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For Stat sheet info

Apr 19th, 2019
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  1. **➣ESR➣ ANNOUNCEMENT ➣ 19/04/2019**
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  3. After the popularity of the first series of stat sheets and with the release of the new melee update the previous stat sheets have become outdated therefore will be moved into a new #π™Šπ™π™π˜Ώπ˜Όπ™π™€π˜Ώ-π™Žπ™ƒπ™€π™€π™π™Ž channel.
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  5. Once again the stat sheets will be determining a player's ability in blocking , feinting , ranging , spinning and footwork each being rated out of 7 points (skull is worth two points). The sum of these scores will decide the tier you are placed into.
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  7. Top Tier = Greater than or equal to 20 points
  8. High Tier = Greater than or equal to 15 points
  9. Mid Tier = Greater than or equal to 10 points
  10. Low Tier = Greater than or equal to 5 points
  11. Pub Tier = Less than 5 points
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  13. In order to have your very own stat sheet made you'll need to fill out the template in #π˜Ώπ™π™€π™‡-π˜½π™Šπ™Šπ™†π™„π™‰π™‚ to have a duel set up. You will then fight 2 ESR staff members separately in a ft10 format.Once the 2 players have come to an agreement, your stat sheet will be put into the tier list and if you're lucky, will even include a special ability that is unique to you and makes your playstyle stand out from the rest. We would like to stress the number of rounds you get does not directly correlate to a higher score on the stat sheet since testers will use various styles in order to evaluate various techniques of the player. The best way to get a good score is to play as you normally would against any other player.
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  15. Rematches can take place after at least 1 month since your last fight, so all those that want to improve their original score will have a chance to!
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  17. ** ➣ESR➣ Grading information ➣ 19/04/2019**
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  19. ```After the previous sheets were done people would often ask us why they got lower scores than they had hoped , while we will not release the full set of criteria we use for grading below we have provided simplified examples of the grade criteria:
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  21. Blocking of 1: Player is able to consistent block standard attacks and is able to able to block some basic feints however may be inconsistent.
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  23. Feinting of 2: Player is able to keep control of there feints allowing them to hit the opponent while forcing a change in direction for the opponent.These feints will require simple block patterns to counter.
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  25. Ranging of 3: Player is not put at a disadvantage due to range, is able to put themselves in an optimum distance for there's attacks and blocks (depending on style). Does not open an opportunity for the opponent to out range them and can out range the opponent sometimes.
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  27. Spinning of 4: Player is able to effectively use spins and feint combinations to trick the opponent while keeping control of the attack and not creating an opportunity for the opponent to attack.
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  29. Footwork of 5: Able to offensively place the opponent , in relation to player , in an advantageous position (depending on players style) giving an opportunity for an attack. Also able to defensively place the opponent in a position which makes blocking comfortable for the player or makes attacking difficult for the opponent. Could also use defensive footwork to create an opportunity for the next attack.
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  31. These gradings are an example and are not the exact grades we use to judge people.
  32. ```
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