C. Viper
Updated 1 day agoSteamSteamJapanJapanClub · SUNAMUSE55C100%

くろず色

Let's Do This
Rank 36MR 1,645#49,087
Last 104–6-22Last 2010–10-13
Winrate
57%
27W · 20L · 47 stored
Ranked matches
47
selected mode
Wins
27
Ranked
Losses
20
Ranked
Peak MR
1,673
C. Viper

Ranked MR · C. Viper

46 local · 0 imported · 46 on chart · 95 battles stored

Latest game

DefeatRanked

Replay not requested
C. Viper
くろず色 · C. Viper
Manon
Opponent · Manonスパーク

Playstyle reference

Habits vs top 30 C. Viper

Benchmark refreshed Sep 2, 2026, 10:16 AM

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

C. Viper
くろず色’s C. Viper benchmark

Compared with the average habits of the top 30 sampled C. Viper players.

Fujimura 2238 · Kazunoko 2228 · inaba 2203 · CRTachikawa 2157 · Yoske 2144 · +25 others

Largest absolute differences first23 habits
Habitくろず色LegendsDifference LessLegendsMore
Drive Rush (cancel)8.0%16.4%-8.4%
SA213.8%21.5%-7.7%
Drive Arts16.9%23.2%-6.3%
SA331.0%26.8%+4.3%
Drive Impact gauge4.5%1.8%+2.8%
SA147.1%45.0%+2.1%
CA8.0%6.8%+1.3%
Corner pressure10.0011.07-1.07
Time cornered7.808.66-0.86
Drive Rush (parry)8.0%7.3%+0.7%
Throws1.802.28-0.48
Drive Parry1.101.52-0.42
Perfect Parry0.300.63-0.33
Throw techs0.200.47-0.27
Drive Impact0.300.16+0.14
Got Punish Countered0.200.07+0.13
Drive Reversal0.400.28+0.12
Throw parries0.100.21-0.11
Punish Counters landed0.200.09+0.11
Got thrown2.302.19+0.11
Drive Guard14.3%14.2%+0.1%
Stuns landed0.100.07+0.03
Got stunned0.000.02-0.02
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.

C. Viper · Latest 100

What to improve

  1. Give each meter spend a purpose

    Drive Rush (cancel): profile 6% · reference 16.4%

    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 6% · reference 16.4%
    • SA2: profile 11.6% · reference 21.5%
  2. Review close-range choices

    Throw techs: profile 0.2 · reference 0.47

    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 0.2 · reference 0.47
    • Got thrown: profile 2.4 · reference 2.19
  3. Find the cause of punish events

    Punish Counters landed: profile 0.1 · 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
    • Punish Counters landed: profile 0.1 · reference 0.09
    • Got Punish Countered: profile 0.1 · reference 0.07

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 Yasmine: 31 wins in 42 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 Yasmine: 31 wins in 42 games
    • vs Ryu: 24 wins in 40 games
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.2 · reference 0.16

    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 0.16
  3. Probe defense before committing

    Perfect Parry: profile 0.3 · reference 0.63

    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
    • Perfect Parry: profile 0.3 · reference 0.63
    • Drive Parry: profile 1.5 · reference 1.52

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