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Statistical explanation and breakdown
Written by Glenn   
Thursday, 04 March 2010 02:29

Here's a guide of the statistics that we mention here on Get Your Tournament, whether it's on the box scores or in the commentaries.

I'll be updating this entry as we find more statistics to go through. I think a lot of this might be self-explanatory but since nothing is guaranteed, I'll talk about them all.

In the box scores, most of these stats are posted twice. Unless otherwise noted, the first series is for offense, the second is for defense.

Basic statistic notes:

  • RW: Rounds won
  • RP: Rounds played
  • Ratio: Plus-minus of rounds won compared to opponent's rounds won.
  • FHW: First-hit round wins
  • FHA: First hits total, regardless of win or loss
  • FCW: First-combo round wins
  • FCA: First combos total, regardless of win or loss
  • EX: Total EX meters acquired
  • EXC: EX's connected on an opponent*
  • EXB: EX's blocked.
  • EXE: EX's that don't hit or get blocked.
  • +50W: Wins when over 50 percent health remaining.
  • -50W: Wins when under 50 percent health remaining
  • -50CB: Comebacks when at 50 percent health remaining and trailing
  • -25CB: Comebacks when at 25 percent health remaining and trailing**
  • SA: Start average. The average amount to start a round for whatever statistic mentioned (likely EX meters)
  • Time: Average time in a round. This is time spent, not time remaining.
  • JC: Juggling combos. For Tekken 6, this is how many times a player does a juggling combo.
  • WC: Wall combos. For Tekken 6, this is how many times a player does a wall combo. A juggling combo finished at the wall will be listed as a juggling combo.

*-- Regarding EX connection:

If at any point an EX move hits an opponent, it counts as a connection. Example, if 1 of 2 fireballs hit the opponent, or if the final part of an EX move hits an opponent, that counts as a connection.

In most cases, the final move of an EX will likely determine the statistic. Example, Dhalsim throws an EX fireball. If Ryu throws a regular fireball counter and then blocks the remaining Dhalsim fireball, it will be registered as an EX block.

*-- The -25CB statistic is referred to as the official "comeback" statistic.

Advanced statistics

First-hit line: This includes three lines of percentages related to a person's first hit (example: .100/.500/.500). The first number is first-hit percentage (how many times a player gets a first hit in a match, regardless of winning). The second number is first-hit win percentage. The third number is first-hit win percentage differential. At times, the third number will be negative, meaning their opponent had a better first-hit win percentage.

First-combo line: This is much like the first-hit line, but related to the combos.



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Comments (2)Add Comment
A couple of ideas
written by nothingxs, April 09, 2010
Instead of merely analyzing comebacks, analyze the shift in players' situations as they approach a higher leverage situation. A high leverage situation is defined as any time one or two of the determining resources of the game are working against you (that is, health and time).

Combos done against a person with high health have a lower leverage than a combo done against a person with low health because there is plenty more health available at this point.

Some players tend to play differently depending on their opponents' life remaining. Perhaps an analysis of how people perform depending on the leverage of a situation (and how two players might perform vastly differently when placed in a higher leverage situation)...
...
written by wait, August 25, 2010
so if one player had 25% life and the other had 27%, it's officially a comeback if the first guy wins? oven if it comes down to a sliver of health in the end? that seems like an even match all the way down, not a comeback. even though it's a subjective stat no matter how you measure it, I think there should be some ratio of the players life bars where you start calling it a comeback.. or if not, at least a minimum for the other player when the other hits 25%. (like one player has 25% or less, the other has 70% or more) or something.

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