My bad, yes that is what i meant. What characters have one variation that doesn't get 6/4'd by anyone *Question: you said character, did you mean variation?
My bad, yes that is what i meant. What characters have one variation that doesn't get 6/4'd by anyone *Question: you said character, did you mean variation?
The numbers indicate advantage in a matchup. If one has an advantage over another, it is a 6... if it is fairly even it is 5. The traditional scale is:Yes there is. In a set of 100, you'd win 55 and lose 45. Carry the zero.
0.5 changes in MUs have always been around. It signifies a part of the match-up that usually cannot come into play barring a situation the opponent willingly puts themselves in.
For example, Bane on Player 1 side would stagger out of Superman's MB flying punch. That would signify a 0.5 shift in MU because its not something that can be utilized by a player unless the Superman player happens to do it on their own. It won't affect the number otherwise, but it is prevalent enough to affect some option of the opponent, albeit indirectly.
I feel piercing mileena, bs shinnok and ronin Takeda have his number though.Cutthroat Kano
I can't agree with this moreThe numbers indicate advantage in a matchup. If one has an advantage over another, it is a 6... if it is fairly even it is 5. The traditional scale is:
0 Impossible to Win
1 Close to unwinable
2 Extreme Disadvantage
3 Large disadvantage
4 Some disadvantage
5 Relatively Even
6 Some advantage
7 Large advantage
8 Extreme advantage
9 Close to unlosable
10 Definite win
5.5 would indicate a minute / insignificant win. The advantage is negligible and pretty much non-existent. By not committing to whole numbers, you are leaving it open to debate and are not committing to a win or loss. Does one of them have some advantage? Well that is a 6. Is it negligible/debatable? It is 5. Using 0.5 indicates a lack of commitment to a winning matchup and just muddies the waters.
One point is not enough. Lao has punished dash punch with spin since release, yet he loses to Jax now and it has been one of his harder match ups since release.
Agreed 100%.I think a-list might have shaolin slightly. 5.5-4.5. I'm not trying to start a-list beef so please don't derail the thread in your responses...
Non delayed shaolin drop gives a-list his f3 pressure...
Delayed shaolin drop and raw upkick w/o drop can be OS'd by ex nut punch...
Shaolin's safe armor can be broken with 11 and a-list does 11 all the time...
A-list beats shaolin in full screen zoning because shaolin can't low profile and the arc of forceball makes it difficult to upkick and divekick...
Not complaining about a-list or downplaying shaolin but as a shaolin main I think a-list counters his strengths.
lol.Alien loses to Kung Lao ... since he punishes his flip with ex spin.
I dunno man, there are some situational things that happen in these games. It's hard to say if something provides a true advantage or not. Like if it DOES by shutting down an option, but if it DOESN'T because that option isn't necessary to a match, then what do you judge it as? They technically have an advantage because its one less tool to deal with, moreso if its standard faire, but if the opponent can work around it at minor inconvenience, then how does one decide if that is or isn't an advantage?The numbers indicate advantage in a matchup. If one has an advantage over another, it is a 6... if it is fairly even it is 5. The traditional scale is:
0 Impossible to Win
1 Close to unwinable
2 Extreme Disadvantage
3 Large disadvantage
4 Some disadvantage
5 Relatively Even
6 Some advantage
7 Large advantage
8 Extreme advantage
9 Close to unlosable
10 Definite win
5.5 would indicate a minute / insignificant win. The advantage is negligible and pretty much non-existent. By not committing to whole numbers, you are leaving it open to debate and are not committing to a win or loss. Does one of them have some advantage? Well that is a 6. Is it negligible/debatable? It is 5. Using 0.5 indicates a lack of commitment to a winning matchup and just muddies the waters.
He struggles yes but it's only some of the time during most matchups. He can normally find a good spot to be in by getting in close on zoners and staying away from pressure characters. With a-list I don't want to get in or stay away. I just hope he guesses wrong 3-4 times during the round and I keep my turn.Shaolin struggles against heavy pressure chars, his armor isn't fast enough and it always gets stuffed.
What about Hellfire? Good pressure, vortex, aura counters a lot, and he can't be zoned. Can any scorp players comment on this?My bad, yes that is what i meant. What characters have one variation that doesn't get 6/4'd by anyone *
As far as your first question, If you shut down something that is not needed in the matchup, it means nothing and you just judge the match up on what is leftI dunno man, there are some situational things that happen in these games. It's hard to say if something provides a true advantage or not. Like if it DOES by shutting down an option, but if it DOESN'T because that option isn't necessary to a match, then what do you judge it as? They technically have an advantage because its one less tool to deal with, moreso if its standard faire, but if the opponent can work around it at minor inconvenience, then how does one decide if that is or isn't an advantage?
As a more recent ideal: Ferra/Torr is full of inconsistent things. One of the more interesting things is their ability to combo after Boss Toss if it trades with a move. They can get some absurd damage after it, provided the move they trade with is:
1) Not a knockdown
2) Low-advantage (like pokes or projectiles)
3) close enough to convert off of after recovering from the hit
Against someone like Kotal or Johnny, this would let us trade with their strong low-profile moves. However, those moves aren't entirely necessary to beat Vicious with those two characters.
