JimsoyYu vs 格鬥遊戲就是要按自己想按的
Ranked head-to-head: side-by-side stats, shared opponents, and every recorded match between the two.
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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.
JimsoyYu vs Dee Jay
100% 1–0 over 1 games
格鬥遊戲就是要按自己想按的 vs Sagat
No recorded games into Sagat.
Selected character all recorded games on the chosen character
| Sagat | Dee Jay | |
|---|---|---|
| MR 1549 | Current rating | MR 1604 |
| 100 | Games | 0 |
| 54–46 | Record | 0–0 |
| 54% | Win rate | — |
| 3L | Current streak | — |
| 46% | Clutch (deciders) | — |
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
| JimsoyYu | 格鬥遊戲就是要按自己想按的 | |
|---|---|---|
| 33% | Drive Rush (cancel) | 17% |
| 5% | Drive Rush (parry) | 6% |
| 10% | Overdrive arts | 34% |
| 10% | Drive Impact | 5% |
| 13% | Drive Guard | 12% |
| 0% | Drive Reversal | 2% |
| 29% | Other | 24% |
Super gauge spend share of SA meter spent by level
| 7% | Super Art I | 12% |
|---|---|---|
| 12% | Super Art II | 62% |
| 61% | Super Art III | 19% |
| 19% | Critical Art | 6% |
Offense (avg per battle)
| 0.8 | Drive Impacts | 0.5 |
|---|---|---|
| 2.2 | Drive Parries | 1.9 |
| 0 | Drive Reversals | 0.2 |
| 0.4 | Perfect Parries | 0.3 |
| 0.4 | Punish counters | 0.3 |
| 3 | Throws | 1.3 |
| 0.4 | Throw techs | 0.2 |
| 0.3 | Burnouts inflicted | 0.1 |
Taken (avg per battle)
| 0.6 | Drive Impacts taken | 0.3 |
|---|---|---|
| 0.4 | Punish counters taken | 0.3 |
| 2.9 | Throws taken | 2.5 |
| 0 | Burnouts suffered | 0.1 |
Positioning (avg per battle)
| 12.3 | Cornering opponent (s) | 8 |
|---|---|---|
| 9.5 | Time cornered (s) | 10.2 |
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