Alex
Updated 2 days agoCrossPlatformCrossPlatformBrazilBrazilClub · CyberatletasC100%

dan_mineiro

NEW GENERATION
Rank 36MR 1,677#38,706
Last 107–3+40Last 2010–10+3
Winrate
44%
30W · 38L · 68 stored
Ranked matches
68
selected mode
Wins
30
Ranked
Losses
38
Ranked
Peak MR
1,702
Alex

Ranked MR · Alex

68 local · 350 imported · 415 on chart · 101 battles stored

Latest game

VictoryRanked

Replay not requested
Alex
dan_mineiro · Alex
Manon
Opponent · ManonBuloes

Playstyle reference

Habits vs top 30 Alex

Benchmark refreshed Sep 14, 2026, 4:24 AM

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

Alex
dan_mineiro’s Alex benchmark

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

きどーー 2201 · cream 2141 · Shinto 2140 · ゆーざー 2129 · ラッシュ中段どわーw 2127 · +25 others

Largest absolute differences first23 habits
Habitdan_mineiroLegendsDifference LessLegendsMore
SA152.7%38.9%+13.8%
SA314.3%25.2%-10.9%
Drive Arts7.3%13.2%-5.9%
Drive Rush (cancel)27.4%33.2%-5.7%
Corner pressure6.5010.07-3.57
Drive Impact gauge5.5%2.0%+3.5%
Drive Guard16.2%14.0%+2.2%
CA6.6%8.3%-1.7%
Time cornered8.109.50-1.40
SA226.4%27.6%-1.2%
Drive Rush (parry)9.1%8.2%+0.9%
Throws3.002.24+0.76
Drive Parry2.001.62+0.38
Drive Impact0.600.23+0.37
Punish Counters landed0.400.14+0.26
Throw techs0.300.51-0.21
Perfect Parry0.500.64-0.14
Throw parries0.400.27+0.13
Got thrown2.302.18+0.12
Got Punish Countered0.200.11+0.09
Drive Reversal0.500.43+0.07
Got stunned0.000.04-0.04
Stuns landed0.100.10+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.

Alex · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.4 · reference 0.12

    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 0.4 · reference 0.12
    • Got Punish Countered: profile 0.4 · reference 0.12
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.6 · reference 0.2

    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 0.6 · reference 0.2
  3. Review defensive decisions

    Drive Reversal: profile 1 · reference 0.47

    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 Reversal: profile 1 · reference 0.47
    • Got thrown: profile 1.9 · reference 2.12

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

    Punish Counters landed: profile 0.4 · reference 0.12

    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 0.4 · reference 0.12
    • Got Punish Countered: profile 0.4 · reference 0.12
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.6 · reference 0.2

    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 0.6 · reference 0.2
  3. Probe defense before committing

    Drive Reversal: profile 1 · reference 0.47

    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 1 · reference 0.47
    • Got thrown: profile 1.9 · reference 2.12

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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