IMO MUs can be relatively accurately analyzed, but it requires pretty much perfect knowledge of the options both sides have at any situations and the risk/reward ratios and reactabilities (is that even a word?) of said options.
So it's possible in theory, but so incredibly difficult, complex and stuff, that in a game like Smash it's pretty much not.
I'm gonna try to whip up and example with some other, more simple game.
You and your friend Bob are playing a card game. Both of you choose three cards and once you've chosen one and a bell rings you slam them on the table at the same time. He has the following cards: blue, red and green1. You have blue, red and green2.
If both cards are the same color neither player gets points. If one player has blue and the other one has red, blue gets a point, red beats green the same. Green1 beats blue and gives 1 point, green2 does the same but gives 2 points.
For you the risk of playing any card is 1/3, since there are always 3 options and a loss loses you 1 point. The rewards are 1/3 for blue and red, but 2/3 for green2. The values of the cards come to 1, 1 and 2 (reward/risk) and the decks value is therefore 4.
For Bob the risks are 2/3 for blue and 1/3 for red and green1. The rewards are 1/3 for al of them. His cards' values are 1/2, 1 and 1, so the decks value is 2.5.
So the MU between your deck and Bob's deck is 4 : 2.5, which translates approximately to a ratio of 61,5 : 38,5.
Bob would have to outplay you (guess better) 21,5 % more than you in order to win a long enough game. (I'm not gonna take into account the situation where there's no difference in reward/risk between any cards because even the 1 point will finish it.)
me rn
Idk, there are ofc massively dumb things in there, but the point is stuff can be broken down I guess. This game doesn't even take into account reactions and other player dependent stuff. Possible in theory, but only there. (thank god, would be boring af otherwise). When we play we collect information on what risk/reward ratios every option has at this point in time against this particular person and use that info to change the look/plan we had on things before getting the info. The plan is then used to make educated guesses.
**** I'm deep nao.
Oh **** there's more
Control huh...
Control comes down to options too, and the risk/reward of said things. As does everything like I just tried to show...
You nearly always have some control in Smash, as long as you have options with different outcomes available.
The more decisions you can make, the greater the amount of control.
The greater the difference between the outcomes of your decisions, the greater the amount of control.
Now I'm looking at control as like "control of the future" and not "control of the game".
You'd agree with me if I said just performing a flow-chart edgeguard is more in-control than in neutral, right?
uhhhgh
control of the game
An optimal course of action that should always be followed: is it your control over the game, or the game's control over you? I favor the latter.
The less control your opponent has the more control you have. (So there's a set amount of control?)
So 3 parties hold control: you, the opponent and the game itself
****, this is actually interesting...
What you want to do is take away control from your opponent, and from yourself, and give it to the game in situations that work towards your eventual goals. The best thing to do/goal is not to play/ play as little as possible. To become a part of the machine and let the game use yourself as its extension as often as possible.
I started respecting Hearthstone a lot more while writing this.
****. Kids, don't internet and 2 am. Won't do nobody no good.