A.K.I.
Updated 7 hours agoCrossPlatformCrossPlatformJapanJapanC100%

kuroame

Longtime Menat Player
Rank 36MR 1,802#11,578
Last 102–8-49Last 206–14-63
Winrate
55%
109W · 91L · 200 stored
Ranked matches
200
selected mode
Wins
109
Ranked
Losses
91
Ranked
Peak MR
1,802
A.K.I.

Ranked MR · A.K.I.

200 local · 0 imported · 200 on chart · 200 battles stored

Latest game

DefeatRanked

Replay not requested
Yasmine
kuroame · Yasmine
Ken
Opponent · Kenkei-goma

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.
kuroame’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
HabitkuroameLegendsDifference LessLegendsMore
SA342.7%30.6%+12.1%
Drive Arts8.9%21.0%-12.1%
SA131.3%37.8%-6.6%
Drive Guard22.7%17.0%+5.7%
Drive Rush (parry)15.4%11.0%+4.4%
Drive Rush (cancel)26.8%23.3%+3.4%
CA6.3%9.6%-3.4%
Corner pressure13.6011.29+2.31
SA219.8%22.0%-2.2%
Drive Impact gauge2.8%1.8%+1.1%
Time cornered8.809.83-1.03
Throws2.902.34+0.56
Perfect Parry0.400.60-0.20
Stuns landed0.200.08+0.12
Throw techs0.400.52-0.12
Drive Parry2.001.93+0.07
Got stunned0.100.04+0.06
Drive Impact0.200.24-0.04
Throw parries0.200.22-0.02
Punish Counters landed0.100.12-0.02
Got Punish Countered0.100.11-0.01
Drive Reversal0.400.400.00
Got thrown2.302.300.00
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 · 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 · reference 0.1
    • Got Punish Countered: profile 0.2 · reference 0.1
  2. Review defensive decisions

    Drive Parry: profile 2.8 · reference 1.77

    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 2.8 · reference 1.77
    • Perfect Parry: profile 0.8 · reference 0.54
    • Drive Reversal: profile 0.4 · reference 0.4
  3. Give each meter spend a purpose

    SA3: profile 18% · reference 31.9%

    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 18% · reference 31.9%
    • Drive Arts: profile 12.4% · reference 20.5%

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 6, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Look for a repeatable punish opportunity

    Punish Counters landed: profile 0 · reference 0.1

    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
    • Punish Counters landed: profile 0 · reference 0.1
    • Got Punish Countered: profile 0.2 · reference 0.1
  2. Probe defense before committing

    Drive Parry: profile 2.8 · reference 1.77

    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 2.8 · reference 1.77
    • Perfect Parry: profile 0.8 · reference 0.54
    • Drive Reversal: profile 0.4 · reference 0.4
  3. Build pressure without overextending

    Corner pressure: profile 11.6 · reference 12.18

    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 11.6 · reference 12.18
    • Time cornered: profile 10.5 · reference 9.75

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 6, 2026 · AI: dots-studio/dots-3-note-preview:free

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