Statistics in competitive play

It would be good if we had statistics in competitive play for the fighting games, and I don’t necessarily mean in the actual game, but people watching matches and keeping track of what goes on; for example, let’s say the game is ST and the match is N.Ryu vs. O.Sagat, we can keep track of how many tigers (both high and low) were thrown in the match, how many special attacks were thrown from a distance, so we can analyze how people play their characters (are they offensive or defensive?).

Ok, get on the job. You can start with all the EVO DVD’s.

I think there are more important statistics than those. Counting how many times someone throws a fireball is like counting how many times a basketball player dribbles the ball.

Some important stats:

-Highest combo in the round
-If they guard breaked their opponent (where applicable)
-How many times they parried/just defended
-How many resets they did
-How many perfects
-OCV (Where applicable)

Actually someone counted the sonic booms in choi’s match vs japan. Either way i think pinoy is talking more about highlight stats while the original poster is talking about gameplay stats. Fireballs have a lot more purpose than dribbling, but even then, there are ways of dribbling that are more prone to steals, and ones that are better for offense.

I do agree with the topic, for all the things people say they know about how sf is played, it’s rare that it gets quantified.

I disagree. I think valuable info can be obtained from the “Fireball Statistic” data mining could be used to determine “threshold” values for which the frequency of wins significantly increase as a result of being on either side of the “threshold”. Then perhaps the outcomes of matches can be modeled on such statistics in regards to historical data (historical EVO DVD’s and the such). It may be fun… that way we can assign probabilities to possible future matchups at future tournies.

But all that information is meaningless unless taken in the context of the match. You have to watch the match as a whole to interpret the statistics from it.

Not true at all, just because you don’t see how something is beneficial doesn’t mean that it’s not.

If people want the resources out there and want to work to put them out there, then let them, and if people benefit than they do, if people don’t like it, they don’t have to pay attention to it. A lot of people don’t benefit from SRK, doesn’t mean it shouldn’t exist.

I kinda sorta agree with that. The reason for my skepticism is due to this: say the statistic is that 20 fireballs were thrown in a match. 20 fireballs thrown by some scrub kid as opposed to 20 fireballs thrown by John Choi are totally different. We need to see how they used it as opposed to knowing they used it, naw mean? Just because a lot of matches in which a person threw 20 fireballs won does not necessarily mean you will win if you throw 20 fireballs.

Yes, the amount of fireballs can affect the game, but in what context? Perhaps you can break down the usage of the fireball:

-Fireballs that did chip damage and the total damage that was done by that tactic
-Fireballs that were used as a counter attack
-etc…

The hardest part would be to actually define variables. Any ideas?

To Platinum_pinoy – that’s true but since most ST matches that have been recored(EVO DVD’s etc) are not of “scubs” playing. So that shouldn’t be a problem.

I was wondering this too while bored at school.

Important stats imo:

Mixup after knock down (MAK)
MAK attempts
MAK completions
Throws from MAK
Low from MAK
Parry from MAK
MAK counters
Psychic DPS
Jump Ins
Jump In counters
Jump In succesful
BNBs made (mp,hp, lp srk for ex.)
BNBs missed (mp,hp missed srk for ex.)
Number of MAKs made in a row

dali plz teach me schordinger’s eqn.

I believe statistics like how many fireballs were thrown, how many low attacks they do is important. But mainly in the context of if you’re trying to prepare for someone.

Using that as the context, given specific match ups you can find out what their habits are. Given you get statisics for a bunch of their matches, you can see which are more match up related, and which are their actual habits that they carry into all of their matches.

I thought about that idea for awhile too, but more about on an actual way that people can obtain statistics like how often a player kara throws on their opponents when they’re in the corner getting mixuped, in order to see one facet of that player’s mindgame. This would be done by getting a computer to do processes on the video footage that all of karas occurred in (res has to be good). If I knew how to code I would have tried making this a long time ago.

Yeah, this is what I was trying to say. I guess you just misunderstood FM. The one’s inverse posted make a lot more sense. But even those will be affected by each players adaptibality rate. So can you just make it clear how exactly the stats would help better gameplay? I’m not being sarcastic or anything btw… i’m genuinely curious, and if you help me understand how stats in thise case are important, it would be appreciated.

