Manon
Updated 9 hours agoCrossPlatformCrossPlatformJapanJapanC100%

Sweet tooth

Judo Queen
Rank 36MR 1,442#470,770
Last 107–3+28Last 2014–6+58
Winrate
51%
181W · 173L · 354 stored
Ranked matches
354
selected mode
Wins
181
Ranked
Losses
173
Ranked
Peak MR
1,460
Manon

Ranked MR · Manon

353 local · 19 imported · 371 on chart · 434 battles stored

Latest game

VictoryRanked

Replay not requested
Manon
Sweet tooth · Manon
Akuma
Opponent · Akumataro

Playstyle reference

Habits vs top 30 Manon

Benchmark refreshed Sep 7, 2026, 7:24 AM

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

Manon
Sweet tooth’s Manon benchmark

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

Babaaaaa 2207 · あくたがわ 2200 · Siinon 2081 · ジェットドン@Twitch 2067 · RANDUMB 2066 · +25 others

Largest absolute differences first23 habits
HabitSweet toothLegendsDifference LessLegendsMore
SA142.4%25.4%+17.0%
Drive Rush (cancel)56.2%43.0%+13.2%
SA323.5%32.9%-9.4%
Drive Guard4.1%11.3%-7.2%
CA3.0%9.7%-6.6%
Drive Arts5.6%11.3%-5.7%
Corner pressure3.408.16-4.76
Drive Rush (parry)0.3%5.0%-4.7%
Drive Impact gauge5.1%1.8%+3.3%
Time cornered5.608.72-3.12
Drive Reversal1.300.30+1.00
SA231.1%32.1%-1.0%
Perfect Parry0.000.64-0.64
Drive Parry1.201.80-0.60
Throw techs0.000.56-0.56
Got thrown1.902.28-0.38
Throws2.902.53+0.37
Got Punish Countered0.400.11+0.29
Drive Impact0.400.22+0.18
Punish Counters landed0.300.14+0.16
Throw parries0.100.20-0.10
Stuns landed0.000.07-0.07
Got stunned0.100.06+0.04
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.

Manon · Latest 100

What to improve

  1. Review close-range choices

    Throw techs: profile 0 · reference 0.5

    Look at five close-range exchanges. Separate throw opportunities, throw attempts and defensive choices; the aggregate counts cannot show which option was correct.

    Try this

    Replay 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
    • Throw techs: profile 0 · reference 0.5
    • Throws: profile 3.1 · reference 2.47
    • Got thrown: profile 1.7 · reference 2.19
  2. Trace how you lose or gain space

    Corner pressure: profile 3.1 · reference 8

    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 3.1 · reference 8
    • Time cornered: profile 3.3 · reference 8.88
  3. Give each meter spend a purpose

    Drive Rush (cancel): profile 55% · reference 43.8%

    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 55% · reference 43.8%
    • Drive Arts: profile 7.5% · reference 11%
    • SA1: profile 37.4% · reference 26.8%

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 7, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.8 · 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 0.8 · reference 0.21
    • Drive Impact gauge: profile 7.6% · reference 1.7%
  2. Look for a repeatable punish opportunity

    Punish Counters landed: profile 0.6 · reference 0.16

    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
    • Punish Counters landed: profile 0.6 · reference 0.16
    • Got Punish Countered: profile 0.3 · reference 0.1
  3. Probe defense before committing

    Drive Reversal: profile 0.9 · reference 0.29

    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 0.9 · reference 0.29
    • Drive Parry: profile 1.1 · reference 1.75
    • Perfect Parry: profile 0.1 · reference 0.63

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 7, 2026 · AI: dots-studio/dots-3-note-preview:free

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