HeroMystic
Legacy of the Mario
- Joined
- Aug 3, 2008
- Messages
- 6,473
- Location
- San Antonio, Texas
- NNID
- HeroineYaoki
- 3DS FC
- 2191-8960-7738
First, let me get this out of here: The entire Smashboards have either been downplaying or gauging ratios wrongly. There's too much talk about how this one move ***** so-and-so, or if the phrase "if you play perfectly", everyone seems to be convinced.
There's a lot more to Match-Up talk than moveset and character abilities. In fact, what we've been mostly talking about is how to win, not honest analysis of match-ups.
This board in particular needs a stronger, more solid analysis per character, as I know we've been downplaying our ratios for the sake of avoiding conflict from other characters. For the sake of new players I honestly don't believe we need to be doing this anymore. At the same time, our outlook on MUs could even be entirely wrong in the first place.
From what I see in MU analysis, we've always focused on: Strengths, Weaknesses, and covering those weaknesses, when in fact that's only one part of the MU.
I'd like to show everyone a quote I've discussed during the garbage talk of the MK Ban discussion.
http://www.smashboards.com/showpost.php?p=9480761&postcount=2396
http://www.smashboards.com/showpost.php?p=9477258&postcount=2174
As I a note: I didn't create this to dog Inferno's MU chart. Heck, my personal MU Index does the same thing. I just believe we've just been looking at this the wrong way which is why we have so much conflict as far as telling how hard/easy a MU is.
Plus my Wii is broke so I can't practice ._.
------------
Current Format
Options per Situation
Approach
Defense
Edgeguard
Recovery
Margin of Error
Degree of Punishment
Character Attributes
Strengths
Weaknesses
Covering Weaknesses
Kill Potential (Gimping would also go here)
Damage Power and KO Power
Gimp Ability
Overall
**** Advantage
Heavy Advantage
Advantage
Slight Advantage
Even
Slight Disadvantage
Disadvantage
Heavy Disadvantage
Unwinnable
There's a lot more to Match-Up talk than moveset and character abilities. In fact, what we've been mostly talking about is how to win, not honest analysis of match-ups.
This board in particular needs a stronger, more solid analysis per character, as I know we've been downplaying our ratios for the sake of avoiding conflict from other characters. For the sake of new players I honestly don't believe we need to be doing this anymore. At the same time, our outlook on MUs could even be entirely wrong in the first place.
From what I see in MU analysis, we've always focused on: Strengths, Weaknesses, and covering those weaknesses, when in fact that's only one part of the MU.
I'd like to show everyone a quote I've discussed during the garbage talk of the MK Ban discussion.
http://www.smashboards.com/showpost.php?p=9480761&postcount=2396
Through this, I've came up with this:I'm sorru, I forgot who actually said it, but I've always suggested that most MU ratios are BS. Many assume that players won't "play gay", many don't take into account things like "mindgames potential" (yes, totally measurable, I made a thread about calculating that for various characters in various situations).
The core problem is that MUs need to be mathmatically defined as efficiently as possible, and that requires a concerted and quite frankly is very difficult.
Good current MU ratios are estimates, bad ones are pure shots in the dark.
http://www.smashboards.com/showpost.php?p=9477258&postcount=2174
It's not perfect, but I believe it's better than what we got going right now.In Brawl, a game with very little combos, I personally perceive MU as having three main factors.
-Number of Options per situation.
-Margin of error.
-Character attributes.
Options simply being what valid actions you can perform in any given situation, Margin of Error being how many mistakes a character can make without being put in a disadvantage, and Character attributes should be self-explanatory.
As I a note: I didn't create this to dog Inferno's MU chart. Heck, my personal MU Index does the same thing. I just believe we've just been looking at this the wrong way which is why we have so much conflict as far as telling how hard/easy a MU is.
------------
Current Format
Options per Situation
Approach
Defense
Edgeguard
Recovery
Margin of Error
Degree of Punishment
Character Attributes
Strengths
Weaknesses
Covering Weaknesses
Kill Potential (Gimping would also go here)
Damage Power and KO Power
Gimp Ability
Overall
**** Advantage
Heavy Advantage
Advantage
Slight Advantage
Even
Slight Disadvantage
Disadvantage
Heavy Disadvantage
Unwinnable