Terry
Updated 1 day agoSteamSteamJapanJapanClub · AKiPARKC100%

Ryoga555

Pining for the Good Old Days
Rank 36MR 1,465#415,074
Last 105–50Last 2011–9+18
Winrate
52%
119W · 112L · 231 stored
Ranked matches
231
selected mode
Wins
119
Ranked
Losses
112
Ranked
Peak MR
1,507
Terry

Ranked MR · Terry

231 local · 1140 imported · 1140 on chart · 243 battles stored

Latest game

VictoryRanked

Replay not requested
Terry
Ryoga555 · Terry
Elena
Opponent · Elenavivi

Playstyle reference

Habits vs top 30 Terry

Benchmark refreshed Sep 9, 2026, 7:23 PM

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

Terry
Ryoga555’s Terry benchmark

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

kincho 2229 · なっつだよ 2210 · Yassa 2187 · ばやしこ|VLY 2181 · あ か た 2151 · +25 others

Largest absolute differences first23 habits
HabitRyoga555LegendsDifference LessLegendsMore
SA124.3%33.6%-9.3%
SA233.8%24.5%+9.2%
Drive Rush (cancel)41.5%33.4%+8.1%
Drive Arts9.9%16.3%-6.5%
Corner pressure9.5012.45-2.95
Drive Guard12.6%14.3%-1.7%
Drive Impact gauge2.6%1.6%+1.0%
SA333.8%32.8%+1.0%
CA8.1%9.0%-0.9%
Drive Parry1.201.89-0.69
Perfect Parry0.200.80-0.60
Time cornered9.209.65-0.45
Got thrown2.602.21+0.39
Got Punish Countered0.300.09+0.21
Throws2.302.49-0.19
Throw parries0.400.26+0.14
Drive Impact0.300.21+0.09
Punish Counters landed0.200.12+0.08
Drive Reversal0.100.17-0.07
Stuns landed0.000.07-0.07
Throw techs0.500.43+0.07
Got stunned0.100.05+0.05
Drive Rush (parry)8.3%8.2%+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.

Terry · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.3 · 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
    • Got Punish Countered: profile 0.3 · reference 0.09
    • Punish Counters landed: profile 0.2 · reference 0.13
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.3 · reference 0.22

    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 0.3 · reference 0.22
    • Drive Impact gauge: profile 2.7% · reference 1.6%
  3. Review close-range choices

    Got thrown: profile 2.5 · reference 2.18

    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
    • Got thrown: profile 2.5 · reference 2.18
    • Throws: profile 2.1 · reference 2.48
    • Throw techs: profile 0.4 · reference 0.37

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: nex-agi/nex-n2.5-mini:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.3 · reference 0.22

    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 0.3 · reference 0.22
    • Drive Impact gauge: profile 2.7% · reference 1.6%
  2. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.3 · reference 0.09

    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 0.3 · reference 0.09
  3. Test the close-range pattern

    Got thrown: profile 2.5 · reference 2.18

    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
    • Got thrown: profile 2.5 · 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: nex-agi/nex-n2.5-mini:free

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