Browny
Smash Hater
So one thing (there’s a lot) that bugs me most about discussion on this board is the overuse of the terms in the thread title. ‘Marth has a tiny margin for error’, ‘Peach has a high learning curve’, ‘Diddy has broken traits’ and ‘Luigi is bad’ etc. I believe such terms to be mere excuses to cover up a lack of reasoning behind any statements and that all of these terms have lost their individual meanings and are now skewed and mashed together. It is most prevalent when describing how good a character is in theory. What I aim to show, is that it is impossible for a good character to have a low total margin for error and that a margin is a character flaw and limitation, one which must be accounted for when determining viability. The difficulty in being precise with Marth which causes you to lose is a character flaw similar to the difficulty in winning with Ganondorf.
I accept that some characters require more effort in the sense of technical skill and speed than others who can camp and spam however this entire post is to explain how I define a margin for error and why no character can be judged on their worth assuming perfect play while others are not. In the purest sense of judging a character’s viability, those that win easily with little effort are able to maximise their margins. Those that have difficulty in doing so are constrained by their margins. This is the definition of a good and bad character, those that win and those that don’t. Difficulty does not win tournaments.
- Definitions
Let’s start with traits/attributes. Firstly, I believe this should be broken up into 2 separate categories immediately. I’ll call them... traits and attributes. It seems to me that people classify traits as some all-encompassing term which contains all aspects about how good a character is, ignoring the other character in the game. I see quotes about DK, fox etc have great traits but that doesn’t tell the whole story and most certainly is not enough to judge a characters worth on. To make sense about what I will explain later, I believe these absolutely must be separated.
Firstly, attributes. From RPGs etc, the most basic aspects of a character such as HP and range. The attributes of a character are one which the player has absolutely no control over. No shift in playstyle will alter this, a complete scrub using a character and m2k will be able to utilise a characters attributes the exact same. I would classify a character attributes as their weight, size, range and damage output, knockback and attack speed. Combinations of these basic attributes create good and bad characters but often the attributes of a character do not affect how viable they are to any large degree. An attribute creates almost a ‘base’ for how good a character is, and this is then altered to show how truly good a character is by their ‘traits.’
I would define traits as the aspect of the character which can be altered by the player using them and a top player will be able to abuse a certain character traits while a new player won’t even know they exist. I’m talking about things like frame traps, combos, walling ability, abusing mobility, ease of recovery and edgeguarding. There are far too many to name, but basically every aspect of a characters playstyle which is not purely an attribute. So when we look at a character like diddy, he has ‘broken’ traits in that when in the hands of a top player, he can create truly impassable walls and set up kill-combos from across the stage. However, none of these are related to good attributes, his traits completely overpower the attributes which are actually quite poor compared to the whole case. As you go down the tier list, characters can have superior attributes, but their poor traits do not allow them to exploit this. Like DK, he has great attributes but his inability to land vs. good characters and susceptibility to camping/difficulty approaching become too strong.
- Margins for error
So what does all this mean? I believe it ties in directly with a total margin for error. Before I start, let me say that I believe a total margin for error is the EXACT same as a learning curve. The reason for this is because a characters margin for error is very extensive and goes way beyond such things as precision. I believe a total margin for error can be a sole quantity which determines how good a character is and that this total margin is an extremely complex combination of all aspects of how good a character is.
I’m saying that a characters total margin for error is the cumulative sum of their ability to use their traits to overcome their weak attributes or boost their strong ones to a point of near brokenness for some characters. Does that sound a bit of a stretch? Think of it this way. Sonic has a very poor damage output (attribute). One possible way he can make matchups in his favour is by abusing his mobility to not get hit (trait). Due to the sheer amount of times he must hit the enemy with his low-range, low priority attacks, his margin for error is quite low. It is easy to mess up with sonic and an incorrect move may require you to hit the enemy 3 times to make up for it. Sonic has, as will be commonly agreed, a low margin for error when it comes to regaining a % lead once lost.
This is but one aspect of Sonic’s gameplay. I could go on further, but I’ll look at other characters’ margins for error. How about another commonly brought up one, Marth and landing the KO move. The issue here is Marth’s laggy kill moves (attribute). If he messes up a kill move, he is going to get hit hard and he can’t take too many hits due to his weight. To make up for this, the player will use things such as his frame traps or combos (trait) in order to guarantee they hit. Marth’s margin for error is small in the sense that the player has to have near perfect execution to remain safe. He will have a tiny frame window or precise range at which the attack must come out, quite easy to miss, or he gets punished hard. Observe 2 highly contrasting issues facing these characters, yet both are entirely definable by a margin for error.
