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Note: Mentok the Mindtaker suggested that someone write a blog about improving fighting game skills. Here's my contribution.
I hope other fighting game fans get in on this idea as I'd love to compare the different philosophies. There are a few preliminary steps to the process. The first is to find a game that you can dedicate yourself to. You also have to accept that you may end up not liking the game after putting tons of time and effort into it. For instance, I really liked Street Fighter IV until I started to think about it competitively. I feel that the game is too sloppy and unbalanced to play seriously. The more I played it, the less I liked it. The second preliminary step is to start to analyze your abilities. In my case, I don't have great reflexes but my execution is good. I prefer rushdown, in-your-face characters over patience. This analysis should be pretty general and provide a basic framework of what you can do versus what you need to do. Once you've thought about these concepts, it's time to start down the path of the fighter. Step One: Define your goals This sounds simple and basic, and it is, but it's extremely important. In my view, there are two paths: the master on one game and the jack of all trades. Over time, I have always enjoyed being good at multiple fighters rather than master one. I like the variety in the genre and this approach allows me to enjoy it. Many fighting game fans would probably call me a scrub but fuck that. Being a master of SFIV but not knowing how to play Samurai Shodown sounds like a sad existence to me. If you decide to take this path, I recommend putting in a lot of time into Super Street Fighter II Turbo: HD Remix. That game requires strict execution and will teach you the most common movements required in almost all fighters - quarter circles and dragon punch motions. If you elect to master one game, choose a new one. If you jump into Marvel vs Capcom II or HD Remix, life will be very hard for you as there are many players who have studied those games since their initial release. This puts you at a disadvantage of about 10 years in experience and mastery of the fine points. It's not an impossible feat but it's damned close.
Step Two: Get an arcade stick I'm sure many players will disagree with this, but there's a reason. Fighting games are designed for arcade hardware, which features a joystick. Would you play an FPS using an SNES pad? Think about that. Sticks offer many advantages. For instance, if you're performing a hadouken motion which ends with forward+punch, you can hold the punch while performing the quarter circle and then release the button once you've reached forward and the move will still come out. Welcome to the world of negative edge. The motions required in fighters are more easily done on stick, especially considering the pathetic d-pads on the current console controllers. Another advantage of a stick is modding. Modding allows you to get to know the hardware and how it works as well as tailoring it to your preferences. There's a reason that most top players use arcade sticks. If you're anti-stick, find a controller with a good d-pad and 6 face buttons; the Saturn controller is the gold standard in this case. Step Three: Practice Hit the practice mode and learn the moves and combos of the characters. Study as many characters as you can. Once you've mastered a character, hit the arcade mode to get some idea of your skills against the AI. Once you've mastered beating down the AI, find players to compete with. I love getting a few good players together and playing a few games and discussing the finer points of the game engine in the process. All experience is valuable and almost everyone has something valuable to share with others.
Step Four: Research Now that you're outfitted with the hardware, have gotten some practice and set your goals, it's time to research. I recommend going to SRK at shoryuken.com and reading the strategy sections. There are tons of good information abot almost all fighters. Register there, if you'd like, but do a lot of reading before posting. That group is very intense and it's best to understand the social rules before diving in. There is a lot of interesting information to be found. Frame data is useful at a basic level. I prefer to view it less technically than some; If one move takes 5 frames to come out and another takes 2 frames, that informs you which move is faster and how it can be used effectively. Read as much as you can about the game engine, the match ups and move priorities as possible. This will lead to a deep understanding of the game on both practical and academic levels. I'm one of those players that likes to know why something works as much as how it works. Step Five: Strategy Read strategies and then modifying them so that your character is unique and interesting even if that is not the optimal way to play said character. Think of the advantage that creativity affords you. If an opponent constantly expects spammed fireballs and you charge in with physical attacks, it throws off the opponent's game. A large part of improving your game is learning solid tactics and mind games. Start to notice your opponent's patterns and counter them. The opponent will think that you're inside their head and force them to change their strategy. The idea is to stick to your strategy and force the opponent to modify their approach. It's also important to learn to control the pace of the match. If your opponent is rushing in, back away or throw them and force the pace to slow down. If you have a good life lead, back away and force them to catch up to you.Your basic goal is to force mistakes and then capitalize.
