Manon
Updated 13 hours agoSteamSteamJapanJapanClub · MeowAttackC97%

keema_curry

It All Begins with Ryu
Rank 36MR 1,381#556,662
Last 102–8Last 204–16
Winrate
39%
58W · 92L · 150 stored
Ranked matches
150
selected mode
Wins
58
Ranked
Losses
92
Ranked
Peak MR
1,449
Manon

Ranked MR · Manon

93 local · 156 imported · 249 on chart · 159 battles stored

Latest game

DefeatRanked

Replay not requested
Ryu
keema_curry · Ryu
Yasmine
Opponent · YasmineShin

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
keema_curry’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
Habitkeema_curryLegendsDifference LessLegendsMore
CA19.0%9.7%+9.3%
SA224.1%32.1%-7.9%
Drive Arts16.3%11.3%+5.0%
Corner pressure5.508.16-2.66
Drive Rush (cancel)40.5%43.0%-2.5%
Drive Impact gauge4.2%1.8%+2.4%
SA331.0%32.9%-1.8%
Throws1.102.53-1.43
Drive Guard12.6%11.3%+1.3%
Drive Rush (parry)6.2%5.0%+1.1%
SA125.9%25.4%+0.4%
Throw techs0.200.56-0.36
Drive Parry1.501.80-0.30
Perfect Parry0.400.64-0.24
Drive Reversal0.100.30-0.20
Drive Impact0.400.22+0.18
Punish Counters landed0.300.14+0.16
Time cornered8.608.72-0.12
Throw parries0.100.20-0.10
Got Punish Countered0.200.11+0.09
Stuns landed0.000.07-0.07
Got stunned0.000.06-0.06
Got thrown2.302.28+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.

Manon · Latest 100

What to improve

  1. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.5 · reference 0.21

    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 0.5 · reference 0.21
    • Drive Impact gauge: profile 3.5% · reference 1.7%
  2. Find the cause of punish events

    Got Punish Countered: profile 0.3 · 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 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 0.3 · reference 0.1
    • Punish Counters landed: profile 0.4 · reference 0.16
  3. Review defensive decisions

    Drive Parry: profile 2.9 · reference 1.75

    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 2.9 · reference 1.75
    • Perfect Parry: profile 0.9 · reference 0.63
    • Drive Reversal: profile 0.3 · reference 0.29

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 6, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.5 · 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 0.5 · reference 0.21
    • Drive Impact gauge: profile 3.5% · reference 1.7%
  2. Probe defense before committing

    Drive Parry: profile 2.9 · reference 1.75

    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 2.9 · reference 1.75
    • Perfect Parry: profile 0.9 · reference 0.63
    • Drive Reversal: profile 0.3 · reference 0.29
  3. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.3 · 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 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 0.3 · reference 0.1
    • Punish Counters landed: profile 0.4 · reference 0.16

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 6, 2026 · AI: dots-studio/dots-3-note-preview:free

JP · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0.2 · 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
    • Punish Counters landed: profile 0.2 · reference 0.13
    • Got Punish Countered: profile 0.2 · reference 0.08
  2. Review close-range choices

    Throws: profile 1.1 · reference 1.97

    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 1.1 · reference 1.97
    • Throw techs: profile 0.2 · reference 0.39
    • Got thrown: profile 2.2 · reference 2.13
  3. Study a recurring matchup situation

    vs Ryu: 13 wins in 30 games

    Use the cited matchup record to choose footage to review. Look for a repeated decision across several losses, and compare it with a win before drawing a conclusion.

    Try this

    Pick one recurring situation against that character. Recreate it in training, verify an alternative response, and track that decision across the next five matches.

    Supporting stats
    • vs Ryu: 13 wins in 30 games
    • vs Ken: 13 wins in 20 games
    • vs Ingrid: 8 wins in 18 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 13, 2026 · AI: nex-agi/nex-n2.5-pro: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
    • Got Punish Countered: profile 0.2 · reference 0.08
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.3 · reference 0.34

    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 0.34
    • Drive Impact gauge: profile 4.1% · reference 2.1%
  3. Use matchup records as scouting leads

    vs Ryu: 13 wins in 30 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 Ryu: 13 wins in 30 games
    • vs Ken: 13 wins in 20 games
    • vs Ingrid: 8 wins in 18 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 13, 2026 · AI: nex-agi/nex-n2.5-pro:free

Privacy settings

Allow YouTube/Twitch media, usage analytics and remembered history? Choices last 180 days and can be withdrawn here anytime.

More options & details

Optional features are off until you choose them. You can change or withdraw your choices here at any time.

Security and storage needed for features you request remain available, including saved fighters, replay requests and feedback.

Choices are saved for 180 days on this device. Turning analytics off reloads this page to stop the loaded beacon.

Privacy & storage