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This is such a great deed. Thank you lol.
Awesome!I based this off what you made. For fun, I did a classic set. Below are stats from Moast 3 Finals between Ken and Isai.
Pretty much!Awesome!
- Before I post what I did, may I ask why you went with the ver. 1 format? (was it just easier to record as you went?)
Indirect KO. It means a move lead to someone being KOd but it wasn't the direct cause(meaning move itself didn't send past blast zone). For example, in one match Ken used nair on Isai while off stage, and Isai was able to up b back towards the stage but couldn't reach the stage.- Also, what is "IndirKO"?
Yeah I thought of that after I made my chart. It looks weird looking back at it, haha. I'm glad you have some more ideas to utilize. I like this idea!- I started to implement Left and Right on Bottom SL's to help determine ever more accurately where a player died - and it doesn't take much more input for the score keeper
Would all edge-hogs be considered indirect-KOs then? I see that there were no edge-hogs in your set, it looks like, and it seems that all EH's are indirectKOs.Indirect KO. It means a move lead to someone being KOd but it wasn't the direct cause(meaning move itself didn't send past blast zone). For example, in one match Ken used nair on Isai while off stage, and Isai was able to up b back towards the stage but couldn't reach the stage.
Well, off the top of my head Ken edge hogged a few times. I never thought about it though. Good point. I guess a way to look at it is if say, Player A sends Player B off stage, and Player A edge hogs so when Player B up-Bs, they can't ledge grab and they die as a result of the edge hog, so that was the action that caused the KO, not the move that sent them off stage in the first place.Would all edge-hogs be considered indirect-KOs then? I see that there were no edge-hogs in your set, it looks like, and it seems that all EH's are indirectKOs.
Gonna implement that as well.
In general, a lot of those stats would take a lot of time to take down as you watched. Personally, my goal was to be able to take down everything as the match played, without overloading the stat-keeper.I was thinking of this over the weekend. good thing that there's already something like this.
Though I am envisioning more of a generic stats format usable on all fighting games:
aside from what you've listed
whiff and block punish percentage
evade and / or block percentage
projectiles fired per round
then a more situational stat like:
what did the player do after he / she knocks down the opponent (maybe too SF or tekken oriented?)
what did the player do after he sent the opponent flying into the air
DI tendencies. e.g. player A like to do DI in between combos by pressing down 40% of the time. etc.
positioning stat(?). how much percentage of the space and time does a player in control (or own the majority) of the stage. e.g. player A controlled / owned 70% of the map, 80% of the time. - does this makes sense?
Just throwing out ideas that may or may not make sense! I'm interested to see what happens to this!
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can this stat collection activity be incorporated within project M? Might there be away to automate some of this?
It does seem to be dependent on the definitions of KO and iKO.Well, off the top of my head Ken edge hogged a few times. I never thought about it though. Good point. I guess a way to look at it is if say, Player A sends Player B off stage, and Player A edge hogs so when Player B up-Bs, they can't ledge grab and they die as a result of the edge hog, so that was the action that caused the KO, not the move that sent them off stage in the first place.
So I guess you could have these categories.
Edge Hog(EH) = If the result of Player A grabbing a ledge results in Player B being unable to grab the ledge and fall to blast zone.
Knock Out(KO) = If Player A move sends Player B flying past a zone, or if said move bounces Player B off a wall/side of stage into blast zone.
Indirect Knock Out(IndirKO) = If Player A move sends Player B off stage, but not past blast zone, but still sends them far away enough where they can't make it back with any attempt.
Maybe Indirect KO is a good idea, but maybe someone else has a better use for it than what i'm using it for.
As for whether or not EH is a KO or IndirKO, I think you could have a poll. I don't think my opinion alone is valid.
yeah. can we send a hint to the Project M team and ask them to try and "extract" some information?However, as you mentioned, I do think it would be a FANTASTIC idea to have those kind of stats kept in the game itself.