Kimberly
Updated 2 days agoSteamSteamJapanJapanClub · 418TeapotC100%

same3

Fighting God
Rank 42
MR 1,804#11,018
Last 108–2+44Last 2016–4+88
Winrate
57%
47W · 36L · 83 stored
Ranked matches
83
selected mode
Wins
47
Ranked
Losses
36
Ranked
Peak MR
1,804
Kimberly

Ranked MR · Kimberly

83 local · 86 imported · 162 on chart · 220 battles stored

Latest game

DefeatBattle Hub

Replay not requested
Kimberly
same3 · Kimberly
Terry
Opponent · Terryりんせい

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

Kimberly
same3’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
Habitsame3LegendsDifference LessLegendsMore
Drive Rush (cancel)10.0%28.7%-18.7%
SA333.8%41.7%-8.0%
SA140.5%34.1%+6.5%
Drive Rush (parry)11.6%7.7%+3.9%
Drive Arts27.1%23.3%+3.8%
SA218.9%15.5%+3.4%
Time cornered12.208.87+3.33
Drive Guard16.0%13.5%+2.5%
CA6.8%8.7%-1.9%
Throws5.203.66+1.54
Drive Impact gauge3.6%2.1%+1.5%
Corner pressure15.2015.86-0.66
Drive Parry1.101.68-0.58
Perfect Parry0.100.49-0.39
Drive Reversal0.700.32+0.38
Throw parries0.600.35+0.25
Got thrown2.502.31+0.19
Throw techs0.400.52-0.12
Punish Counters landed0.200.11+0.09
Drive Impact0.300.23+0.07
Got stunned0.100.03+0.07
Got Punish Countered0.100.12-0.02
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

    Got Punish Countered: profile 0.2 · 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 0.2 · reference 0.1
    • Punish Counters landed: profile 0.2 · reference 0.13
  2. Review defensive decisions

    Drive Parry: profile 1 · reference 1.54

    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 1 · reference 1.54
    • Perfect Parry: profile 0.1 · reference 0.44
  3. Give each meter spend a purpose

    Drive Rush (cancel): profile 11.3% · reference 29.7%

    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 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
    • Drive Rush (cancel): profile 11.3% · reference 29.7%
    • CA: profile 14.7% · reference 8.2%

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Probe defense before committing

    Drive Reversal: profile 0.8 · reference 0.36

    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 Reversal: profile 0.8 · reference 0.36
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.3 · reference 0.27

    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 0.27
    • Drive Impact gauge: profile 3.4% · reference 2.2%
  3. Test the close-range pattern

    Throws: profile 5.2 · reference 3.44

    Observe actual strike, throw and defensive choices at close range. Change one part of your familiar mix only after a tendency appears.

    Try this

    If 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
    • Throws: profile 5.2 · reference 3.44

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free

Public data

Public statistics and datasets

Results from 220 of 220 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
122games
Losses
98games
Draws
0games
Games
220games
Win rate (draw = half win)
55.45%
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

8 rows

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

Current saved character ratings. 8 rows on page 1; 8 rows total.
CharacterMRMR pointsLPLP pointsDetails
Kimberly1,804445,699
Details for Current saved character ratings, row 1
Character ID
3
Manon0-1
Details for Current saved character ratings, row 2
Character ID
5
Zangief0-1
Details for Current saved character ratings, row 3
Character ID
6
Ken0-1
Details for Current saved character ratings, row 4
Character ID
10
Dee Jay0-1
Details for Current saved character ratings, row 5
Character ID
11
Blanka0-1
Details for Current saved character ratings, row 6
Character ID
15
Marisa0-1
Details for Current saved character ratings, row 7
Character ID
17
Mai0-1
Details for Current saved character ratings, row 8
Character ID
28
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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