C. Viper
Updated 5 days agoSteamSteamJapanJapanClub · neringoCLUBC100%

あげぴぴ

Anger Management
Rank 36MR 1,615#62,435
Last 107–3+28Last 2011–9+15
Winrate
58%
31W · 22L · 53 stored
Ranked matches
53
selected mode
Wins
31
Ranked
Losses
22
Ranked
Peak MR
1,615
C. Viper

Ranked MR · C. Viper

53 local · 0 imported · 53 on chart · 67 battles stored

Latest game

DefeatRanked

Replay not requested
C. Viper
あげぴぴ · C. Viper
A.K.I.
Opponent · A.K.I.かぼちゃ子爵

Playstyle reference

Habits vs top 30 C. Viper

Benchmark refreshed Sep 14, 2026, 1:28 AM

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

C. Viper
あげぴぴ’s C. Viper benchmark

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

Kazunoko 2345 · Fuudo 2340 · Yoske 2257 · やまでステーキやきたい 2238 · Fujimura 2238 · +25 others

Largest absolute differences first23 habits
HabitあげぴぴLegendsDifference LessLegendsMore
SA151.6%40.4%+11.2%
SA214.0%22.2%-8.2%
Drive Arts15.8%22.2%-6.4%
Drive Impact gauge7.3%1.7%+5.7%
CA4.3%7.7%-3.4%
Time cornered6.608.60-2.00
Drive Rush (cancel)16.6%18.1%-1.5%
Drive Guard13.5%14.7%-1.2%
Throws1.402.29-0.89
Drive Reversal1.100.24+0.86
Drive Rush (parry)6.5%7.3%-0.8%
SA330.1%29.7%+0.4%
Drive Impact0.600.17+0.43
Corner pressure11.2010.80+0.40
Got Punish Countered0.400.08+0.32
Throw techs0.200.49-0.29
Stuns landed0.300.07+0.23
Perfect Parry0.500.71-0.21
Punish Counters landed0.300.10+0.20
Got thrown2.002.20-0.20
Drive Parry1.701.55+0.15
Got stunned0.000.03-0.03
Throw parries0.200.21-0.01
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

    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 0.3 · reference 0.09
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.6 · 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 0.6 · reference 0.16
    • Drive Impact gauge: profile 7.3% · reference 1.8%
  3. Review defensive decisions

    Drive Reversal: profile 1.1 · reference 0.28

    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 Reversal: profile 1.1 · reference 0.28
    • Drive Parry: profile 1.7 · 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

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.6 · 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 0.6 · reference 0.16
    • Drive Impact gauge: profile 7.3% · reference 1.8%
  2. Probe defense before committing

    Drive Reversal: profile 1.1 · 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 1.1 · reference 0.28
    • Drive Parry: profile 1.7 · reference 1.52
  3. Build pressure without overextending

    Corner pressure: profile 11.2 · reference 11.07

    Look for chances to gain space with familiar options. Once the opponent is cornered, observe how they actually try to leave before selecting an adjustment.

    Try this

    Test one pressure sequence you know well. If an escape repeats, rehearse an answer to that exact option; if they vary their defense, avoid committing to a single read.

    Supporting stats
    • Corner pressure: profile 11.2 · reference 11.07
    • Time cornered: profile 6.6 · reference 8.66

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

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