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No. 12673
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First and foremost:
You need to have competition at the level you're at. A friend who's equally ass, or an active online community.
After that, it's all about three things: knowledge, execution, and strategy. Understand that strategy is what ties knowledge and execution together to produce wins. The idea is that at each level, you'll go deeper in all of these categories.
Also, you should always play the coolest character. That's really important. And don't be discouraged by how hard fighting games are, or by how long it takes to get your first victory. They're pretty hard.
>From complete ass to newbie
Understanding
1) Basic universal mechanics: blocking, hit levels, throws, movement, parry/focus attack/faultless defense/etc...
2) Know your character's moves. It's just stuff like "this is a low kick" and "this is a fireball". You don't need to read frame data.
Execution
1) Learn to jump and dash.
2) Learn to not jump. It's easy jump back when you intend to block, but of course, that's a free hit for your opponent.
3) You really have to be able to do fireballs. Anti-air shoryukens are something even pros miss. Don't mind.
Strategy
1) If you manage to block a heavy attack, it's your turn to press buttons. Later you'll learn this is called frame advantage.
2) A read (yomi in Japanese) is when you predict your opponent's next action. At this level, doing something preemptive on a read is the best strategy you're gonna have.
>From newbie to ok
Understanding
1) Every fighting game's gameplay is based on situations. Wake-up situations, pressure situations, mix-up situations, and so on. You have to learn a basic set of situations: neutral, wake-up (oki in Japanese), and pressure. Neutral is when you and your enemy are standing (or moving, if you're smart beans) some distance apart. Wake-up occurs after either of you have been knocked down. You have to learn the basics of surviving your own wake-up, as well as the basics of capitalizing on the opponent's wake-up. Pressure is when either one is limiting the other's options to blocking and little else. You should, first of all, learn some pressure with your character. Then, learn what the options you have under pressure are. Pressure is very dependent on the character, so you need match-up knowledge. Wake-up basically lands the players in a pressure situation, but the difference is that the situation is more clearly-cut. Pressure can be way sneakier, but wake-up is a crystal-clear RPS situation.
2) Learn what beats what. Many games have intricate and somewhat situational rock-paper-scissors games of blocking, throwing, buttons, backdashing, and special moves. Just get the general feel for "counters". It's easy to tell this will make your reads much better.
Execution
1) Learn a combo. Learn another combo. You shouldn't try the optimized ones. Just get some extra off the buttons you most usually connect. Many weak combos are a thousand times better than one optimized one. What combos do is they make your risk/reward ratio better by enhancing the reward.
2) Learn a pressure string, and some variations to it. Tick throws and simple frame traps are a good start.
3) If there's wake-up tech (as the defender or the aggressor), consider learning some. You don't have to do safe-jumps, but you should learn to time a meaty (and to combo from it).
4) Learn to anti-air on "reaction". If you know your opponent is gonna jump "at some point", have some button ready for that.
5) Block punishing. If you block something punishable, you have to get something out of it. That limits your opponent's options, which is the core of good strategy.
Strategy
1) Transitioning into pressure. It's the core of offensive play. Basically, you move to the distance where you can connect your pressure starter, and then do that move. Characters that prefer this style usually have great speed or special moves that move them towards the enemy. However, that's not always the case. Sometimes it's just patience and smart use of universal mechanics.
2) Denying enemy pressure. It's the core of defensive play. Basically, you aim to hit your opponent when they try to move in, or do something that beats their pressure starter, if they already got in. Characters that wish to play keep-away usually have good tools for it, like projectiles and far-reaching attacks. Note that typically, one player has the advantage in neutral, so they'd rather keep the game there, instead of going to other situations, where they, in turn, have weaker tools.
(1) and (2) here represent "footsies", that is, attacks paired with positioning. In pressure and wake-up situations, the position is fixed - you're very close. In neutral, positioning is much more free-form. Even if the complex and technically demanding pressure situations are very interesting and satisfying, the core of 2D fighter gameplay is footsies, because the possibilities are endless.
