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Smash Match-up Scoring (idea)

Acryte

Smash Ace
Joined
Mar 30, 2005
Messages
986
Not sure how the response will be but I had an idea recently after viewing some other threads. I was thinking about the character match-up thread that has been getting filled out recently and and about how great it was because it considered what both sides thought of each match-up. However, then I thought about how each one is basically a number provided by someone who is very familiar with their character etc.

The problem is that each player may have more or less difficulty attacking or dealing with a specific character vs another player even of the same skill level based off of how they think, play their characters, and how they go about the match-up. So the numbers may be accurate for some and not for others. That's when I thought about a different system where instead of having 40-60 opinions one way and 60-40 another, it instead compiles general data about characters moves and other things in order to arrive at a number that represents how well the character fares against the opposing character.

It would basically assess all the legitimate attack options that a character has in the air and on the ground/plats. You plug all of them in and then it would compile all that data together and give you a realistic figure representing its general ability to fight against that match-up based off of certain stats and characteristics, movesets, and overall advantages / disadvantages it has when approaching with attacks from all the various effective angles.

Certainly this system requires plugging in some data, but lets say for a given character you limited it to effective approaches or best approaches at specific positions and angles vs that char match-up. Then you don't have quite that many variations to cover as far as moves go. You pound out 25 - 30 or so and then you should have a decent figure regarding the match-up, while at the same time having the option to look at any angle and move and see how different positions favor your character and are disadvantageous to the opposing character at a mere glance. A Rather nice idea.

So far I have managed to create the spreadsheet for the MOVES as in aerial, grabs, smashes, tilts, jabs.

The nice part is that it factors in alot of things and makes it so small quibbles over numbers will have little weight in the overall outcome of the calculation.

Still to do would be to iron out all the number weights possibly and also to decide on the weight and judged categories for the CHARACTER SPECIFIC TRAITS that factor into the matchup... such as movement speed, quality and speed of jump,roll etc. Then there's also stuff like moves that can juggle @ low% could be part of whats already there for moves and separate from "setup to combo" and as something like ability to juggle or somethin. WHICHEVER. The great part about GOOD MOVES in the matchup is that the point totals will drastically increase for them, such as FOX and his up air used in the example. Not only will it have high points in the Damage department, KO move, etc, but it will also have it in setup to combo, gimping (if low % floaty), etc. Or for example, Shine would have shield pressure, edge guarding, KO move, Setup KO, Gimping, setup to combo, reduction in pressure, and out of shield. Also outside the character specific match-up, the INDIVIDUAL MOVE may have standard deductions that you could apply to it to make it even more accurate, such as DK's Fair could have minus points for something like "Start-up = -15 points" or something where the move's weaknesses are have standard deductions that apply to all matchups regardless and just factor in under the benefits which adjusts the score further in match-up approaches using that move. Here's the general idea so far of what I got. Notice, all you have to fill in are the orange boxes.

http://s28.photobucket.com/albums/c238/Acryte/?action=view&current=SCORINGCHART1.png

if both sides of it get done, as in FOX is done and then PEACH is done, then it will already account when comparing the 2 point totals, how effective one is based off their ability lets say to juggle the other based off of weight, etc. What do you think? Not so bad if someone knocks out a matchup by themselves, then over time people could throw up more and more matchups. This could be helpful even for playing and analyzing the risks and rewards of various options in match-ups vs characters you are unfamiliar with, more or less, and if coupled by the advice handily found in a character's HOW TO thread with professional advice, it may help us to better handle said match-up etc.

BTW i didnt put much thought at all into the values punched in that table its not accurate at all, I was just quickly filling it for the sake of getting the layout and concept done. Same goes for point ranges etc in there arbitrary at the moment.
 

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
I feel like trying to account for advantages and disadvantages in different advanced tactics/strategies will never be an accurate way of determining matchup advantages. The players who discussed the matchups in the matchup thread considered everything listed on your spreadsheet, but also took into account a ridiculous number of the more obscure advantages/disadvantages.

First thing I realized was you'd have to have different scoring based on the stages. How effective a chain grab is is largely dependent on whether or not the player bans FD. If a spacy takes a Marth to FD, his chaingrab is ridiculously useful. On RC, not so much. The ease of kills also changes based on the stages. Obviously Fox vs. Peach on Dream Land is going to be played significantly different from Fox vs. Peach on YS.

So while you could just suggest adding in scoring for each stage, it's just going to end up being superfluous information based on the limited amount of quantifiable advantages each character has. If you have something like Falco's dtilt to kill Peach, some people may say it's effective, and others may say it's too risky because you may end up eating an 80% dsmash. If you are just trying to split up the argument of matchup ratios into a bunch of different pieces, I fear you will end up getting almost all 50-50 matchups because people will naturally try to find out how different approaches or tactics balance each other out even if the result in tournament is completely lopsided.
 
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