What Ultra found
nvidia/Nemotron-3-Ultra-550b-a55b · read a summary of 2,831 rounds (220,334 prompt tokens) in one call
Green claims were recomputed from the raw runs by code and match within tolerance. Amber claims were not checked or did not match.
highdifficultyUltra states 95% confidence
Casual/learner/turtle hit a difficulty wall at Round 2 and quit en masse
Round 2 quit rates are catastrophic for weak archetypes: casual 59%, learner 27%, turtle 5%, masher 50%, rusher 35%. Overall 31% of players quit right after Round 2. These archetypes also have win rates of 4-8% in Round 2 and 0-5% in Round 3, meaning they cannot progress. The session end reasons confirm this: 708 frustration quits vs only 250 satisfied.
Numbers checked by code (the title and prose are Ultra's and are not checked)
- ✓quit rate casual, round 2: 59% (51-66%), verified by code
- ✓quit rate learner, round 2: 27% (20-36%), verified by code
- ✓quit rate masher, round 2: 50% (42-58%), verified by code
- ✓win rate casual, round 2: 4% (1-8%), verified by code
Suggested fix
Add a difficulty ramp: reduce rival aggression/HP in Rounds 1-2, or give players a defensive tool (parry/dodge) that works at low skill.
Related reading (Tavily web search results, not reviewed)
- Core Mechanics of Fighting Games - DEV CommunityThe most common way of reducing HP is to connect an attack onto the opponent. The Player performs inputs which cause the Character to attack. If the Character's attack fails to connect with the opponent's Character, it is a miss and no HP is lost. If it does connect, the opposing Character loses som
- Debating Difficulty curves in game design - Game WisdomIf you fail to understand the skill curve and pain points of your game and try to add in difficulty settings, what ends up happening is that any problems with your core gameplay loop will be harder to find on the lower settings and made more apparent on the higher ones. Not understanding why people
- Difficulty curves: how to get the right balance1. Add difficulty to your game: either reduce the availability of resources or add complexity. You can reduce resources by raising the costs of in-game actions, making costs more frequent, or giving players fewer ways to gather resources. To increase complexity, you can add more enemies, give player
highexploitUltra states 98% confidence
Cheeser archetype exploits SWEEP/GROUND spam for 92% win rate and near-zero frustration
Cheesers (100 players, 299 rounds) win 92% overall with only 6% quit rate and 7% koShare. They land SWEEP (3538 total events) and GROUND (2526) at massive volume while taking minimal damage (meanHpLoss 48.1 vs 85.9 overall). Their strategy is repeatable: SWEEP x3-6 + GROUND x1-4 per round, often winning in 15-20s. No other archetype approaches this win rate.
Numbers checked by code (the title and prose are Ultra's and are not checked)
- ✓win rate cheeser: 92% (89-95%), verified by code
- ✓quit rate cheeser: 6% (3-12%), verified by code
- ✓mean hp loss cheeser: 48.1, verified by code
- ✓KO share cheeser: 7% (5-10%), verified by code
Suggested fix
Nerf SWEEP/GROUND frame advantage or add rival counter-play (armor/parry vs low attacks). Require move variety for full damage.
Related reading (Tavily web search results, not reviewed)
highbalanceUltra states 90% confidence
Masher and learner archetypes show zero learning — win rates flatline across all rounds
Masher win rates: R1 26%, R2 24%, R3 32%, R4 29%, R5 50% (only 5 rounds). Learner: R1 10%, R2 15%, R3 14%, R4 27%, R5 67% (but only 3 players reach R5). Both have 73-85% koShare and 83-86% quit rates. They land the same moves (JAB, ROUNDHOUSE_KICK) round after round with no adaptation. The 'learner' persona does not learn.
Numbers checked by code (the title and prose are Ultra's and are not checked)
- ✓win rate masher, round 1: 26% (19-33%), verified by code
- ✓win rate masher, round 3: 32% (22-45%), verified by code
- ✓win rate learner, round 1: 10% (5-16%), verified by code
- ✓win rate learner, round 3: 14% (7-21%), verified by code
Suggested fix
Give masher/learner a visible progression system: unlock moves/combos after X wins, or add a practice mode with move tutorials.
Related reading (Tavily web search results, not reviewed)
- The Procession of Progression in Game DesignProgression through a video game can be divided into two categories: player and game. Player progression is the player learning the rules and mechanics while developing their skills. As an example: someone learning how to make use of the portal based movement in Portal. While game progression refers
highbugUltra states 85% confidence
Physics bug: !airborne invariant violation on turtle and explorer players
Multiple turtle and explorer rounds show '!airborne@<time>' events, marking engine invariant violations. Examples: p0009 R3 (!airborne@16.6), p0114 R3 (!airborne@18.0), p0254 R1 (!airborne@11.1), p0745 R3 (!airborne@13.2), p0355 R2 (!airborne@16.6). These correlate with high frustration and KO losses. The bug likely causes unfair knockdowns or state desync.
Numbers checked by code (the title and prose are Ultra's and are not checked)
- ✓quit rate turtle, round 3: 25% (18-33%), verified by code
- ✓KO share turtle: 89% (85-93%), verified by code
- ✓quit rate explorer, round 3: 35% (23-48%), verified by code
Suggested fix
Fix the airborne state invariant — likely a collision/grounding check that fails on certain move sequences. Add automated regression test for !airborne.
