ファイヤー vs taiyaki
Ranked head-to-head — side-by-side stats, shared opponents, and every recorded match between the two.
This matchup
1
–
2
3 recorded matches between them
taiyaki vs Akuma
54%
6–5 over 11 games
Selected character all recorded games on the chosen character
| Akuma |
|
taiyaki |
| LP 22876 |
Current rating |
MR 1647 |
| 88 |
Games |
0 |
| 37–51 |
Record |
0–0 |
| 42% |
Win rate |
— |
| 2W |
Current streak |
— |
| 35% |
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
A player-wide snapshot of recent form across every character — not per-character, and not a lifetime stat.
The game exposes no individual-move data, so this Drive / super-gauge spend and the per-battle averages
below are the full picture available.
Drive gauge spend share of Drive meter used on each option
| ファイヤー |
|
taiyaki |
|
21%
|
Drive Rush (cancel) |
37%
|
|
5%
|
Drive Rush (parry) |
7%
|
|
25%
|
Overdrive arts |
10%
|
|
7%
|
Drive Impact |
3%
|
|
8%
|
Drive Guard |
16%
|
|
6%
|
Drive Reversal |
2%
|
|
28%
|
Other |
26%
|
Super gauge spend share of SA meter spent by level
|
10%
|
Super Art I |
47%
|
|
8%
|
Super Art II |
6%
|
|
47%
|
Super Art III |
36%
|
|
35%
|
Critical Art |
11%
|
Offense (avg per battle)
| 0.5 |
Drive Impacts |
0.4 |
| 0.7 |
Drive Parries |
2.7 |
| 0.7 |
Drive Reversals |
0.2 |
| 0.1 |
Perfect Parries |
0.6 |
| 0.3 |
Punish counters |
0.3 |
| 2.2 |
Throws |
1.5 |
| 0.3 |
Throw techs |
0.7 |
| 0 |
Burnouts inflicted |
0.2 |
Taken (avg per battle)
| 0.5 |
Drive Impacts taken |
0.2 |
| 0.3 |
Punish counters taken |
0.1 |
| 1.9 |
Throws taken |
2.6 |
| 0 |
Burnouts suffered |
0.1 |
Positioning (avg per battle)
| 9 |
Cornering opponent (s) |
11.8 |
| 5.2 |
Time cornered (s) |
5.9 |
Common opponents players both have faced, and how each did
Recorded matches ファイヤー's point of view