Ken
Updated 2 days agoSteamSteamJapanJapanC99%

NAMAKOAO

Capcom Heroes
Rank 36MR 1,500#255,547
Last 105–5-9Last 2012–8+19
Winrate
57%
82W · 63L · 145 stored
Ranked matches
145
selected mode
Wins
82
Ranked
Losses
63
Ranked
Peak MR
1,598
Ken

Ranked MR · Ken

138 local · 0 imported · 138 on chart · 146 battles stored

Latest game

DefeatRanked

Replay not requested
Ken
NAMAKOAO · Ken
Alex
Opponent · Alex転生したらアレックスだった件

Playstyle reference

Habits vs top 30 Ken

Benchmark refreshed Sep 11, 2026, 7:22 PM

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

Ken
NAMAKOAO’s Ken benchmark

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

shion 2255 · orarin 2235 · ゴトーー 2215 · naruo 2185 · 一瞬一瞬 2177 · +25 others

Largest absolute differences first23 habits
HabitNAMAKOAOLegendsDifference LessLegendsMore
SA154.7%27.3%+27.4%
SA26.6%25.9%-19.3%
SA331.1%35.8%-4.6%
Drive Guard8.7%12.7%-4.1%
Drive Rush (cancel)42.0%38.2%+3.8%
Corner pressure9.4013.12-3.72
CA7.5%11.0%-3.5%
Drive Arts17.8%14.9%+2.9%
Drive Rush (parry)3.9%6.8%-2.8%
Throws3.502.57+0.93
Perfect Parry0.200.84-0.64
Got thrown1.902.26-0.36
Time cornered8.608.95-0.35
Throw techs0.100.44-0.34
Got Punish Countered0.400.08+0.32
Drive Parry1.601.89-0.29
Throw parries0.500.21+0.29
Drive Reversal0.500.23+0.27
Drive Impact gauge1.7%1.4%+0.3%
Stuns landed0.000.07-0.07
Got stunned0.100.05+0.05
Drive Impact0.200.19+0.01
Punish Counters landed0.100.10-0.00
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.

Ken · Latest 100

What to improve

  1. Review defensive decisions

    Perfect Parry: profile 0.2 · reference 0.79

    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
    • Perfect Parry: profile 0.2 · reference 0.79
    • Drive Parry: profile 2.5 · reference 1.97
    • Throw techs: profile 0 · reference 0.46
  2. Find the cause of punish events

    Got Punish Countered: profile 0.4 · reference 0.09

    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 0.09
    • Punish Counters landed: profile 0.2 · reference 0.11
  3. Give each meter spend a purpose

    SA1: profile 60.2% · reference 26.5%

    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
    • SA1: profile 60.2% · reference 26.5%
    • SA3: profile 28.9% · reference 37.5%
    • CA: profile 3.1% · reference 11%

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. Use matchup records as scouting leads

    vs Ryu: 40 wins in 79 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: 40 wins in 79 games
    • vs Luke: 46 wins in 95 games
    • vs Akuma: 41 wins in 73 games
  2. Separate a tendency from a one-off event

    Recent stored ranked sample: 36 wins in 71 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: 36 wins in 71 games
  3. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.4 · reference 0.09

    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 0.4 · reference 0.09

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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