Updated 2 weeks agoSteamJapanClub · HalKeiSonC100%

ユーロー

Oni, grant me your power!

Wants to Improve

R36
MR 1,590#96,794
Last 102–8-45Last 208–12-29
Winrate
50%
13W · 13L · 26 stored
Ranked matches
26
selected mode
Wins
13
Ranked
Losses
13
Ranked
Peak MR
1,622
Akuma

Ranked MR · Akuma

26 local · 0 imported · 26 on chart · 114 battles stored

Latest game

DefeatRanked

Replay not requested
ユーロー · Akuma
Opponent · Yasmine織田信長

Playstyle reference

Habits vs top 30 Akuma

Benchmark refreshed Sep 13, 2026, 7:27 AM

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

ユーロー’s Akuma benchmark

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

Naooonn 2213 · DaigoTheBeasTV 2204 · 一瞬一瞬 2158 · touwa 2114 · ドスバギイ 2113 · +25 others

Largest absolute differences first23 habits
HabitユーローLegendsDifference LessLegendsMore
SA234.0%22.8%+11.2%
SA328.0%38.7%-10.7%
Drive Rush (cancel)40.6%32.7%+7.9%
Drive Arts11.4%19.2%-7.8%
Drive Guard7.1%13.1%-6.1%
Drive Rush (parry)3.8%7.4%-3.6%
Corner pressure8.6011.47-2.87
Got thrown3.402.09+1.31
Drive Parry0.701.65-0.95
Time cornered9.308.55+0.75
SA128.0%28.6%-0.6%
Throws2.102.74-0.64
Perfect Parry0.300.77-0.47
Drive Impact gauge1.4%1.5%-0.1%
Punish Counters landed0.000.13-0.13
Drive Impact0.100.20-0.10
Drive Reversal0.300.20+0.10
CA10.0%9.9%+0.1%
Throw parries0.200.27-0.07
Throw techs0.400.45-0.05
Got stunned0.000.04-0.04
Stuns landed0.000.03-0.03
Got Punish Countered0.100.09+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.

Akuma · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0 · 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 · reference 0.13
    • Got Punish Countered: profile 0.1 · reference 0.08
  2. Review defensive decisions

    Drive Parry: profile 0.7 · reference 1.8

    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
    • Drive Parry: profile 0.7 · reference 1.8
    • Perfect Parry: profile 0.3 · reference 0.85
    • Drive Reversal: profile 0.3 · reference 0.22
  3. Trace how you lose or gain space

    Corner pressure: profile 8.6 · reference 12.38

    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 8.6 · reference 12.38
    • Time cornered: profile 9.3 · reference 8.05

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

    Got thrown: profile 3.4 · reference 2.04

    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 3.4 · reference 2.04
    • Throws: profile 2.1 · reference 2.66
  2. Probe defense before committing

    Drive Parry: profile 0.7 · reference 1.8

    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 0.7 · reference 1.8
    • Perfect Parry: profile 0.3 · reference 0.85
    • Drive Reversal: profile 0.3 · reference 0.22
  3. Test the Drive Impact tendency

    Drive Impact: profile 0.1 · reference 0.21

    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 0.1 · reference 0.21
    • Drive Impact gauge: profile 1.4% · reference 1.6%

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

Public data

Public statistics and datasets

Results from 114 of 114 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
44games
Losses
70games
Draws
0games
Games
114games
Win rate (draw = half win)
38.6%
Field definitions 5 fields
Wins
Wins · games. wins
Losses
Losses · games. losses
Draws
Draws · games. draws
Games
Games · games. total
Win rate (draw = half win)
Win rate (draw = half win) · percent. winRate Displayed to two decimal places; JSON retains full precision.

Current saved character ratings

8 rows

Scroll if needed to compare columns. Expand Details for the remaining fields.

Current saved character ratings. 8 rows on page 1; 8 rows total.
CharacterMRMR pointsLPLP pointsDetails
Ryu0-1
Details for Current saved character ratings, row 1
Character ID
1
Chun-Li0-1
Details for Current saved character ratings, row 2
Character ID
4
Ken0-1
Details for Current saved character ratings, row 3
Character ID
10
Lily0-1
Details for Current saved character ratings, row 4
Character ID
12
Juri0-1
Details for Current saved character ratings, row 5
Character ID
16
E. Honda0-1
Details for Current saved character ratings, row 6
Character ID
20
Akuma1,590123,357
Details for Current saved character ratings, row 7
Character ID
22
M. Bison0-1
Details for Current saved character ratings, row 8
Character ID
26
Field definitions 4 fields
Character ID
Character ID · identifier. characterId
Character
Character · text. character
MR
Master Rating · MR points. mr
LP
League Points · LP points. lp

Last saved update: .

Latest saved profile; local results cover at most the newest 10,000 stored matches across all modes.

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