Learning Street Fighter V’s Laura in One Week

It’s no secret that Patrick Miller, a past contributor to Shoryuken, has been on the forefront of providing fighting game knowledge for newcomers and veterans. Hell, he dropped a whole book on the subject back in 2014. It’s really good, too.

Following up on previous subjects like general improvement strategies and learning from a loss, Pat recently shared a handful of tips for quickly learning to play Street Fighter V’s Laura. He’s graciously given us permission to republish it in full, so check it out below or in its original form on Medium.

When Street Fighter V came out, I decided I wanted to play the field a bit and learn the game from all angles before deciding on a main character — I don’t really care about trying to optimize for tournament performance, and I figure since we’re probably going to be playing SFV for several years, it’s worth getting a broad base of experience early on. So I started with F.A.N.G. the first week, Ryu for the second, and I picked up Laura for this last week, but this time, I decided to document my journey a bit better.

Keep in mind that this is by no means a comprehensive guide on being a Laura master. Think of this as a guide to help you get started learning her basics and giving you a foundation to work from.

How I learned Laura

First off: Analyzing replays in CFN is quite possibly the most powerful learning tool we’ve ever had in fighting games, so I highly recommend doing a lot of that! I streamed some sessions where I studied VRyu and AutoMattock (aka JiBbo)’s replays, and the VODs are embedded below. The AutoMattock one was especially cool because he actually stopped by the stream chat while we were going and helped out!

Of course, there are lots of good Laura guides out there currently. These are the ones I used:

The GLHFtv Laura Character Guide is a solid introduction to the character’s basics.

Dandy J’s Laura Mixup Starter Guide was super helpful for seeing some of the potential applications of her meaty fireball and crossup/crossunder mixups.

Bafael’s Laura BnB Guide is useful for learning some of her basic strings and interactions between moves, so once you feel comfortable enough with her moves to start working on combos, definitely check it out. There’s also a video version here.

AutoMattock is working on a Laura tutorial and has a few commentated match videos on his YouTube channel, so check it out and give him a follow. Also, you can find his CFN replays under player name AutoMattockMusic.

VRyu made a great Laura intro video as well.

And if you want to swap tips with other Laura players, ShowdownGG’s Carolyn (MamaDao) Dao started a Facebook group. It’s closed, though, so you’ll have to ask for permission to join.

You should play Laura if…

Laura feels very similar in play pattern and toolset to Makoto from Street Fighter III: 3rd Strike; her movement is fast and explosive, and she has some pretty powerful damage opportunities with her frame traps, throws, and high/low/left/right mixups, but she’s really only scary when she’s standing next to you with a frame advantage.

She has a lot of tools to get close, but they’re all situational and dangerous, so a smart Laura player will be patient with footsies, fireballs, and vigilant anti-airs while she waits for an opportunity to close the gap. You can play wild and reckless to get in, but good players will be looking for every opportunity to knock you down and put pressure on you — and Laura’s wakeup tools aren’t particularly good. So if you play her because you like the in-close shenanigans, know that you’re going to have to play patiently to get there. (Interestingly enough, this is the part of Laura’s design that I like because it really evokes the way great Brazilian Jiu Jitsu fighters win: Methodical, patient, gradual advantages, then a quick finish when the opportunity presents itself.)

As far as execution goes, she doesn’t appear to really be one of those characters that locks a lot of power behind difficult execution gates (she doesn’t even have any Dragon Punch inputs in her kit, which is nice). However, once you get past the basics, your damage output will require you to learn how to link her normals, especially off counter hits and crush counters.

sfv-karinlaura-750

8 Laura newbie tips

1. Be aggressive with her standing LP and LK; they both combo into her QCF+LP Bolt Charge, which gives her the frame advantage (+2) to continue pressuring if it hits, and is safe (with a slight disadvantage (-2) on block. Once you hit the QCF+LP Bolt Charge, you can go for a command grab (which can’t be teched but can be jumped out of), a regular grab (which can be teched and jumped out of, but you can recover from your whiffed grab in time to punish their jump with an anti-air), or more jab pressure to beat their counter-throw or poke attempt and combo into another LP Bolt Charge.

