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Slippi stats documentation #6
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# Slippi Stats | ||
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# Overall | ||
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## Offense | ||
- Kills: The quantity of stocks taken. Self-destructs are counted as kills for the opposing player. | ||
- Damage Done: The full sum of the damage done to a player. It is the sum of all of the highest percentages of a player's stocks, and so bubble or stage damage would be included. | ||
- Opening Conversion Rate: The ratio of successful conversions to total openings. A successful conversion is defined as an opening with two or more actions landed. This may be grab or attacks. | ||
- Openings / Kill: The number of openings divided by the quantity of kills. | ||
- Damage / Opening: Damage done divided by the number of openings. | ||
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## Defense | ||
- Roll: The number of rolls. Does not include tech options. | ||
- Air Dodge: The number of air dodges. Attempts are made to remove wavedash and waveland air dodges from this count. | ||
- Spot Dodge: The number of spotdodges. | ||
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## Neutral | ||
- Neutral Wins: The quantity of conversions started while the opponent is not actively converting. | ||
- Counter Hits: The quantity of conversions started while the opponent is actively converting. | ||
- Beneficial Trades: The quantity of beneficial trades. Trades are considered beneficial if one hit kills and the other does not or one does more damage than the other. The only things considered trades are cases where both players have a conversion starting on the same frame. | ||
- Wavedash: The number of wavedashes. A wavedash is a LandFallSpecial state preceded by a jumpsquat or a jumpsquat and air dodge. | ||
- Waveland: The number of wavedashes. A waveland is a LandFallSpecial state preceded by an air dodge with no jumpsquat recently. | ||
- Dash Dance: The number of dash dances. A dash dance is a trio of action states; Dash, Turn, Dash. | ||
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## General | ||
- Inputs / Minute: The quantity of inputs divided by the quantity of minutes. Factors contributing to quantity of inputs: Buttons being pressed when they were not before, joystick or C-stick inputs transitioning between stick regions (N, NE, E, SE, S, SW, W, NW, deadzone), or triggers passing the 30% threshold when they were less than 30% before. Each of these distinct factors will contribute a single input to the count. That is, each distinct dual state button will potentially contribute 1 input, each stick will potentially produce 1 input, and each trigger will potentially produce one input. Inputs are processed on a frame-by-frame basis. |
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Perhaps "openings" would be better than "conversions started" here? (Same for next line)