Related reading (Tavily web search results, not reviewed)
- What Do Bug Fixes in Video Game Update Notes Tell Us?likely to have a severe negative impact on users . [...] These results can help game developers identify which types of bugs to pay more attention to when testing and fixing bugs. [...] Developers can also use these results to help adjust practices related to game development process in order to bett
mediumbalanceUltra states 80% confidence
Rusher archetype is the only non-cheeser with viable win rate (42%) but still quits 72%
Rushers (160 players) win 42% overall — second best after cheesers — but 72% still quit (mostly frustration). They win early (R1 44%, R2 38%) but quit spikes at R2 (35%) and R3 (46%). Their style (BODY_JAB, ROUNDHOUSE_KICK, GROUND) works but feels unrewarding. They need a satisfaction hook: visible progress, combo variety, or less HP loss on wins (meanHpLoss 82.9).
Numbers checked by code (the title and prose are Ultra's and are not checked)
- ✓win rate rusher: 42% (36-47%), verified by code
- ✓quit rate rusher: 72% (64-78%), verified by code
- ✓quit rate rusher, round 2: 35% (27-43%), verified by code
- ✓mean hp loss rusher: 82.9, verified by code
Suggested fix
Add rusher-friendly rewards: meter gain on aggression, visible combo counter, or reduce HP loss on successful rushdowns.
mediumbalanceUltra states 30% confidence
Speedrunner and explorer have polarized outcomes — either dominate or quit fast
Speedrunners (60 players) win 65% but 28% quit; explorers (80 players) win 32% with 60% quit. Both have low avgDuration (9.8s, 12.1s) meaning rounds end fast — either quick KOs or quick deaths. Speedrunners use GROUND/ROUNDHOUSE_KICK/PUNCH combos; explorers mix JAB/SWEEP/ROUNDHOUSE_KICK. The variance suggests matchup RNG or seed sensitivity, not skill expression.
Numbers checked by code (the title and prose are Ultra's and are not checked)
- ✓win rate speedrunner: 65% (57-73%), verified by code
- ✓quit rate speedrunner: 28% (19-41%), verified by code
- ✓avg round speedrunner: 9.8 s, verified by code
- ✓win rate explorer: 32% (25-39%), verified by code
Suggested fix
Reduce round-ending volatility: increase HP pools, add comeback mechanics, or make KO require combo/confirmation not single big hit.
Related reading (Tavily web search results, not reviewed)
mediumbalanceUltra states 85% confidence
Turtle archetype is a trap — high patience but 11% win rate, 89% KO share, 78% quit
Turtles (120 players) have high patience (avg 0.8+) and frustration tolerance but get crushed: 11% win rate, 89% koShare, 96.6 meanHpLoss. They block/parry (blk 1-5, par 1-4 per round) but it doesn't convert to offense. They quit late (R3 25%, R4 52%, R5 46%) after prolonged suffering. The defensive playstyle is non-viable.
Numbers checked by code (the title and prose are Ultra's and are not checked)
- ✓win rate turtle: 11% (7-15%), verified by code
- ✓KO share turtle: 89% (85-93%), verified by code
- ✓quit rate turtle, round 4: 52% (42-63%), verified by code
- ✓mean hp loss turtle: 96.6, verified by code
Suggested fix
Give turtles a counter-attack mechanic: successful block/parry grants guaranteed punish window or meter. Make defense rewarding.
Related reading (Tavily web search results, not reviewed)
- Street Fighter 6 Balance Patch: Key Character Changes and Their Impact – Fighter101Street Fighter 6 Balance Patch: Key Character Changes and Their Impact. While not every character received changes, significant adjustments were made for some, focusing on balancing offensive and defensive c
- Patch Notes 2.53.1 – FOR HONORDev comment: Varangian had an issue where if you were close to a wall, a throw would wallsplat too late and Varangian was not able to get their correct Heavy Attack punish on the opponent. With this change, it should always be guaranteed. Jiang jun: Can now enter Sifu's Poise at the same timing a
- Patch Notes v1.13Patch Notes v1.13. Fighters. **Developer Comments:** The goal here is to increase the risk of using Full Block Stance. It will also help people without Melee Attack put pressure on Warlord and Conqueror. **Developer Comments:** We wanted to give more incentive to use F
lowbalanceUltra states 70% confidence
Round 3+ survival bias inflates win rates — only strong players remain
Win rates appear to improve in later rounds (overall R4 40%, R5 45%) but this is survivorship bias: only 253 players reach R4, 92 reach R5. The weak archetypes (casual, learner, turtle) are nearly extinct by R4. Real win rates for the original population stay flat. This masks the difficulty cliff in aggregate metrics.
Numbers checked by code (the title and prose are Ultra's and are not checked)
- ✓win rate everyone, round 4: 40% (33-45%), verified by code
- ✓win rate everyone, round 5: 45% (35-54%), verified by code
- ✓quit rate everyone, round 3: 39% (35-43%), verified by code
- ✓quit rate everyone, round 4: 38% (33-44%), verified by code
Suggested fix
Report cohort-based win rates (of 1000 starters) not conditional-on-reaching-round. Add early-game telemetry to catch the cliff.