6ixx vs ryufromstreets
Ranked head-to-head: side-by-side stats, shared opponents, and every recorded match between the two.
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#1149512067
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.
6ixx vs Ryu
No recorded games into Ryu.
ryufromstreets vs Dee Jay
33% 1–2 over 3 games
Selected character all recorded games on the chosen character
| Dee Jay | Ryu | |
|---|---|---|
| MR 1707 | Current rating | MR 1471 |
| 0 | Games | 100 |
| 0–0 | Record | 54–46 |
| — | Win rate | 54% |
| — | Current streak | 6W |
| — | Clutch (deciders) | 53% |
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
| 6ixx | ryufromstreets | |
|---|---|---|
| 26% | Drive Rush (cancel) | 43% |
| 5% | Drive Rush (parry) | 2% |
| 16% | Overdrive arts | 18% |
| 5% | Drive Impact | 2% |
| 11% | Drive Guard | 11% |
| 1% | Drive Reversal | 2% |
| 35% | Other | 21% |
Super gauge spend share of SA meter spent by level
| 32% | Super Art I | 23% |
|---|---|---|
| 42% | Super Art II | 6% |
| 18% | Super Art III | 56% |
| 8% | Critical Art | 15% |
Offense (avg per battle)
| 0.8 | Drive Impacts | 0.2 |
|---|---|---|
| 2.1 | Drive Parries | 3.7 |
| 0.2 | Drive Reversals | 0.3 |
| 0.5 | Perfect Parries | 1.1 |
| 0.5 | Punish counters | 0.2 |
| 1.6 | Throws | 1.4 |
| 0.5 | Throw techs | 0.1 |
| 0.1 | Burnouts inflicted | 0.1 |
Taken (avg per battle)
| 0.4 | Drive Impacts taken | 0.7 |
|---|---|---|
| 0.3 | Punish counters taken | 0.3 |
| 2.5 | Throws taken | 1.8 |
| 0 | Burnouts suffered | 0.1 |
Positioning (avg per battle)
| 12.5 | Cornering opponent (s) | 6.5 |
|---|---|---|
| 8.3 | Time cornered (s) | 7.4 |
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