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The Science that is Smash THEORY. "Winning the Game" Part 1

First and foremost this blog is designed to be very casual for most viewers/readers to understand because in my opinion the target audience it very vague and more specifically for anyone who wants to know the game from a minor-ly subjective point of view of course I will try hard to make it as unbiased as possible which if you know me as a person I can be subjective but I am very witty so bear with me and maybe I can teach myself a few things in the process.

Now I will tell you how this little idea started (just because I want to add a general background and add purpose to this in case it gets popular). This started in a place called a shoutbox where people can say whatever they please and have a sense of internet security of course within reason. Now being the clever and snarky forum this is many great ideas have came to and from this area of the internet both liberal and liberal but you'd have to ask the admin here if you think opposite or were just wondering of course because he's very nice to get along with and he spends a great deal of his spare time here like maybe a second job knowing him (granted I should give him some privacy and thankfully he can be a very private person). I was having this discussion with a fairly average and educated person upon the ideals and balance of the various smash games but in particular Smash 4 and Melee which are some of the most popular in terms of Smash tournaments. We hypothesized in our discussion that Smash is a science which is very obvious and even a fairly normal child would know that nowadays. But in between the lines of code and hardware and elements of the wiring and marketability and sales of the game Smash helps us go even deeper faster. This game works like say the law works (and the laws of programming clearly support that subjective opinion) but adds the combination of that decades old system with the players ability to change the movement of a shape and be able to slightly glitch the game or situations and observe a tactical advantage to "winning the game" in a way we've never seen before. Thus, this idea may help the world and newer generations in ways some may have imagined but very few have came to this extent so there may as well be more trials to this similar story.