Step Six: Play You're now armed with every necessary component to improve your game. You've chosen the games you want to get good at, you've studied the engines and mastered the execution. All that's left is to play and play a lot. I prefer to play people who are slightly better than I am. Trouncing someone and being trounced is not fun. Beating someone who is better than you is rewarding. Close matches hold more knowledge than blow outs. When I find a fighter I love, I play it daily for a few weeks and then take some time off so that I can return to the game with a different perspective. This allows me to overcome bad habits and to keep my game fresh.
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It just sounds like a lot of work. I like to have fun with games.
Shit's expensive yo. For 1/2 games? Hellz naw.
I can beat most people with a pad when I'm playing on my console. Most people have a Pad, not a stick. I'm not going to the arcade to pay to play a game I already own, so I don't need to develop my Arcade Skills.
put in as much time with a stick as you have with a pad and then saying you don't agree will mean something.
I remember during the EVO livestream Mr.Wizard(a founder of SRK and EVO) said 98% of players there played on sticks. The genre was created with the classic stick and buttons spefically.
@Grafkhun: I didn't mean to learn one character. I specifically said to practice with characters, plural.
@Jehuty: Practice is fun for me. I love learning the intimate details in fighters.
Another point I agree with and want to emphasize is the idea of being creative with your strategies. I for one have to do this because I am unable to pull off my main's most complex combos. I main Noel and she has a lot of simple combos that I can pull off. The creativity comes in when my opponent expects me to mash my drive combos like most noel players, but instead I play head games and rely on my B and C combos to throw my opponents off, before rushing in with a well timed Drive combo to knock off a good chunk of health. It's not the best way to play Noel and I've been called a spammer a few times but I know I'm not spamming and the fact is, I'm winning matches and having a great time.
So yeah. TL:DR: Pick a new game, main a character you enjoy playing and practice.
Also, I would not turn away people from STHD. It's one of the most accessible fighting games around, and while people have 10+ years of experience on it, there is also 10+ years of knowledge written down on SRK.
@nilcam: Negative edge doesn't have anything to do with arcade sticks, you can do it on a pad or a keyboard or any controller. I also don't understand your criticism of SF4. It's one of the most balanced fighting games to come out in a while. What about it is sloppy?
I didn't know negative edging can be done on controller.
The Soul series I prefer pad over stick. I can play Tekken on either a stick or pad. KoF series I can do either pad or stick but prefer stick. Arcana Heart and Guilty Gear are 2 more I can play both but prefer stick.
even though Nil is saying it's a must, it's not like you won't be good without it. It's just you'll have a easier time with your fingers to do whatever.
Basically it's like this. You can play C.Viper on a pad and be good. But you could be twice as good with Viper on a stick because you have easy access to all 6 buttons rather than leaving just your thumb and a finger to buffer moves. (or rely on shoulder buttons for a button.)
If you are really into fighting games then get a stick. Once you learn it you won't want to play on anything else. The amount of control and speed you have is just better than on pad. If you just play them sometimes then the pad will suffice.
@Solgrim
Winning in fighters has to do with playing smarter than your opponent, having a stick only helps with execution. I don't know about HDR, but I heard rumor that Gootecks almost got beaten by a pad Fei Long in SF4.
Also, could you direct me to a higher res version of that header pic?
I didn't see any VS at Evo, unfortunately.
I also feel you're right about the sticks... fighters are simply made for them. They were born with them, and they continue to be made for them. Unfortunately, I still don't have one so that combined with only playing about an hour or 2 a week, 4 if I'm lucky, and my skills will stay capped where they are I guess.
Again, awesome write up. You speak many truths... especially about close matchups being way better than blow-outs.
SF4 is more forgiving in input but that's a good thing as far as I'm concerned as it reduces a bit the learning curve. In fact you could say the same thing if you compare SSF2T and the HD version. They simplified a lot of the motions in the HD version to make it easier to get into. If you are making mistakes because of it, it means your execution isn't very good.
As for KOF 12, you can't really say much about the balance. It's only been out for a few days...
http://www.youtube.com/watch?v=5e1Z_hl1lA8
http://www.youtube.com/watch?v=1GqyfnuhAiQ
http://www.youtube.com/watch?v=SU_FJBkCG7k
KoF is pretty much a straight port of the arcade. Nothing new was added, so I think the character balance specifics are in flux but not too dramatic a flux. When I first played SFIV with Fei Long and Cammy, I immediately felt that they were seriously disadvantaged in most match ups. It's not impossible for them, but it is really hard to win many match ups. I understand the reasoning behind most of the balancing decisions in SFIV, but Fei Long is a mystery. His damage outout is pathetic, his attack start ups are slow and his defense is average.