C. Viper
Updated 20 hours agoSteamSteamJapanJapanC100%

GOGOXi

Team VARREL
Rank 36MR 1,337#584,616
Last 103–7-31Last 207–13-52
Winrate
52%
111W · 104L · 215 stored
Ranked matches
215
selected mode
Wins
111
Ranked
Losses
104
Ranked
Peak MR
1,411
C. Viper

Ranked MR · C. Viper

215 local · 0 imported · 215 on chart · 258 battles stored

Latest game

DefeatRanked

Replay not requested
C. Viper
GOGOXi · C. Viper
Mai
Opponent · Maikokoiro

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
GOGOXi’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
HabitGOGOXiLegendsDifference LessLegendsMore
SA117.3%40.4%-23.1%
Drive Rush (cancel)0.6%18.1%-17.5%
Drive Arts8.5%22.2%-13.7%
SA234.6%22.2%+12.4%
Drive Impact gauge13.8%1.7%+12.1%
CA13.5%7.7%+5.7%
SA334.6%29.7%+5.0%
Drive Rush (parry)12.1%7.3%+4.8%
Drive Guard19.1%14.7%+4.4%
Time cornered6.508.60-2.10
Corner pressure11.5010.80+0.70
Drive Impact0.800.17+0.63
Perfect Parry0.100.71-0.61
Drive Reversal0.800.24+0.56
Throw techs0.100.49-0.39
Got Punish Countered0.400.08+0.32
Punish Counters landed0.400.10+0.30
Drive Parry1.301.55-0.25
Throws2.102.29-0.19
Got thrown2.302.20+0.10
Got stunned0.100.03+0.07
Stuns landed0.100.07+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 0.3 · 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 0.3 · 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 11.4% · reference 1.8%
  3. Review close-range choices

    Throws: profile 1.9 · 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 1.9 · reference 2.28
    • Got thrown: profile 2.5 · reference 2.19
    • Throw techs: profile 0.1 · 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. 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 11.4% · reference 1.8%
  2. Probe defense before committing

    Drive Reversal: profile 0.7 · 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 0.7 · reference 0.28
    • Perfect Parry: profile 0.2 · reference 0.63
    • Throw techs: profile 0.1 · reference 0.47
  3. Use matchup records as scouting leads

    vs Yasmine: 47 wins in 126 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: 47 wins in 126 games
    • vs Ryu: 42 wins in 86 games
    • vs Ken: 32 wins in 60 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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