Yasmine
Updated 2 days agoSteamSteamOtherOtherClub · SturmanfangC100%

nado

Young Leader
Rank 36MR 1,506#231,011
Last 105–5+7Last 2011–9+27
Winrate
53%
38W · 34L · 72 stored
Ranked matches
72
selected mode
Wins
38
Ranked
Losses
34
Ranked
Peak MR
1,506
Yasmine

Ranked MR · Yasmine

50 local · 88 imported · 89 on chart · 94 battles stored

Latest game

VictoryRanked

Replay not requested
Ed
nado · Ed
Akuma
Opponent · Akuma¡i¡i¡i¡i¡i

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
nado’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
HabitnadoLegendsDifference LessLegendsMore
SA120.0%30.9%-10.9%
SA345.3%35.7%+9.7%
Drive Rush (cancel)22.9%29.7%-6.9%
Corner pressure6.4013.01-6.61
CA14.7%9.2%+5.5%
Time cornered14.509.07+5.43
Drive Guard19.8%14.5%+5.3%
SA220.0%24.2%-4.2%
Drive Parry5.001.90+3.10
Got thrown3.702.34+1.36
Drive Rush (parry)7.4%8.4%-1.0%
Drive Arts16.7%17.5%-0.9%
Drive Impact gauge2.2%1.4%+0.8%
Throws3.202.52+0.68
Throw techs1.100.48+0.62
Drive Reversal0.000.23-0.23
Throw parries0.400.23+0.17
Got Punish Countered0.200.06+0.14
Drive Impact0.300.17+0.13
Punish Counters landed0.200.10+0.10
Stuns landed0.000.08-0.08
Got stunned0.100.06+0.04
Perfect Parry0.700.70+0.00
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.

Ed · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.2 · reference 0.11

    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
    • Got Punish Countered: profile 0.2 · reference 0.11
    • Punish Counters landed: profile 0.2 · reference 0.11
  2. Trace how you lose or gain space

    Corner pressure: profile 6.7 · reference 11.8

    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 6.7 · reference 11.8
    • Time cornered: profile 13.8 · reference 9.53
  3. Give each meter spend a purpose

    SA3: profile 50% · reference 30%

    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 50% · reference 30%
    • SA2: profile 16.7% · reference 27.6%
    • SA1: profile 19.4% · reference 33.1%

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. Use matchup records as scouting leads

    vs Luke: 14 wins in 26 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: 14 wins in 26 games
    • vs Juri: 10 wins in 26 games
    • vs Alex: 9 wins in 19 games
  2. Separate a tendency from a one-off event

    Recent stored ranked sample: 15 wins in 34 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: 15 wins in 34 games
  3. Probe defense before committing

    Drive Reversal: profile 0 · reference 0.2

    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 Reversal: profile 0 · reference 0.2
    • Got thrown: profile 3.7 · reference 2.18

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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