I can go on all day about the various margins for error that each character has to deal with. Real quickly I can say that Lucario has a small margin when it comes to approaching, large when it comes to edgeguarding, average when recovering, average in combos, large in ledge pressure. The point being, that a characters margin for error absolutely cannot be restricted to aspects so insignificant in the grand scheme of things such as precision or nailing high-damage combo and tech chases. All aspects of gameplay and every bit of % ever taken were a result of an attribute either being abused or buffed by a character’s traits.
Now what must be noted at this stage is how things have been defined. Attributes are qualities of a character which are identical for all players. Traits can be abused to overcome/buff attributes and the margin for error is the product of these two. From here however I will emphasise this fact; the margin for error is the likelihood that a character will have their bad attributes abused. The overall margin for error encompasses all aspect of character gameplay and ads up to a total. The smaller the margin, the more difficult it is to stay within that margin, the more difficult the character is to play. The more often you are unable to stay in the margin, the more likely your poor attributes are abused, the more likely you are to lose, and the less viable you are. Thus a character’s learning curve is simply how hard it is to stay in this margin which is directly affected by their attributes. The further you go down the tier list, the more of an effect a characters attributes have on them as they have poor traits which do not allow them to overcome them easily or to any significant degree.
So what I’m getting at overall is that a characters worth can be entirely defined by their total margin for error which encompasses ALL aspects of the characters playstyle and each and every individual margin for error. No character can be very good while having a net high margin for error in the same way that no low-tier character has a low margin for error. In essence, the margin for error (learning curve) of any character is merely the likelihood that certain positive benefits will come out of every single decision made in the game. The sum of all of which adds up to the likelihood that a character will WIN, the very definition of a good character. When a character has great traits but is held back by a weak attribute, it is incredibly inaccurate to state that due to a single low margin for error aspect of their playstyle, the entire character has a low margin for error. There are countless other margins which all summate to a characters worth and the net sum may often completely negate a certain margin which is very low.
- Difficulty
I know it all sounds rather extreme that I am implying margin for error = difficulty to play = character worth, so again, imagine it this way. People like to talk about ‘perfect play’. We all know a perfect Metaknight is unbeatable, a perfect Wolf will shine everything, perfect Marth will never miss a tipper, and perfect Wario will camp until waft KO etc for every single character. This often comes up when talking about how good characters truly are and that we should aim to rate them assuming a near inhuman perfection. I believe in a certain way of evaluating characters, one which aims to use margin for error and difficulty in playing said character to rate them on account of the two being the exact same thing, the sum of which is how good the character is.
I’m saying we should assume every character, when played 100% perfectly for EVERY SINGLE MOMENT OF GAMEPLAY, including the 1000’s of margin-for-error moments within each and every match, is untouchable and unbeatable. From here, we apply the margins for error to knock down the likeliness of a character being played perfectly, thus increasing their likelihood to lose a match. Will a Ganondorf powershield every single projectile that comes his way? Will he space a dtilt perfectly such that it is safe on block vs. some characters? Will he always land and follow up the sideb to land the KO move he might have extreme trouble landing normally? All of these things are synonymous with how hard the character is to play perfectly which when he does these and about 50 more, he becomes very viable. All of these things have small margins for error on account of his attributes being very poor. The grand total of which might summate to a 20% chance of Ganondorf being able to be played perfectly at any given time. The other 80%, it’s him getting camped/combo’d/gimped etc.
For more examples, let me look at peach. Peach is cited as being hard to play, yet still a good character; she is just held back by her tiny margin for error when it comes to landing kill moves. Let me explain the hypocrisy here. Peach has a hard time killing because she can’t land her few powerful, small hitbox attacks. Sonic has a hard time killing because he can’t land his few slow, moderate hitbox and power attacks. Now because of this preconception that a margin for error can be entirely defined as something as simple as the range of pixels on an attack, peaches very poor attribute can be negated by a trait, to make it merely a margin for error, thus only a player flaw. Now despite that fact that even when played properly, her KO-ability is still very poor, compare it to Sonic.
