ApocaLips
Kombatant
I've seen a lot arguments recently undervaluing KF's vortex. Here's the math right up front to end this confusion. No more 'lol just block right.'
Here are some basic assumptions for the following math:
(1) We're assuming pure 50-50. This assumption disfavors Frost - KF players are usually good at understanding the psychology behind the coinflip mindgames. This includes the Rule of Three, for example. KF players can always fall back on being truly random and avoiding a thought process to their choices, but if they're in your head, you're screwed.
(2) You cannot react to b1 vs. f3. I haven't ever seen anyone back up this claim in the first instance, but even if they could, you can delay the b1 by a couple frames to avoid the fuzzy guard.
(3) We're ignoring other options that actually increase the chance to land a hit in certain situations. For example, if the opponent has <11% life, the mixup for the kill becomes F3/b1/throw, each requiring a distinct reaction. I also have a few mixups for clutch victories, but I'm saving them in case I show up to a major .
(4) Assuming second hit is f3 for simplicity. It's a 1% difference between the overhead and low.
(5) Assumes full health bar. If the opponent has less, the chance to kill rises drastically.
- Note that most of these assumptions disfavor Frost, so the payoffs are higher.
Here's the basic math
- 1st touch is an 100% chance
- 2nd touch is a 50% chance to deal an additional 37% damage - it's a 50/50.
- 3rd touch is a 25% chance to finish the kill. The third hit is contingent on the second succeeding, so the odds of it occurring are .5*.5 = .25.
- Cost is 2 meter - the last kill combo can be meterless. This is, of course, ignoring the meterless vortex.
Here's the expected payoff from various hits:
f3 (overhead): initial combo deals 37%
1(37) + .5(37) + .25(26) = 62% expected payoff
- 100% chance to deal 37%, 50% chance to deal 74% percent, 25% chance to kill
b1u3 (low): initial combo deals 38%
1(38) + .5(37) + .25(25) = 62.75% expected payoff
- 100% chance to deal 38%, 50% chance to deal 75%, 25% chance to kill
Raw slide: initial combo deals 28%
1(28) + .5(37) + .25(35) = 55.25% expected payoff
- 100% chance to deal 28%, 50% chance to deal 65%, 25% chance to kill
d2: initial combo deals 26%
1(26) + .5(37) + .5(37) = 53.75% expected payoff
- 100% chance to deal 26% for 1 bar, 50% chance to deal 44.5% for 2 bars
A few extra points:
- In every instance but starting with d2, the vortex has a 50% chance of exceeding its expected payout.
- KF requires a minimum of 3 touches to kill. The chance of not reaching the expected payoff in any of those 3 touches is only 12.5%. So if you're banking on blocking the vortex correctly to deny her the expected benefit, the odds are painfully stacked against you. In a more realistic match, it's going to take more touches, and the odds of guessing right on the first hit are even less likely.
Summary:
- We're not banking on KF's vortex to kill you in one touch. But we're sure as hell expecting it to hurt, and you can count on that.
Here are some basic assumptions for the following math:
(1) We're assuming pure 50-50. This assumption disfavors Frost - KF players are usually good at understanding the psychology behind the coinflip mindgames. This includes the Rule of Three, for example. KF players can always fall back on being truly random and avoiding a thought process to their choices, but if they're in your head, you're screwed.
(2) You cannot react to b1 vs. f3. I haven't ever seen anyone back up this claim in the first instance, but even if they could, you can delay the b1 by a couple frames to avoid the fuzzy guard.
(3) We're ignoring other options that actually increase the chance to land a hit in certain situations. For example, if the opponent has <11% life, the mixup for the kill becomes F3/b1/throw, each requiring a distinct reaction. I also have a few mixups for clutch victories, but I'm saving them in case I show up to a major .
(4) Assuming second hit is f3 for simplicity. It's a 1% difference between the overhead and low.
(5) Assumes full health bar. If the opponent has less, the chance to kill rises drastically.
- Note that most of these assumptions disfavor Frost, so the payoffs are higher.
Here's the basic math
- 1st touch is an 100% chance
- 2nd touch is a 50% chance to deal an additional 37% damage - it's a 50/50.
- 3rd touch is a 25% chance to finish the kill. The third hit is contingent on the second succeeding, so the odds of it occurring are .5*.5 = .25.
- Cost is 2 meter - the last kill combo can be meterless. This is, of course, ignoring the meterless vortex.
Here's the expected payoff from various hits:
f3 (overhead): initial combo deals 37%
1(37) + .5(37) + .25(26) = 62% expected payoff
- 100% chance to deal 37%, 50% chance to deal 74% percent, 25% chance to kill
b1u3 (low): initial combo deals 38%
1(38) + .5(37) + .25(25) = 62.75% expected payoff
- 100% chance to deal 38%, 50% chance to deal 75%, 25% chance to kill
Raw slide: initial combo deals 28%
1(28) + .5(37) + .25(35) = 55.25% expected payoff
- 100% chance to deal 28%, 50% chance to deal 65%, 25% chance to kill
d2: initial combo deals 26%
1(26) + .5(37) + .5(37) = 53.75% expected payoff
- 100% chance to deal 26% for 1 bar, 50% chance to deal 44.5% for 2 bars
A few extra points:
- In every instance but starting with d2, the vortex has a 50% chance of exceeding its expected payout.
- KF requires a minimum of 3 touches to kill. The chance of not reaching the expected payoff in any of those 3 touches is only 12.5%. So if you're banking on blocking the vortex correctly to deny her the expected benefit, the odds are painfully stacked against you. In a more realistic match, it's going to take more touches, and the odds of guessing right on the first hit are even less likely.
Summary:
- We're not banking on KF's vortex to kill you in one touch. But we're sure as hell expecting it to hurt, and you can count on that.