Ryu
Updated 1 day agoSteamSteamJapanJapanClub · ModernHaterC100%

ショートスリーパー

Steady and Relentless
Rank 19LP 7,971
Last 101–0Last 201–0
Winrate
100%
1W · 0L · 1 stored
Ranked matches
1
selected mode
Wins
1
Ranked
Losses
0
Ranked
Peak LP
7,971
Ryu

Ranked LP · Ryu

League points over time for this character

Not enough ranked LP points in this range yet.

Latest game

VictoryCasual

Available
Ryu
ショートスリーパー · Ryu
Luke
Opponent · Lukeイドリラ

Playstyle reference

Habits vs top 30 Ryu

Benchmark refreshed Sep 14, 2026, 1:24 PM

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

Ryu
ショートスリーパー’s Ryu benchmark

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

Shuto 2303 · Sahara 2231 · Tigger 2230 · hinao 2224 · SDUINJNKPAADQQE 2184 · +25 others

Largest absolute differences first23 habits
HabitショートスリーパーLegendsDifference LessLegendsMore
SA175.2%34.2%+41.0%
SA39.5%37.6%-28.0%
Drive Arts7.4%18.8%-11.4%
Drive Rush (cancel)48.4%38.7%+9.7%
Corner pressure3.7011.48-7.78
SA212.4%19.3%-6.9%
CA2.9%8.9%-6.1%
Time cornered5.708.74-3.04
Drive Impact gauge3.9%1.1%+2.8%
Drive Rush (parry)3.4%5.8%-2.5%
Drive Guard9.3%11.3%-2.0%
Perfect Parry0.100.75-0.65
Got thrown2.702.07+0.63
Drive Parry1.201.71-0.51
Throws2.802.29+0.51
Drive Impact0.500.16+0.34
Punish Counters landed0.400.07+0.33
Got Punish Countered0.200.07+0.13
Throw parries0.100.22-0.12
Got stunned0.000.06-0.06
Stuns landed0.000.06-0.06
Throw techs0.400.45-0.05
Drive Reversal0.100.11-0.01
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.

Ryu · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.4 · 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
    • Punish Counters landed: profile 0.4 · reference 0.08
    • Got Punish Countered: profile 0.3 · reference 0.07
  2. Trace how you lose or gain space

    Corner pressure: profile 3.7 · reference 10.94

    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 3.7 · reference 10.94
    • Time cornered: profile 6.2 · reference 8.58
  3. Review close-range choices

    Throws: profile 2.5 · reference 2.2

    Look at five close-range exchanges. Separate throw opportunities, throw attempts and defensive choices; the aggregate counts cannot show which option was correct.

    Try this

    Replay one recurring situation in training with both a strike and a throw recorded. Practice your chosen responses, then check how often you make that choice deliberately in matches.

    Supporting stats
    • Throws: profile 2.5 · reference 2.2
    • Throw techs: profile 0.4 · reference 0.44
    • Got thrown: profile 2.5 · reference 2.06

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.4 · reference 0.16

    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 0.4 · reference 0.16
    • Drive Impact gauge: profile 3.7% · reference 1.1%
  2. Use matchup records as scouting leads

    vs Yasmine: 18 wins in 29 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 Yasmine: 18 wins in 29 games
    • vs Ryu: 13 wins in 28 games
    • vs Akuma: 13 wins in 25 games
  3. Probe defense before committing

    Perfect Parry: profile 0.1 · reference 0.71

    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
    • Perfect Parry: profile 0.1 · reference 0.71
    • Drive Parry: profile 1.4 · reference 1.69
    • Drive Reversal: profile 0.1 · reference 0.15

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free

Sagat · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.4 · reference 0.1

    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 0.4 · reference 0.1
    • Got Punish Countered: profile 0.4 · reference 0.09
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.5 · reference 0.18

    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 0.5 · reference 0.18
    • Drive Impact gauge: profile 4.5% · reference 1.3%
  3. Give each meter spend a purpose

    SA1: profile 79% · reference 24.1%

    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
    • SA1: profile 79% · reference 24.1%
    • SA2: profile 9.5% · reference 25.1%
    • SA3: profile 7.6% · reference 41.5%

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. Test the Drive Impact tendency

    Drive Impact: profile 0.5 · reference 0.18

    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 0.5 · reference 0.18
    • Drive Impact gauge: profile 4.5% · reference 1.3%
  2. Probe defense before committing

    Perfect Parry: profile 0.1 · reference 0.68

    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
    • Perfect Parry: profile 0.1 · reference 0.68
    • Drive Parry: profile 1.6 · reference 1.58
    • Drive Reversal: profile 0.1 · reference 0.23
  3. Build pressure without overextending

    Corner pressure: profile 3.7 · reference 12.64

    Look for chances to gain space with familiar options. Once the opponent is cornered, observe how they actually try to leave before selecting an adjustment.

    Try this

    Test one pressure sequence you know well. If an escape repeats, rehearse an answer to that exact option; if they vary their defense, avoid committing to a single read.

    Supporting stats
    • Corner pressure: profile 3.7 · reference 12.64
    • Time cornered: profile 6.5 · reference 8.91

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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