreshed Sep 12, 2026, 1:26 PM

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

Juri
BUPPA MACHINE!!’s Juri benchmark

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

2BASSA 2286 · Maroto 2211 · JACK_DOLL 2205 · でんせつえすぴ~ 2172 · aiai 2171 · +25 others

Largest absolute differences first23 habits
HabitBUPPA MACHINE!!LegendsDifference LessLegendsMore
Drive Rush (cancel)0.8%31.9%-31.1%
Drive Arts40.6%19.4%+21.2%
SA23.3%19.5%-16.2%
SA147.8%36.7%+11.0%
CA17.8%8.9%+8.9%
Drive Rush (parry)15.8%7.1%+8.7%
Drive Guard21.2%13.4%+7.8%
SA331.1%34.8%-3.7%
Time cornered7.009.20-2.20
Drive Impact gauge3.4%2.0%+1.3%
Corner pressure11.0012.24-1.24
Drive Parry1.302.07-0.77
Got thrown1.502.13-0.63
Perfect Parry0.200.64-0.44
Drive Reversal0.000.20-0.20
Drive Impact0.400.27+0.13
Got Punish Countered0.200.09+0.11
Punish Counters landed0.200.13+0.07
Got stunned0.100.04+0.06
Throw techs0.400.46-0.06
Throws2.602.65-0.05
Throw parries0.300.26+0.04
Stuns landed0.100.09+0.01
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.

Juri · Latest 100

What to improve

  1. Give each meter spend a purpose

    Drive Rush (cancel): profile 0.7% · reference 31.2%

    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 Rush (cancel): profile 0.7% · reference 31.2%
    • Drive Rush (parry): profile 15.4% · reference 7.4%
    • Drive Arts: profile 41.2% · reference 21.1%
  2. Find the cause of punish events

    Got Punish Countered: profile 0.2 · reference 0.08

    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 0.2 · reference 0.08
  3. Review defensive decisions

    Perfect Parry: profile 0.2 · reference 0.64

    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
    • Perfect Parry: profile 0.2 · reference 0.64
    • Drive Parry: profile 1.4 · reference 2.01
    • Drive Reversal: profile 0 · reference 0.17

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. Use matchup records as scouting leads

    vs Ken: 18 wins in 47 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 Ken: 18 wins in 47 games
    • vs Luke: 27 wins in 46 games
    • vs Zangief: 17 wins in 37 games
  2. Separate a tendency from a one-off event

    Recent stored ranked sample: 39 wins in 72 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: 39 wins in 72 games
  3. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.2 · reference 0.08

    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 0.2 · reference 0.08

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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