Zangief
Updated 6 days agoSteamSteamJapanJapanClub · ChihatanParkM100%

ガウにい@Twitch

Let's Do This
Rank 36MR 1,956#1,668
Last 102–8-50Last 2010–10-14
Winrate
41%
20W · 29L · 49 stored
Ranked matches
49
selected mode
Wins
20
Ranked
Losses
29
Ranked
Peak MR
2,059
Zangief

Ranked MR · Zangief

49 local · 0 imported · 49 on chart · 55 battles stored

Latest game

DefeatRanked

Replay not requested
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ガウにい@Twitch · Random
Ken
Opponent · Kenwrybow

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
ガウにい@Twitch’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ガウにい@TwitchLegendsDifference LessLegendsMore
SA258.4%36.6%+21.8%
Drive Rush (cancel)52.7%35.2%+17.4%
SA314.2%30.6%-16.4%
SA111.5%21.1%-9.6%
Drive Guard9.4%14.6%-5.3%
CA15.9%11.7%+4.2%
Drive Rush (parry)5.4%7.9%-2.6%
Drive Impact gauge4.4%2.1%+2.2%
Time cornered12.2010.28+1.92
Drive Arts11.1%12.9%-1.8%
Drive Parry1.502.09-0.59
Drive Reversal0.800.42+0.38
Perfect Parry0.400.77-0.37
Corner pressure6.306.66-0.36
Got stunned0.400.07+0.33
Got Punish Countered0.400.13+0.27
Drive Impact0.500.27+0.23
Punish Counters landed0.300.19+0.11
Throws2.402.51-0.11
Throw parries0.100.20-0.10
Throw techs0.500.57-0.07
Got thrown2.302.32-0.02
Stuns landed0.100.08+0.02
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.

Zangief · Latest 100

What to improve

  1. 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 0.3 · reference 0.19
  2. Give each meter spend a purpose

    Drive Rush (cancel): profile 52.7% · reference 35.2%

    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 52.7% · reference 35.2%
  3. Review close-range choices

    Throws: profile 2.4 · reference 2.51

    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
    • Throws: profile 2.4 · reference 2.51
    • Throw techs: profile 0.5 · reference 0.57
    • Got thrown: profile 2.3 · reference 2.32

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 8, 2026 · AI: nex-agi/nex-n2.5-mini:free

How to beat this player

  1. Use matchup records as scouting leads

    vs Luke: 33 wins in 70 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 Luke: 33 wins in 70 games
    • vs Yasmine: 28 wins in 48 games
    • vs Marisa: 25 wins in 46 games
  2. Separate a tendency from a one-off event

    Recent stored ranked sample: 16 wins in 37 games

    Scout several recent matches and compare wins with losses. Prepare around a repeated situation rather than one memorable mistake.

    Try this

    Use the first round to check one scouting hypothesis. If it repeats, apply your prepared adjustment; if it does not, discard it and observe a new pattern.

    Supporting stats
    • Recent stored ranked sample: 16 wins in 37 games
  3. Probe defense before committing

    Drive Reversal: profile 0.8 · 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 0.8 · reference 0.42
    • Perfect Parry: profile 0.4 · 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 8, 2026 · AI: nex-agi/nex-n2.5-mini:free

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