3) Gameplan. As much as you need to react (it's a 2-player game, after all), you can plan a lot. There's some situation you want to be in. That's because that situation plays to your character's strengths (or more deviously, to your friend's character's weaknesses). Or it may be that you excel in some type of play (compared to others who are equally bad). That good situation is your goal. You have some set of tools you can utilize to capitalize on that situation (note that the smartest ones also keep it). You can write them down or something. Knowing the goal is one part of the gameplan, and having the tools to capitalize is another. Then there's the set of tools you can use to get in your preferred situation. That's also a part of your gameplan. Then, once you get better, you also know a set of tools to get you out of your opponent's preferred situation.
When you're a beginner, you should keep your gameplan simple.
Basic offensive gameplan:
Preferred situation: in their face, putting on the pressure
Tools to get there (neutral -> pressure): jump-in, dash-in, special get-in tool, anti-air (you should choose an anti-air you can consistently hit, and that will let you pressure afterwards, instead of an anti-air that resets the game to neutral)
Tools once in there: throw, jab pressure (a poor man's frame trap), tick-throw, low kick, another jump or dash (to reset the pressure)
Tools against opponent's pressure: blocking, throw tech, backdash, reversal, jab
Tools for okizeme (opponent's wake-up): throw, meaty low kick (meaty means it hits the instant the opponent wakes up), jump-in
Tools for your oki: block, throw, reversal, backdash
Basic defensive gameplan:
Preferred situation: neutral
Tools to get there (this time, from being pressured): backdash, reversal, block (and punish), jump back
Tools once in there: long punch, fireball, anti-air (reactive)
Tools against opponent's pressure: see tools to get there
Tools for own pressure: jab, tick-throw, throw, low kick, backdash (reset to neutral)
Tools for okizeme: throw, meaty low kick, fireball, but maybe you just want to walk away?
Tools for own oki: see tools to get there minus jump back (since meaty timings always beat it)
It may seem funny that these are so similar, but you have to understand many characters can play many different styles, and that the jabs, lows, jumps, tick throws, and so on may have different properties depending on the character, making some common options way more viable for some characters. Looking at how strong players play gives you an idea of the best gameplans. Learning other characters gives you another way to view the game. Basically, after you've gotten past the scrub stage and can do things intentionally and with a plan (doesn't mean you don't drop combos and miss specials), all there is to do is to is
>From ok to strong
Know more - match-ups, move properties, combos, weird setups, tech, player mentalities, but the most important is SITUATION KNOWLEDGE. There's a lot to learn in just fireball timing and spacing.
Polish your execution - reactions, combos, option selects, tech, whiff punishes, movement.
Hone your strategies. Most importantly, find new, finer situations. Strong players know and see dozens of different jump-in situations, and that's how they're able to consistently do the right anti-air. Deepening your mix-up is also important. When guessing right once isn't enough to save your opponent, they are easier to crack. "When's the throw coming" is a 2D classic. Stagger your jabs to fake a tick throw, or is it to fake a faked tick throw? Broaden your views of what a "gameplan" is. The "goal" isn't what you should necessarily always have your eyes on. You can be a rushdown player at heart, but it pays to be patient. If the opponent is bent on denying any dashing, you can take your time hanging outside of their "far-reaching punch" range trying to bait and whiff punish it. Another similar idea is baiting a 2/3-screen fireball. At about half screen, the reacting to a fireball with a jump will get you anti-aired. However, from 2/3 screen, the opponent will be too far to anti-air a reactive jump, meaning you can land in front of them and start your attack. The defensive player can see what you're trying to do, and walk forward going, back to half screen distance, before throwing his fireball, now putting you again in an unfavorable position, ready to anti-air if you misjudge the distance and jump. And that's why fighting games are fucking amazing.
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