Yasmine
SteamSteamJapanJapanClub · JPlaboratoryC100%

balor778

Let's Do This
Rank 36MR 1,611#61,604
Last 104–4+3Last 204–4+3
Winrate
50%
4W · 4L · 8 stored
Ranked matches
8
selected mode
Wins
4
Ranked
Losses
4
Ranked
Peak MR
1,611
Yasmine

Ranked MR · Yasmine

8 local · 0 imported · 8 on chart · 18 battles stored

Not enough ranked MR points in this range yet.

Latest game

VictoryRanked

Replay not requested
Alex
balor778 · Alex
Akuma
Opponent · Akumaユニート

Playstyle reference

Habits vs top 30 Yasmine

Benchmark refreshed Sep 14, 2026, 10:26 AM

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

Yasmine
balor778’s Yasmine benchmark

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

naruo 2177 · ファイナルあつし 2177 · ぷんぷんパンダ 2168 · 頭痛が痛い 2145 · Hand Me Downs 2143 · +25 others

Largest absolute differences first23 habits
Habitbalor778LegendsDifference LessLegendsMore
Corner pressure6.4013.01-6.61
SA136.5%30.9%+5.6%
Time cornered4.209.07-4.87
SA332.7%35.7%-3.0%
SA222.1%24.2%-2.1%
Drive Impact gauge3.3%1.4%+2.0%
Drive Rush (cancel)28.2%29.7%-1.5%
Drive Arts18.7%17.5%+1.1%
Drive Rush (parry)9.4%8.4%+1.0%
CA8.7%9.2%-0.6%
Got thrown1.802.34-0.54
Perfect Parry0.200.70-0.50
Drive Guard14.1%14.5%-0.4%
Drive Parry1.601.90-0.30
Drive Impact0.400.17+0.23
Throw techs0.300.48-0.18
Throws2.702.52+0.18
Throw parries0.400.23+0.17
Got Punish Countered0.200.06+0.14
Punish Counters landed0.200.10+0.10
Got stunned0.000.06-0.06
Drive Reversal0.200.23-0.03
Stuns landed0.100.08+0.02
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 0.2 · 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
    • Punish Counters landed: profile 0.2 · reference 0.08
    • Got Punish Countered: profile 0.2 · reference 0.07
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.4 · reference 0.16

    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 0.4 · reference 0.16
    • Drive Impact gauge: profile 3.3% · reference 1.1%
  3. Review close-range choices

    Throws: profile 2.7 · 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 2.7 · reference 2.2
    • Got thrown: profile 1.8 · 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 4, 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 3.3% · reference 1.1%
  2. Probe defense before committing

    Drive Parry: profile 1.6 · reference 1.69

    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 1.6 · reference 1.69
    • Perfect Parry: profile 0.2 · reference 0.71
  3. Build pressure without overextending

    Corner pressure: profile 6.4 · reference 10.94

    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 6.4 · reference 10.94
    • Time cornered: profile 4.2 · reference 8.58

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 4, 2026 · AI: dots-studio/dots-3-note-preview:free

Yasmine · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.2 · reference 0.09

    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 0.2 · reference 0.09
    • Got Punish Countered: profile 0.2 · reference 0.06
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.4 · reference 0.19

    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 0.4 · reference 0.19
    • Drive Impact gauge: profile 3.3% · reference 1.4%
  3. Trace how you lose or gain space

    Corner pressure: profile 6.4 · reference 13.62

    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 6.4 · reference 13.62
    • Time cornered: profile 4.2 · reference 9.38

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 4, 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 0.19

    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 0.19
    • Drive Impact gauge: profile 3.3% · reference 1.4%
  2. Probe defense before committing

    Drive Parry: profile 1.6 · reference 1.96

    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 1.6 · reference 1.96
    • Perfect Parry: profile 0.2 · reference 0.74
    • Drive Reversal: profile 0.2 · reference 0.24
  3. Test the close-range pattern

    Throws: profile 2.7 · reference 2.59

    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
    • Throws: profile 2.7 · reference 2.59
    • Throw techs: profile 0.3 · reference 0.49
    • Got thrown: profile 1.8 · 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 4, 2026 · AI: dots-studio/dots-3-note-preview:free

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