having the distance from +1 to +2 be
half the step from +2 to +3 makes no sense, though.
60:40 = +1
65:35 = +1.5
70:30 = +2
just makes more logical sense and is easier for everybody to understand.
I also want to state that calling Ness a "top tier" this early into the meta, without much tournament evidence to back that up, and using that idea to scoff at the idea that another char could have a hardish counter against him is fairly illogical.
btw thanks @
Noa.
for the response.
I posted this on the Mega Man matchup thread but I'm reiterating it here so that you Ness players can see it haha.
Now labels is a pretty important discussion to have. I see right now that you guys like the ratio out of a 100 label. Personally, I really dislike using matchup ratios.
In brawl when we discussed matchups this is what I saw as the meaning for matchup ratios:
50:50 even obviously
55:45 mostly even, but one character has a definite edge. It's very small, but definitely there.
60:40 solid advantage, soft counter. Difficult matchup but still perfectly winnable You have to be better than your opponent to win, but not that much better really.
65:35 hard counter. Really difficult matchup. You have to be much better than your opponent to win this matchup in a tournament set. A secondary is not absolutely required, but is definitely recommended.
70:30 Unwinnable. Must use a secondary to beat this character in a tournament setting.
Now this is obviously how I interpreted these numbers. Lots of other people shared similar interpretations to these, but everyone is different. Reading the OP of this thread this is what I coudl find:
The
overall score will be based on a score of 100. We will mostly use multiples of 5. The number on the left will represent Mega Man, the number on the right the current match-up opponent in discussion. For example, let's say that we have a favorable match-up against Mewtwo, we would say 70-30 if its solidly in Mega Man's advantage. 90-10 would be a close to unwinnable matchup. 80-20 is a strong "hard counter". 70-30 is a solid advantage. 60-40 would be for an advantage. 50-50 would be neutral. And then it switches sides. Green will indicate an advantage while red is disadvantage for Mega Man. The lighter the color, the more intense the advantage/disadvantage.
Click to expand...
You've defined what the meaning is for 50:50, 60:40, 70:30, 80:20, and 90:10 is. However, I would suggest that you elaborate further on what each number actually means. When you say that Mega Man has a solid advantage, what does that mean? When does a matchup stop being a solid advantage, and starts being a hard counter. Doing your best to clearly define the borders and boundaries between what each definition entails is important. It makes it easier to organize matchups if everyone knows exactly what a ratio means for a matchup. That's why when I described the ratios earlier, I evaluated the matchup in a variety of ways. How should you expect to perform in tournament against equally skilled player, and players who are worse than you? Do you need a secondary? How often should you be winning? By establishing clear cut definitions it's easier to have a dialogue. This is especially helpful when you invite people from other character boards.
When I first came in here and saw that you had listed this matchup as 70:30 I thought you were all being ridiculous. But then I saw what you actually meant by 70:30; solid advantage. I can see that. PK beam reacted so poorly because he misunderstood what you meant when you said that matchup was 70:30.
This is why I don't really like the matchup ratio system. It seems that everyone has a different meaning for each of the numbers and what they mean. They have such a loaded history from Brawl that they should probably be avoided. Plus how many levels of matchups are there really?
Even
Slight advantage
Solid advantage
Huge advantage
Unwinnable
I would say that all matchups can fall under one of those five categories comfortably. Trying to delineate it any further would be a waste of time in my opinion. If there are really only five different kinds of matchups, then why implement a system that has room for 100 different kinds of matchups?
What's the difference between a 65:35, 75:25, and 70:30? It seems rather arbitrary at that point. You have Diddy listed as 52.5:47.5? What does that even mean?
Even just simplifying it down to single digits creates superfluous ratios. 5:5, 6:4, 7:3, 8:2, and 9:1 all have a purpose. What's the difference between a 9:1 or 10:0 matchup though?
Meh this is why I prefer just plain old numbers. 0, +1, +2, +3, and +4. By clearly defining what each number means, you can arrive to a conclusion easily. And you don't have any superfluous or meaningless labels like with other systems.