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KIジェラのスミス
Ranked MR · Kimberly
0 local · 0 imported · 0 on chart · 15 battles stored
Not enough ranked MR points in this range yet.
Playstyle reference
Habits vs top 30 Kimberly
Benchmark refreshed Sep 3, 2026, 4:17 AM
Latest reported trends across the last 100 matches, not lifetime habit averages. · Data details
| Habit | ジェラのスミス | Legends | Difference | LessLegendsMore |
|---|---|---|---|---|
| SA2 | 4.5% | 19.2% | -14.8% | |
| Drive Arts | 11.7% | 22.3% | -10.6% | |
| SA1 | 43.3% | 34.0% | +9.2% | |
| SA3 | 47.8% | 38.5% | +9.2% | |
| Drive Rush (parry) | 13.8% | 7.5% | +6.3% | |
| CA | 4.5% | 8.2% | -3.7% | |
| Drive Guard | 16.5% | 12.9% | +3.6% | |
| Drive Rush (cancel) | 27.1% | 29.7% | -2.6% | |
| Corner pressure | 13.70 | 15.07 | -1.37 | |
| Drive Parry | 0.40 | 1.54 | -1.14 | |
| Time cornered | 10.00 | 8.89 | +1.11 | |
| Drive Impact gauge | 1.2% | 2.2% | -0.9% | |
| Got thrown | 2.80 | 2.14 | +0.66 | |
| Throws | 3.90 | 3.44 | +0.46 | |
| Perfect Parry | 0.10 | 0.44 | -0.34 | |
| Drive Reversal | 0.10 | 0.36 | -0.26 | |
| Drive Impact | 0.10 | 0.27 | -0.17 | |
| Stuns landed | 0.00 | 0.14 | -0.14 | |
| Throw techs | 0.50 | 0.38 | +0.12 | |
| Got Punish Countered | 0.00 | 0.10 | -0.10 | |
| Throw parries | 0.30 | 0.36 | -0.06 | |
| Got stunned | 0.00 | 0.03 | -0.03 | |
| Punish Counters landed | 0.10 | 0.13 | -0.03 |
Match plan
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.
Kimberly · Latest 100
What to improve
Review defensive decisions
Drive Parry: profile 0.4 · reference 1.54
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 thisRecord 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 0.4 · reference 1.54
- Drive Reversal: profile 0.1 · reference 0.36
Find the cause of punish events
Got Punish Countered: profile 0 · 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 thisRecreate 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 · reference 0.1
Review close-range choices
Throws: profile 3.9 · reference 3.44
Look at five close-range exchanges. Separate throw opportunities, throw attempts and defensive choices; the aggregate counts cannot show which option was correct.
Try thisReplay 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 3.9 · reference 3.44
- Got thrown: profile 2.8 · reference 2.14
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
Test the Drive Impact tendency
Drive Impact: profile 0.1 · 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 thisRevisit 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 0.1 · reference 0.27
Look for a repeatable punish opportunity
Got Punish Countered: profile 0 · reference 0.1
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 thisTest 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 · reference 0.1
Test the close-range pattern
Throws: profile 3.9 · reference 3.44
Observe actual strike, throw and defensive choices at close range. Change one part of your familiar mix only after a tendency appears.
Try thisIf 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 3.9 · reference 3.44
- Got thrown: profile 2.8 · reference 2.14
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

