Miscellaneous Match Statistics
By AlphaZealot | Published: October 17, 2008 6:39pm EST
![]() Damage taken and damage given: At the end of a match review the amount of damage you have given and taken. Generally, the amount of damage given should be around 350-400% for matches you’ve won. If it is substantially higher than this amount, review your methods of KOing the opponent and try to look at areas where more efficiency can be gained. If your damage taken amount is usually high, also in the 350-400% range, then consider how aggressive you are in your matches and look for ways to cut back on that amount. Peak Damage: The “peak damage” stat at the end of a match indicates the highest amount of damage you had at any point in time. This amount should usually be somewhere around 150%, if its not, then you are not given your opponent enough of a challenge when they are looking for the KO. Ground and air time: The game record the amount of time your character is both on the ground and in the air. This ratio is similar to the ground/air attack ratio and should be looked at and corrected based on successful trends. Smash Attacks: This statistic simply represents the number of Smash attacks performed in a match. Most characters will likely perform between 15 and 30 Smash attacks, but some characters, like Bowser, will perform regularly on the low end of that total, and other characters, like Wolf, will usually be on the high end. Keep an eye out in case this statistic gets to high because it could indicate that your strongest attacks are being affected by stale moves. Projectiles: For characters with projectiles it is usually a good idea to check how many you’ve used each game. Make adjustments based on the success of each match and the number of projectiles used therein. Longest Drought: The longest drought statistic keeps track of the amount of time between hits, and displays the longest period between hits (in seconds). Having particularly long droughts can often be the single most reason for a loss, so keep the period between successful attacks low is often vital for success. |





