C. Viper
Updated 8 hours agoSteamSteamOtherOtherC100%

R-So-Bo 一U一

Flowing Elegance
Rank 32LP 21,096
Last 106–4Last 209–11
Winrate
58%
115W · 84L · 199 stored
Ranked matches
199
selected mode
Wins
115
Ranked
Losses
84
Ranked
Peak LP
21,185
C. Viper

Ranked LP · C. Viper

League points over time for this character

Latest game

VictoryRanked

Replay not requested
C. Viper
R-So-Bo 一U一 · C. Viper
Ryu
Opponent · RyuHaHaNa

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
R-So-Bo 一U一’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
HabitR-So-Bo 一U一LegendsDifference LessLegendsMore
SA161.8%40.4%+21.4%
Drive Rush (cancel)0.0%18.1%-18.1%
Drive Arts5.8%22.2%-16.4%
SA27.3%22.2%-14.9%
Drive Impact gauge8.7%1.7%+7.0%
Corner pressure4.2010.80-6.60
Drive Guard8.6%14.7%-6.1%
SA325.5%29.7%-4.2%
Drive Rush (parry)3.4%7.3%-3.8%
CA5.5%7.7%-2.3%
Time cornered6.908.60-1.70
Throws0.702.29-1.59
Drive Parry0.701.55-0.85
Perfect Parry0.100.71-0.61
Got thrown2.602.20+0.40
Throw techs0.100.49-0.39
Drive Impact0.400.17+0.23
Got Punish Countered0.300.08+0.22
Punish Counters landed0.300.10+0.20
Drive Reversal0.100.24-0.14
Throw parries0.100.21-0.11
Got stunned0.000.03-0.03
Stuns landed0.100.07+0.03
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 0.2 · reference 0.09
  2. Give each meter spend a purpose

    Drive Arts: profile 7.6% · reference 23.2%

    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
    • Drive Arts: profile 7.6% · reference 23.2%
    • SA3: profile 20.4% · reference 26.8%
  3. Trace how you lose or gain space

    Corner pressure: profile 4.5 · reference 11.07

    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 this

    Recreate 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
    • Corner pressure: profile 4.5 · reference 11.07
    • Time cornered: profile 8.2 · 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 5, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Use matchup records as scouting leads

    vs Ryu: 24 wins in 68 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 Ryu: 24 wins in 68 games
    • vs Jamie: 30 wins in 49 games
    • vs Zangief: 23 wins in 47 games
  2. Separate a tendency from a one-off event

    Recent stored ranked sample: 38 wins in 64 games

    Scout several recent matches and compare wins with losses. Prepare around a repeated situation rather than one memorable mistake.

    Try this

    Use the first round to check one scouting hypothesis. If it repeats, apply your prepared adjustment; if it does not, discard it and observe a new pattern.

    Supporting stats
    • Recent stored ranked sample: 38 wins in 64 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 5, 2026 · AI: dots-studio/dots-3-note-preview:free

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