C. Viper
Updated 17 hours agoCrossPlatformCrossPlatformJapanJapanM100%

kawawa

Conqueror: Efficient Agent
Rank 36MR 1,478#383,908
Last 105–50Last 209–11-14
Winrate
47%
37W · 42L · 79 stored
Ranked matches
79
selected mode
Wins
37
Ranked
Losses
42
Ranked
Peak MR
1,576
C. Viper

Ranked MR · C. Viper

79 local · 0 imported · 79 on chart · 79 battles stored

Latest game

VictoryRanked

Replay not requested
C. Viper
kawawa · C. Viper
Juri
Opponent · JuriTakashita

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
kawawa’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
HabitkawawaLegendsDifference LessLegendsMore
Drive Rush (cancel)1.1%18.1%-17.0%
Drive Arts8.2%22.2%-14.0%
SA153.1%40.4%+12.8%
SA212.5%22.2%-9.7%
Corner pressure6.3010.80-4.50
Drive Rush (parry)10.7%7.3%+3.4%
Drive Guard17.5%14.7%+2.9%
Time cornered11.208.60+2.60
SA328.1%29.7%-1.5%
CA6.3%7.7%-1.5%
Drive Impact gauge2.8%1.7%+1.1%
Throws1.402.29-0.89
Got thrown3.002.20+0.80
Drive Parry0.901.55-0.65
Throw techs0.100.49-0.39
Perfect Parry0.400.71-0.31
Got Punish Countered0.300.08+0.22
Throw parries0.100.21-0.11
Got stunned0.100.03+0.07
Drive Reversal0.300.24+0.06
Drive Impact0.200.17+0.03
Stuns landed0.100.07+0.03
Punish Counters landed0.100.10+0.00
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. Review defensive decisions

    Perfect Parry: profile 0.3 · 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 0.3 · reference 0.63
    • Drive Parry: profile 1.3 · reference 1.52
    • Throw techs: profile 0.1 · reference 0.47
  2. Give each meter spend a purpose

    Drive Rush (cancel): profile 1.3% · 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 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 Rush (cancel): profile 1.3% · reference 16.4%
    • Drive Arts: profile 8% · reference 23.2%
    • SA1: profile 34.3% · reference 45%
  3. Trace how you lose or gain space

    Corner pressure: profile 8 · 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 8 · reference 11.07
    • Time cornered: profile 11.2 · 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 7, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Look for a repeatable punish opportunity

    Punish Counters landed: profile 0.2 · reference 0.09

    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
    • Punish Counters landed: profile 0.2 · reference 0.09
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.2 · 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 0.2 · reference 0.16
    • Drive Impact gauge: profile 2.7% · reference 1.8%
  3. Probe defense before committing

    Drive Reversal: profile 0.4 · 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 0.4 · reference 0.28
    • Perfect Parry: profile 0.3 · reference 0.63
    • Drive Parry: profile 1.3 · 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

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