アレックス引退おじさん vs ピピ114
Ranked head-to-head: side-by-side stats, shared opponents, and every recorded match between the two.
#2325037296
#1061510873
This matchup
No recorded matches between these two yet. The upstream battlelog is shallow, so direct history only appears if we captured a game while they faced each other. Use the shared-opponent record below instead.
アレックス引退おじさん vs Ryu
No recorded games into Ryu.
ピピ114 vs Terry
33% 2–4 over 6 games
Selected character all recorded games on the chosen character
| Terry | Ryu | |
|---|---|---|
| MR 1523 | Current rating | MR 1565 |
| 0 | Games | 35 |
| 0–0 | Record | 21–14 |
| — | Win rate | 60% |
| — | Current streak | 1W |
| — | Clutch (deciders) | 60% |
Rating trajectory selected character, over recorded history
Not enough ranked history on this character to chart yet.
Play style Drive System & gauge usage, overall, all characters
Drive gauge spend share of Drive meter used on each option
| アレックス引退おじさん | ピピ114 | |
|---|---|---|
| 46% | Drive Rush (cancel) | 28% |
| 8% | Drive Rush (parry) | 7% |
| 10% | Overdrive arts | 22% |
| 4% | Drive Impact | 2% |
| 10% | Drive Guard | 13% |
| 1% | Drive Reversal | 1% |
| 22% | Other | 28% |
Super gauge spend share of SA meter spent by level
| 58% | Super Art I | 22% |
|---|---|---|
| 18% | Super Art II | 22% |
| 19% | Super Art III | 43% |
| 6% | Critical Art | 12% |
Offense (avg per battle)
| 0.4 | Drive Impacts | 0.2 |
|---|---|---|
| 0.8 | Drive Parries | 1.6 |
| 0.1 | Drive Reversals | 0.1 |
| 0.1 | Perfect Parries | 0.2 |
| 0.2 | Punish counters | 0 |
| 1.1 | Throws | 3 |
| 0.2 | Throw techs | 1.1 |
| 0.1 | Burnouts inflicted | 0.1 |
Taken (avg per battle)
| 0.3 | Drive Impacts taken | 0.2 |
|---|---|---|
| 0.2 | Punish counters taken | 0.1 |
| 2.1 | Throws taken | 3.4 |
| 0.1 | Burnouts suffered | 0.1 |
Positioning (avg per battle)
| 10.2 | Cornering opponent (s) | 11 |
|---|---|---|
| 10.3 | Time cornered (s) | 9.8 |
Common opponents players both have faced, and how each did
No shared opponents in the recorded history yet. It builds up as both players get viewed over time.
Master