Because I don't want to assume complete authority right away when I have the option of running it by a few others to make sure I'm not somehow missing something.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Weighting is going to be arbitrary regardless. We have to make the formula based on what we want to calculate : if we want to calculate tourney viability, character usage and top8s are to be taken into account. But this kind of information is extremely subject to change over time. If we want to talk absolutes, my guess is that we should do an iterative method : create a ranking, weigh matchups accordingly to create a new ranking, repeat until there's no change between the previous ranking and the new one. In a better balanced game, this would end up in cycling patterns, but I doubt it would do that in Brawl.Do you have any other weighting systems in mind that might work?
Ike vs IC's is for sure even...Ike out spaces them really well and can kill them very easily.ICs list revised by me/NAKAT (many of 9B's opinions included as well)
0
0
+2
0
+2
+3
+1
+1
+1
+1
+3
+1
+2 (-2 if you drop grabs, because then Lucario will body you with Aura).
+2
+2
+3
+2 <---- LOL NOT 0, WTF? Also wolf belongs below g&w and Fox.
0
+3
+3
-1
+1? me and NAKAT lack top ike exp
+3
+1
+3
+3
+3
+3 <---- LOL NOT +1, WTF?
+3
+2
+3
+4
+4
+4
+3
+3
+4
This post irks me because why would you even bother with a post like this when you blatantly said you wanted nothing to do with the project...ICs list revised by me/NAKAT (many of 9B's opinions included as well)
0
0
+2
0
+2
+3
+1
+1
+1
+1
+3
+1
+2 (-2 if you drop grabs, because then Lucario will body you with Aura).
+2
+2
+3
+2 <---- LOL NOT 0, WTF? Also wolf belongs below g&w and Fox.
0
+3
+3
-1
+1? me and NAKAT lack top ike exp
+3
+1
+3
+3
+3
+3 <---- LOL NOT +1, WTF?
+3
+2
+3
+4
+4
+4
+3
+3
+4
I'm sorry but it's stuff like this that really bugs me. EVEN if you were joking, we get so much of it i'm not even sure anymore.I would literally never lose a tourney in your free country grim lmao
And that includes nationals
I knew this MU project would cause an international incident:I'm sorry but it's stuff like this that really bugs me. EVEN if you were joking, we get so much of it i'm not even sure anymore.
People keep continuing to bag out other people's regions and those are the people that tend to lose respect the quickest. I'm sorry but from the videos i've seen of you, that level of play is far below that needed to win something here. We're not particularly fantastic but we're not free either so could people please just stop using Australia as an excuse to call themselves good, especially seeing as it's just not true? Please?
Thanks. =/
Jajajajajaja.I knew this MU project would cause an international incident:
http://smashboards.com/threads/official-swf-matchup-chart-v3-0.338390/page-3#post-15666249
On behalf of American Brawlers I offer our deepest apologies and hope this won't hinder our countries' trading of cheeseburgers for boomerangs with each other.
Ice Climbers can't even hit Jigglypuff if she doesn't let them (obviously she will take risks at some point or it'll just be a 0%/3-Stock time out, but yeah) - how could it possibly be -3?ICs list revised by me/NAKAT (many of 9B's opinions included as well)
+3
I'd love to see you 0% 3 stock time out Nakat, Vinnie, or 9B without exceeding the ledge grab limit with Puff. I'd put an insane amount of $ down that you couldn't. That aside. If you try to timeout a top level IC with Puff... You shouldn't be winning unless you are timing out sopo. That's part of why he said -3. Personally I'm with you if you say it's -2, but it appears you think it's only a -1.Ice Climbers can't even hit Jigglypuff if she doesn't let them (obviously she will take risks at some point or it'll just be a 0%/3-Stock time out, but yeah) - how could it possibly be -3?
There's 3 characters who have -4 MUs to be realistic, Bowser, Zelda and Ganon. At least according to the current chart :/That system was dumb because low tier players didn't like seeing 20-80 m/us for like 80% of them, so instead they went to **** like 65-35, when really that didn't reflect how bad their match-ups were.
The ratio system is supposed to be a measure of how often you'd win
Like if MK: Pika was 55:45 then MK should win 55% of the time and Pika should win 45% of the time assuming equally skilled players, same exp in matchup, etc.