I think a great format would be:
(## indicate numbers)

Statistics for archetype VS. FMJaguar

Player = archetype
Character C-groove RYU


Hits connected by archetype: ####
Hits blocked by FMJaguar: ####

STANDING(close)
:lp:: ## :mp:: ## :hp::##
:lk:: ## :mk:: ## :hk:##
STANDING(far)
:lp:: ## :mp:: ## :hp::##
:lk:: ## :mk:: ## :hk::##
CROUCHING
:lp:: ## :mp:: ## :hp::##
:lk:: ## :mk:: ## :hk:##
JUMPING(straight up)
:lp:: ## :mp:: ## :hp::##
:lk:: ## :mk:: ## :hk:##
JUMPING(toward or away)
:lp:: ## :mp:: ## :hp::##
:lk:: ## :mk:: ## :hk:##

successfull throws made by archetype: ##
throw that were teched by FMJaguar: ##
whiffed throws made by archetype: ##

:hp: throw: ##
:hk: throw: ##

command moves connected by archetype: ####
command moves blocked by FMJaguar: ####

(hop kick) :r: + :mk:: ##
(overhead punch) :r: + :mp:: ##
(rush punch) :r: + :hp:: ##

special moves connected by archetype: ####
special moves blocked by FMJaguar: ####

(fireball)
:qcf: + :lp:: XX
:qcf: + :mp:: XX
:qcf: + :hp:: XX

(red fireball)
:hcf: + :lp:: XX
:hcf: + :mp:: XX
:hcf: + :hp:: XX

(hurricane kick)
:qcb: + :lk:: XX
:qcb: + :mk:: XX
:qcb: + :hk:: XX

(dragon punch)
:dp: + :lp:: XX
:dp: + :mp:: XX
:dp: + :hp:: XX


continued from above, i didn’t know u couldn’t put too much img’s in a post lol

super moves connected by archetype: ####
super moves blocked by FMJaguar: ####

(super fireball)
(level 1) :qcf::qcf: + :lp:: ##
(level 2) :qcf::qcf: + :mp:: ##
(level 3) :qcf::qcf: + :hp:: ##

(super hurricane kick)
(level 1) :qcb::qcb: + :lk:: ##
(level 2) :qcb::qcb: + :mk:: ##
(level 3) :qcb::qcb: + :hk:: ##

(shin shoryuken)
(level 3) :qcf::qcf: + :k: ##

Alpha counters used by archetype: ##
level 2 cancels used by archetype: ##

Rolls used by archetype: ##
Rolls punished by FMJaguar: ##

Of course there will be groove specfic parts of the format as well. You could even break it down by the matches if you
want to get more specific like in cvs2 for example, the first match could be ryu vs. ken and when ken loses you could
put ryu vs. cammy and have two different stats for both of the matches that ryu was in or just the whole match
with just ryu’s stats and break that down to each individual he fought.

i think it’s useless

you don’t count how many left hooks and jabs boxers do, only judges do from what i know.

in boxing you only count knock outs for the most part or wins and how they are achieved.

baseball isnt’ like sf it’s a team sport and those statistics help figure out who’s doing what and how many times they do it.

IMO that kinda shit is useless but you guys do what you want however i wouldnt’ want to be the one to have to go and count that shit.

It could be interesting, to see how many times someone attempts particular things versus how many times they land it. Like if Daigo had some weird 100/100 ratio of wakeup fierce uppercuts in 3s or something. Just funny to look at.

N

Good idea. I don’t know who did it originally, but this was a fun exercise.

A little bit of background on that match: Choi (O.Sagat) vs. Kurahashi (N.Guile). Match plays out 3 rounds, first round to Choi, second and third rounds to Kurahashi.

Round 1: Kurahashi throws 25 sonic booms. Of special note, 1 sonic boom begins to animate but gets stuffed by a low tiger. Also, it seems that Kurahashi misses 1 sonic boom and whiffs a backfist instead.

Round 2: Kurahashi throws 18 sonic booms.

Round 3: Kurahashi throws 31 sonic booms.

Total: Kurahashi throws 74 sonic booms against Choi’s O.Sagat over the course of 3 rounds.

Anyway, it’d probably be a good idea to look at this match from Choi’s perspective and count how many tiger shots he threw (this relates to context). Also, the one missed sonic boom in round 1 above seemed to be the only time in which Kurahashi failed to execute a sonic boom–there were very few gaps where Kurahashi did not match a tiger with a boom or otherwise hesitated and got locked into blocking.

Finally, to add one more thing–one of the things I always look at when I watch videos is what move(s) players lead off with at the start of the round. I think it’s more important than a lot of people think in establishing tempo. So for this match,

R1: Kurahashi starts with an immediate low forward (hits) then makes choi block a boom.

R2: Kurahashi crouches, hesitates about a second, then throws a sonic boom.

R3: Kurahashi starts with an immediate sonic boom.

In all three cases, Kurahashi makes the first move, forcing Choi to defend. tempo tempo tempo.

Statistics are a terrible idea. This isn’t a sport, and I think the ruination of the scene could come if it’s made into one.