平地で隠れんぼするやつ vs TAKA901
Ranked head-to-head: side-by-side stats, shared opponents, and every recorded match between the two.
#2096402284
#1152484944
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.
平地で隠れんぼするやつ vs JP
No recorded games into JP.
TAKA901 vs Ryu
33% 2–4 over 6 games
Selected character all recorded games on the chosen character
| Ryu | JP | |
|---|---|---|
| MR 1496 | Current rating | MR 1603 |
| 0 | Games | 100 |
| 0–0 | Record | 51–49 |
| — | Win rate | 51% |
| — | Current streak | 2W |
| — | Clutch (deciders) | 45% |
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
| 平地で隠れんぼするやつ | TAKA901 | |
|---|---|---|
| 36% | Drive Rush (cancel) | 20% |
| 12% | Drive Rush (parry) | 3% |
| 15% | Overdrive arts | 47% |
| 3% | Drive Impact | 5% |
| 15% | Drive Guard | 6% |
| 1% | Drive Reversal | 1% |
| 18% | Other | 17% |
Super gauge spend share of SA meter spent by level
| 31% | Super Art I | 3% |
|---|---|---|
| 7% | Super Art II | 19% |
| 46% | Super Art III | 55% |
| 17% | Critical Art | 22% |
Offense (avg per battle)
| 0.5 | Drive Impacts | 0.6 |
|---|---|---|
| 1 | Drive Parries | 0.8 |
| 0.1 | Drive Reversals | 0.2 |
| 0.4 | Perfect Parries | 0.2 |
| 0.3 | Punish counters | 0.4 |
| 1.6 | Throws | 3 |
| 0.2 | Throw techs | 0.2 |
| 0.1 | Burnouts inflicted | 0 |
Taken (avg per battle)
| 0.2 | Drive Impacts taken | 0.6 |
|---|---|---|
| 0.1 | Punish counters taken | 0.3 |
| 1.8 | Throws taken | 1.6 |
| 0 | Burnouts suffered | 0.2 |
Positioning (avg per battle)
| 8.5 | Cornering opponent (s) | 6.7 |
|---|---|---|
| 5.7 | Time cornered (s) | 13.6 |
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