You still used the word incorrectly. I assumed you mistakenly believed the word to be defined one way because of your highlighting of the word “bruh”, but you were apparently going for the abstract definition of the word that you invented which describes a person who can read and write perfectly well yet cannot fully connect one persons statements to another.
I wasn’t even referring to that part of view69’s post. I’ve never encountered a situation where I beat someone so bad solo that they picked solo (without them believing I cheated, picking solo and playing two more rounds before disconnecting), I assumed that didn’t deserve a response. I was pointing to the
parts of his words when I was speaking. So, you can continue this, or whatever, but I’m going to move on to…
An on topic post. As a continuation of my last on topic post, I’d like to say that Fighting Games are a lot like gambling. When two people play, without any knowledge of the game or how to play, the chance of either of them winning is roughly 50%. If one player gains more experience, that players odds tip in his favor. They do the same thing when that player becomes more familiar with the match-up, when that player has in-depth knowledge of their character, when that player masters their combos, and all the other things that are attributed to the win off a match.
Eventually, the chances of that player winning against the initial player become 99.9%, if that player hadn’t trained as well. However, should the now skilled player come across another equally skilled player, the chance of him winning will balance out around 50%. If that player comes across a better player, his chances of winning drop down, even below 10%.
Character choices effect the percentage of one player winning against another, but playing solo in Skullgirls makes the change in percentage as minimal, outside the players personal abilities, as possible. Using a three man team adds variables, more than any other team fighter because of the custom assists. The variables, I’m sure everyone already knows, are one (more like up to six) for red health, one for strategy with assists and dhc’s and alpha counter’s and the aforementioned red health, one for assists, three (nine counting the opponents team) for character order, and three (to nine) for character match-ups (which will be effected by assists, so more like forty-five variables). All of these variables effect your win percentage against a given person. If you don’t believe me, then mess with your formula. Alter your assists, switch around your order, dhc more/less often. Your skill won’t be effected, but your win ratio sure will be.
So, in a way, using teams is like using Gems. Or, more accurately, Capcom wanted to model Gems after what made their team games so popular… the teams. Gems effect your chance of winning the same way teams do. It’s not their fault that it worked out so horrendously. Maybe it would have worked without paid gems in a solo game.
End of discussion? Basically what I said in my first post. People don’t want to go at things without those variables. They make it easier to hide weaknesses, harder to be hurt for your mistakes, and easier to overcome difficult opponents. Not to say that Solo is the Ultimate form of competing, not at all, those variables are the things that really make the game challenging, but if you really want to see who’s more skilled, you or Rival-X, go solo.
PS. The only games that aren’t effected by this idea I’ve presented are games like KOF13, where you have a team but they do not appear in the current match until it is their turn.