Vibez vs Forgotten12
Ranked head-to-head: side-by-side stats, shared opponents, and every recorded match between the two.
#1115570998
#1602946725
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.
Vibez vs Cammy
57% 4–3 over 7 games
Forgotten12 vs Ken
No recorded games into Ken.
Selected character all recorded games on the chosen character
| Ken | Cammy | |
|---|---|---|
| MR 1529 | Current rating | MR 1682 |
| 74 | Games | 0 |
| 36–38 | Record | 0–0 |
| 48% | Win rate | — |
| 2W | Current streak | — |
| 58% | 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
| Vibez | Forgotten12 | |
|---|---|---|
| 29% | Drive Rush (cancel) | 31% |
| 6% | Drive Rush (parry) | 7% |
| 13% | Overdrive arts | 20% |
| 5% | Drive Impact | 3% |
| 13% | Drive Guard | 14% |
| 1% | Drive Reversal | 0% |
| 33% | Other | 24% |
Super gauge spend share of SA meter spent by level
| 48% | Super Art I | 34% |
|---|---|---|
| 23% | Super Art II | 27% |
| 21% | Super Art III | 29% |
| 8% | Critical Art | 10% |
Offense (avg per battle)
| 0.6 | Drive Impacts | 0.3 |
|---|---|---|
| 2.3 | Drive Parries | 2.1 |
| 0.1 | Drive Reversals | 0 |
| 0.6 | Perfect Parries | 0.4 |
| 0.4 | Punish counters | 0.2 |
| 1.9 | Throws | 2.2 |
| 0.5 | Throw techs | 0.3 |
| 0.1 | Burnouts inflicted | 0.1 |
Taken (avg per battle)
| 0.2 | Drive Impacts taken | 0.4 |
|---|---|---|
| 0.2 | Punish counters taken | 0.3 |
| 2.3 | Throws taken | 1.8 |
| 0 | Burnouts suffered | 0.1 |
Positioning (avg per battle)
| 6.7 | Cornering opponent (s) | 10.1 |
|---|---|---|
| 9.9 | Time cornered (s) | 8.8 |
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