Ryu
Updated 19 hours agoSteamSteamJapanJapanC100%

うーかん

MY KARINA
Rank 36MR 1,374#560,611
Last 102–8-44Last 2010–10+4
Winrate
51%
54W · 51L · 105 stored
Ranked matches
105
selected mode
Wins
54
Ranked
Losses
51
Ranked
Peak MR
1,440
Ryu

Ranked MR · Ryu

105 local · 98 imported · 192 on chart · 141 battles stored

Latest game

DefeatRanked

Replay not requested
Ryu
うーかん · Ryu
Ed
Opponent · EdD8IJA

Playstyle reference

Habits vs top 30 Ryu

Benchmark refreshed Sep 6, 2026, 7:23 PM

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

Ryu
うーかん’s Ryu benchmark

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

Shuto 2279 · Sahara 2204 · hinao 2167 · Tigger 2164 · sdfsdf 2136 · +25 others

Largest absolute differences first23 habits
HabitうーかんLegendsDifference LessLegendsMore
SA24.0%20.3%-16.3%
SA348.0%35.4%+12.6%
CA18.0%9.4%+8.6%
SA130.0%34.9%-4.9%
Drive Rush (cancel)31.7%36.4%-4.7%
Corner pressure6.7010.94-4.24
Drive Arts16.8%18.9%-2.1%
Drive Rush (parry)5.0%6.4%-1.5%
Drive Guard10.5%11.9%-1.3%
Time cornered9.908.58+1.32
Got thrown2.702.06+0.64
Throws1.702.20-0.50
Perfect Parry0.300.71-0.41
Drive Reversal0.400.15+0.25
Throw techs0.600.44+0.16
Throw parries0.100.21-0.11
Drive Impact0.100.16-0.06
Got stunned0.100.05+0.05
Stuns landed0.000.05-0.05
Got Punish Countered0.100.07+0.03
Punish Counters landed0.100.08+0.02
Drive Parry1.701.69+0.01
Drive Impact gauge1.1%1.1%-0.0%
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

    Got Punish Countered: profile 0.2 · reference 0.07

    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 0.07
    • Punish Counters landed: profile 0.2 · reference 0.08
  2. Review defensive decisions

    Drive Parry: profile 1.8 · reference 1.69

    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 1.8 · reference 1.69
    • Throw techs: profile 0.7 · reference 0.44
  3. Give each meter spend a purpose

    SA2: profile 1.9% · reference 20.3%

    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 1.9% · reference 20.3%
    • CA: profile 19.2% · reference 9.4%
    • SA3: profile 48.1% · reference 35.4%

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. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.2 · reference 0.07

    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
    • Got Punish Countered: profile 0.2 · reference 0.07
  2. Probe defense before committing

    Drive Parry: profile 1.8 · 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 1.8 · reference 1.69
    • Throw techs: profile 0.7 · reference 0.44
    • Got thrown: profile 2.9 · reference 2.06
  3. Use matchup records as scouting leads

    vs Akuma: 16 wins in 32 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 Akuma: 16 wins in 32 games
    • vs Alex: 19 wins in 31 games
    • vs Yasmine: 14 wins in 22 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 8, 2026 · AI: dots-studio/dots-3-note-preview:free

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