He has a VERY similar difficulty when it comes to landing kill moves, but instead of needing precision, he needs prediction and timing; both of which are purely at the player’s control. Despite this, he will always have trouble landing them because of how naturally bad the attribute is. A player will very often find themselves unable to work around this and it is a major weakness. Yet when these two characters have their KO ability measured, despite both being as shockingly bad as each other in actual gameplay and for all intents and purposes, are identical, only one is cited as a player weakness while the other is a character flaw. And guess which one is used as an excuse for ‘difficulty’ of playing a character, has a tiny margin for error and isn’t as much of a weakness as the other which is purely a character flaw? Yep.
- Mixing the two
Ultimately I really would like to see the abolishment of character difficulty and margin for error being 2 separate things. It is entirely unfair to degrade certain characters worth because their margin for error is related to something such as regaining a % lead, while another character is assumed good because their margin is something like precision on attacks. In essence they are the same thing and hold a character back all the same. At any rate, these margins alone are insignificant to the total margin which is the point I can’t emphasise enough in that stating a characters total margin for error as a result of one tiny factor, is horribly inaccurate.
If your character has a certain margin for error which is so centralising in defining how good your character is (such as sheik and landing the usmash sweetspot), that is not worth a single iota more than a character who has multiple, larger margins which all add up to the same net effect (such as landing Luigi’s kill moves). The apparent ‘difficulty’ you imagine is involved with your character is not limited to one aspect; it is entirely your ability to win. If you inability to land a precise KO move is costing you matches, it’s time to stop thinking that your characters weak attribute is causing them KO problems which are hard to overcome; instead your characters inability to land a precise KO move is causing you to lose. It is the reason they are bad and not viable.
When you lose just as many matches as another character who might have a much easier time killing (say Ness), Ness might have a larger margin when it comes to landing the KO move, but his net margin, thus difficulty, is identical. And when two characters have the exact same amount of success, to me, that points to how good the character truly is. You can make a tier list entirely on this concept, one which I believe is more accurate than putting an unfair amount of weight on certain characters because they might have 1 margin for error which is more noticeable, while another character can have 2 margins which overall are double the size, but that character is called bad while the first is assumed good. Far too often the latter is simply defined as a bad character while the former remains high tier. At the least, it’s an insult to those who put in the work to overcome certain characters multiple margins, while other characters get a free ride into high tier because they have fewer margins, which all add up to the same net result.
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I hope throughout all that I’ve conveyed my opinion properly as to why I believe the difficulty of playing any character is purely a measure of their total margin for error. The margin for error which is a total measure of a characters worth. If a character has a net low margin, they are a bad character with all things considered. Simply, (margin of error = difficulty -> viability). Now before anyone bites my head off for that statement, let’s expand on the difficulty to viability path.
- Effort involved, difficulty and why you can't win.
Difficulty to play -> effort required -> difficulty to win -> likelihood of winning -> viability
Observe the above flowchart. Yes I am outright stating that a characters difficulty to play implies their viability. But going forwards in that chart introduces a lot of assumptions, so instead let’s work backwards as well as forwards to join them all together. Hindsight is a great tool as we all know. First, look at the effort involved argument.
If you have to put in a lot of effort into playing a certain character, this is synonymous with staying within their margins for error as much as possible. As in my ideology of margins existing at each and every moment of gameplay, this makes sense. Someone will be physically more tired, thus more effort involved, if they must focus to remain in these margins throughout an entire match. Now doesn’t this sound awfully similar to difficulty to play? A character is difficult to play when their margins for certain aspects are tiny. Characters that are considered ‘hard to play’ are simply those which are largely defined by a certain group of extremely low margins for error. This holds true for every character, just think about it. I believe this shows the direct link between difficulty to play and the effort required.
(Difficulty to play = effort required) -> difficulty to win -> likelihood of winning -> viability
Now, let’s define viability. What does the tier list show us; it shows us the likelihood of a character’s success in a tournament situation relative to all other characters. Any random B tier character could win massive tournaments but that doesn’t change their likelihood at all. It assumes over the course of an infinite amount of tournaments, higher tier characters are more likely to place higher. Now how does one place high in a tournament… by winning matches. You need a high likelihood of winning a match and winning a set to progress and you need this for every single character you come up against as you meet better players. To put it simply, you cannot be a viable character if you do not have a high likelihood of winning. Metaknight has the highest overall and Ganondorf has the lowest. Thus, the likelihood of winning refers to individual matches, sets, matchups and entire tournaments; it is the all encompassing aspect of character viability.
