Ingrid
Updated 1 day agoSteamSteamJapanJapanM100%

らあめん四条

Girl With the Gall
Rank 36MR 1,358#568,240
Last 105–5+4Last 207–13-45
Winrate
50%
22W · 22L · 44 stored
Ranked matches
44
selected mode
Wins
22
Ranked
Losses
22
Ranked
Peak MR
1,393
Ingrid

Ranked MR · Ingrid

44 local · 0 imported · 44 on chart · 53 battles stored

Latest game

DefeatRanked

Replay not requested
Ingrid
らあめん四条 · Ingrid
Ed
Opponent · Ed0218

Playstyle reference

Habits vs top 30 Ingrid

Benchmark refreshed Sep 2, 2026, 4:15 PM

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

Ingrid
らあめん四条’s Ingrid benchmark

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

m1Ng 2192 · ふみじま あきお(63) 2153 · カンフーマスターpc 2124 · 硝子ドール 2118 · Pat.Q 2105 · +25 others

Largest absolute differences first23 habits
Habitらあめん四条LegendsDifference LessLegendsMore
SA21.7%57.0%-55.3%
SA337.9%15.0%+22.9%
SA144.8%23.4%+21.4%
Drive Arts46.2%27.5%+18.7%
Drive Rush (cancel)9.5%25.3%-15.8%
CA15.5%4.6%+10.9%
Drive Guard7.9%12.2%-4.2%
Corner pressure9.3011.85-2.55
Drive Parry0.001.51-1.51
Throws1.302.31-1.01
Time cornered9.3010.23-0.93
Got thrown1.402.13-0.73
Drive Impact gauge2.7%2.1%+0.6%
Perfect Parry0.000.50-0.50
Got Punish Countered0.400.08+0.32
Throw techs0.100.41-0.31
Throw parries0.100.28-0.18
Drive Rush (parry)7.3%7.4%-0.1%
Drive Reversal0.200.30-0.10
Drive Impact0.200.27-0.07
Got stunned0.000.06-0.06
Stuns landed0.100.14-0.04
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 0.4 · 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 0.4 · reference 0.08
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.3 · 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 0.3 · reference 0.27
    • Drive Impact gauge: profile 3.2% · reference 2.1%
  3. 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
    • Throw techs: profile 0.1 · reference 0.41

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. Look for a repeatable punish opportunity

    Punish Counters landed: profile 0.2 · 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
    • Punish Counters landed: profile 0.2 · reference 0.13
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.3 · 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 0.3 · reference 0.27
    • Drive Impact gauge: profile 3.2% · reference 2.1%
  3. Use matchup records as scouting leads

    vs Yasmine: 54 wins in 125 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 Yasmine: 54 wins in 125 games
    • vs Ryu: 34 wins in 67 games
    • vs Luke: 24 wins in 55 games

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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