Akuma
Updated 3 days agoSteamSteamOtherOtherC100%

taisi

Fighting God Incarnate
Rank 36
MR 1,480#383,022
Last 105–5-2Last 2012–8+26
Winrate
57%
138W · 103L · 241 stored
Ranked matches
241
selected mode
Wins
138
Ranked
Losses
103
Ranked
Peak MR
1,513
Akuma

Ranked MR · Akuma

241 local · 1474 imported · 1612 on chart · 286 battles stored

Latest game

DefeatRanked

Replay not requested
Akuma
taisi · Akuma
JP
Opponent · JPAreniii

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

Akuma
taisi’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
HabittaisiLegendsDifference LessLegendsMore
Drive Rush (cancel)0.8%32.7%-31.9%
Drive Arts38.7%19.2%+19.5%
SA213.6%22.8%-9.1%
Drive Guard20.6%13.1%+7.4%
SA345.5%38.7%+6.8%
CA15.9%9.9%+6.0%
Drive Impact gauge6.5%1.5%+5.0%
SA125.0%28.6%-3.6%
Time cornered6.508.55-2.05
Drive Parry3.601.65+1.95
Corner pressure12.9011.47+1.43
Throws3.402.74+0.66
Throw techs0.000.45-0.45
Perfect Parry0.400.77-0.37
Drive Rush (parry)7.8%7.4%+0.3%
Drive Reversal0.500.20+0.30
Drive Impact0.500.20+0.30
Got Punish Countered0.200.09+0.11
Got thrown2.002.09-0.09
Punish Counters landed0.200.13+0.07
Stuns landed0.100.03+0.07
Got stunned0.100.04+0.06
Throw parries0.300.27+0.03
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 0.1 · 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 0.1 · reference 0.13
    • Got Punish Countered: profile 0.2 · reference 0.08
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.2 · 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 0.2 · reference 0.21
    • Drive Impact gauge: profile 5.5% · reference 1.6%
  3. Trace how you lose or gain space

    Corner pressure: profile 12.2 · reference 12.38

    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 12.2 · reference 12.38
    • Time cornered: profile 5.6 · reference 8.05

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. Test the Drive Impact tendency

    Drive Impact: profile 0.2 · 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 0.2 · reference 0.21
    • Drive Impact gauge: profile 5.5% · reference 1.6%
  2. Probe defense before committing

    Drive Parry: profile 4 · 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 4 · reference 1.8
    • Perfect Parry: profile 0.5 · reference 0.85
    • Drive Reversal: profile 0.7 · reference 0.22
  3. Test the close-range pattern

    Throw techs: profile 0.1 · reference 0.38

    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
    • Throw techs: profile 0.1 · reference 0.38
    • Got thrown: profile 2.3 · reference 2.04
    • Throws: profile 3.1 · reference 2.66

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 286 of 286 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
154games
Losses
132games
Draws
0games
Games
286games
Win rate (draw = half win)
53.85%
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
Juri0-1
Details for Current saved character ratings, row 2
Character ID
16
Akuma1,480131,389
Details for Current saved character ratings, row 3
Character ID
22
Ingrid0-1
Details for Current saved character ratings, row 4
Character ID
32
Yasmine0-1
Details for Current saved character ratings, row 5
Character ID
33
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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