(Difficulty to play = effort required) -> difficulty to win -> (likelihood of winning = viability)
Now let’s go ahead to clear something up, the difference between difficulty to play, and difficulty to win. Firstly, the difficulty to win. These days, this term is further broken up two separate terms, the difficulty in winning, and the likelihood of winning (AKA a matchup, how good a character is on the tier list). As throughout this post so far, I believe having two separate terms is inaccurate and that they are actually the same thing. When we see a 60:40 matchup, we assume the 60 character is more likely to win by a subjective amount. The ability for the 40 character to win rests on… what? What must the 40 character do if they are to win? If you search the boards, you will find the common belief is simply; they have to work harder to win. This is also known as effort. So now working backwards, I believe this shows the link from the likelihood of winning, to the effort required. The difficulty to win is now sandwiched between the two and that is simply because the difficulty to win IS the effort required.
(Difficulty to play = effort required = difficulty to win) -> (likelihood of winning = viability)
As per the above chart, it becomes clear there is one link remaining in my effort to prove difficulty to play/effort required is synonymous with character viability. I must find the link between the difficulty to win and the likelihood of winning. But I know a better idea. Let’s assume that they are already identical, and we will work backwards and attempt to separate them into the current belief.
Look at any given matchup again. Let us attempt to separate a 60:40 matchup into two individual aspects; the difficulty to win the matchup for the 40 character and the likelihood of winning… It’s not that easy, is it? What aspect of the likelihood of winning is separate to the difficulty? If the matchup is hard for the other player that means by default they are not likely to win. To increase their likelihood, they must work harder. However this requirement to work harder was already accounted for in the matchup ratio! What does a 60:40 matchup tell us, if not the degree to which the disadvantaged player must outplay their opponent? The ratio is NOT purely a statement of tools vs. tools. Since the 40 character actually has a chance of winning, this outright states that the character can put in extra effort, constrained by the difficulty, to stay within their margin for error. If they stay within this margin sufficiently more than their opponent, they will win the matchup.
The point being, the effort involved and difficulty is directly related to a matchup ratio. Over the course of an entire tournament and endless tournaments, the ratios summate to the characters placing, thus viability. The likelihood of winning is synonymous with the effort required and difficulty.
(Difficulty to play = effort required = difficulty to win = likelihood of winning = viability)
From my previous analysis, I came up with
Total Margin for error = difficulty to play -> Viability.
So when we stick the two together…
Total Margin of for error = (Difficulty to play = effort required = difficulty to win = likelihood of winning = viability)
Total Margin for error = viability.
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That’s right. I’m saying that if anyone implies a character has a low margin for error, they are encompassing all the factors I have explained above. If your character TRULY has a total low margin for error, it means they are difficult to play, require more effort, are hard to win with, are not likely to win with, and are not viable.
There is no such thing as a margin for error excuse as to why a character does poorly. It is a statement of a character’s viability. So THAT, people, is why I completely disregard statements such as ‘this character is good, but they have to work so hard/be precise/have low margins’. It is quite simply impossible.
If a character was TRULY good, its players would be able to achieve a maximisation of their margins for error, approaching 100% perfect play. An inability to maximise these margins or suffer the limitations of them is reflected in practice and ALL characters suffer the same problems when trying to win. The characters who actually win are those who are able to approach 100% perfect play often. The likelihood of reaching this is purely the total margin for error, which defines a character’s viability.
The tier list is a ranked order of characters’ ability to maximise likelihood of 100% perfect play. Any character with a true total margin of error which falls outside of their tier position, is in the wrong place.
Yeah thats right Shaya, I'm trolling alright. All I ever want to do is get a reaction out of people. STFU
IMO
TL;DR?
When discussing matchups and positions on the tier list, people will often cite top level play as their basis. This is perfectly fair and valid. The assumption is that a top player will be able to work around their characters flaws and maximise their strengths to be able to use their tools better. However tools is such a blanket statement and doesnt actually tell me anything of the likelihood of one tactic beating another. I like to refer to all aspects of gameplay, including the use of these 'tools', as a margin for error.
