JP
Updated 1 day agoSteamSteamJapanJapanClub · wasabeaaaamM100%

mash

Carpet of Skulls
Rank 33
LP 21,716
Last 103–7Last 207–13
Winrate
53%
101W · 91L · 192 stored
Ranked matches
192
selected mode
Wins
101
Ranked
Losses
91
Ranked
Peak LP
22,020
JP

Ranked LP · JP

League points over time for this character

Latest game

VictoryRanked

Replay not requested
JP
mash · JP
Ingrid
Opponent · Ingrid手感破坏者

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

JP
mash’s JP benchmark

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

takepi 2275 · m1Ng 2239 · Erua/えるあ 2201 · Juicyjoe2000 2200 · byako 2170 · +25 others

Largest absolute differences first23 habits
HabitmashLegendsDifference LessLegendsMore
Drive Arts68.9%31.4%+37.5%
SA228.8%54.2%-25.3%
Drive Rush (cancel)2.2%22.1%-19.9%
SA334.6%18.1%+16.5%
Drive Guard1.7%13.0%-11.3%
CA15.4%5.2%+10.2%
Corner pressure3.6010.70-7.10
Drive Rush (parry)0.0%6.7%-6.7%
Drive Parry0.402.00-1.60
SA121.2%22.6%-1.4%
Drive Impact gauge1.3%2.1%-0.8%
Got thrown1.602.29-0.69
Perfect Parry0.100.76-0.66
Throws2.602.02+0.58
Drive Impact0.100.33-0.23
Time cornered11.8012.00-0.20
Throw parries0.200.38-0.18
Drive Reversal0.000.17-0.17
Punish Counters landed0.000.13-0.13
Throw techs0.300.41-0.11
Stuns landed0.000.10-0.10
Got stunned0.000.03-0.03
Got Punish Countered0.100.09+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.

JP · Latest 100

What to improve

  1. 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 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 0.1 · reference 0.09
    • Punish Counters landed: profile 0 · reference 0.13
  2. 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 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
    • Corner pressure: profile 3.6 · reference 10.7
    • Time cornered: profile 11.8 · reference 12
  3. 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 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 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

  1. 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 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 0.1 · reference 0.33
    • Drive Impact gauge: profile 1.3% · reference 2.1%
  2. 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 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 0.4 · reference 2
    • Perfect Parry: profile 0.1 · reference 0.76
    • Drive Reversal: profile 0 · reference 0.17
  3. 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 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 2.02
    • 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. winRate Displayed to two decimal places; JSON retains full precision.

Current saved character ratings

5 rows

Scroll if needed to compare columns. Expand Details for the remaining fields.

Current saved character ratings. 5 rows on page 1; 5 rows total.
CharacterMRMR pointsLPLP pointsDetails
Zangief0-1
Details for Current saved character ratings, row 1
Character ID
6
JP021,716
Details for Current saved character ratings, row 2
Character ID
7
Dhalsim0-1
Details for Current saved character ratings, row 3
Character ID
8
Juri0-1
Details for Current saved character ratings, row 4
Character ID
16
Random0-1
Details for Current saved character ratings, row 5
Character ID
254
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.

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