A.K.I.
Updated 5 days agoSteamSteamJapanJapanC100%

ガンランス秋人

Let's Do This
Rank 36MR 1,704#26,814
Last 105–5-8Last 2012–8-8
Winrate
50%
31W · 31L · 62 stored
Ranked matches
62
selected mode
Wins
31
Ranked
Losses
31
Ranked
Peak MR
1,741
A.K.I.

Ranked MR · A.K.I.

40 local · 0 imported · 40 on chart · 66 battles stored

Latest game

DefeatRanked

Replay not requested
Marisa
ガンランス秋人 · Marisa
Alex
Opponent · AlexRixiTa

Playstyle reference

Habits vs top 30 A.K.I.

Benchmark refreshed Sep 12, 2026, 4:20 AM

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

A.K.I.
ガンランス秋人’s A.K.I. benchmark

Compared with the average habits of the top 30 sampled A.K.I. players.

hikaru_shiftne 2249 · ネコと和解せよ 2211 · マーノ/ギコギコはしません 2205 · Motchan 2204 · M.M. 2181 · +25 others

Largest absolute differences first23 habits
Habitガンランス秋人LegendsDifference LessLegendsMore
SA210.3%22.0%-11.7%
CA20.5%9.6%+10.9%
SA341.0%30.6%+10.4%
SA128.2%37.8%-9.6%
Drive Rush (cancel)31.9%23.3%+8.6%
Drive Guard12.8%17.0%-4.2%
Drive Rush (parry)7.6%11.0%-3.4%
Drive Impact gauge3.3%1.8%+1.6%
Drive Arts19.9%21.0%-1.2%
Time cornered8.809.83-1.03
Throws1.602.34-0.74
Throw techs0.300.52-0.22
Got thrown2.102.30-0.20
Corner pressure11.1011.29-0.19
Punish Counters landed0.300.12+0.18
Drive Impact0.400.24+0.16
Drive Parry1.801.93-0.13
Stuns landed0.200.08+0.12
Drive Reversal0.500.40+0.10
Perfect Parry0.500.60-0.10
Got stunned0.100.04+0.06
Throw parries0.200.22-0.02
Got Punish Countered0.100.11-0.01
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.

A.K.I. · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.3 · 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 0.3 · reference 0.1
    • Got Punish Countered: profile 0.1 · reference 0.1
  2. Give each meter spend a purpose

    SA2: profile 10.3% · reference 20.4%

    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
    • SA2: profile 10.3% · reference 20.4%
    • CA: profile 20.5% · reference 9.4%
  3. Review close-range choices

    Throw techs: profile 0.3 · reference 0.53

    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
    • Throw techs: profile 0.3 · reference 0.53
    • Got thrown: profile 2.1 · reference 2.33
    • Throws: profile 1.6 · reference 2.31

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 0.21

    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 0.4 · reference 0.21
  2. Use matchup records as scouting leads

    vs Luke: 39 wins in 66 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: 39 wins in 66 games
    • vs Ryu: 24 wins in 54 games
    • vs Terry: 15 wins in 41 games
  3. Separate a tendency from a one-off event

    Recent stored ranked sample: 12 wins in 30 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: 12 wins in 30 games

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

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