Every single moment of gameplay, the player has multiple options to choose at any given time. The risk:reward scenario for using each option, taking into account the likelihood of failure, creates this margin. Thus in the top-level play assumption, a good player will be able to maximise their margins as often as possible. The best characters in the game are those with the largest possible margin acheiveable by humans, and the worst have the lowest. It is simply a measure of your likelihood of winning each and every encounter, thus overall the entire match.
The issue is; some characters have more blatantly obvious margins than others which limit their character. Things such as precision on attacks are very visible, while the difficulty in getting off the ledge is not, for example. What happens is that people assume a top player will maximise margins such as precision but because they cant see the smaller, more numerous margins on other characters, they cant do it. This directly results in a 'learning curve', and the former characters are assumed better than the latter because their problems can be fixed. Im saying that the learning curve for each and every character is actually a measure of the difficulty in winning with that character. The difficulty in winning is the likelihood of winning (this a matchup ratio). The likelihood of winning is the viability. Therefore, the 'learning curve' is actually a statement of how limited the character truly is.
I accept that some characters require more effort in the sense of technical skill and speed than others who can camp and spam however this entire post is to explain how I define a margin for error and why no character can be judged on their worth assuming perfect play while others are not. In the purest sense of judging a character’s viability, those that win easily with little effort are able to maximise their margins. Those that have difficulty in doing so are constrained by their margins. This is the definition of a good and bad character, those that win and those that don’t. Difficulty does not win tournaments.
- Definitions
Let’s start with traits/attributes. Firstly, I believe this should be broken up into 2 separate categories immediately. I’ll call them... traits and attributes. It seems to me that people classify traits as some all-encompassing term which contains all aspects about how good a character is, ignoring the other character in the game. I see quotes about DK, fox etc have great traits but that doesn’t tell the whole story and most certainly is not enough to judge a characters worth on. To make sense about what I will explain later, I believe these absolutely must be separated.
Firstly, attributes. From RPGs etc, the most basic aspects of a character such as HP and range. The attributes of a character are one which the player has absolutely no control over. No shift in playstyle will alter this, a complete scrub using a character and m2k will be able to utilise a characters attributes the exact same. I would classify a character attributes as their weight, size, range and damage output, knockback and attack speed. Combinations of these basic attributes create good and bad characters but often the attributes of a character do not affect how viable they are to any large degree. An attribute creates almost a ‘base’ for how good a character is, and this is then altered to show how truly good a character is by their ‘traits.’
I would define traits as the aspect of the character which can be altered by the player using them and a top player will be able to abuse a certain character traits while a new player won’t even know they exist. I’m talking about things like frame traps, combos, walling ability, abusing mobility, ease of recovery and edgeguarding. There are far too many to name, but basically every aspect of a characters playstyle which is not purely an attribute. So when we look at a character like diddy, he has ‘broken’ traits in that when in the hands of a top player, he can create truly impassable walls and set up kill-combos from across the stage. However, none of these are related to good attributes, his traits completely overpower the attributes which are actually quite poor compared to the whole case. As you go down the tier list, characters can have superior attributes, but their poor traits do not allow them to exploit this. Like DK, he has great attributes but his inability to land vs. good characters and susceptibility to camping/difficulty approaching become too strong.
- Margins for error
So what does all this mean? I believe it ties in directly with a total margin for error. Before I start, let me say that I believe a total margin for error is the EXACT same as a learning curve. The reason for this is because a characters margin for error is very extensive and goes way beyond such things as precision. I believe a total margin for error can be a sole quantity which determines how good a character is and that this total margin is an extremely complex combination of all aspects of how good a character is.
I’m saying that a characters total margin for error is the cumulative sum of their ability to use their traits to overcome their weak attributes or boost their strong ones to a point of near brokenness for some characters. Does that sound a bit of a stretch? Think of it this way. Sonic has a very poor damage output (attribute). One possible way he can make matchups in his favour is by abusing his mobility to not get hit (trait). Due to the sheer amount of times he must hit the enemy with his low-range, low priority attacks, his margin for error is quite low. It is easy to mess up with sonic and an incorrect move may require you to hit the enemy 3 times to make up for it. Sonic has, as will be commonly agreed, a low margin for error when it comes to regaining a % lead once lost.
