Trip vs neibragwin
Ranked head-to-head: side-by-side stats, shared opponents, and every recorded match between the two.
#3741836930
#1860013237
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.
Trip vs Chun-Li
72% 8–3 over 11 games
neibragwin vs Sagat
No recorded games into Sagat.
Selected character all recorded games on the chosen character
| Sagat | Chun-Li | |
|---|---|---|
| MR 1422 | Current rating | MR 1324 |
| 117 | Games | 0 |
| 57–60 | Record | 0–0 |
| 48% | Win rate | — |
| 3L | Current streak | — |
| 51% | 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
| Trip | neibragwin | |
|---|---|---|
| 57% | Drive Rush (cancel) | 22% |
| 3% | Drive Rush (parry) | 5% |
| 9% | Overdrive arts | 26% |
| 1% | Drive Impact | 8% |
| 6% | Drive Guard | 13% |
| 0% | Drive Reversal | 0% |
| 24% | Other | 25% |
Super gauge spend share of SA meter spent by level
| 18% | Super Art I | 33% |
|---|---|---|
| 5% | Super Art II | 25% |
| 46% | Super Art III | 36% |
| 30% | Critical Art | 6% |
Offense (avg per battle)
| 0.1 | Drive Impacts | 0.7 |
|---|---|---|
| 0.8 | Drive Parries | 2.1 |
| 0 | Drive Reversals | 0 |
| 0.1 | Perfect Parries | 0.4 |
| 0.1 | Punish counters | 0.5 |
| 3.8 | Throws | 1.4 |
| 0.1 | Throw techs | 0.1 |
| 0.1 | Burnouts inflicted | 0.1 |
Taken (avg per battle)
| 0.5 | Drive Impacts taken | 0.6 |
|---|---|---|
| 0.3 | Punish counters taken | 0.4 |
| 1.5 | Throws taken | 1.9 |
| 0 | Burnouts suffered | 0.1 |
Positioning (avg per battle)
| 9.6 | Cornering opponent (s) | 8.6 |
|---|---|---|
| 7 | Time cornered (s) | 5.6 |
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