Grim Tuesday
Smash Legend
I think the Pikachu vs. MK match-up should be revised to a low -2 or a very high -1, even is definitely wrong, lol.
What do you guys think?
What do you guys think?
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A moderate -1 seems good to me, though I could see the case for it being a little worse or better than that.I think the Pikachu vs. MK match-up should be revised to a low -2 or a very high -1, even is definitely wrong, lol.
What do you guys think?
You may not, but most people take it to heart. A lot of people prefer number-based ratios like 40-60 for greater accuracy.a -1 is a -1 no matter whether you put moderate or high next to it. if it's a -1, no1 really cares what flavor -1 it is.
The +/- system works so much better when you don't try to convert it to the old system. The point was that so many people had differing ideas about what a 6/4 even was.what used to be 6-4 should now be roughly -2
Personally I think the old system was somewhat disingenuous. 60% is too specific. Even if your character is disadvantaged, there's no way you could calculate your chance of winning down to a percentage point like that. It is better to just vaguely generalize what kind of advantage you have or don't have.i actually also prefer ratios, but -1 is just supposed to cover all options for a set amount of ratios. personally there was nothing wrong with saying for example, "wario has a 60% chance of winning this round, pit has a 40% chance of winning this round, thus wario pit is 60/40." in fact i loved the specification it allowed. however the fact that -1 covers (from my under standing) 51/49-60/40 means a specific difficulty for that -1 is going to have to be understood between the mains because i doubt they will lable the chart saying this is a harder -1, this is a easier -1
My idea of it is best, though.The +/- system works so much better when you don't try to convert it to the old system. The point was that so many people had differing ideas about what a 6/4 even was.
except matchups in this game are inherently not that accurateYou may not, but most people take it to heart. A lot of people prefer number-based ratios like 40-60 for greater accuracy.
Yeah, this is more or less how I feel about it.except matchups in this game are inherently not that accurate
I love this analogy. In street fighter, matchups are, this is whats going to happen to you and this is whats going to kill you. if you want to win do this first. Where as in brawl is more like, this could end your stock for free, but this is what you do to avoid that and counter.In Street Fighter 4, early on, people thought the C. Viper vs. Seth match-up was a wash because Seth had low health and Viper dizzies inherently more easily than other characters, thus sometimes in a single combo she could force dizzy at which point he was already dead and even that match-up was only considered 7/3. Brawl only has a few things even remotely similar to that, and it's such a different game that even those situations can be avoided.
Are you serious? See this was the original problem.Kewkky's definitions seem the most logical to me.
look more logical to you than this:50:50 = even
55:45 = slight advantage
60:40 = advantage
65:35/75:25 = strong advantage
80:20/100:0 = unlosable
Thats why they went to the plus minus system to begin with. Because people have terrible logic out here."wario has a 60% chance of winning this round, pit has a 40% chance of winning this round, thus wario pit is 60/40."
Well, it could be also said this way then:but still, how the hell do you say, this ratio (the actual definition of a ratio is how many times out of a sample size a certain result is expected to happen) doesnt actually mean specific percentages, but instead relates to a vague idea of how the match should play out. and how is that logic at all?
Its far more logical to apply an arbitrary number to relate to a vague definition of a matchup. Since youre dealing with factors that have the potential to be incredibly inexact.
Youre a smart person, so I hope you can see why this statement in particular, greatly angers me~80%+ chance of winning this MU = unlosable
I see what youre trying to say, but 'based on chance' is definitely the wrong choice of words.The percentage thing is stupid as well.
Match-ups assume two players at the highest level of skill and equal skill, if a character has a 60:40 advantage over another, that doesn't indicate the frequency of winning at all as that is based more on chance than the match-up itself.
It's just semantics. Well, change "unlosable" to "almost unlosable". :\Youre a smart person, so I hope you can see why this statement in particular, greatly angers me.
I completely agree with this. Like... it's just stupid to put ratios because Brawl is so open-ended, but it's the easiest general consensus we can go with. Actually detailing MUs would be nice though, hopefully the upcoming MU chart has a couple of additional write-ups.Yeah, this is more or less how I feel about it.
Brawl isn't like other fighting games. The game just isn't rigid enough. Characters are too flexible. The only match-ups in the game that can be decided in a single read or even two or three are things like King Dedede vs. DK, whereas in many other fighting games (including melee) this is a pretty frequent occurance.
In Street Fighter 4, early on, people thought the C. Viper vs. Seth match-up was a wash because Seth had low health and Viper dizzies inherently more easily than other characters, thus sometimes in a single combo she could force dizzy at which point he was already dead and even that match-up was only considered 7/3. Brawl only has a few things even remotely similar to that, and it's such a different game that even those situations can be avoided.
That's why the number system doesn't work, and especially not in Brawl. There's no way you can say for instance that 6 out of 10 times, Meta Knight will beat Fox because there are just too many factors involved.
I don't think the ratios are the best thing we can come up with. The current +/- system does a great job of detailing what you might expect a match-up to feel like when you play it without conveying any information it doesn't actually have (like with the case of ratios).I completely agree with this. Like... it's just stupid to put ratios because Brawl is so open-ended, but it's the easiest general consensus we can go with. Actually detailing MUs would be nice though, hopefully the upcoming MU chart has a couple of additional write-ups.
-dead-Yeah, this is more or less how I feel about it.
Brawl isn't like other fighting games. The game just isn't rigid enough. Characters are too flexible. The only match-ups in the game that can be decided in a single read or even two or three are things like King Dedede vs. DK, whereas in many other fighting games (including melee) this is a pretty frequent occurance.
In Street Fighter 4, early on, people thought the C. Viper vs. Seth match-up was a wash because Seth had low health and Viper dizzies inherently more easily than other characters, thus sometimes in a single combo she could force dizzy at which point he was already dead and even that match-up was only considered 7/3. Brawl only has a few things even remotely similar to that, and it's such a different game that even those situations can be avoided.
That's why the number system doesn't work, and especially not in Brawl. There's no way you can say for instance that 6 out of 10 times, Meta Knight will beat Fox because there are just too many factors involved.
thisDon't know why people keep saying that one system is better than the other. They can easily be translated into each other.
But see, that's exactly what ratios are supposed to mean, and when they don't, that's when we get so much confusion and people will argue to the ends of the Earth that a certain match-up is 55:45 not 60:40 when they both probably consider it to be almost exactly the same.(I still like the ratio system the best, even though I really hate when people say 60:40 is like one wins 6 out of 10 Matches; one ALWAYS has an advantage, so theoretically (if we were "perfect") the one with the advantage should always win, but, since we aren't, the other can still win and with skill-gaps better players/some that know the MU better etc it's definitely possible to overcome (small) disadvantages)
Yep.if it goes by like... win ratios... then a looooot of matchups are 70:30 or worse.
and MK basically 75:25's the roster
That's the truth of smash: It's imbalanced. I've been trying to get people to use that kind of ratio since 2009if it goes by like... win ratios... then a looooot of matchups are 70:30 or worse.
and MK basically 75:25's the roster
Powershielding lasers is asking to be frametrapped by Falco. So nope.Ganon vs. Falco is definitely winnable for Ganon if it's a small stage with platforms and the Ganon can power-shiled lasers consistently.