Guile
Updated 7 days agoCrossPlatformCrossPlatformJapanJapanC100%

Lo-Fiバイソン

We're Always Connected
Rank 36MR 1,340#557,142
Last 107–3+32Last 2013–7+49
Winrate
48%
55W · 59L · 114 stored
Ranked matches
114
selected mode
Wins
55
Ranked
Losses
59
Ranked
Peak MR
1,340
Guile

Ranked MR · Guile

114 local · 0 imported · 114 on chart · 159 battles stored

Latest game

DefeatCustom Room

Replay not requested
Guile
Lo-Fiバイソン · Guile
C. Viper
Opponent · C. Viperチックぽん

Playstyle reference

Habits vs top 30 Guile

Benchmark refreshed Sep 8, 2026, 10:15 PM

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

Guile
Lo-Fiバイソン’s Guile benchmark

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

へいぽんガイル 2205 · ひぐち! 2203 · niruhiru PC 2182 · Foodie 2128 · ranapower 2121 · +25 others

Largest absolute differences first23 habits
HabitLo-FiバイソンLegendsDifference LessLegendsMore
SA24.6%27.1%-22.5%
Drive Rush (cancel)17.6%29.7%-12.2%
CA13.8%5.3%+8.5%
Drive Arts25.8%17.7%+8.1%
SA327.6%20.5%+7.1%
SA154.0%47.2%+6.9%
Corner pressure2.809.03-6.23
Time cornered15.009.86+5.14
Drive Impact gauge4.5%1.6%+2.9%
Drive Guard12.4%14.7%-2.3%
Drive Parry0.601.68-1.08
Drive Rush (parry)8.6%9.4%-0.8%
Got thrown2.601.97+0.63
Perfect Parry0.100.57-0.47
Throws1.501.87-0.37
Drive Impact0.500.21+0.29
Drive Reversal0.000.21-0.21
Got Punish Countered0.300.11+0.19
Punish Counters landed0.300.12+0.18
Got stunned0.200.05+0.15
Throw parries0.100.24-0.14
Throw techs0.500.39+0.11
Stuns landed0.000.06-0.06
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.

Guile · 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
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.6 · reference 0.21

    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 0.21
    • Drive Impact gauge: profile 5.2% · reference 1.6%
  3. Review defensive decisions

    Drive Reversal: profile 0 · reference 0.14

    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 0 · reference 0.14

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 5, 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 0.4 · reference 0.11

    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 0.4 · reference 0.11
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.6 · reference 0.21

    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 0.21
    • Drive Impact gauge: profile 5.2% · reference 1.6%
  3. Build pressure without overextending

    Corner pressure: profile 3 · reference 9

    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 3 · reference 9
    • Time cornered: profile 13 · reference 9.84

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 5, 2026 · AI: dots-studio/dots-3-note-preview:free

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