C. Viper
Updated 1 week agoCrossPlatformCrossPlatformJapanJapanM100%

JOLLY

V-ISM
Rank 36MR 1,457#408,975
Last 106–4Last 2012–8+8
Winrate
61%
39W · 25L · 64 stored
Ranked matches
64
selected mode
Wins
39
Ranked
Losses
25
Ranked
Peak MR
1,534
C. Viper

Ranked MR · C. Viper

14 local · 0 imported · 14 on chart · 64 battles stored

Latest game

DefeatRanked

Replay not requested
Sagat
JOLLY · Sagat
Ryu
Opponent · Ryumoyasi

Playstyle reference

Habits vs top — C. Viper

Loading C. Viper…

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

    Got Punish Countered: profile 0.4 · reference 0.07

    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 0.4 · reference 0.07
    • Punish Counters landed: profile 0.2 · reference 0.09
  2. Make Drive Impact a deliberate choice

    Drive Impact gauge: profile 5.7% · reference 1.8%

    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 gauge: profile 5.7% · reference 1.8%
    • Drive Impact: profile 0.3 · reference 0.16
  3. Review defensive decisions

    Perfect Parry: profile 0.1 · reference 0.63

    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
    • Perfect Parry: profile 0.1 · reference 0.63
    • Drive Parry: profile 1.5 · reference 1.52
    • Throw techs: profile 0.2 · reference 0.47

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 0.4 · reference 0.07

    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 0.4 · reference 0.07
  2. Test the Drive Impact tendency

    Drive Impact gauge: profile 5.7% · reference 1.8%

    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 gauge: profile 5.7% · reference 1.8%
    • Drive Impact: profile 0.3 · reference 0.16
  3. Probe defense before committing

    Drive Reversal: profile 0.1 · reference 0.28

    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 0.1 · reference 0.28
    • Drive Parry: profile 1.5 · reference 1.52
    • Throw techs: profile 0.2 · reference 0.47

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

Yasmine · Latest 100

What to improve

  1. Find the cause of punish events

    Got Punish Countered: profile 0.4 · reference 0.06

    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 0.4 · reference 0.06
    • Punish Counters landed: profile 0.2 · reference 0.09
  2. Make Drive Impact a deliberate choice

    Drive Impact gauge: profile 5.7% · reference 1.4%

    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 gauge: profile 5.7% · reference 1.4%
    • Drive Impact: profile 0.3 · reference 0.19
  3. Give each meter spend a purpose

    SA2: profile 58.1% · reference 21%

    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
    • SA2: profile 58.1% · reference 21%
    • SA3: profile 14.3% · reference 36.9%

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. Use matchup records as scouting leads

    vs Yasmine: 26 wins in 47 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: 26 wins in 47 games

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

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