Chun-Li
Updated 1 week agoSteamSteamJapanJapanClub · PinguM100%

kiwi25

Let's Do This
Rank 40
MR 1,645#45,815
Last 105–5-1Last 2013–7+47
Winrate
64%
25W · 14L · 39 stored
Ranked matches
39
selected mode
Wins
25
Ranked
Losses
14
Ranked
Peak MR
1,645
Chun-Li

Ranked MR · Chun-Li

38 local · 0 imported · 38 on chart · 99 battles stored

Not enough ranked MR points in this range yet.

Latest game

VictoryRanked

Replay not requested
Yasmine
kiwi25 · Yasmine
Marisa
Opponent · Marisa.うーろ

Playstyle reference

Habits vs top 30 Chun-Li

Benchmark refreshed Sep 14, 2026, 10:23 PM

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

Chun-Li
kiwi25’s Chun-Li benchmark

Compared with the average habits of the top 30 sampled Chun-Li players.

HAITANI 2263 · Seiya 2244 · ドドガマル_pc 2209 · YOKOHAMA_TARO 2152 · leith 2147 · +25 others

Largest absolute differences first23 habits
Habitkiwi25LegendsDifference LessLegendsMore
SA344.8%25.9%+18.9%
SA219.5%32.6%-13.0%
Drive Arts8.7%15.6%-6.8%
SA126.4%33.0%-6.6%
Drive Rush (cancel)48.6%43.1%+5.5%
Drive Impact gauge5.7%1.5%+4.2%
Corner pressure11.2012.05-0.85
CA9.2%8.5%+0.7%
Drive Guard10.2%9.6%+0.6%
Drive Parry2.201.61+0.59
Got thrown2.501.97+0.53
Throw techs0.800.35+0.45
Drive Impact0.600.17+0.43
Punish Counters landed0.300.10+0.20
Drive Reversal0.000.18-0.18
Stuns landed0.200.05+0.15
Got Punish Countered0.200.07+0.13
Time cornered8.308.40-0.10
Throws2.602.51+0.09
Throw parries0.300.22+0.08
Got stunned0.100.05+0.05
Perfect Parry0.600.57+0.03
Drive Rush (parry)4.4%4.5%-0.0%
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.

Chun-Li · Latest 100

What to improve

  1. 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 5.7% · reference 1.4%
  2. Find the cause of punish events

    Punish Counters landed: profile 0.3 · reference 0.1

    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 0.3 · reference 0.1
    • Got Punish Countered: profile 0.2 · reference 0.09
  3. Review close-range choices

    Throw techs: profile 0.8 · reference 0.4

    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
    • Throw techs: profile 0.8 · reference 0.4
    • Throws: profile 2.6 · reference 2.39
    • Got thrown: profile 2.5 · reference 2.08

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 7, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. 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 5.7% · reference 1.4%
  2. Probe defense before committing

    Drive Parry: profile 2.2 · reference 1.64

    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 2.2 · reference 1.64
    • Perfect Parry: profile 0.6 · reference 0.57
    • Drive Reversal: profile 0 · reference 0.17
  3. Use matchup records as scouting leads

    vs Char 253: 140 wins in 165 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: 140 wins in 165 games
    • vs Mai: 72 wins in 74 games
    • vs Ryu: 17 wins in 19 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 7, 2026 · AI: dots-studio/dots-3-note-preview:free

Public statistics and datasets

Public CFN identity, current character ratings, official mode totals and results in the stored match sample for this Street Fighter 6 player.

Latest saved profile; local results cover at most the newest 10,000 stored matches across all modes.

Last saved update: 2026-09-16T12:28:26.208Z. Sample: 99 of 99 stored matches.

Results in stored match sample · 1 rows
WinsgamesLossesgamesDrawsgamesGamesgamesWin rate (draw = half win)percent
722709972.72727272727273
Current saved character ratings · 32 rows
Character IDidentifierCharactertextMaster RatingMR pointsLeague PointsLP points
1Ryu160647719
2Luke160865394
3Kimberly0-1
4Chun-Li164583116
5Manon0-1
6Zangief0-1
7JP0-1
8Dhalsim0-1
9Cammy0-1
10Ken0-1
11Dee Jay0-1
12Lily0-1
13A.K.I.0-1
14Rashid0-1
15Blanka0-1
16Juri151233551
17Marisa0-1
18Guile0-1
19Ed0-1
20E. Honda0-1
21Jamie0-1
22Akuma0-1
25Sagat0-1
26M. Bison0-1
27Terry0-1
28Mai0-1
29Elena0-1
30C. Viper0-1
31Alex0-1
32Ingrid0-1
33Yasmine150025160
254Random0-1

Download summary JSON · Sources, units and JSON reference

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