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JPmash

Ranked LP · JP
League points over time for this character
Playstyle reference
Habits vs top 30 JP
Benchmark refreshed Sep 15, 2026, 7:16 AM
Latest reported trends across the last 100 matches, not lifetime habit averages. · Data details
| Habit | mash | Legends | Difference | LessLegendsMore |
|---|---|---|---|---|
| Drive Arts | 68.9% | 31.4% | +37.5% | |
| SA2 | 28.8% | 54.2% | -25.3% | |
| Drive Rush (cancel) | 2.2% | 22.1% | -19.9% | |
| SA3 | 34.6% | 18.1% | +16.5% | |
| Drive Guard | 1.7% | 13.0% | -11.3% | |
| CA | 15.4% | 5.2% | +10.2% | |
| Corner pressure | 3.60 | 10.70 | -7.10 | |
| Drive Rush (parry) | 0.0% | 6.7% | -6.7% | |
| Drive Parry | 0.40 | 2.00 | -1.60 | |
| SA1 | 21.2% | 22.6% | -1.4% | |
| Drive Impact gauge | 1.3% | 2.1% | -0.8% | |
| Got thrown | 1.60 | 2.29 | -0.69 | |
| Perfect Parry | 0.10 | 0.76 | -0.66 | |
| Throws | 2.60 | 2.02 | +0.58 | |
| Drive Impact | 0.10 | 0.33 | -0.23 | |
| Time cornered | 11.80 | 12.00 | -0.20 | |
| Throw parries | 0.20 | 0.38 | -0.18 | |
| Drive Reversal | 0.00 | 0.17 | -0.17 | |
| Punish Counters landed | 0.00 | 0.13 | -0.13 | |
| Throw techs | 0.30 | 0.41 | -0.11 | |
| Stuns landed | 0.00 | 0.10 | -0.10 | |
| Got stunned | 0.00 | 0.03 | -0.03 | |
| Got Punish Countered | 0.10 | 0.09 | +0.01 |
Match plan
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.
JP · Latest 100
What to improve
Find the cause of punish events
Got Punish Countered: profile 0.1 · 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 thisRecreate 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 0.1 · reference 0.09
- Punish Counters landed: profile 0 · reference 0.13
Trace how you lose or gain space
Corner pressure: profile 3.6 · reference 10.7
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 thisRecreate 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
- Corner pressure: profile 3.6 · reference 10.7
- Time cornered: profile 11.8 · reference 12
Give each meter spend a purpose
SA3: profile 34.6% · reference 18.1%
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 thisPractice 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 34.6% · reference 18.1%
- CA: profile 15.4% · reference 5.2%
- SA2: profile 28.8% · reference 54.2%
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 16, 2026 · AI: dots-studio/dots-3-note-preview:free
How to beat this player
Test the Drive Impact tendency
Drive Impact: profile 0.1 · reference 0.33
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 thisRevisit 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 0.1 · reference 0.33
- Drive Impact gauge: profile 1.3% · reference 2.1%
Probe defense before committing
Drive Parry: profile 0.4 · reference 2
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 thisTry 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 0.4 · reference 2
- Perfect Parry: profile 0.1 · reference 0.76
- Drive Reversal: profile 0 · reference 0.17
Test the close-range pattern
Throws: profile 2.6 · reference 2.02
Observe actual strike, throw and defensive choices at close range. Change one part of your familiar mix only after a tendency appears.
Try thisIf 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 2.02
- Throw techs: profile 0.3 · reference 0.41
- Got thrown: profile 1.6 · reference 2.29
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 16, 2026 · AI: dots-studio/dots-3-note-preview:free
Public data
Public statistics and datasets
Results from 203 of 203 stored matches. Explore the datasets for the full saved history.
Results in stored match sample
1 row- Wins
- 107games
- Losses
- 96games
- Draws
- 0games
- Games
- 203games
- Win rate (draw = half win)
- 52.71%
Field definitions 5 fields
- Wins
- Wins · games.
wins - Losses
- Losses · games.
losses - Draws
- Draws · games.
draws - Games
- Games · games.
total - Win rate (draw = half win)
- Win rate (draw = half win) · percent.
winRateDisplayed to two decimal places; JSON retains full precision.
Current saved character ratings
5 rowsScroll if needed to compare columns. Expand Details for the remaining fields.
| Character | MRMR points | LPLP points | Details |
|---|---|---|---|
| Zangief | 0 | -1 | Details for Current saved character ratings, row 1
|
| JP | 0 | 21,716 | Details for Current saved character ratings, row 2
|
| Dhalsim | 0 | -1 | Details for Current saved character ratings, row 3
|
| Juri | 0 | -1 | Details for Current saved character ratings, row 4
|
| Random | 0 | -1 | Details for Current saved character ratings, row 5
|
Field definitions 4 fields
- Character ID
- Character ID · identifier.
characterId - Character
- Character · text.
character - MR
- Master Rating · MR points.
mr - LP
- League Points · LP points.
lp
Last saved update: .
Latest saved profile; local results cover at most the newest 10,000 stored matches across all modes.

