Akuma
SteamSteamOtherOtherC100%

yuu.ktk

Observer
Rank 36MR 1,608#74,421
Last 104–6-10Last 208–12-22
Winrate
28%
11W · 28L · 39 stored
Ranked matches
39
selected mode
Wins
11
Ranked
Losses
28
Ranked
Peak MR
1,643
Akuma

Ranked MR · Akuma

39 local · 128 imported · 145 on chart · 39 battles stored

Latest game

VictoryRanked

Replay not requested
Akuma
yuu.ktk · Akuma
Yasmine
Opponent · Yasmineりがじゅまる

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
yuu.ktk’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
Habityuu.ktkLegendsDifference LessLegendsMore
CA26.5%9.9%+16.6%
Drive Rush (cancel)47.5%32.7%+14.8%
Drive Arts8.8%19.2%-10.4%
SA118.4%28.6%-10.3%
SA216.3%22.8%-6.4%
Drive Guard8.7%13.1%-4.4%
Drive Rush (parry)3.0%7.4%-4.4%
Corner pressure9.0011.47-2.47
Time cornered10.208.55+1.65
Got thrown2.702.09+0.61
Throws3.302.74+0.56
Perfect Parry0.500.77-0.27
Drive Impact gauge1.3%1.5%-0.2%
Drive Parry1.801.65+0.15
Throw parries0.400.27+0.13
SA338.8%38.7%+0.1%
Drive Reversal0.100.20-0.10
Punish Counters landed0.200.13+0.07
Got stunned0.100.04+0.06
Throw techs0.400.45-0.05
Stuns landed0.000.03-0.03
Got Punish Countered0.100.09+0.01
Drive Impact0.200.20-0.00
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 0.2 · 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 0.2 · reference 0.13
    • Got Punish Countered: profile 0.1 · reference 0.09
  2. Give each meter spend a purpose

    Drive Rush (cancel): profile 47.5% · reference 32.7%

    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 Rush (cancel): profile 47.5% · reference 32.7%
    • Drive Arts: profile 8.8% · reference 19.2%
    • SA1: profile 18.4% · reference 28.6%
  3. Trace how you lose or gain space

    Corner pressure: profile 9 · reference 11.47

    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 · reference 11.47
    • Time cornered: profile 10.2 · reference 8.55

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 13, 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 0.2

    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 0.2
    • Drive Impact gauge: profile 1.3% · reference 1.5%
  2. Probe defense before committing

    Drive Parry: profile 1.8 · reference 1.65

    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 1.8 · reference 1.65
    • Perfect Parry: profile 0.5 · reference 0.77
    • Drive Reversal: profile 0.1 · reference 0.2
  3. Test the close-range pattern

    Throws: profile 3.3 · reference 2.74

    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 3.3 · reference 2.74
    • Throw techs: profile 0.4 · reference 0.45
    • Got thrown: profile 2.7 · reference 2.09

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 13, 2026 · AI: dots-studio/dots-3-note-preview:free

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