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{{ArticleIcons|series=1|competitive=y}}
{{ArticleIcons|series=1|competitive=y}}
A '''matchup''', sometimes shortened to '''MU''', refers to the estimated performance of a particular [[character]] versus another in [[Tournament legal|competitive]] matches if the two [[player]]s are of equal skill. This estimate can be expressed in many various ways, such as numerically in the form of a ratio.  
A '''matchup''', sometimes shortened to '''MU''', refers to the estimated performance of a particular [[character]] versus another in [[Tournament legal|competitive]] matches if the two [[player]]s are of equal skill. This estimate can be expressed in many various ways, such as numerically in the form of a ratio.  


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Matchups play a large part in each character's placing on a [[tier list]], as characters with strong matchup spreads will almost always be higher-ranked than those with weaker matchup spreads.
Matchups play a large part in each character's placing on a [[tier list]], as characters with strong matchup spreads will almost always be higher-ranked than those with weaker matchup spreads.


Matchups are calculated under the assumption that both players are of similar skill, and have an equal knowledge of both their own character and the opponents' character. However, a better player is usually expected to win against lesser-skilled opponents even through a matchup disadvantage, unless the matchup is particularly extreme. Matchup knowledge is especially relevant for matchups amongst lower-tiered characters. It is not uncommon for mid- or low-tier mains to outperform their perceived matchup disadvantage against top players due to their opponents' unfamiliarity the matchup, but do worse against players from the same region who they compete with regularly.
Matchups are calculated under the assumption that both players are of similar skill, and have an equal knowledge of both their own character and the opponents' character. However, a better player is usually expected to win against lesser-skilled opponents even through a matchup disadvantage, unless the matchup is particularly extreme. Matchup knowledge is especially relevant for matchups amongst lower-tiered characters. It is not uncommon for mid- or low-tier mains to outperform their perceived matchup disadvantage against top players due to their opponents' unfamiliarity with the matchup, but do worse against players from the same region who they compete with regularly.


A significant part of matchup determination is based on the theoretical abilities of each character, mainly centered on the fundamentals of platform fighting: [[neutral game]], [[punish]] game, and finishing (including raw KO power and [[edgeguarding]]). In ''Brawl'', the {{SSBB|Ice Climbers}} are regarded as having a large advantage over most of the cast, due to their unmatched punish game. The Ice Climbers have the ability to zero-to-death every other character with their chain grabs, in a game where true combos are largely absent due to the ability to act out of [[hitstun]]; in theory, this is enough to swing matchups in their favor and land them at the top of the tier list. Matchups can also be heavily dependent on stage selection and [[port priority]]; for example, in ''Melee'', {{SSBM|Marth}} is regarded as having a significant advantage vs. [[spacie]]s on {{SSBM|Final Destination}} due to his elevated chain grab and punish game, but loses against most other high tiers on [[Dream Land]], as the large blast zones create difficulty landing KOs until very high percents, especially on non-fastfallers; his punish game is also worse due to the larger, raised platforms limiting his option coverage (unlike on stages with smaller platforms such as [[Pokémon Stadium]]). In terms of port priority, Marth's {{Mvsub|Marth|SSBM|up throw}} to {{Mvsub|Marth|SSBM|up tilt}} vs. {{SSBM|Sheik}} is a true combo when Marth has the higher port, but is frame-perfect escapable if Sheik has the higher port (due the game's throw animation mechanics). As a result, the matchup becomes more Sheik-favored if Sheik has the higher port.
A significant part of matchup determination is based on the theoretical abilities of each character, mainly centered on the fundamentals of platform fighting: [[neutral game]], [[punish]] game, and finishing (including raw KO power and [[edgeguarding]]). In ''Brawl'', the {{SSBB|Ice Climbers}} are regarded as having a large advantage over most of the cast, due to their unmatched punish game. The Ice Climbers have the ability to zero-to-death every other character with their chain grabs, in a game where true combos are largely absent due to the ability to act out of [[hitstun]]; in theory, this is enough to swing matchups in their favor and land them at the top of the tier list. Matchups can also be heavily dependent on stage selection and [[port priority]]; for example, in ''Melee'', {{SSBM|Marth}} is regarded as having a significant advantage vs. [[spacie]]s on {{SSBM|Final Destination}} due to his elevated chain grab and punish game, but loses against most other high tiers on [[Dream Land]], as the large blast zones create difficulty landing KOs until very high percents, especially on non-fastfallers; his punish game is also worse due to the larger, raised platforms limiting his option coverage (unlike on stages with smaller platforms such as [[Pokémon Stadium]]). In terms of port priority, Marth's {{Mvsub|Marth|SSBM|up throw}} to {{Mvsub|Marth|SSBM|up tilt}} vs. {{SSBM|Sheik}} is a true combo when Marth has the higher port, but is frame-perfect escapable if Sheik has the higher port (due the game's throw animation mechanics). As a result, the matchup becomes more Sheik-favored if Sheik has the higher port.
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