The key points to this idea is most certainly understanding how the game works. These things are not general knowledge even in the slightest but for those who commonly play the game and study up on the internet and follow the patches this is new and fresh and up to the point as of this age in history. We should be going over this later as this is like a huge debate full of controversy and the illuminati (NOT THE MEMES! ALRIGHT THIS IS SERIOUS BECAUSE I SAID SO AND IT'S MY BLOG!!!) will be all over me when they find out and sue me but will fail because I'm a minor but that is not the problem for the time being. As I said we will go over the following in this blog series:
  • Vectoring
  • Fast-falling
  • Directional Influence
  • Frames
  • Situations
  • Character variations
  • General controls
  • Prediction
  • Probability clouds
Keep in mind this is not set in stone but you get the idea, alright. I'll close this blog off due to time constraints and I'm picky so... yeah I just consider saving on this site to be currently inconvenient and I don't like to cause trouble if I don't have to. Oh yeah you want that draft? :sneaky: Here you go:
  1. Why do I get the feeling Smash 4 theory is going to be impossible
  2. 17 minutes ago - Artisan:
  3. no one can or will agree with tier lists and each character has specific stats for each matchup which is a lot of matchups
  4. 17 minutes ago - Luna:
  5. Because every character is broken in their own way. Yet some characters in Sm4sh are more broken than others.
  6. 15 minutes ago - Luna:
  7. Mirrors how scientists don't all agree on a single theory. Heck, some refute the existence of Global Warming to this day. Others still consider Pluto a planet. This is all interconnected as the situation roams the boundaries of subjective vs objective observations among peers.
  8. 14 minutes ago - Artisan:
  9. mostly I blame the general gameplay (Rock paper scissors style) combined with how easy or hard it is to read the movements of a specific character
  10. gWyJL9U8L6RrZrad5wEAE9gbv262vXpF31rXtzD93yvlhZ_LvxPL5JMjQZyMCTShuycpZ_bTKDZphClp3qW15taG9r_c_SlZm2mMFZNyTX46EjJIatKrrzhfBBGBkcs_ovCUy-g
    14 minutes ago - Artisan:
  11. so of course all I expect is a simple theory on use of special moves and smash attacks but not for complicated character matchups and projectile theory
  12. 12 minutes ago - Luna:
  13. Alas, you can then speculate how we can merely arrive at a loose general consensus on tier lists, as with theories and whatnot. Also, I've never considered Smash as Rock, Paper, Scissors gameplay; I've always seen it as King of the Hill type gameplay.
  14. 12 minutes ago - Artisan:
  15. first comes the simple character theory and then comes the probability cloud of the faster characters
  16. CFGxmWg7mWmkSd0_fTZLTHMSF9AGglLOiMO_L8joKPDxC_HGNzwZwxuYaqXsqlvB7lUILRSgqwNbR28MqIYhemfAF3AETg5EouSbhg2yA9zsgmBYC4EER1BOcuvJDUisio_9-RI
    11 minutes ago - Cloud:
  17. its like a proper intellectual discussion on smash here xD.
  18. 11 minutes ago - Artisan:
  19. I only came to that idea from a smash theory by Rush hour smash but yes even that is strategical and risky options are only used for heavy reads
  20. 8 minutes ago - Artisan:
  21. I'm going to bed and will wake up the same genius who is delusional and considered subjective in everything I say once again
  22. 6 minutes ago - Luna:
  23. Quantifying speed is one factor; using that data to summarize an overall theory on a single character is simple. It's only when you include each individual's moves specs from frame data to power (mind you, the percentage gauge solely depicts whole numbers even when decimals are also used to calculate damage) that the conundrums of fact vs opinion start to surface.
  24. 5 minutes ago - Artisan:
  25. king of the hill does make sense but only to the point you are risky enough to try it and are able to recover on stage afterward or at least live longer than the opponent
  26. 4 minutes ago - Luna:
  27. Publishing strategies further adds to the complications that this metagame provides, because we have to factor in everyone's fighting potential as well as fighting-style.
  28. 4 minutes ago - Artisan:
  29. oh boy time to break out the potential combo maker list
  30. 3 minutes ago - Luna:
  31. I assert King of the Hill gameplay solely on the basis that players of the high-level tournament magnitude utilize stage dominance as their main method of playing.
  32. 2 minutes ago - Artisan:
  33. Nair has the most potential but it varies with each character somewhat
  34. 1 minute ago - Artisan:
  35. air dodging and spotdodging stats makes things seem more difficult to calculate
  36. 1 minute ago - Artisan:
  37. their strictly based off timing and reads
  38. 1 minute ago - Artisan:
  39. we need a supercomputer to solve each equation and probability
  40. XOi7qyeHUgsge77BOoHw7LPPUaFsMsZ1g5YZYAXnjBk3q-q0Tyc5x15Ez3CvgBlYRBUK2SBS8sEmJiM7wxOP29_nQ7Y0HKd3XtoSVbCciOexktgrNxiLFUFiTXJnXfPQnNuVK70
    1 minute ago - Luna:
  41. For examples, Dedede's Nair provides much spam potential, while Yoshi's Nair is modest in its abilities to compliment his combat style.
  42. r667HpyzV_iG6W_q_gK_dIbhtojxNyiFJilnpcCHY8PDQOQuwyF7Yfm8MuvNXRpUCEJ1AoiHfdxDx7GYI-mWuO0uXymknU8-AmshkxgbMnztqeL5uWS3kAPlHwWm34LrU-9lj7s
    A moment ago - Luna:
  43. Especially when characters show variance in their frame data for dodging and rolling.
  44. ytNHzC-aYZU6myQp7okF9ZrnsroECSlOdG2X5c6kHkREyzT5lU2q_OJJsaaC4xX8lIBR8h_XcMGvVpMRwo6YPf_MY4SLT-VXXPlDMK4S4MmF4of8e4PmAn5o5P1X5TYpp1Jrk0s
    A moment ago - Artisan:
  45. but yoshi still can spam dair and some people can have a hard time. then when spamming comes into play we need a probability calc to understand how likely it is to hit even if used multiply or a different move is used
  46. Not only that, but spamming causes overall move-stagnation that reduces power and knock-back.
  47. 1 minute ago - Artisan
  48. saves current posts
  49. 1 minute ago - Artisan:
  50. so that may increase combo ability
  51. Yeah, moves with relatively low knock-back tend to cater to a longer and more effective combo string. And this varies for every of the 50+ characters.
Keep in mind that section with numbers 1-51 are just drafts from the Shoutbox like I told you earlier. This blog series will hopefully get pretty hectic and by then I will be properly equipped to inform you more.

Thanks for Reading!
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Artisan
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I love science.
Artisan
Artisan
Science is love. Science is life.
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