Zangief
Updated 1 week agoCrossPlatformCrossPlatformJapanJapanClub · DemonicM69%

いもいもいもこ

Let's Do This
Rank 36MR 1,565#115,552
Last 103–7-3Last 208–12-4
Winrate
48%
81W · 89L · 170 stored
Ranked matches
170
selected mode
Wins
81
Ranked
Losses
89
Ranked
Peak MR
1,584
Zangief

Ranked MR · Zangief

107 local · 0 imported · 107 on chart · 264 battles stored

Latest game

DefeatCustom Room

Replay not requested
Zangief
いもいもいもこ · Zangief
Elena
Opponent · Elena2011

Playstyle reference

Habits vs top 30 Zangief

Benchmark refreshed Sep 3, 2026, 1:20 PM

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

Zangief
いもいもいもこ’s Zangief benchmark

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

海底撈月 2198 · Junior 2189 · めんたらこ 2163 · kobayan 2137 · cream 2106 · +25 others

Largest absolute differences first23 habits
HabitいもいもいもこLegendsDifference LessLegendsMore
SA152.2%21.1%+31.0%
Drive Rush (cancel)13.9%35.2%-21.3%
SA218.8%36.6%-17.8%
Drive Arts25.9%12.9%+13.0%
SA320.3%30.6%-10.3%
Drive Impact gauge5.9%2.1%+3.7%
Corner pressure3.306.66-3.36
CA8.7%11.7%-3.0%
Time cornered7.9010.28-2.38
Drive Parry1.302.09-0.79
Perfect Parry0.200.77-0.57
Drive Reversal0.000.42-0.42
Drive Rush (parry)8.3%7.9%+0.4%
Drive Guard14.3%14.6%-0.4%
Throw techs0.300.57-0.27
Got Punish Countered0.400.13+0.27
Throws2.702.51+0.19
Drive Impact0.400.27+0.13
Throw parries0.100.20-0.10
Stuns landed0.000.08-0.08
Got stunned0.000.07-0.07
Got thrown2.302.32-0.02
Punish Counters landed0.200.19+0.01
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

    Punish Counters landed: profile 0.5 · 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 0.5 · reference 0.1
    • Got Punish Countered: profile 0.4 · reference 0.07
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.6 · reference 0.19

    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 0.19
    • Drive Impact gauge: profile 5.3% · reference 1.4%
  3. Trace how you lose or gain space

    Corner pressure: profile 4 · reference 10.81

    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 · reference 10.81
    • Time cornered: profile 10.7 · reference 8.97

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 5, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Use matchup records as scouting leads

    vs Char 253: 60 wins in 164 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 Char 253: 60 wins in 164 games
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.6 · reference 0.19

    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 0.19
    • Drive Impact gauge: profile 5.3% · reference 1.4%
  3. Build pressure without overextending

    Corner pressure: profile 4 · reference 10.81

    Look for chances to gain space with familiar options. Once the opponent is cornered, observe how they actually try to leave before selecting an adjustment.

    Try this

    Test one pressure sequence you know well. If an escape repeats, rehearse an answer to that exact option; if they vary their defense, avoid committing to a single read.

    Supporting stats
    • Corner pressure: profile 4 · reference 10.81
    • Time cornered: profile 10.7 · reference 8.97

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 5, 2026 · AI: dots-studio/dots-3-note-preview:free

Zangief · Latest 100

What to improve

  1. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.6 · reference 0.27

    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 0.27
    • Drive Impact gauge: profile 5.3% · reference 2.1%
  2. Find the cause of punish events

    Got Punish Countered: profile 0.4 · 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
    • Got Punish Countered: profile 0.4 · reference 0.13
    • Punish Counters landed: profile 0.5 · reference 0.19
  3. Review defensive decisions

    Drive Reversal: profile 0 · reference 0.42

    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 Reversal: profile 0 · reference 0.42
    • Throw techs: profile 0.2 · reference 0.57
    • Perfect Parry: profile 0.3 · reference 0.77

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 5, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.6 · reference 0.27

    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 0.27
    • Drive Impact gauge: profile 5.3% · reference 2.1%
  2. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.4 · reference 0.13

    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 0.13
    • Punish Counters landed: profile 0.5 · reference 0.19
  3. Probe defense before committing

    Drive Reversal: profile 0 · reference 0.42

    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 Reversal: profile 0 · reference 0.42
    • Throw techs: profile 0.2 · reference 0.57
    • Perfect Parry: profile 0.3 · reference 0.77

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 5, 2026 · AI: dots-studio/dots-3-note-preview:free

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