K
Updated 7 days agoSteamJapanC100%

miko

Longtime Urien Player

I Want to Play Sets!

R36
MR 1,532#165,012
Last 106–4+15Last 208–12-35
Winrate
45%
21W · 26L · 47 stored
Ranked matches
47
selected mode
Wins
21
Ranked
Losses
26
Ranked
Peak MR
1,607
Kimberly

Ranked MR · Kimberly

47 local · 0 imported · 47 on chart · 58 battles stored

Latest game

VictoryRanked

Replay not requested
Kmiko · Kimberly
LOpponent · Lukesofurabi

Playstyle reference

Habits vs top 30 Kimberly

Benchmark refreshed Sep 14, 2026, 7:25 PM

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

K
miko’s Kimberly benchmark

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

みすとめーる@iMstMaiL 2260 · tako956402 2187 · シティ・ポップ増山 2172 · LUGABO 2164 · RX-* 2135 · +25 others

Largest absolute differences first23 habits
HabitmikoLegendsDifference LessLegendsMore
SA357.1%41.7%+15.4%
SA122.1%34.1%-12.0%
Drive Rush (cancel)18.6%28.7%-10.0%
Drive Arts32.4%23.3%+9.1%
SA29.1%15.5%-6.4%
Drive Guard8.7%13.5%-4.9%
Time cornered12.008.87+3.13
CA11.7%8.7%+3.0%
Drive Impact gauge3.8%2.1%+1.6%
Drive Rush (parry)6.4%7.7%-1.3%
Throws2.403.66-1.26
Drive Parry0.601.68-1.08
Perfect Parry0.100.49-0.39
Got thrown2.702.31+0.39
Corner pressure16.2015.86+0.34
Throw parries0.200.35-0.15
Punish Counters landed0.200.11+0.09
Got Punish Countered0.200.12+0.08
Drive Reversal0.400.32+0.08
Throw techs0.600.52+0.08
Drive Impact0.300.23+0.07
Got stunned0.100.03+0.07
Stuns landed0.100.11-0.01
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.

Kimberly · 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 0.1
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.3 · reference 0.27

    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 0.3 · reference 0.27
    • Drive Impact gauge: profile 3.9% · reference 2.2%
  3. Trace how you lose or gain space

    Corner pressure: profile 16.2 · reference 15.07

    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 this

    Recreate 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 16.2 · reference 15.07
    • Time cornered: profile 11.3 · reference 8.89

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. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.2 · 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 0.2 · reference 0.1
  2. Probe defense before committing

    Drive Parry: profile 0.6 · reference 1.54

    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 0.6 · reference 1.54
    • Perfect Parry: profile 0.1 · reference 0.44
  3. Adapt to the visible gauge

    SA3: profile 58.8% · reference 38.5%

    Watch current Drive and Super Art resources during the match. Treat the profile’s spending pattern as a question to investigate, not a prediction of burnout or a guaranteed opening.

    Try this

    After a large spend, reassess the options available to both players before approaching. If their resource decisions differ from the profile, follow the live situation.

    Supporting stats
    • SA3: profile 58.8% · reference 38.5%
    • SA1: profile 16.3% · reference 34%

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

Public data

Public statistics and datasets

Results from 58 of 58 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
25games
Losses
33games
Draws
0games
Games
58games
Win rate (draw = half win)
43.1%
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

9 rows

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

Current saved character ratings. 9 rows on page 1; 9 rows total.
CharacterMRMR pointsLPLP pointsDetails
Kimberly1,532190,595
Details for Current saved character ratings, row 1
Character ID
3
JP0-1
Details for Current saved character ratings, row 2
Character ID
7
Ken0-1
Details for Current saved character ratings, row 3
Character ID
10
Juri0-1
Details for Current saved character ratings, row 4
Character ID
16
Ed0-1
Details for Current saved character ratings, row 5
Character ID
19
Akuma0-1
Details for Current saved character ratings, row 6
Character ID
22
Elena0-1
Details for Current saved character ratings, row 7
Character ID
29
C. Viper0-1
Details for Current saved character ratings, row 8
Character ID
30
Ingrid0-1
Details for Current saved character ratings, row 9
Character ID
32
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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