Ingrid
Updated 3 days agoCrossPlatformCrossPlatformJapanJapanM100%

Ten.

New to Fighting Games
Rank 22
LP 10,268
Last 106–4Last 2010–10
Winrate
45%
53W · 66L · 119 stored
Ranked matches
119
selected mode
Wins
53
Ranked
Losses
66
Ranked
Peak LP
10,293
Ingrid

Ranked LP · Ingrid

League points over time for this character

Latest game

VictoryRanked

Replay not requested
Ingrid
Ten. · Ingrid
Ken
Opponent · KenKnightHaruto

Playstyle reference

Habits vs top 30 Ingrid

Benchmark refreshed Sep 14, 2026, 7:22 AM

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

Ingrid
Ten.’s Ingrid benchmark

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

m1Ng 2201 · KR_Wrestlingman 2179 · Nth Oniki 2165 · プルプルなぷる 2156 · ふみじま あきお(63) 2155 · +25 others

Largest absolute differences first23 habits
HabitTen.LegendsDifference LessLegendsMore
SA166.1%26.9%+39.2%
SA218.6%52.1%-33.5%
Drive Rush (cancel)2.7%25.1%-22.4%
Drive Rush (parry)13.5%7.4%+6.2%
Corner pressure5.9011.52-5.62
Time cornered5.9010.40-4.50
CA1.7%5.1%-3.4%
Drive Guard15.6%12.3%+3.3%
SA313.6%15.9%-2.3%
Drive Arts25.7%27.3%-1.6%
Drive Impact gauge0.5%2.0%-1.5%
Drive Parry0.101.54-1.44
Throws0.902.26-1.36
Perfect Parry0.000.50-0.50
Drive Reversal0.000.31-0.31
Throw parries0.000.29-0.29
Throw techs0.100.36-0.26
Got Punish Countered0.300.09+0.21
Drive Impact0.100.24-0.14
Stuns landed0.000.12-0.12
Got thrown2.302.18+0.12
Got stunned0.000.07-0.07
Punish Counters landed0.100.13-0.03
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.

Ingrid · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.5 · reference 0.08

    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 0.08
  2. Review defensive decisions

    Drive Parry: profile 0.1 · reference 1.51

    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 1.51
    • Perfect Parry: profile 0 · reference 0.5
    • Drive Reversal: profile 0 · reference 0.3
  3. Give each meter spend a purpose

    Drive Rush (parry): profile 12.6% · reference 7.4%

    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 (parry): profile 12.6% · reference 7.4%
    • Drive Rush (cancel): profile 2.1% · reference 25.3%

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. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.5 · reference 0.08

    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 0.5 · reference 0.08
  2. Probe defense before committing

    Drive Parry: profile 0.1 · reference 1.51

    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 0.1 · reference 1.51
    • Perfect Parry: profile 0 · reference 0.5
    • Drive Reversal: profile 0 · reference 0.3
  3. Adapt to the visible gauge

    Drive Rush (parry): profile 12.6% · reference 7.4%

    Watch current Drive and Super Art resources during the match. Treat the profile’s spending pattern as a question to investigate, not a prediction of burnout or a guaranteed opening.

    Try this

    After a large spend, reassess the options available to both players before approaching. If their resource decisions differ from the profile, follow the live situation.

    Supporting stats
    • Drive Rush (parry): profile 12.6% · reference 7.4%
    • Drive Rush (cancel): profile 2.1% · reference 25.3%

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

Public data

Public statistics and datasets

Results from 123 of 123 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
55games
Losses
68games
Draws
0games
Games
123games
Win rate (draw = half win)
44.72%
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
Manon0-1
Details for Current saved character ratings, row 1
Character ID
5
Ingrid010,268
Details for Current saved character ratings, row 2
Character ID
32
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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