Measure
Matchup matrix
You might say: matchup chart, victory table
A matchup matrix puts every unit on both axes and records the result of each pairing under fixed conditions, making a proposed cycle visible instead of anecdotal.
- What it does
- Tests whether each unit has a favorable edge, a meaningful answer and a useful mirror; it also exposes a dominant row, a dead column or an accidental linear hierarchy.
- Ask
- What does each cell say for equal value, equal skill, map and upgrades, and do the directed edges still form the intended cycle?
- Typical
- Cells can use hard counter, normal fight, resistant or mirror labels, then add win probability, cost efficiency, hits-to-kill or time-to-kill when the test harness is stable.
- Trouble
- A matrix with no assumptions mixes duels, armies, maps and upgrades; a matrix whose rows all point one way reveals a hierarchy rather than an intransitive cycle.
Catalogue: Matchup label
- Hard counter: The row unit reliably wins under the stated test and the column unit has little efficient counterplay.
- Normal fight: Neither side's type advantage decides the result; execution, timing, positioning and context remain meaningful.
- Resistant: The target blunts the listed counter and stays useful long enough to create value; the advantage is conditional rather than decisive.
- Mirror: Both sides use the same unit or role, so compare execution, timing, positioning, information and first-move effects rather than a composition edge.
Connections
- Measured by: Interaction observation
- See also: Parts register
Sources
- Alex Jaffe, Metagame Balance, pp. 29–31, Matchup Charts
a matchup chart for Street Fighter 4, depicting the chance that any character should beat any other, in a fair game between skilled players.
- Ian Schreiber, Game Design Concepts, Level 16: Game Balance, Three Ways to Balance Game Objects; Learn to love Excel
Intransitive relationships can actually be solved, using matrices and some basic linear algebra.
Unverified: The exact hard counter / normal fight / resistant labels are a practical roster taxonomy; the opened sources describe the underlying matchup, counter-strength and matrix ideas rather than a universal three-label standard.
Use it on your project
teardown-apply: hold "Matchup matrix" (counter-matchup-matrix) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal