C. Viper
Updated 2 days agoSteamSteamOtherOtherM100%

musso

Let's Do This
Rank 36MR 1,427#498,453
Last 104–6-18Last 2012–8+31
Winrate
59%
16W · 11L · 27 stored
Ranked matches
27
selected mode
Wins
16
Ranked
Losses
11
Ranked
Peak MR
1,470
C. Viper

Ranked MR · C. Viper

27 local · 0 imported · 27 on chart · 84 battles stored

Latest game

VictoryRanked

Replay not requested
C. Viper
musso · C. Viper
Alex
Opponent · Alexまろんぬ/Malo'n-Nu

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
musso’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
HabitmussoLegendsDifference LessLegendsMore
SA25.1%22.2%-17.1%
SA345.8%29.7%+16.1%
Drive Rush (cancel)2.0%18.1%-16.1%
Drive Arts12.8%22.2%-9.4%
CA13.6%7.7%+5.8%
SA135.6%40.4%-4.8%
Drive Rush (parry)11.7%7.3%+4.5%
Drive Impact gauge5.3%1.7%+3.6%
Time cornered6.708.60-1.90
Drive Guard16.1%14.7%+1.4%
Drive Parry0.601.55-0.95
Corner pressure10.1010.80-0.70
Throws1.602.29-0.69
Perfect Parry0.100.71-0.61
Got Punish Countered0.300.08+0.22
Throw techs0.300.49-0.19
Drive Reversal0.400.24+0.16
Throw parries0.100.21-0.11
Punish Counters landed0.200.10+0.10
Got thrown2.102.20-0.10
Got stunned0.000.03-0.03
Drive Impact0.200.17+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 0.2 · 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 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 0.2 · reference 0.07
    • Punish Counters landed: profile 0.1 · reference 0.09
  2. Give each meter spend a purpose

    Drive Arts: profile 9.7% · 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 9.7% · reference 23.2%
    • SA1: profile 24.1% · reference 45%
    • SA3: profile 50% · reference 26.8%
  3. Review close-range choices

    Throws: profile 1.6 · 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 1.6 · reference 2.28
    • Throw techs: profile 0.2 · reference 0.47
    • Got thrown: profile 2 · reference 2.19

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Use matchup records as scouting leads

    vs Yasmine: 69 wins in 120 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: 69 wins in 120 games
    • vs Chun-Li: 22 wins in 37 games
    • vs Alex: 18 wins in 37 games
  2. Probe defense before committing

    Throw techs: profile 0.2 · reference 0.47

    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
    • Throw techs: profile 0.2 · reference 0.47
    • Perfect Parry: profile 0.3 · reference 0.63

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 9, 2026 · AI: dots-studio/dots-3-note-preview:free

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