C. Viper
Updated 2 days agoCrossPlatformCrossPlatformJapanJapanClub · MOLDETIOC100%

ノキア#

Let's Do This
Rank 36MR 1,612#67,923
Last 104–6-13Last 2011–9+17
Winrate
52%
58W · 53L · 111 stored
Ranked matches
111
selected mode
Wins
58
Ranked
Losses
53
Ranked
Peak MR
1,623
C. Viper

Ranked MR · C. Viper

111 local · 0 imported · 111 on chart · 111 battles stored

Latest game

DefeatRanked

Replay not requested
Dee Jay
ノキア# · Dee Jay
Yasmine
Opponent · Yasminezimma

Playstyle reference

Habits vs top 30 C. Viper

Benchmark refreshed Sep 2, 2026, 10:16 AM

Latest reported trends across the last 100 matches, not lifetime habit averages. · Data details

C. Viper
ノキア#’s C. Viper benchmark

Compared with the average habits of the top 30 sampled C. Viper players.

Fujimura 2238 · Kazunoko 2228 · inaba 2203 · CRTachikawa 2157 · Yoske 2144 · +25 others

Largest absolute differences first23 habits
Habitノキア#LegendsDifference LessLegendsMore
SA162.8%45.0%+17.8%
SA311.5%26.8%-15.3%
Drive Arts12.2%23.2%-11.0%
SA216.8%21.5%-4.6%
Drive Guard10.9%14.2%-3.4%
Drive Rush (cancel)13.4%16.4%-3.0%
Time cornered11.508.66+2.84
Drive Rush (parry)4.8%7.3%-2.6%
Corner pressure8.6011.07-2.47
CA8.8%6.8%+2.1%
Drive Impact gauge3.5%1.8%+1.7%
Got thrown2.602.19+0.41
Throw techs0.800.47+0.33
Perfect Parry0.300.63-0.33
Throws2.602.28+0.32
Drive Parry1.201.52-0.32
Punish Counters landed0.200.09+0.11
Throw parries0.300.21+0.09
Got stunned0.100.02+0.08
Drive Impact0.200.16+0.04
Got Punish Countered0.100.07+0.03
Stuns landed0.100.07+0.03
Drive Reversal0.300.28+0.02
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 0.1 · reference 0.07
  2. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.3 · 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 0.3 · reference 0.16
    • Drive Impact gauge: profile 2.2% · reference 1.8%
  3. Give each meter spend a purpose

    Drive Rush (cancel): profile 44.1% · 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 44.1% · reference 16.4%
    • Drive Rush (parry): profile 2.5% · reference 7.3%

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 Aug 30, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Build pressure without overextending

    Time cornered: profile 11.4 · reference 8.66

    Look for chances to gain space with familiar options. Once the opponent is cornered, observe how they actually try to leave before selecting an adjustment.

    Try this

    Test one pressure sequence you know well. If an escape repeats, rehearse an answer to that exact option; if they vary their defense, avoid committing to a single read.

    Supporting stats
    • Time cornered: profile 11.4 · reference 8.66
    • Corner pressure: profile 7.6 · reference 11.07

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 Aug 30, 2026 · AI: dots-studio/dots-3-note-preview:free

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