A
SteamJapanM100%

meipuling

Let's Do This

None

R36
MR 1,444#432,492
Last 105–5-4Last 207–11-37
Winrate
39%
7W · 11L · 18 stored
Ranked matches
18
selected mode
Wins
7
Ranked
Losses
11
Ranked
Peak MR
1,460
Akuma

Ranked MR · Akuma

18 local · 0 imported · 18 on chart · 18 battles stored

Latest game

DefeatRanked

Replay not requested
Ameipuling · Akuma
ZOpponent · Zangief地獄爪殺法

Playstyle reference

Habits vs top 30 Akuma

Benchmark refreshed Sep 13, 2026, 7:27 AM

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

A
meipuling’s Akuma benchmark

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

Naooonn 2213 · DaigoTheBeasTV 2204 · 一瞬一瞬 2158 · touwa 2114 · ドスバギイ 2113 · +25 others

Largest absolute differences first23 habits
HabitmeipulingLegendsDifference LessLegendsMore
SA368.8%38.7%+30.1%
SA20.0%22.8%-22.8%
SA114.6%28.6%-14.1%
CA16.7%9.9%+6.7%
Drive Guard7.5%13.1%-5.6%
Drive Impact gauge6.8%1.5%+5.3%
Drive Arts24.4%19.2%+5.2%
Drive Rush (parry)2.7%7.4%-4.7%
Drive Rush (cancel)36.1%32.7%+3.4%
Corner pressure8.5011.47-2.97
Time cornered7.308.55-1.25
Got thrown1.302.09-0.79
Drive Impact0.700.20+0.50
Perfect Parry0.300.77-0.47
Throws2.302.74-0.44
Punish Counters landed0.500.13+0.37
Throw techs0.200.45-0.25
Got Punish Countered0.300.09+0.21
Drive Reversal0.000.20-0.20
Stuns landed0.100.03+0.07
Throw parries0.200.27-0.07
Drive Parry1.701.65+0.05
Got stunned0.000.04-0.04
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.

Akuma · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.5 · reference 0.13

    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 0.5 · reference 0.13
    • Got Punish Countered: profile 0.3 · reference 0.08
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.7 · 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 0.7 · reference 0.21
    • Drive Impact gauge: profile 6.8% · reference 1.6%
  3. Give each meter spend a purpose

    SA2: profile 0% · reference 24.2%

    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
    • SA2: profile 0% · reference 24.2%
    • SA3: profile 68.8% · reference 35.7%
    • CA: profile 16.7% · reference 10.5%

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. Look for a repeatable punish opportunity

    Punish Counters landed: profile 0.5 · reference 0.13

    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
    • Punish Counters landed: profile 0.5 · reference 0.13
    • Got Punish Countered: profile 0.3 · reference 0.08
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.7 · reference 0.21

    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 0.7 · reference 0.21
    • Drive Impact gauge: profile 6.8% · reference 1.6%
  3. Probe defense before committing

    Drive Parry: profile 1.7 · reference 1.8

    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 1.7 · reference 1.8
    • Perfect Parry: profile 0.3 · reference 0.85
    • Drive Reversal: profile 0 · reference 0.22

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

Public data

Public statistics and datasets

Results from 18 of 18 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
7games
Losses
11games
Draws
0games
Games
18games
Win rate (draw = half win)
38.89%
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

11 rows

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

Current saved character ratings. 11 rows on page 1; 11 rows total.
CharacterMRMR pointsLPLP pointsDetails
Luke0-1
Details for Current saved character ratings, row 1
Character ID
2
Manon0-1
Details for Current saved character ratings, row 2
Character ID
5
Dee Jay0-1
Details for Current saved character ratings, row 3
Character ID
11
A.K.I.0-1
Details for Current saved character ratings, row 4
Character ID
13
Rashid0-1
Details for Current saved character ratings, row 5
Character ID
14
E. Honda0-1
Details for Current saved character ratings, row 6
Character ID
20
Akuma1,444111,549
Details for Current saved character ratings, row 7
Character ID
22
C. Viper0-1
Details for Current saved character ratings, row 8
Character ID
30
Ingrid0-1
Details for Current saved character ratings, row 9
Character ID
32
Yasmine0-1
Details for Current saved character ratings, row 10
Character ID
33
Random0-1
Details for Current saved character ratings, row 11
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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