A.K.I.
Updated 2 hours agoSteamSteamJapanJapanC100%

nemisu

Let's Do This
Rank 36MR 1,500#258,353
Winrate
0W · 0L · 0 stored
Ranked matches
0
selected mode
Wins
0
Ranked
Losses
0
Ranked
Peak MR
1,500
A.K.I.

Ranked MR · A.K.I.

0 local · 0 imported · 0 on chart · 123 battles stored

Not enough ranked MR points in this range yet.

Latest game

VictoryCasual

Replay not requested
JP
nemisu · JP
Luke
Opponent · Lukeny45sk

Playstyle reference

Habits vs top — A.K.I.

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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. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.6 · 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 0.6 · reference 0.21
  2. Review close-range choices

    Throws: profile 2.6 · reference 2.31

    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
    • Throws: profile 2.6 · reference 2.31
    • Throw techs: profile 1.4 · reference 0.53
    • Got thrown: profile 3.5 · reference 2.33
  3. Find the cause of punish events

    Punish Counters landed: 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
    • Punish Counters landed: profile 0.4 · reference 0.1
    • Got Punish Countered: profile 0.2 · reference 0.1

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Probe defense before committing

    Drive Parry: profile 3.3 · 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 3.3 · reference 1.77
    • Perfect Parry: profile 1.1 · reference 0.54
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.6 · 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 0.6 · reference 0.21
  3. Test the close-range pattern

    Throws: profile 2.6 · reference 2.31

    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 2.31
    • Throw techs: profile 1.4 · reference 0.53
    • Got thrown: profile 3.5 · reference 2.33

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free

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