TOSHI31 vs Tepe_karin
Ranked head-to-head: side-by-side stats, shared opponents, and every recorded match between the two.
#2204832382
#3576995586
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.
TOSHI31 vs Ryu
No recorded games into Ryu.
Tepe_karin vs Akuma
64% 11–6 over 17 games
Selected character all recorded games on the chosen character
| Akuma | Ryu | |
|---|---|---|
| MR 2028 | Current rating | MR 1912 |
| 0 | Games | 111 |
| 0–0 | Record | 71–40 |
| — | Win rate | 63% |
| — | Current streak | 6W |
| — | Clutch (deciders) | 61% |
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
| TOSHI31 | Tepe_karin | |
|---|---|---|
| 37% | Drive Rush (cancel) | 35% |
| 7% | Drive Rush (parry) | 4% |
| 19% | Overdrive arts | 23% |
| 2% | Drive Impact | 3% |
| 12% | Drive Guard | 10% |
| 1% | Drive Reversal | 3% |
| 22% | Other | 22% |
Super gauge spend share of SA meter spent by level
| 24% | Super Art I | 35% |
|---|---|---|
| 23% | Super Art II | 11% |
| 40% | Super Art III | 43% |
| 13% | Critical Art | 11% |
Offense (avg per battle)
| 0.2 | Drive Impacts | 0.4 |
|---|---|---|
| 1.6 | Drive Parries | 1.8 |
| 0.1 | Drive Reversals | 0.4 |
| 0.5 | Perfect Parries | 0.9 |
| 0.1 | Punish counters | 0.3 |
| 2.4 | Throws | 1.5 |
| 0.4 | Throw techs | 0.2 |
| 0 | Burnouts inflicted | 0.1 |
Taken (avg per battle)
| 0.1 | Drive Impacts taken | 0.3 |
|---|---|---|
| 0 | Punish counters taken | 0.1 |
| 1.9 | Throws taken | 1.9 |
| 0 | Burnouts suffered | 0.1 |
Positioning (avg per battle)
| 12.5 | Cornering opponent (s) | 8 |
|---|---|---|
| 6.2 | Time cornered (s) | 8.8 |
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