Ryu
Updated 3 days agoSteamSteamJapanJapanClub · KitamuraKINGDOMC100%

ntnt

Let's Do This
Rank 19
LP 7,562
Last 105–5Last 207–13
Winrate
42%
51W · 71L · 122 stored
Ranked matches
122
selected mode
Wins
51
Ranked
Losses
71
Ranked
Peak LP
7,670
Ryu

Ranked LP · Ryu

League points over time for this character

Latest game

DefeatRanked

Replay not requested
Ryu
ntnt · Ryu
Zangief
Opponent · ZangiefUnkosama

Playstyle reference

Habits vs top 30 Ryu

Benchmark refreshed Sep 14, 2026, 1:24 PM

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

Ryu
ntnt’s Ryu benchmark

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

Shuto 2303 · Sahara 2231 · Tigger 2230 · hinao 2224 · SDUINJNKPAADQQE 2184 · +25 others

Largest absolute differences first23 habits
HabitntntLegendsDifference LessLegendsMore
SA362.5%37.6%+24.9%
Drive Rush (cancel)54.9%38.7%+16.2%
SA23.1%19.3%-16.2%
Drive Guard1.4%11.3%-9.9%
SA125.0%34.2%-9.2%
Corner pressure5.1011.48-6.38
Drive Rush (parry)0.4%5.8%-5.5%
Drive Arts14.4%18.8%-4.4%
Drive Impact gauge3.7%1.1%+2.6%
Time cornered6.408.74-2.34
Got thrown3.702.07+1.63
Drive Parry0.101.71-1.61
Throws3.302.29+1.01
Perfect Parry0.000.75-0.75
Got Punish Countered0.600.07+0.53
CA9.4%8.9%+0.4%
Drive Impact0.500.16+0.34
Punish Counters landed0.300.07+0.23
Throw parries0.100.22-0.12
Drive Reversal0.000.11-0.11
Stuns landed0.000.06-0.06
Throw techs0.500.45+0.05
Got stunned0.100.06+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.

Ryu · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.5 · reference 0.07

    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 0.5 · reference 0.07
    • Punish Counters landed: profile 0.2 · reference 0.08
  2. Review defensive decisions

    Drive Parry: profile 0.1 · reference 1.69

    Compare five defensive situations: what did the opponent do, what did you choose, and what happened? Low parry or throw-tech counts alone do not establish a weakness.

    Try this

    Record two different options from one troublesome situation. Practice identifying them and choosing a response, then review whether the same decision improves in your next set.

    Supporting stats
    • Drive Parry: profile 0.1 · reference 1.69
    • Perfect Parry: profile 0.1 · reference 0.71
    • Drive Reversal: profile 0 · reference 0.15
  3. Trace how you lose or gain space

    Corner pressure: profile 4.4 · reference 10.94

    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 4.4 · reference 10.94
    • Time cornered: profile 7.3 · reference 8.58

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 7, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.4 · reference 0.16

    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 0.4 · reference 0.16
    • Drive Impact gauge: profile 3.1% · reference 1.1%
  2. Use matchup records as scouting leads

    vs Mai: 10 wins in 88 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 Mai: 10 wins in 88 games
    • vs Ken: 8 wins in 13 games
    • vs Juri: 6 wins in 12 games
  3. Separate a tendency from a one-off event

    Recent stored ranked sample: 43 wins in 100 games

    Scout several recent matches and compare wins with losses. Prepare around a repeated situation rather than one memorable mistake.

    Try this

    Use the first round to check one scouting hypothesis. If it repeats, apply your prepared adjustment; if it does not, discard it and observe a new pattern.

    Supporting stats
    • Recent stored ranked sample: 43 wins in 100 games

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 7, 2026 · AI: dots-studio/dots-3-note-preview:free

Public data

Public statistics and datasets

Results from 122 of 122 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
51games
Losses
71games
Draws
0games
Games
122games
Win rate (draw = half win)
41.8%
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

2 rows

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

Current saved character ratings. 2 rows on page 1; 2 rows total.
CharacterMRMR pointsLPLP pointsDetails
Ryu07,562
Details for Current saved character ratings, row 1
Character ID
1
Ed0-1
Details for Current saved character ratings, row 2
Character ID
19
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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