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KERyu-Taka
Ranked MR · Ken
73 local · 0 imported · 73 on chart · 73 battles stored
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
| Habit | Ryu-Taka | Legends | Difference | LessLegendsMore |
|---|---|---|---|---|
| SA2 | 2.5% | 25.9% | -23.4% | |
| CA | 28.8% | 11.0% | +17.7% | |
| SA3 | 50.0% | 35.8% | +14.2% | |
| SA1 | 18.8% | 27.3% | -8.5% | |
| Corner pressure | 8.90 | 13.12 | -4.22 | |
| Drive Guard | 8.9% | 12.7% | -3.9% | |
| Time cornered | 11.70 | 8.95 | +2.75 | |
| Drive Rush (parry) | 5.3% | 6.8% | -1.5% | |
| Throws | 1.70 | 2.57 | -0.87 | |
| Perfect Parry | 0.10 | 0.84 | -0.74 | |
| Got thrown | 3.00 | 2.26 | +0.74 | |
| Drive Parry | 1.20 | 1.89 | -0.69 | |
| Throw techs | 1.10 | 0.44 | +0.66 | |
| Drive Arts | 15.2% | 14.9% | +0.3% | |
| Drive Impact gauge | 1.7% | 1.4% | +0.3% | |
| Drive Reversal | 0.00 | 0.23 | -0.23 | |
| Got Punish Countered | 0.20 | 0.08 | +0.12 | |
| Drive Rush (cancel) | 38.3% | 38.2% | +0.1% | |
| Punish Counters landed | 0.20 | 0.10 | +0.10 | |
| Stuns landed | 0.00 | 0.07 | -0.07 | |
| Got stunned | 0.10 | 0.05 | +0.05 | |
| Throw parries | 0.20 | 0.21 | -0.01 | |
| Drive Impact | 0.20 | 0.19 | +0.01 |
Match plan
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
Review defensive decisions
Perfect Parry: profile 0.1 · reference 0.8
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 thisRecord 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 0.1 · reference 0.8
- Drive Parry: profile 1.2 · reference 1.93
- Drive Reversal: profile 0 · reference 0.19
Trace how you lose or gain space
Corner pressure: profile 9.2 · reference 12.91
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 thisRecreate 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 9.2 · reference 12.91
- Time cornered: profile 11.8 · reference 8.75
Give each meter spend a purpose
SA2: profile 2.5% · reference 23.7%
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 thisPractice 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
- SA2: profile 2.5% · reference 23.7%
- CA: profile 29.1% · reference 10.9%
- SA3: profile 51.9% · reference 36.3%
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: dots-studio/dots-3-note-preview:free
How to beat this player
Use matchup records as scouting leads
vs Luke: 56 wins in 110 games
A lower win rate suggests footage to examine, not a guaranteed counterpick. Check whether the same difficult situation appears in multiple matches.
Try thisIf 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: 56 wins in 110 games
- vs Akuma: 51 wins in 108 games
- vs Yasmine: 37 wins in 91 games
Look for a repeatable punish opportunity
Got Punish Countered: profile 0.2 · reference 0.08
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 thisTest 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 0.2 · reference 0.08
Test the close-range pattern
Throw techs: profile 1.1 · reference 0.45
Observe actual strike, throw and defensive choices at close range. Change one part of your familiar mix only after a tendency appears.
Try thisIf the same response repeats twice, try a different option in that situation. If the player changes their response, return to varied choices instead of assuming the pattern is permanent.
Supporting stats
- Throw techs: profile 1.1 · reference 0.45
- Got thrown: profile 3 · reference 2.26
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: dots-studio/dots-3-note-preview:free