Yet people called 65:35 unwinnable, when that implies you win just over 1/3 of games if you're the countered character.
People had different definitions for each ratio, and it was needlessly precise when we have no way of being that precise. (it's like in an experiment giving your results to a higher precision than your uncertainty, it doesn't make sense).
That's why the ratio system was stupid.
I've literally never heard someone call 55:45 a soft counter. What part of evenish did they not like?Yeah, because everyone knew exactly what they were talking about with the 100 point system.
55-45 was a soft counter
60-40 was a counter
65-35 was a hard counter
and then we had seven more ratios that were... harder counters? I guess? But no one used them except in a joking fashion or select low tier MUs.
OR, if you're talking to someone else
60-40 is a soft counter
65-35 is a counter
70-30 is a hard counter
etc.. etc...
That problem still exists, instead of 80-20 you have people who will never consider -4 because that's an icky rating. No let's have everyone go.... -2 or -3 on like a really bad day. That's an issue with people manning the **** up about their disadvantages regardless of system. (It's also sad watching characters who have big advantages try to downplay it and go for the lower rating. MK's old MU ratings were a ****in hoot I swear man)That system was dumb because low tier players didn't like seeing 20-80 m/us for like 80% of them, so instead they went to **** like 65-35, when really that didn't reflect how bad their match-ups were.
Then people were misapplying or misinterpreting the ratios. The same as if someone assumed every -1 or -2 MU is roughly the same difficulty as the other MU's in that heap, which we all know is BS.The ratio system is supposed to be a measure of how often you'd win
Like if MK: Pika was 55:45 then MK should win 55% of the time and Pika should win 45% of the time assuming equally skilled players, same exp in matchup, etc.
Yet people called 65:35 unwinnable, when that implies you win just over 1/3 of games if you're the countered character.
People had different definitions for each ratio, and it was needlessly precise when we have no way of being that precise. (it's like in an experiment giving your results to a higher precision than your uncertainty, it doesn't make sense).
That's why the ratio system was stupid.
The ratio system is supposed to be a measure of how often you'd win
Like if MK: Pika was 55:45 then MK should win 55% of the time and Pika should win 45% of the time assuming equally skilled players, same exp in matchup, etc.
Yet people called 65:35 unwinnable, when that implies you win just over 1/3 of games if you're the countered character.
People had different definitions for each ratio, and it was needlessly precise when we have no way of being that precise. (it's like in an experiment giving your results to a higher precision than your uncertainty, it doesn't make sense).
That's why the ratio system was stupid.
In general the ratio system is simply a system with 21 tiers of difficulty where we use 9.
100-0
95-5
90-10
85-15
80-20
75-25
70-30
65-35
60-40
55-45
50-50
45-55
40-60
35-65
30-70
25-75
20-80
15-85
10-90
5-95
0-100
To an extent. Comparing it to ratios doesn't really work, but if you're a tournament player you could consider +1 as "somewhat uphill but not much worse than even", +2 as "I'd rather not play this but it's doable with enough practice", +3 as "I need to avoid this matchup badly, it's very unrealistic to win" and +4 as "there's almost a 0% chance of winning if the opponent knows what to do". Because smash games are pretty balanced, most matchups fall in the -2-+2 range, barring matchup-defining exploits or plain bad characters.
I guess the one weakness is that you might feel there's something inbetween +2 and +3, at least when you start comparing matchups in the same tier. As one of the people who will some day be crucified for this system, I will hint that I feel 65:35 matchups are more or less missing. I'd usually group them with +2/-2, but that's just my opinion. The original thought was that +3 is quite severe and +4 should be a rare extreme saved for the worst of the worst.
Then you'd never win against someone better than you either, you're also saying that for any slight difference in skill, one player will win 100% of the time.This doesn't make sense though, if you have an advantage in the match-up and you are equally as skilled as your opponent you should always win (i.e. 100-0, or I guess 90-10 to account for massive human error). Perhaps not for close match-ups, but when you have something blatant (like Zero Suit Samus being unable to deal with Falco's lasers) she isn't going to win 40% of the games, she'll win like 10%