Terry
Updated 5 days agoCrossPlatformCrossPlatformJapanJapanClub · KINTYOVILLAGE2C100%

たけ氏@

We All Love The Hungry Wolf!
Rank 36MR 1,574#109,598
Last 105–50Last 2010–100
Winrate
43%
42W · 56L · 98 stored
Ranked matches
98
selected mode
Wins
42
Ranked
Losses
56
Ranked
Peak MR
1,701
Terry

Ranked MR · Terry

98 local · 0 imported · 98 on chart · 98 battles stored

Latest game

DefeatRanked

Replay not requested
Terry
たけ氏@ · Terry
Alex
Opponent · Alex嘯吹あお@Twitch

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
たけ氏@’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
Habitたけ氏@LegendsDifference LessLegendsMore
SA210.3%24.5%-14.3%
SA342.3%32.8%+9.5%
SA139.7%33.6%+6.1%
Drive Rush (parry)12.5%8.2%+4.3%
Corner pressure9.0012.45-3.45
Drive Rush (cancel)30.2%33.4%-3.2%
Drive Guard17.5%14.3%+3.2%
Time cornered12.709.65+3.05
Drive Arts14.0%16.3%-2.3%
CA7.7%9.0%-1.3%
Perfect Parry0.200.80-0.60
Drive Impact gauge2.2%1.6%+0.5%
Drive Parry1.501.89-0.39
Got thrown2.402.21+0.19
Drive Reversal0.000.17-0.17
Throw techs0.300.43-0.13
Throws2.602.49+0.11
Got Punish Countered0.200.09+0.11
Stuns landed0.000.07-0.07
Got stunned0.100.05+0.05
Throw parries0.300.26+0.04
Punish Counters landed0.100.12-0.02
Drive Impact0.200.21-0.01
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.

Terry · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.2 · 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 0.2 · reference 0.09
    • Punish Counters landed: profile 0.1 · reference 0.13
  2. Trace how you lose or gain space

    Time cornered: profile 12.7 · reference 9.55

    Review five trips into the corner. Identify the earlier decision that gave up space, not just the final escape attempt. Check successful corner pressure too.

    Try this

    Recreate one recurring position in training. Compare your usual response with a less committal alternative, then track whether you reach the corner less often over the next set.

    Supporting stats
    • Time cornered: profile 12.7 · reference 9.55
    • Corner pressure: profile 9 · reference 12.01
  3. Compare decisions across wins and losses

    Recent stored ranked sample: 39 wins in 92 games

    Choose two wins and two losses from the recent stored sample. Find one decision that changes between them; the record alone cannot explain why results changed.

    Try this

    Write down one specific decision to test in your next five games. Review whether you executed it and what happened, rather than judging the drill only by wins.

    Supporting stats
    • Recent stored ranked sample: 39 wins in 92 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 9, 2026 · AI: nex-agi/nex-n2.5-pro:free

How to beat this player

  1. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.2 · 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 0.2 · reference 0.09
    • Punish Counters landed: profile 0.1 · reference 0.13
  2. Test the close-range pattern

    Throws: profile 2.6 · reference 2.48

    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
    • Throws: profile 2.6 · reference 2.48
    • Got thrown: profile 2.4 · reference 2.18
  3. Test the Drive Impact tendency

    Drive Impact: profile 0.2 · 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 0.2 · reference 0.22
    • Drive Impact gauge: profile 2.2% · reference 1.6%

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-pro:free

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