C. Viper
Updated 5 hours agoSteamSteamJapanJapanClub · impactkidsC55%

sodo

Let's Do This
Rank 36MR 1,706#27,351
Last 106–4+15Last 2011–9+13
Winrate
51%
34W · 33L · 67 stored
Ranked matches
67
selected mode
Wins
34
Ranked
Losses
33
Ranked
Peak MR
1,708
C. Viper

Ranked MR · C. Viper

67 local · 0 imported · 67 on chart · 100 battles stored

Latest game

DefeatCustom Room

Replay not requested
Akuma
sodo · Akuma
Ryu
Opponent · Ryuインパクトで飯食ってます。

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
sodo’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
HabitsodoLegendsDifference LessLegendsMore
SA211.6%21.5%-9.9%
Drive Arts15.2%23.2%-8.0%
Drive Rush (cancel)23.9%16.4%+7.5%
SA330.4%26.8%+3.7%
CA10.1%6.8%+3.4%
SA147.8%45.0%+2.8%
Drive Rush (parry)9.6%7.3%+2.3%
Drive Guard16.2%14.2%+1.9%
Drive Impact gauge2.8%1.8%+1.1%
Time cornered9.508.66+0.84
Corner pressure10.3011.07-0.77
Got thrown2.802.19+0.61
Throws1.802.28-0.48
Drive Parry1.801.52+0.28
Drive Impact0.300.16+0.14
Punish Counters landed0.200.09+0.11
Throw parries0.300.21+0.09
Got stunned0.100.02+0.08
Throw techs0.400.47-0.07
Got Punish Countered0.100.07+0.03
Perfect Parry0.600.63-0.03
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

    Got Punish Countered: profile 0.1 · 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 0.1 · reference 0.07
    • Punish Counters landed: profile 0.2 · reference 0.09
  2. Review close-range choices

    Got thrown: profile 2.8 · reference 2.19

    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
    • Got thrown: profile 2.8 · reference 2.19
    • Throws: profile 1.8 · reference 2.28
    • Throw techs: profile 0.4 · reference 0.47
  3. 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 2.8% · reference 1.8%

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 13, 2026 · AI: nex-agi/nex-n2.5-pro:free

How to beat this player

  1. Look for a repeatable punish opportunity

    Got Punish Countered: profile 0.1 · reference 0.07

    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
    • Got Punish Countered: profile 0.1 · reference 0.07
    • Punish Counters landed: profile 0.2 · reference 0.09
  2. Test the close-range pattern

    Got thrown: profile 2.8 · reference 2.19

    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
    • Got thrown: profile 2.8 · reference 2.19
    • Throws: profile 1.8 · reference 2.28
    • Throw techs: profile 0.4 · reference 0.47
  3. Test the Drive Impact tendency

    Drive Impact: profile 0.3 · 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 0.3 · reference 0.16
    • Drive Impact gauge: profile 2.8% · reference 1.8%

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 13, 2026 · AI: nex-agi/nex-n2.5-pro:free

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