Latest game
C.japanjapan5
Ranked MR · C. Viper
74 local · 0 imported · 74 on chart · 226 battles stored
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
| Habit | japanjapan5 | Legends | Difference | LessLegendsMore |
|---|---|---|---|---|
| Drive Rush (cancel) | 0.0% | 18.1% | -18.1% | |
| Drive Arts | 14.8% | 22.2% | -7.4% | |
| SA3 | 23.2% | 29.7% | -6.4% | |
| SA1 | 46.4% | 40.4% | +6.1% | |
| Time cornered | 12.90 | 8.60 | +4.30 | |
| Corner pressure | 7.50 | 10.80 | -3.30 | |
| Drive Rush (parry) | 9.6% | 7.3% | +2.3% | |
| Drive Impact gauge | 3.5% | 1.7% | +1.8% | |
| CA | 8.9% | 7.7% | +1.2% | |
| Drive Guard | 13.6% | 14.7% | -1.1% | |
| SA2 | 21.4% | 22.2% | -0.8% | |
| Drive Parry | 0.80 | 1.55 | -0.75 | |
| Perfect Parry | 0.10 | 0.71 | -0.61 | |
| Throws | 2.00 | 2.29 | -0.29 | |
| Got thrown | 2.40 | 2.20 | +0.20 | |
| Drive Reversal | 0.40 | 0.24 | +0.16 | |
| Got Punish Countered | 0.20 | 0.08 | +0.12 | |
| Throw techs | 0.60 | 0.49 | +0.11 | |
| Stuns landed | 0.00 | 0.07 | -0.07 | |
| Got stunned | 0.10 | 0.03 | +0.07 | |
| Drive Impact | 0.20 | 0.17 | +0.03 | |
| Throw parries | 0.20 | 0.21 | -0.01 | |
| Punish Counters landed | 0.10 | 0.10 | +0.00 |
Match plan
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
Find the cause of punish events
Got Punish Countered: profile 0.2 · 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 thisRecreate 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 0.07
Give each meter spend a purpose
Drive Rush (cancel): profile 32% · 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 thisPractice 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 32% · reference 16.4%
Trace how you lose or gain space
Time cornered: profile 11.9 · reference 8.66
Review five trips into the corner. Identify the earlier decision that gave up space, not just the final escape attempt. Check successful corner pressure too.
Try thisRecreate one recurring position in training. Compare your usual response with a less committal alternative, then track whether you reach the corner less often over the next set.
Supporting stats
- Time cornered: profile 11.9 · reference 8.66
- Corner pressure: profile 9.6 · reference 11.07
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
Look for a repeatable punish opportunity
Got Punish Countered: profile 0.2 · 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 thisTest 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 0.2 · reference 0.07
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 thisTry 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
- Perfect Parry: profile 0 · reference 0.63
Build pressure without overextending
Time cornered: profile 11.9 · reference 8.66
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 thisTest 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
- Time cornered: profile 11.9 · reference 8.66
- Corner pressure: profile 9.6 · reference 11.07
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

