C. Viper
Updated 2 days agoSteamSteamJapanJapanC100%

てんとうむし

Dream Chaser
Rank 36MR 1,705#27,305
Last 106–4+13Last 2013–7+45
Winrate
57%
125W · 94L · 219 stored
Ranked matches
219
selected mode
Wins
125
Ranked
Losses
94
Ranked
Peak MR
1,705
C. Viper

Ranked MR · C. Viper

219 local · 0 imported · 219 on chart · 259 battles stored

Latest game

VictoryRanked

Replay not requested
Manon
てんとうむし · Manon
Juri
Opponent · Juriえびてん

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
てんとうむし’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てんとうむしLegendsDifference LessLegendsMore
Drive Rush (cancel)51.5%16.4%+35.1%
Drive Arts4.5%23.2%-18.7%
SA234.3%21.5%+12.9%
SA135.8%45.0%-9.2%
Corner pressure6.1011.07-4.97
SA322.4%26.8%-4.4%
Drive Rush (parry)3.5%7.3%-3.8%
Drive Guard11.9%14.2%-2.4%
Time cornered10.208.66+1.54
Drive Parry2.701.52+1.18
Drive Impact gauge0.6%1.8%-1.1%
Got thrown3.002.19+0.81
CA7.5%6.8%+0.7%
Drive Reversal0.000.28-0.28
Throws2.102.28-0.18
Throw parries0.100.21-0.11
Stuns landed0.000.07-0.07
Throw techs0.400.47-0.07
Drive Impact0.100.16-0.06
Got Punish Countered0.100.07+0.03
Perfect Parry0.600.63-0.03
Got stunned0.000.02-0.02
Punish Counters landed0.100.09+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.

C. Viper · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0 · 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 · reference 0.09
    • Got Punish Countered: profile 0.1 · reference 0.07
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.1 · reference 0.16

    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 0.1 · reference 0.16
    • Drive Impact gauge: profile 0.6% · reference 1.8%
  3. Review close-range choices

    Throws: profile 1.8 · reference 2.28

    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
    • Throws: profile 1.8 · reference 2.28
    • Got thrown: profile 2.6 · reference 2.19

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

How to beat this player

  1. Use matchup records as scouting leads

    vs Luke: 38 wins in 62 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 Luke: 38 wins in 62 games
    • vs Yasmine: 45 wins in 69 games
    • vs Ryu: 14 wins in 31 games
  2. Probe defense before committing

    Drive Parry: profile 2.9 · reference 1.52

    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 2.9 · reference 1.52
    • Perfect Parry: profile 0.6 · reference 0.63
    • Throw techs: profile 0.2 · reference 0.47
  3. Adapt to the visible gauge

    Drive Rush (cancel): profile 45.9% · reference 16.4%

    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
    • Drive Rush (cancel): profile 45.9% · reference 16.4%
    • Drive Arts: profile 6.1% · reference 23.2%
    • SA2: profile 42.9% · reference 21.5%

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

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