This is but one aspect of Sonic’s gameplay. I could go on further, but I’ll look at other characters’ margins for error. How about another commonly brought up one, Marth and landing the KO move. The issue here is Marth’s laggy kill moves (attribute). If he messes up a kill move, he is going to get hit hard and he can’t take too many hits due to his weight. To make up for this, the player will use things such as his frame traps or combos (trait) in order to guarantee they hit. Marth’s margin for error is small in the sense that the player has to have near perfect execution to remain safe. He will have a tiny frame window or precise range at which the attack must come out, quite easy to miss, or he gets punished hard. Observe 2 highly contrasting issues facing these characters, yet both are entirely definable by a margin for error.
I can go on all day about the various margins for error that each character has to deal with. Real quickly I can say that Lucario has a small margin when it comes to approaching, large when it comes to edgeguarding, average when recovering, average in combos, large in ledge pressure. The point being, that a characters margin for error absolutely cannot be restricted to aspects so insignificant in the grand scheme of things such as precision or nailing high-damage combo and tech chases. All aspects of gameplay and every bit of % ever taken were a result of an attribute either being abused or buffed by a character’s traits.
Now what must be noted at this stage is how things have been defined. Attributes are qualities of a character which are identical for all players. Traits can be abused to overcome/buff attributes and the margin for error is the product of these two. From here however I will emphasise this fact; the margin for error is the likelihood that a character will have their bad attributes abused. The overall margin for error encompasses all aspect of character gameplay and ads up to a total. The smaller the margin, the more difficult it is to stay within that margin, the more difficult the character is to play. The more often you are unable to stay in the margin, the more likely your poor attributes are abused, the more likely you are to lose, and the less viable you are. Thus a character’s learning curve is simply how hard it is to stay in this margin which is directly affected by their attributes. The further you go down the tier list, the more of an effect a characters attributes have on them as they have poor traits which do not allow them to overcome them easily or to any significant degree.
So what I’m getting at overall is that a characters worth can be entirely defined by their total margin for error which encompasses ALL aspects of the characters playstyle and each and every individual margin for error. No character can be very good while having a net high margin for error in the same way that no low-tier character has a low margin for error. In essence, the margin for error (learning curve) of any character is merely the likelihood that certain positive benefits will come out of every single decision made in the game. The sum of all of which adds up to the likelihood that a character will WIN, the very definition of a good character. When a character has great traits but is held back by a weak attribute, it is incredibly inaccurate to state that due to a single low margin for error aspect of their playstyle, the entire character has a low margin for error. There are countless other margins which all summate to a characters worth and the net sum may often completely negate a certain margin which is very low.
- Difficulty
I know it all sounds rather extreme that I am implying margin for error = difficulty to play = character worth, so again, imagine it this way. People like to talk about ‘perfect play’. We all know a perfect Metaknight is unbeatable, a perfect Wolf will shine everything, perfect Marth will never miss a tipper, and perfect Wario will camp until waft KO etc for every single character. This often comes up when talking about how good characters truly are and that we should aim to rate them assuming a near inhuman perfection. I believe in a certain way of evaluating characters, one which aims to use margin for error and difficulty in playing said character to rate them on account of the two being the exact same thing, the sum of which is how good the character is.
I’m saying we should assume every character, when played 100% perfectly for EVERY SINGLE MOMENT OF GAMEPLAY, including the 1000’s of margin-for-error moments within each and every match, is untouchable and unbeatable. From here, we apply the margins for error to knock down the likeliness of a character being played perfectly, thus increasing their likelihood to lose a match. Will a Ganondorf powershield every single projectile that comes his way? Will he space a dtilt perfectly such that it is safe on block vs. some characters? Will he always land and follow up the sideb to land the KO move he might have extreme trouble landing normally? All of these things are synonymous with how hard the character is to play perfectly which when he does these and about 50 more, he becomes very viable. All of these things have small margins for error on account of his attributes being very poor. The grand total of which might summate to a 20% chance of Ganondorf being able to be played perfectly at any given time. The other 80%, it’s him getting camped/combo’d/gimped etc.
