Fighting games are flashy, popular, and always bring the heat out of their players. But sometimes, in order to fight some of the best of the best fighters online, you have to take on droves of...well, to put it gently, idiots. I coined the term "Shoryukids" -- greenhorns who rely on some of the most braindead tactics and show a dearth of common sense. I came up with Shoryukids way back in '09 when my brother faced off against Ken players who would repeatedly use his Shoryuken -- an uppercut that, while a powerful tool in its own right, comes with insanely high risks. Cue hundreds of players losing a match because they decided to blast themselves into the mesosphere trying to stop a fireball with their armpits.
Thinking about fighting games reminds me of my elementary school days, where my grandma had issues of Highlights for Children ready every visit. Time after time, I'd find myself drawn to the "Goofus and Gallant" section. For the uninformed, Goofus and Gallant is a showcase of what to do and what not to do in several contrasting images. Goofus, as expected, is a hare-brained screw up. Gallant is a pillar of virtue and kindness. Those principles could act a primer on how to take the first steps into the combo pantheon. That said, let me introduce "Dum-Dum and Dallas." The former is named after what could only be a nickname for one of the Three Stooges; the latter, based on former World Championship Wrestling superstar Diamond Dallas Page. Because wrestling is kinda cool.
Round 1: Dum-Dum relies on one move -- good or bad -- over and over again to see him through battles. Dallas uses every viable move in his character's repertoire.
Street Fighter II made fighting games; in the years that followed, dozens of competitors would copy its most basic moveset of "fireball, dragon punch, hurricane kick" onto plenty of its characters. Little wonder, then, that the dragon punch -- the anti-air Shoryuken -- would pop up so regularly as a get-out-of-jail-free card. Moves like that, from the basic dragon punch all the way up to the flashy Hyper Combos of today, are powerful tools. But use them too readily, and you become predictable and complacent. Using other moves increases your unpredictability and your overall effectiveness. Street Fighter's Guile only has two special moves, but a host of "normals" -- directional inputs plus a button press that yields different attacks. They may be simple things like a straight punch or a knee strike, but they have their uses. He has those moves for a reason.
Round 2: Dum-Dum lets it rip with any move that comes to mind. Dallas assesses risk and reward and acts appropriately.
No matter what the game or which character's on the field, there's one undeniable counter to most attakcs: blocking. Blocking -- often, just pushing the stick in the opposite direction -- is enough to stop even the most eye-searing of special attacks. But Dum-Dum is all too willing to forget that people can block his attack, leaving him wide open. In fighting games, being open for even half a second can cost you a match; sometimes, it's best to attack only when you're certain it'll work.
Round 3: Dum-Dum thinks only of attacking. Dallas balances offense with defense.
This ties in with the previous two points. True, it's hard to win if you don't attack, but it's even harder to win if you don't know how to defend yourself. And not just by blocking, either; using a character's collection of moves generally allows them to muscle their way out of plenty of situations. Again, Guile has several potent anti-air moves to his name. Said moves are the reason why jumping is risky -- and by extension, how to screw up an opponent's offense with your own. But seriously, blocking? Try it. You might like it.
Round 4: Dum-Dum thinks victory is guaranteed by choosing "top-tier" or popular characters. Dallas chooses characters that suit his play style and tastes.
Not everybody can be as big as Yao Ming. By the same token, not everybody can be number one in a fighting game; the programming and numbers inlaid reign supreme. Tier lists assign honors to the perceived best characters, and naturally people will hop aboard hoping to get a slice of the delicious glory cake...even if they don't really understand what makes that character good. And even if they do, it doesn't guarantee victory. An overused character is as predictable as a Shoryuken at the first sign of trouble; conversely, a player who uses largely-unseen characters has the element of surprise. Everybody knows how to fight against a Ken or a Ryu; what do you do when a Gen pops up?
Round 5: Dum-Dum only recognizes "attack" as the sole factor behind fighting games. Dallas knows that fighting games rely on various other factors, and acts on them accordingly.
You could whittle down fighting games to the bone and say they're all about "offense" and "defense" -- and for the most part, it would be hard to argue. But it's the nuances behind them that make them like a chess game with more bear-muscled men and buxom ninja girls. Team synergy. Zoning. Footsies. Pokes. Mix-ups. Cross-ups. Jump cancels. Instant air dashes. Metagames. There's a lot to learn both in-game and outside. It's crazy to hope that any one person can fully master everything; still, it's important to be able to intuit the meaning behind every motion you make when fighting your opponent. Don't just think of it as "spamming guns." Think about WHY someone is spamming guns -- and what tool you can use to overcome it.
Round 6: Dum-Dum blames others for his loss. Dallas reflects on WHY he lost, and how to avoid it for next time.
In the age of Xbox Live and the much-beloved messaging system (in which you can send your favorite swears to the person who stomped your Yun into the ground), sometimes you can see a player's true colors. Will they accept their loss with humility, and be able to pinpoint the moment when they made an irrevocable mistake? Or will they just fume at the fact that their gambles didn't work, and therefore the other guy is expletive expletive expletive Abraham Lincoln? If you just resort to schoolyard name-calling, you're not helping anyone but your next opponent; he'll be able to exploit your downfall just like your last opponent.
Round 7: Dum-Dum remains ignorant to new developments and old strategies. Dallas does his research, immersing himself in glossaries and guides wherever they may appear.
It's okay to be a n00b. We all start at the bottom, in the depths of some thick puddle of mud. It's okay to improve your skills through actual fighting, rather than dunking your head into a bucket of theory and stratagems. But even so, people are willing to help if you're willing to look; sites all over the web, like EventHubs, IPlayWinner, and of course Shoryuken.com all have guides and forums used to teach you whatever you need to know. If you want to take your game to the next level, use them.
Round 8: Dum-Dum never practices. Dallas makes sure to leave time to practice new characters, combos, and strategies, and works to understand why other players are successful while creating his own style.
Nothing is more important in a fighting game than practice. It lets you perfect your skills and prevents you from screwing up combos. It gives you a chance to explore different properties of your characters, and how to apply them. It's the best way to learn and prepare before taking on guys who will turn you into chili if you screw up. Fighting games aren't just about beating your opponents; it's a learning experience. It's a way for you to become a martial artist in a way you would have never thought possible. You don't need a hardened body to become a champion; you DO need a sharp mind. And to that end...
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