C. Viper
Updated 1 hour agoSteamSteamJapanJapanClub · YMKZGCM54%

yamikaze

X-ISM
Rank 36MR 1,528#176,045
Last 105–5+1Last 209–11-16
Winrate
49%
65W · 67L · 132 stored
Ranked matches
132
selected mode
Wins
65
Ranked
Losses
67
Ranked
Peak MR
1,567
C. Viper

Ranked MR · C. Viper

141 local · 0 imported · 141 on chart · 640 battles stored

Latest game

VictoryCustom Room

Replay not requested
C. Viper
yamikaze · C. Viper
Juri
Opponent · JuriHiKAmoq@10先希望

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
yamikaze’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
HabityamikazeLegendsDifference LessLegendsMore
SA128.6%45.0%-16.4%
CA22.2%6.8%+15.4%
Drive Rush (cancel)27.6%16.4%+11.2%
Drive Arts26.4%23.2%+3.2%
Corner pressure8.3011.07-2.77
SA223.8%21.5%+2.3%
Drive Rush (parry)5.4%7.3%-1.9%
Drive Guard12.6%14.2%-1.7%
Time cornered7.008.66-1.66
SA325.4%26.8%-1.4%
Got thrown1.402.19-0.79
Throws1.602.28-0.68
Drive Impact gauge1.3%1.8%-0.5%
Got Punish Countered0.300.07+0.23
Throw parries0.000.21-0.21
Drive Reversal0.100.28-0.18
Throw techs0.300.47-0.17
Drive Parry1.601.52+0.08
Stuns landed0.000.07-0.07
Perfect Parry0.700.63+0.07
Drive Impact0.100.16-0.06
Got stunned0.000.02-0.02
Punish Counters landed0.100.09+0.01
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 0.2 · 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 0.2 · reference 0.09
  2. Give each meter spend a purpose

    Drive Rush (cancel): profile 33.9% · 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 33.9% · reference 16.4%
  3. Make Drive Impact a deliberate choice

    Drive Impact: profile 0.2 · 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 0.2 · reference 0.16

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 6, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Probe defense before committing

    Drive Reversal: profile 0.1 · 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 0.1 · reference 0.28
  2. Test the close-range pattern

    Throws: profile 1.4 · reference 2.28

    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
    • Throws: profile 1.4 · reference 2.28
  3. Build pressure without overextending

    Time cornered: profile 4.2 · 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 4.2 · 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 6, 2026 · AI: dots-studio/dots-3-note-preview:free

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