For more examples, let me look at peach. Peach is cited as being hard to play, yet still a good character; she is just held back by her tiny margin for error when it comes to landing kill moves. Let me explain the hypocrisy here. Peach has a hard time killing because she can’t land her few powerful, small hitbox attacks. Sonic has a hard time killing because he can’t land his few slow, moderate hitbox and power attacks. Now because of this preconception that a margin for error can be entirely defined as something as simple as the range of pixels on an attack, peaches very poor attribute can be negated by a trait, to make it merely a margin for error, thus only a player flaw. Now despite that fact that even when played properly, her KO-ability is still very poor, compare it to Sonic.
He has a VERY similar difficulty when it comes to landing kill moves, but instead of needing precision, he needs prediction and timing; both of which are purely at the player’s control. Despite this, he will always have trouble landing them because of how naturally bad the attribute is. A player will very often find themselves unable to work around this and it is a major weakness. Yet when these two characters have their KO ability measured, despite both being as shockingly bad as each other in actual gameplay and for all intents and purposes, are identical, only one is cited as a player weakness while the other is a character flaw. And guess which one is used as an excuse for ‘difficulty’ of playing a character, has a tiny margin for error and isn’t as much of a weakness as the other which is purely a character flaw? Yep.
- Mixing the two
Ultimately I really would like to see the abolishment of character difficulty and margin for error being 2 separate things. It is entirely unfair to degrade certain characters worth because their margin for error is related to something such as regaining a % lead, while another character is assumed good because their margin is something like precision on attacks. In essence they are the same thing and hold a character back all the same. At any rate, these margins alone are insignificant to the total margin which is the point I can’t emphasise enough in that stating a characters total margin for error as a result of one tiny factor, is horribly inaccurate.
If your character has a certain margin for error which is so centralising in defining how good your character is (such as sheik and landing the usmash sweetspot), that is not worth a single iota more than a character who has multiple, larger margins which all add up to the same net effect (such as landing Luigi’s kill moves). The apparent ‘difficulty’ you imagine is involved with your character is not limited to one aspect; it is entirely your ability to win. If you inability to land a precise KO move is costing you matches, it’s time to stop thinking that your characters weak attribute is causing them KO problems which are hard to overcome; instead your characters inability to land a precise KO move is causing you to lose. It is the reason they are bad and not viable.
When you lose just as many matches as another character who might have a much easier time killing (say Ness), Ness might have a larger margin when it comes to landing the KO move, but his net margin, thus difficulty, is identical. And when two characters have the exact same amount of success, to me, that points to how good the character truly is. You can make a tier list entirely on this concept, one which I believe is more accurate than putting an unfair amount of weight on certain characters because they might have 1 margin for error which is more noticeable, while another character can have 2 margins which overall are double the size, but that character is called bad while the first is assumed good. Far too often the latter is simply defined as a bad character while the former remains high tier. At the least, it’s an insult to those who put in the work to overcome certain characters multiple margins, while other characters get a free ride into high tier because they have fewer margins, which all add up to the same net result.
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I hope throughout all that I’ve conveyed my opinion properly as to why I believe the difficulty of playing any character is purely a measure of their total margin for error. The margin for error which is a total measure of a characters worth. If a character has a net low margin, they are a bad character with all things considered. Simply, (margin of error = difficulty -> viability). Now before anyone bites my head off for that statement, let’s expand on the difficulty to viability path.
- Effort involved, difficulty and why you can't win.
Difficulty to play -> effort required -> difficulty to win -> likelihood of winning -> viability
Observe the above flowchart. Yes I am outright stating that a characters difficulty to play implies their viability. But going forwards in that chart introduces a lot of assumptions, so instead let’s work backwards as well as forwards to join them all together. Hindsight is a great tool as we all know. First, look at the effort involved argument.
If you have to put in a lot of effort into playing a certain character, this is synonymous with staying within their margins for error as much as possible. As in my ideology of margins existing at each and every moment of gameplay, this makes sense. Someone will be physically more tired, thus more effort involved, if they must focus to remain in these margins throughout an entire match. Now doesn’t this sound awfully similar to difficulty to play? A character is difficult to play when their margins for certain aspects are tiny. Characters that are considered ‘hard to play’ are simply those which are largely defined by a certain group of extremely low margins for error. This holds true for every character, just think about it. I believe this shows the direct link between difficulty to play and the effort required.
