DeLux
Player that used to be Lux
- Joined
- Jun 3, 2010
- Messages
- 9,302
I. Intro:
I am generally unhappy with how most of the community examines their matchups. Every matchup thread turns into some sort of theorycraft RPS of:
- Use Option A
- I get punished when I try Option A. Use Option B instead
- I don't get punished when I use Option A, so you must be doing it wrong.
- Player 1 is bad at the matchup, Player 2 is better and he punishes Option A
- Giant CF of rage and drama and bruised egos
Rather than getting into the subjective features, I'm going to take a step back and forget everything we pretend to "know". This means, I'm going to ignore conventional wisdom on whether we have advantage/disadvantage/even matchups with a character. I'm also going to ignore past perceived notions on how to play a matchup.
In this thread, I will be looking specifically at a specific opponents option and will begin to determine from a game mechanic and data standpoint the ideal method of punishment in terms of how to net a grab, if we can net a grab.
II. Procedure
TBD
III. What this thread will not be
I will not be looking into what is practical from a matchup standpoint. That is not the point of the thread. The point of the thread is to remove our self placed restrictions of our option pool and strictly denote what options we find that are possible from a game mechanic stand point.
We will not be going into specifically how to play a match up on a macro level, but on a purely micro level. For example: "We beat Olimar because he can't get through blizzard wall" is not good examination. On the other hand "Ike's Jab is punishable by shield grab because it has a -12 frame advantage on shield with only X IGU's of disjoint while our grab is X units of disjoint. However, it is not punishable by spot dodge to grab or shield drop to dash grab because of the frame advantage," is closer in line to the goal of this thread.
IV. FAQ
Q: Aren't there more variable to be considered than just frame advantage?
A: Yes, I'll be using Toomai's hitbox repository in combination with Amazing Ampharos's Internal Character Mechanic Values thread to cover as many variables as possible. I will also be using in game frame testing to help confirm what the math says is possible.
Q: Can I request a specific option?
A: Yes, but until my main resources (see above) complete their specific research, my answers may not be as complete as I would like them to be. I also reserve the right to deny specific requests at my own whim.
Q: Can I help with this project?
A: Skype me if you'd like to be involved
Q: I don't main ICs and would like to take on something similar with my character. Where do I start?
A: We'll talk on skype
I am generally unhappy with how most of the community examines their matchups. Every matchup thread turns into some sort of theorycraft RPS of:
- Use Option A
- I get punished when I try Option A. Use Option B instead
- I don't get punished when I use Option A, so you must be doing it wrong.
- Player 1 is bad at the matchup, Player 2 is better and he punishes Option A
- Giant CF of rage and drama and bruised egos
Rather than getting into the subjective features, I'm going to take a step back and forget everything we pretend to "know". This means, I'm going to ignore conventional wisdom on whether we have advantage/disadvantage/even matchups with a character. I'm also going to ignore past perceived notions on how to play a matchup.
In this thread, I will be looking specifically at a specific opponents option and will begin to determine from a game mechanic and data standpoint the ideal method of punishment in terms of how to net a grab, if we can net a grab.
II. Procedure
TBD
III. What this thread will not be
I will not be looking into what is practical from a matchup standpoint. That is not the point of the thread. The point of the thread is to remove our self placed restrictions of our option pool and strictly denote what options we find that are possible from a game mechanic stand point.
We will not be going into specifically how to play a match up on a macro level, but on a purely micro level. For example: "We beat Olimar because he can't get through blizzard wall" is not good examination. On the other hand "Ike's Jab is punishable by shield grab because it has a -12 frame advantage on shield with only X IGU's of disjoint while our grab is X units of disjoint. However, it is not punishable by spot dodge to grab or shield drop to dash grab because of the frame advantage," is closer in line to the goal of this thread.
IV. FAQ
Q: Aren't there more variable to be considered than just frame advantage?
A: Yes, I'll be using Toomai's hitbox repository in combination with Amazing Ampharos's Internal Character Mechanic Values thread to cover as many variables as possible. I will also be using in game frame testing to help confirm what the math says is possible.
Q: Can I request a specific option?
A: Yes, but until my main resources (see above) complete their specific research, my answers may not be as complete as I would like them to be. I also reserve the right to deny specific requests at my own whim.
Q: Can I help with this project?
A: Skype me if you'd like to be involved
Q: I don't main ICs and would like to take on something similar with my character. Where do I start?
A: We'll talk on skype