晓钰呀美啦 vs 娶不到不知火舞这样的我就不死了
Ranked head-to-head: side-by-side stats, shared opponents, and every recorded match between the two.
#1438214908
#2263957435
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.
晓钰呀美啦 vs Ryu
80% 8–2 over 10 games
娶不到不知火舞这样的我就不死了 vs Mai
No recorded games into Mai.
Selected character all recorded games on the chosen character
| Mai | Ryu | |
|---|---|---|
| LP 19302 | Current rating | LP 22236 |
| 100 | Games | 0 |
| 67–33 | Record | 0–0 |
| 67% | Win rate | — |
| 3W | Current streak | — |
| 63% | 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
| 晓钰呀美啦 | 娶不到不知火舞这样的我就不死了 | |
|---|---|---|
| 26% | Drive Rush (cancel) | 38% |
| 4% | Drive Rush (parry) | 4% |
| 31% | Overdrive arts | 15% |
| 4% | Drive Impact | 5% |
| 7% | Drive Guard | 7% |
| 0% | Drive Reversal | 1% |
| 28% | Other | 30% |
Super gauge spend share of SA meter spent by level
| 64% | Super Art I | 59% |
|---|---|---|
| 14% | Super Art II | 21% |
| 15% | Super Art III | 15% |
| 8% | Critical Art | 5% |
Offense (avg per battle)
| 0.3 | Drive Impacts | 0.6 |
|---|---|---|
| 0.4 | Drive Parries | 0.8 |
| 0 | Drive Reversals | 0.1 |
| 0 | Perfect Parries | 0.1 |
| 0.2 | Punish counters | 0.4 |
| 2.2 | Throws | 2.2 |
| 0.1 | Throw techs | 0.5 |
| 0 | Burnouts inflicted | 0 |
Taken (avg per battle)
| 0.2 | Drive Impacts taken | 0.4 |
|---|---|---|
| 0.1 | Punish counters taken | 0.2 |
| 1.7 | Throws taken | 2.2 |
| 0.1 | Burnouts suffered | 0 |
Positioning (avg per battle)
| 11.4 | Cornering opponent (s) | 12.7 |
|---|---|---|
| 12.2 | Time cornered (s) | 6.5 |
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.
Diamond 1
Diamond 3