Mai
Updated 1 day agoSteamSteamJapanJapanClub · PFPFclubC100%

hi69n

Love is a Fire, And it Burns
Rank 36MR 1,613#68,261
Last 103–7-31Last 207–13-46
Winrate
50%
86W · 85L · 171 stored
Ranked matches
171
selected mode
Wins
86
Ranked
Losses
85
Ranked
Peak MR
1,680
Mai

Ranked MR · Mai

171 local · 96 imported · 192 on chart · 200 battles stored

Latest game

DefeatRanked

Available
Mai
hi69n · Mai
Luke
Opponent · Lukeなめたけ

Playstyle reference

Habits vs top 30 Mai

Benchmark refreshed Sep 13, 2026, 7:18 PM

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

Mai
hi69n’s Mai benchmark

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

世界無二Ryukichi 2222 · ll Moke ll 2183 · Askey 2153 · sngv 2145 · 【ざぶ】 2136 · +25 others

Largest absolute differences first23 habits
Habithi69nLegendsDifference LessLegendsMore
Drive Rush (cancel)0.5%29.4%-28.8%
SA170.8%54.6%+16.2%
SA34.4%18.6%-14.2%
Drive Arts35.6%22.7%+12.8%
Drive Impact gauge5.6%1.3%+4.2%
Drive Rush (parry)11.2%7.5%+3.7%
Corner pressure9.5012.99-3.49
Drive Guard16.9%13.4%+3.5%
CA5.3%6.6%-1.3%
SA219.5%20.2%-0.7%
Time cornered9.909.32+0.58
Perfect Parry0.200.70-0.50
Drive Impact0.600.19+0.41
Punish Counters landed0.400.10+0.30
Got thrown2.502.23+0.27
Throw techs0.700.46+0.24
Got Punish Countered0.300.07+0.23
Throws2.302.49-0.19
Drive Reversal0.000.19-0.19
Drive Parry1.701.87-0.17
Got stunned0.100.05+0.05
Stuns landed0.100.06+0.04
Throw parries0.300.26+0.04
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.

Mai · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.4 · 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
    • Punish Counters landed: profile 0.4 · reference 0.11
    • Got Punish Countered: profile 0.3 · reference 0.08
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.6 · reference 0.16

    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 0.16
    • Drive Impact gauge: profile 6.1% · reference 1.2%
  3. Give each meter spend a purpose

    Drive Rush (cancel): profile 0.8% · reference 32.3%

    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
    • Drive Rush (cancel): profile 0.8% · reference 32.3%

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 6, 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 0.11

    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
    • Punish Counters landed: profile 0.4 · reference 0.11
    • Got Punish Countered: profile 0.3 · reference 0.08
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.6 · reference 0.16

    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 0.16
    • Drive Impact gauge: profile 6.1% · reference 1.2%
  3. Probe defense before committing

    Throw techs: profile 0.8 · 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
    • Throw techs: profile 0.8 · reference 0.47

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 6, 2026 · AI: dots-studio/dots-3-note-preview:free

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