A.K.I.
SteamSteamJapanJapanClub · CupOfAceC100%

moksmog

Popularity Isn't Productive
Rank 36
MR 1,359#541,328
Last 105–5-1Last 205–5-1
Winrate
50%
5W · 5L · 10 stored
Ranked matches
10
selected mode
Wins
5
Ranked
Losses
5
Ranked
Peak MR
1,374
A.K.I.

Ranked MR · A.K.I.

10 local · 0 imported · 10 on chart · 10 battles stored

Latest game

DefeatRanked

Replay not requested
A.K.I.
moksmog · A.K.I.
Cammy
Opponent · Cammyごまごま

Playstyle reference

Habits vs top 30 A.K.I.

Benchmark refreshed Sep 16, 2026, 1:25 AM

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

A.K.I.
moksmog’s A.K.I. benchmark

Compared with the average habits of the top 30 sampled A.K.I. players.

hikaru_shiftne 2229 · ネコと和解せよ 2220 · Motchan 2202 · M.M. 2164 · yama 2156 · +25 others

Largest absolute differences first23 habits
HabitmoksmogLegendsDifference LessLegendsMore
CA34.8%8.7%+26.0%
SA119.6%39.0%-19.4%
Drive Rush (cancel)4.7%23.3%-18.6%
SA24.3%21.6%-17.2%
Drive Arts33.0%21.9%+11.1%
SA341.3%30.7%+10.6%
Drive Rush (parry)14.4%10.3%+4.2%
Drive Impact gauge4.3%1.8%+2.5%
Corner pressure9.2011.64-2.44
Time cornered7.709.56-1.86
Drive Parry0.201.85-1.65
Perfect Parry0.000.57-0.57
Throw techs0.000.56-0.56
Got thrown1.802.33-0.53
Throws2.002.33-0.33
Got Punish Countered0.400.09+0.31
Drive Reversal0.700.40+0.30
Drive Guard16.0%16.3%-0.3%
Throw parries0.200.30-0.10
Punish Counters landed0.200.10+0.10
Stuns landed0.000.08-0.08
Drive Impact0.300.22+0.08
Got stunned0.000.05-0.05
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.

A.K.I. · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.4 · 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
    • Got Punish Countered: profile 0.4 · reference 0.1
  2. Give each meter spend a purpose

    Drive Arts: profile 33% · reference 20.5%

    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
    • Drive Arts: profile 33% · reference 20.5%
    • SA3: profile 41.3% · reference 31.9%
    • CA: profile 34.8% · reference 9.4%
  3. Trace how you lose or gain space

    Corner pressure: profile 9.2 · reference 12.18

    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 9.2 · reference 12.18
    • Time cornered: profile 7.7 · reference 9.75

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 8, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Use matchup records as scouting leads

    vs Ryu: 26 wins in 52 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 Ryu: 26 wins in 52 games
    • vs Akuma: 14 wins in 40 games
    • vs Yasmine: 23 wins in 38 games
  2. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.4 · reference 0.1

    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 0.4 · reference 0.1
  3. Probe defense before committing

    Drive Parry: profile 0.2 · reference 1.77

    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 0.2 · reference 1.77
    • Perfect Parry: profile 0 · reference 0.54
    • Throw techs: profile 0 · reference 0.53

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 8, 2026 · AI: dots-studio/dots-3-note-preview:free

Public data

Public statistics and datasets

Results from 10 of 10 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
5games
Losses
5games
Draws
0games
Games
10games
Win rate (draw = half win)
50%
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

9 rows

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

Current saved character ratings. 9 rows on page 1; 9 rows total.
CharacterMRMR pointsLPLP pointsDetails
Ryu0-1
Details for Current saved character ratings, row 1
Character ID
1
Kimberly0-1
Details for Current saved character ratings, row 2
Character ID
3
Lily0-1
Details for Current saved character ratings, row 3
Character ID
12
A.K.I.1,35946,663
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
Akuma0-1
Details for Current saved character ratings, row 7
Character ID
22
Mai0-1
Details for Current saved character ratings, row 8
Character ID
28
Random0-1
Details for Current saved character ratings, row 9
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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