(Difficulty to play = effort required) -> difficulty to win -> likelihood of winning -> viability
Now, let’s define viability. What does the tier list show us; it shows us the likelihood of a character’s success in a tournament situation relative to all other characters. Any random B tier character could win massive tournaments but that doesn’t change their likelihood at all. It assumes over the course of an infinite amount of tournaments, higher tier characters are more likely to place higher. Now how does one place high in a tournament… by winning matches. You need a high likelihood of winning a match and winning a set to progress and you need this for every single character you come up against as you meet better players. To put it simply, you cannot be a viable character if you do not have a high likelihood of winning. Metaknight has the highest overall and Ganondorf has the lowest. Thus, the likelihood of winning refers to individual matches, sets, matchups and entire tournaments; it is the all encompassing aspect of character viability.
(Difficulty to play = effort required) -> difficulty to win -> (likelihood of winning = viability)
Now let’s go ahead to clear something up, the difference between difficulty to play, and difficulty to win. Firstly, the difficulty to win. These days, this term is further broken up two separate terms, the difficulty in winning, and the likelihood of winning (AKA a matchup, how good a character is on the tier list). As throughout this post so far, I believe having two separate terms is inaccurate and that they are actually the same thing. When we see a 60:40 matchup, we assume the 60 character is more likely to win by a subjective amount. The ability for the 40 character to win rests on… what? What must the 40 character do if they are to win? If you search the boards, you will find the common belief is simply; they have to work harder to win. This is also known as effort. So now working backwards, I believe this shows the link from the likelihood of winning, to the effort required. The difficulty to win is now sandwiched between the two and that is simply because the difficulty to win IS the effort required.
(Difficulty to play = effort required = difficulty to win) -> (likelihood of winning = viability)
As per the above chart, it becomes clear there is one link remaining in my effort to prove difficulty to play/effort required is synonymous with character viability. I must find the link between the difficulty to win and the likelihood of winning. But I know a better idea. Let’s assume that they are already identical, and we will work backwards and attempt to separate them into the current belief.
Look at any given matchup again. Let us attempt to separate a 60:40 matchup into two individual aspects; the difficulty to win the matchup for the 40 character and the likelihood of winning… It’s not that easy, is it? What aspect of the likelihood of winning is separate to the difficulty? If the matchup is hard for the other player that means by default they are not likely to win. To increase their likelihood, they must work harder. However this requirement to work harder was already accounted for in the matchup ratio! What does a 60:40 matchup tell us, if not the degree to which the disadvantaged player must outplay their opponent? The ratio is NOT purely a statement of tools vs. tools. Since the 40 character actually has a chance of winning, this outright states that the character can put in extra effort, constrained by the difficulty, to stay within their margin for error. If they stay within this margin sufficiently more than their opponent, they will win the matchup.
The point being, the effort involved and difficulty is directly related to a matchup ratio. Over the course of an entire tournament and endless tournaments, the ratios summate to the characters placing, thus viability. The likelihood of winning is synonymous with the effort required and difficulty.
(Difficulty to play = effort required = difficulty to win = likelihood of winning = viability)
From my previous analysis, I came up with
Total Margin for error = difficulty to play -> Viability.
So when we stick the two together…
Total Margin of for error = (Difficulty to play = effort required = difficulty to win = likelihood of winning = viability)
Total Margin for error = viability.
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That’s right. I’m saying that if anyone implies a character has a low margin for error, they are encompassing all the factors I have explained above. If your character TRULY has a total low margin for error, it means they are difficult to play, require more effort, are hard to win with, are not likely to win with, and are not viable.
There is no such thing as a margin for error excuse as to why a character does poorly. It is a statement of a character’s viability. So THAT, people, is why I completely disregard statements such as ‘this character is good, but they have to work so hard/be precise/have low margins’. It is quite simply impossible.
If a character was TRULY good, its players would be able to achieve a maximisation of their margins for error, approaching 100% perfect play. An inability to maximise these margins or suffer the limitations of them is reflected in practice and ALL characters suffer the same problems when trying to win. The characters who actually win are those who are able to approach 100% perfect play often. The likelihood of reaching this is purely the total margin for error, which defines a character’s viability.
The tier list is a ranked order of characters’ ability to maximise likelihood of 100% perfect play. Any character with a true total margin of error which falls outside of their tier position, is in the wrong place.
/IMO
Yeah thats right Shaya, I'm trolling alright. All I ever want to do is get a reaction out of people. STFU