Ed
Updated 4 days agoSteamSteamJapanJapanM100%

ボタンの操作不能…レバーの操作

Fist Full of Gratitude
Rank 36MR 1,582#105,025
Last 108–2+46Last 2014–6+60
Winrate
59%
16W · 11L · 27 stored
Ranked matches
27
selected mode
Wins
16
Ranked
Losses
11
Ranked
Peak MR
1,640
Ed

Ranked MR · Ed

27 local · 0 imported · 27 on chart · 27 battles stored

Latest game

VictoryRanked

Replay not requested
Ed
ボタンの操作不能…レバーの操作 · Ed
Ken
Opponent · Kenaqu0tsu

Playstyle reference

Habits vs top 30 Ed

Benchmark refreshed Sep 12, 2026, 10:17 PM

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

Ed
ボタンの操作不能…レバーの操作’s Ed benchmark

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

あでりい 2203 · Sahara 2187 · ONYX | えびはら 2178 · Yassa 2151 · hinao 2139 · +25 others

Largest absolute differences first23 habits
Habitボタンの操作不能…レバーの操作LegendsDifference LessLegendsMore
SA355.7%33.7%+22.1%
SA112.9%33.3%-20.5%
Drive Arts26.4%18.1%+8.3%
Drive Rush (cancel)27.4%35.3%-8.0%
SA215.7%23.2%-7.4%
CA15.7%9.8%+5.9%
Drive Impact gauge5.4%1.7%+3.8%
Corner pressure8.0011.75-3.75
Drive Guard9.5%12.9%-3.4%
Time cornered7.908.93-1.03
Drive Parry0.901.92-1.02
Got thrown1.602.20-0.60
Perfect Parry0.200.79-0.59
Drive Impact0.700.22+0.48
Drive Rush (parry)6.4%6.8%-0.4%
Throws2.102.53-0.43
Punish Counters landed0.500.14+0.36
Throw techs0.200.53-0.33
Got Punish Countered0.400.10+0.30
Drive Reversal0.000.22-0.22
Throw parries0.300.21+0.09
Got stunned0.100.04+0.06
Stuns landed0.100.06+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.

Ed · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.5 · 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 0.5 · reference 0.11
    • Got Punish Countered: profile 0.4 · reference 0.11
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.7 · 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 0.7 · reference 0.2
    • Drive Impact gauge: profile 5.4% · reference 1.5%
  3. Give each meter spend a purpose

    SA3: profile 55.7% · reference 30%

    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
    • SA3: profile 55.7% · reference 30%
    • CA: profile 15.7% · reference 9.3%

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 10, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Use matchup records as scouting leads

    vs Char 253: 181 wins in 359 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 Char 253: 181 wins in 359 games
    • vs Ryu: 12 wins in 28 games
    • vs Cammy: 18 wins in 27 games
  2. Separate a tendency from a one-off event

    Recent stored ranked sample: 12 wins in 23 games

    Scout several recent matches and compare wins with losses. Prepare around a repeated situation rather than one memorable mistake.

    Try this

    Use the first round to check one scouting hypothesis. If it repeats, apply your prepared adjustment; if it does not, discard it and observe a new pattern.

    Supporting stats
    • Recent stored ranked sample: 12 wins in 23 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 10, 2026 · AI: dots-studio/dots-3-note-preview:free

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