あむねじあ! vs ああああああああああああい
Ranked head-to-head: side-by-side stats, shared opponents, and every recorded match between the two.
#1452277568
#2266610592
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.
あむねじあ! vs Ryu
No recorded games into Ryu.
ああああああああああああい vs JP
57% 4–3 over 7 games
Selected character all recorded games on the chosen character
| JP | Ryu | |
|---|---|---|
| MR 1618 | Current rating | MR 1164 |
| 0 | Games | 13 |
| 0–0 | Record | 10–3 |
| — | Win rate | 76% |
| — | Current streak | 1W |
| — | Clutch (deciders) | 80% |
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
| あむねじあ! | ああああああああああああい | |
|---|---|---|
| 19% | Drive Rush (cancel) | 15% |
| 6% | Drive Rush (parry) | 9% |
| 30% | Overdrive arts | 18% |
| 2% | Drive Impact | 4% |
| 13% | Drive Guard | 19% |
| 3% | Drive Reversal | 5% |
| 28% | Other | 31% |
Super gauge spend share of SA meter spent by level
| 13% | Super Art I | 27% |
|---|---|---|
| 64% | Super Art II | 15% |
| 18% | Super Art III | 42% |
| 6% | Critical Art | 15% |
Offense (avg per battle)
| 0.3 | Drive Impacts | 0.2 |
|---|---|---|
| 2 | Drive Parries | 3.2 |
| 0.3 | Drive Reversals | 0.6 |
| 0.4 | Perfect Parries | 0.5 |
| 0.1 | Punish counters | 0.1 |
| 1.5 | Throws | 1 |
| 0.2 | Throw techs | 0.6 |
| 0 | Burnouts inflicted | 0.1 |
Taken (avg per battle)
| 0.2 | Drive Impacts taken | 0.3 |
|---|---|---|
| 0.1 | Punish counters taken | 0.2 |
| 2.6 | Throws taken | 2.9 |
| 0 | Burnouts suffered | 0 |
Positioning (avg per battle)
| 6.9 | Cornering opponent (s) | 11.8 |
|---|---|---|
| 12.5 | Time cornered (s) | 8.4 |
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