C. Viper
Updated 1 week agoSteamSteamOtherOtherC100%

osakana

Let's Do This
Rank 36MR 1,508#210,150
Last 108–2+50Last 2011–9+19
Winrate
47%
101W · 114L · 215 stored
Ranked matches
215
selected mode
Wins
101
Ranked
Losses
114
Ranked
Peak MR
1,543
C. Viper

Ranked MR · C. Viper

208 local · 0 imported · 208 on chart · 215 battles stored

Latest game

VictoryRanked

Replay not requested
C. Viper
osakana · C. Viper
Marisa
Opponent · Marisaかげろうさん

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
osakana’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
HabitosakanaLegendsDifference LessLegendsMore
Drive Rush (cancel)36.4%18.1%+18.3%
SA234.6%22.2%+12.4%
SA317.3%29.7%-12.4%
Drive Arts14.3%22.2%-7.9%
Drive Guard8.9%14.7%-5.8%
Drive Rush (parry)4.3%7.3%-2.9%
Drive Impact gauge4.3%1.7%+2.6%
Time cornered9.908.60+1.30
CA6.7%7.7%-1.0%
SA141.3%40.4%+1.0%
Perfect Parry0.300.71-0.41
Throw techs0.100.49-0.39
Drive Parry1.201.55-0.35
Drive Impact0.500.17+0.33
Punish Counters landed0.300.10+0.20
Corner pressure11.0010.80+0.20
Got Punish Countered0.200.08+0.12
Throw parries0.100.21-0.11
Throws2.402.29+0.11
Got stunned0.100.03+0.07
Drive Reversal0.200.24-0.04
Stuns landed0.100.07+0.03
Got thrown2.202.200.00
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. Find the cause of punish events

    Punish Counters landed: profile 0.3 · reference 0.09

    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
    • Punish Counters landed: profile 0.3 · reference 0.09
    • Got Punish Countered: profile 0.2 · reference 0.07
  2. Give each meter spend a purpose

    Drive Rush (cancel): profile 36.4% · 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 36.4% · reference 16.4%
    • SA2: profile 34.6% · reference 21.5%
  3. Trace how you lose or gain space

    Corner pressure: profile 11 · 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 11 · reference 11.07
    • Time cornered: profile 9.9 · 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. Use matchup records as scouting leads

    vs Char 253: 353 wins in 715 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 Char 253: 353 wins in 715 games
    • vs Ryu: 35 wins in 77 games
    • vs Luke: 30 wins in 61 games
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.5 · 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 0.5 · reference 0.16
    • Drive Impact gauge: profile 4.3% · reference 1.8%
  3. Test the close-range pattern

    Throw techs: profile 0.1 · reference 0.47

    Observe actual strike, throw and defensive choices at close range. Change one part of your familiar mix only after a tendency appears.

    Try this

    If the same response repeats twice, try a different option in that situation. If the player changes their response, return to varied choices instead of assuming the pattern is permanent.

    Supporting stats
    • Throw techs: profile 0.1 · reference 0.47
    • Got thrown: profile 2.2 · reference 2.19
    • Throws: profile 2.4 · reference 2.28

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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