Rojahh Jon vs Zaney
Ranked head-to-head: side-by-side stats, shared opponents, and every recorded match between the two.
#2013399833
#2615738631
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.
Rojahh Jon vs Ryu
100% 2–0 over 2 games
Zaney vs Dee Jay
No recorded games into Dee Jay.
Selected character all recorded games on the chosen character
| Dee Jay | Ryu | |
|---|---|---|
| MR 1495 | Current rating | MR 1402 |
| 14 | Games | 0 |
| 6–8 | Record | 0–0 |
| 42% | Win rate | — |
| 4W | Current streak | — |
| 60% | 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
| Rojahh Jon | Zaney | |
|---|---|---|
| 20% | Drive Rush (cancel) | 19% |
| 8% | Drive Rush (parry) | 9% |
| 16% | Overdrive arts | 19% |
| 7% | Drive Impact | 9% |
| 11% | Drive Guard | 16% |
| 2% | Drive Reversal | 2% |
| 36% | Other | 26% |
Super gauge spend share of SA meter spent by level
| 0% | Super Art I | 33% |
|---|---|---|
| 40% | Super Art II | 10% |
| 35% | Super Art III | 43% |
| 25% | Critical Art | 13% |
Offense (avg per battle)
| 0.5 | Drive Impacts | 0.9 |
|---|---|---|
| 0.5 | Drive Parries | 2 |
| 0.3 | Drive Reversals | 0.2 |
| 0 | Perfect Parries | 0.3 |
| 0.4 | Punish counters | 0.6 |
| 2.1 | Throws | 1.9 |
| 0.3 | Throw techs | 0 |
| 0 | Burnouts inflicted | 0.1 |
Taken (avg per battle)
| 0.5 | Drive Impacts taken | 0.5 |
|---|---|---|
| 0.4 | Punish counters taken | 0.4 |
| 2.4 | Throws taken | 2.2 |
| 0.1 | Burnouts suffered | 0.1 |
Positioning (avg per battle)
| 4.5 | Cornering opponent (s) | 8.6 |
|---|---|---|
| 10.9 | Time cornered (s) | 7 |
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