Guile
Updated 1 week agoSteamSteamJapanJapanClub · GuilesOpenBaseC100%

もりを。

EM Wave Change! On the Air!!
Rank 36MR 1,701#29,195
Last 108–1+50Last 208–1+50
Winrate
89%
8W · 1L · 9 stored
Ranked matches
9
selected mode
Wins
8
Ranked
Losses
1
Ranked
Peak MR
1,716
Guile

Ranked MR · Guile

9 local · 0 imported · 9 on chart · 47 battles stored

Latest game

VictoryRanked

Replay not requested
Guile
もりを。 · Guile
Akuma
Opponent · Akumaひさかわバキバキ

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
もりを。’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
Habitもりを。LegendsDifference LessLegendsMore
Drive Rush (cancel)19.3%29.7%-10.4%
SA219.8%27.1%-7.3%
Drive Rush (parry)15.7%9.4%+6.3%
Drive Guard20.7%14.7%+6.0%
CA11.0%5.3%+5.7%
Drive Arts12.7%17.7%-5.0%
Time cornered13.209.86+3.34
SA149.5%47.2%+2.3%
Drive Impact gauge0.4%1.6%-1.3%
Corner pressure8.309.03-0.73
SA319.8%20.5%-0.7%
Got thrown2.501.97+0.53
Throw techs0.700.39+0.31
Drive Parry1.401.68-0.28
Perfect Parry0.300.57-0.27
Throws2.101.87+0.23
Throw parries0.400.24+0.16
Drive Impact0.100.21-0.11
Drive Reversal0.100.21-0.11
Stuns landed0.000.06-0.06
Got stunned0.100.05+0.05
Punish Counters landed0.100.12-0.02
Got Punish Countered0.100.11-0.01
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. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.1 · 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 0.1 · reference 0.21
    • Drive Impact gauge: profile 0.4% · reference 1.6%
  2. Review close-range choices

    Throws: profile 2.1 · reference 1.82

    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
    • Throws: profile 2.1 · reference 1.82
    • Throw techs: profile 0.7 · reference 0.42
    • Got thrown: profile 2.5 · reference 2.01
  3. Give each meter spend a purpose

    Drive Rush (parry): profile 15.7% · reference 9%

    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 (parry): profile 15.7% · reference 9%
    • Drive Arts: profile 12.7% · reference 18.5%
    • SA3: profile 19.8% · reference 23.3%

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. Use matchup records as scouting leads

    vs Ken: 22 wins in 46 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 Ken: 22 wins in 46 games
    • vs Yasmine: 22 wins in 44 games
    • vs Akuma: 17 wins in 31 games
  2. Build pressure without overextending

    Corner pressure: profile 8.3 · 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 8.3 · reference 9
    • Time cornered: profile 13.2 · reference 9.84
  3. Probe defense before committing

    Drive Parry: profile 1.4 · reference 1.79

    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 Parry: profile 1.4 · reference 1.79
    • Perfect Parry: profile 0.3 · reference 0.63
    • Drive Reversal: profile 0.1 · 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 6, 2026 · AI: dots-studio/dots-3-note-preview:free

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