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