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View Full Version : How do you calculate matchup ratios?


Branh0913
07-28-2008, 02:32 AM
In ST, matchup ratios are commonly calculated. sorry, I know this is supposedly common knowledge. But how exactly do you go about calculating matchup ratios? What type of match, if any, is involved?



Close topic. I accidently posted this here, and I meant to post it in fighting discussion. I know I shouldn't be up this early.

MVK
07-31-2008, 08:57 PM
You know i wonder this myself, since there is not a real way to test this. I've yet to find a way to actually determine this stuff. I know in 3s it was based on two equal level players playing each other. But how can that be done? Can it be determined by comp playing comp?

Edit: I didn't see the end nevermind.

Wasted
08-01-2008, 12:16 AM
It's an approximation based heavily opinion and general gameplay trends. There is no DEFINING measurement or win/loss ratio of a certain character pairing.

Some may say a matchup is 50/50, some might argue that same matchup is 60/40 or 40/60.

I don't really pay attention to that stuff; I personally think it instigates a lack of confidence in your skills.

MAGUS1234
08-01-2008, 12:44 AM
its really not that hard, there is no math its simply praxical knowledge of long term experience and observation

-Beat-
08-01-2008, 09:42 AM
its really not that hard, there is no math its simply praxical knowledge of long term experience and observation
Yes, there is math. Out of ten battles one character could win 4 times when the other character wins 6 times. Thats a ratio. It makes it easier to understand if you use math.

Sephiroth73003
08-04-2008, 07:17 AM
He just means you don't actually "calculate it." Character ratio's are defined by player opinion. This is based off of "theory fighting" when considering all available tools of both characters. If a character has a set of tools that makes it difficult for another character win than he has an advantage in the match. Example in ST would be Honda vs. Fireball characters. Honda's moveset while deadly to characters that have to be close to him is ill equipped to deal with fireballs so those matchups are disadvantageous.

Whether they are 6-4, 7-3, or 8-2 depends on how many tools or how well a specific tool troubles another character, and is largely opinion based. An example is Makoto vs. Q in 3s. This is an 8-2 matchup because Q is incapable of punishing Makoto's most damaging option, Karakusa. However, that alone isn't why it is 8-2 (though a major reason). Q is also slow and while he does deal MORE dmg than Makoto, if Makoto lands a completely safe karakusa she can kill him in 2-3 combo's. Able to reap high rewards for little risk, and Q having little to no way to shut down this game plan makes this matchup very difficult for Q.