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The North Carolina Melee Power Rankings! Updated 8/14/14!

lord karn

Smash Master
Joined
Jun 18, 2004
Messages
4,324
Location
Raleigh, NC
I think the pentagon thing is really interesting, but the thing that would be its biggest problem is how attributes change depending on matchup. A character doesn't have an objective statistic for 'defensive options' for instance. Certain options work against some characters but just plain don't vs. others. Similarly, any given character's recovery is better in certain matchups, so it doesn't really make sense to have the same stat vs. every character.

However, it is still much more descriptive than just saying '60/40'.
 

Dr Peepee

Thanks for Everything <3
Moderator
BRoomer
Joined
Sep 29, 2007
Messages
27,766
Location
Raleigh, North Carolina
What Karn said. I'd rather use this thing to help with tiers instead tbh but matchups could maayyyybe be doable as well.



Also karn hit me up so we can PR for real.


sneak too
 

bossa nova ♪

Smash Champion
Joined
Feb 15, 2010
Messages
2,876
is it weird that spider a**es turn me on




also, shoutouts to pentagons. the naruto databooks inspired me to make one for dr peepee awhile ago, but i like the idea of it being used for characters.


i'm not sure about your categories though
"hitbox variability"... seems like a neutral thing. what if there was a character that had no variability in its hitboxes, but all of its hitboxes were **** as **** anyway?

i feel like it should be:

Shield
Attack
Grab
Movement
Recovery
 

RaphaelRobo

Smash Champion
Joined
Oct 24, 2011
Messages
2,833
Falcon:

Recovery: 10
Hitboxes: 10
Grab Game: 10
Defensive options: 10
Movement: 10
Moonwalking: Priceless
 

AlcyoNite

Smash Champion
Joined
May 1, 2007
Messages
2,332
Location
**** Triangle, NC
exactly what does grab game mean? ability to get a grab?

cuz both roy and falco have relatively reliable ways of getting grabs, but as for how they can tack on damage afterwhich...
 

Lightsyde

Smash Champion
Joined
Jan 11, 2007
Messages
2,871
Location
The Rocks of Time, NC
Hitbox versatility is basically the same thing as attack but even more encompassing. It basically is currently defined as "A character's ability to put a hitbox of varying degrees at any given point on the screen within a given set of time."

The better the character is at covering desired hitbox regions, the better he is at combo'ing and following previous hits. It's kind of a way of rewarding projecting and good range without over rewarding them. I thought about using Range as a category but I felt like Hitbox Versatility + Movement kinda covers that. We could definitely change attributes entirely though.

Grab game was supposed to be basically emcompassing of the non-hitbox aspects of the character. If you think about it the basic RPS of situations can be broken down to Attack, Grab, Defensive option. Characters with high scores should measure varying degrees of utility with their grab options. Things like grab speed and grab length are also to be taken into consideration. For example, Fox's grab would likely be a 10 due to all of his throws having decent utility, with his Uthrow being godlike for setting up situations and getting kills, it's especially good because of his movement and hitbox versatility that allow him to follow with some many given mixups. Kirby's grab game however is dramatically worse. His Dthrow leads to tech chase situations and Uthrow is okay sometimes (not really) but his Bthrow and Fthrow are abysmal. He'd probably get a 2 or 3 in GG for this reason.
 

SK919

Deal with it
Joined
Mar 18, 2008
Messages
846
Location
wilmington, North Carolina
These charts are nice but I don't think spending a lot of thought on them will lead to any improvement. You could probably take the numbers to try and figure out what your opponent is most likely to do based on what his character strengths are but at a certain point player style will suffocate those numbers.

Now let's take these ideas and apply them to players.. then we'll really have something useful
 

Lightsyde

Smash Champion
Joined
Jan 11, 2007
Messages
2,871
Location
The Rocks of Time, NC
These charts are nice but I don't think spending a lot of thought on them will lead to any improvement. You could probably take the numbers to try and figure out what your opponent is most likely to do based on what his character strengths are but at a certain point player style will suffocate those numbers.

Now let's take these ideas and apply them to players.. then we'll really have something useful
If you read any part of the discussion you would already know that the graphs don't depict intrinsic things about the character per se; their purpose is to demonstrate dynamic aspects of characters, but even more so about the players who are using them.

They display current metagame (in the Standardized Chart) and then display individual biases by showing contrasts. The Standardized Chart would have the displayed attributes of a given characters in three forms (mean, median and mode). The SC's would be data acquired from a very select few players (top 10-20 if possible).

And of course player styles will always be much more dominant. These diagrams function as a learning tool and a depiction of current things about the metagame. They are also not limited to just characters. They could display aspects of stages. Or even aspects of individual attributes. Once you learned to read them they could fantastic for analyzing your game and noticing things that you might be missing (if your deviation is very high relative to the SC of a character). Basically you would by getting these standardized charts made every 6 months or every year be able to track the progression of the metagame (of a character and in general) but also to demonstrate player bias at every level (ie imagine M2K's Puff chart vs Hbox's Puff chart vs My Puff chart etc) .
 
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