It technically shuts down their best poke tool, but its a tool they can work around, albeit with some difficulty. So what does that count as... An advantage for Ferra/Torr, or not?
Lasher gets annihilated by War God imo. It's just overall a tough MU for Takeda I think, outside of Ronin.I honestly full heartedly believe that lasher takeda has no bad match ups, just a fuck load of even match ups. I think he has maybe 2 or 3 match ups in his favor and the rest are dead even.
Shaolin MU against A-list is 4-6,there is a flaw in this variation....even if the up kick-down kick is -7,you do not have a chance when you land in front of a char that his f3 pressure can kill you even on block.Just like I think a-list counters shaolin... I think shaolin counters Mileena.
Low projectile protects against roll and telekick-sai can be punished with d1 divekick if you neutral duck sai.
I honestly don't think so, I think all variations of kotal are actually in lashers favor, I have many many ways to keep you out with my normalsLasher gets annihilated by War God imo. It's just overall a tough MU for Takeda I think, outside of Ronin.
I expanded my post, sorry.I honestly don't think so, I think all variations of kotal are actually in lashers favor, I have many many ways to keep you out with my normals
That's fine lol, but I have ways to make you respect low slash. I really want to go more in depth but I don't because fuck I don't want to type forever lol, but I understand that on the surface, it looks bad for lasher, but with lashers tools set, I believe he can take down any foe. Even wargod kotal. I really wish that I could have an actual conversation about this in person or over Skype or something because this is a good topicI expanded my post, sorry.
But then nothing is "needed" in a MU. That's the problem. You don't "need" Johnny's d.4 to fight Ferra/Torr. It makes it a heck of a lot easier if you could, but you can't. You have to work around losing a major tool, which is possible but inconvenient.As far as your first question, If you shut down something that is not needed in the matchup, it means nothing and you just judge the match up on what is left
As for the second... If she is generally at advantage due to the situation you outlined, it is 6/4. If it is a random/freak event and it is your only deciding factor on the match numbers, it is 5/5 as it is negligible/non-existant.
I do not profess to know about the minutia of F/T. If you would like a well formed debate on this particular match-up and come to your final conclusion, I would encourage you to discuss it with the F/T community.But then nothing is "needed" in a MU. That's the problem. You don't "need" Johnny's d.4 to fight Ferra/Torr. It makes it a heck of a lot easier if you could, but you can't. You have to work around losing a major tool, which is possible but inconvenient.
As for the second, its a read. If you read right, its a 45% or more meterless combo for free and full-screen advantage. If you read wrong, you're at -4 but you lose Ferra so you haven't got much defensive option.
So if it's a read, its not per se random or freak incident, but its certainly not guaranteed. What would you call that then? Advantage because its an option, or not advantage because its not an option you can always use?
Also what about Ruthless Torr? Do we deem something an advantage or disadvantage when the character can cleave off 79% off of a trade, or can clear out huge chunks of damage while maintaining advantage?
Do we assume he can or can't set up during the match? If we assume he can, do we assume he can get 3 stacks? 2 stacks? 1 stack?
What about Lackey and his variable blockstun situations where he can be anywhere from -5 to +5?
Or -3 to +15? Do we assume the opponent's options when its low or high blockstun?
What about when we are figuring how long it takes Ferra to return? Do we assume a standard time? Average time? Do we assume best/worst case scenario?
What about the opponent's ability to scoot block Ferra/Torr back during certain strings? Do we assume they know or don't know? Do we assume they do it? Do we assume the Ferra/Torr compensates?
A lot happens in the flow of a match. I'd like to know, specifically, if everything I listed would count as a 5-5 or a 6-4. No "if this, then that" because lets be honest, we can't decide amongst ourselves if character X would get hit by 50/50 Y and lose 79% of their health. We don't know if character Z would use poke A and trade with Boss Toss, eating 54% for one bar. We can't assume the opponent beats out move B when roll C's block stun can be altered by the controlling player.
So tell me, specifically, if those options I listed would count as an argument for a 5-5 or a 6-4 against the character.
Thats the issue though, as I see it. There are things that cannot simply be defined as "is it advantage or not".I do not profess to know about the minutia of F/T. If you would like a well formed debate on this particular match-up and come to your final conclusion, I would encourage you to discuss it with the F/T community.
The very detailed / specific situation you describe is part of a match-up debate rather than simply providing you with the end result of a 0.5 match up. If you consider something 0.5, you have not come to a finalized conclusion and it needs further debate before finalising your numbers.
Do you think she is at any advantage in general when taking in to consideration the information you provided above??? If you feel yes, it is 6-4... if you feel no or it is insignificant / random... it is 5-5. There is no point in stating numbers at this time if you do not have a well formed and definitive opinion (it sounds like you are unsure).
I am not trying to be rude or obtuse, I just think it is a good idea to form a robust, decisive opinion when stating match up numbers rather than taking the easy way out and providing numbers that are non committal and are just muddying the waters. By debating with your (F/T) community, you will not only get a well formed opinion, but you will also get the bonus of learning more about the match up which will help you level up.