Ken
Updated 1 week agoSteamSteamJapanJapanC100%

flymanta

That Sumo Idiot
Rank 36
MR 1,448#438,338
Last 104–6-17Last 2011–9+10
Winrate
52%
74W · 67L · 141 stored
Ranked matches
141
selected mode
Wins
74
Ranked
Losses
67
Ranked
Peak MR
1,481
Ken

Ranked MR · Ken

141 local · 0 imported · 141 on chart · 141 battles stored

Latest game

DefeatRanked

Replay not requested
Ken
flymanta · Ken
JP
Opponent · JPBiggest Dreamer

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
flymanta’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
HabitflymantaLegendsDifference LessLegendsMore
SA347.9%35.8%+12.1%
SA218.3%25.9%-7.6%
Corner pressure7.4013.12-5.72
Drive Arts10.8%14.9%-4.1%
Drive Rush (cancel)41.9%38.2%+3.7%
SA123.9%27.3%-3.3%
Drive Rush (parry)9.6%6.8%+2.8%
CA9.9%11.0%-1.2%
Drive Parry0.801.89-1.09
Perfect Parry0.100.84-0.74
Drive Guard12.0%12.7%-0.7%
Time cornered8.308.95-0.65
Got thrown1.902.26-0.36
Throw techs0.100.44-0.34
Throws2.902.57+0.33
Drive Impact gauge1.7%1.4%+0.3%
Got Punish Countered0.200.08+0.12
Drive Reversal0.300.23+0.07
Stuns landed0.000.07-0.07
Got stunned0.100.05+0.05
Throw parries0.200.21-0.01
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. Find the cause of punish events

    Got Punish Countered: profile 0.2 · 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 0.2 · reference 0.08
    • Punish Counters landed: profile 0.1 · reference 0.1
  2. Review close-range choices

    Throw techs: profile 0.1 · reference 0.45

    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
    • Throw techs: profile 0.1 · reference 0.45
    • Throws: profile 2.9 · reference 2.62
    • Got thrown: profile 2 · reference 2.26
  3. Review defensive decisions

    Drive Parry: profile 0.9 · reference 1.93

    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 0.9 · reference 1.93
    • Perfect Parry: profile 0.1 · reference 0.8
    • Drive Reversal: profile 0.3 · reference 0.19

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

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.2 · reference 0.17

    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 0.2 · reference 0.17
    • Drive Impact gauge: profile 1.7% · reference 1.3%
  2. Probe defense before committing

    Drive Parry: profile 0.9 · reference 1.93

    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 0.9 · reference 1.93
    • Perfect Parry: profile 0.1 · reference 0.8
    • Drive Reversal: profile 0.3 · reference 0.19
  3. Build pressure without overextending

    Corner pressure: profile 7.5 · reference 12.91

    Look for chances to gain space with familiar options. Once the opponent is cornered, observe how they actually try to leave before selecting an adjustment.

    Try this

    Test one pressure sequence you know well. If an escape repeats, rehearse an answer to that exact option; if they vary their defense, avoid committing to a single read.

    Supporting stats
    • Corner pressure: profile 7.5 · reference 12.91
    • Time cornered: profile 8.5 · reference 8.75

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

Public data

Public statistics and datasets

Results from 141 of 141 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
74games
Losses
67games
Draws
0games
Games
141games
Win rate (draw = half win)
52.48%
Field definitions 5 fields
Wins
Wins · games. wins
Losses
Losses · games. losses
Draws
Draws · games. draws
Games
Games · games. total
Win rate (draw = half win)
Win rate (draw = half win) · percent. winRate Displayed to two decimal places; JSON retains full precision.

Current saved character ratings

4 rows

Scroll if needed to compare columns. Expand Details for the remaining fields.

Current saved character ratings. 4 rows on page 1; 4 rows total.
CharacterMRMR pointsLPLP pointsDetails
Zangief0-1
Details for Current saved character ratings, row 1
Character ID
6
Dhalsim0-1
Details for Current saved character ratings, row 2
Character ID
8
Ken1,448186,728
Details for Current saved character ratings, row 3
Character ID
10
Sagat0-1
Details for Current saved character ratings, row 4
Character ID
25
Field definitions 4 fields
Character ID
Character ID · identifier. characterId
Character
Character · text. character
MR
Master Rating · MR points. mr
LP
League Points · LP points. lp

Last saved update: .

Latest saved profile; local results cover at most the newest 10,000 stored matches across all modes.

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