2. Laura’s V-Skill is probably the most interesting part about her kit. Use her dash to constantly change your range, and occasionally throw out the overhead to punish people who try to react to her dash somehow. You can use the dash to cancel her normals, meaning you can dash forward to catch people with a surprise grab, or dart out and bait a counter-poke. Also, if you hold the V-Skill buttons down after a dash, Laura will immediately go into the overhead, which is handy (V-Skill backwards into overhead can beat people trying to chase you down and poke). Also, her V-Trigger buffs her dash and her overhead, so don’t be afraid to activate it just to give yourself more opportunities to get in!

3. I know I’ve said this already, but be patient. Take your time counterpoking. Throw some fireballs out at midscreen just because. You can do a lot of damage in a very short amount of time, so get comfortable waiting for that time to come. And if you’re patient and they jump at you, you should be ready to anti-air with standing MP or her QCF+HP Bolt Charge and then you get momentum for free!

4. When you’re being pressured, be comfortable blocking for a while. Getting thrown three or four times isn’t the worst thing in the world. Be ready to counter-poke with standing LP at close range, standing LK a little bit further out, and standing MK a little further from that, but don’t get caught pressing buttons too much.

5. Get comfortable using her LK command grab after a connected QCF+LP Bolt Charge, a standing LK (on hit or block), and after her MP, MK target combo (on hit only), but don’t get too comfortable. Once they start jumping out, switch to your other pressure options for a little while. You’ll need to pay attention to which of your many damage options they’re most concerned about at all times, or else you won’t be able to convert her pressure into damage.

6. Her mixups are nice at midscreen, but she gets real scary once she puts you in the corner. Be careful about risking your screen position for crossups, as it’s usually more advantageous to slowly much them into the corner meat grinder. This means that you shouldn’t go for, say, meaty jump-in crossups after a knockdown unless it also puts them closer to the corner, and you should make sure you’re using the right P or K followup to her QCF+MP Bolt Charge (P makes you switch sides, K stays on the same side) to push them ever closer.

7. Use her fireballs. EX Fireball in particular is really good for covering pressure strings up close (cancel pokes into EX Fireball to stay all up in their grill), forcing them to block after a knockdown, and just letting you walk forward. One EX Fireball stays on the screen for like 3 seconds and goes for like a half screen, so even if they never get hit by it, you get a lot of screen space and pressure for one EX stock. Also, lots of people feel compelled to do something stupid when they see that fireball (like jump over it or DP through it) so be ready for that.

8. Her standing MP and crouching MP are great pokes that can lead to damage; I will cancel them into her fireball for pressure, or her QCF+LP Bolt Charge if I’m not sure whether the poke will hit, or her QCF+MP Bolt Charge if I know it’ll hit (say, hit confirming it off a jump-in or something). Her crouching MK is also very good; even though it feels a little slow, I consistently manage to catch people with the tip of its range, and then I cancel it into QCF+LP Bolt Charge to start the shenanigans.

That’s it for this post! Next up: Vega!

You can stay up to date with Patrick’s work by following him on Twitter, Twitch, YouTube, Tumblr, and Medium.

Learn to Teach: 7 Tips for Teaching Street Fighter

It’s no secret that Patrick Miller, a past contributor to Shoryuken, has been on the forefront of dropping fighting game knowledge for newcomers and veterans. Hell, he dropped a whole book on the subject back in 2014. It’s really good, too.

Following up on previous subjects like general improvement strategies and learning from a loss, Pat recently shared a handful of tips for teaching someone else how to play Street Fighter. He’s graciously given us permission to republish it in full, so check it out below or in its original form on Medium.

My five tips for learning how to learn Street Fighter seemed to go over well, so I thought I’d do a followup piece on learning how to teach Street Fighter.

Fighting games are hard to learn. Most things that are hard to learn have people who teach them — martial arts, music, math, whatever — but fighting games don’t have a whole lot of that. There is a lot of advice and knowledge sharing — “Don’t jump” or “Check out these bread and butter combos,” for example — but there isn’t a whole lot of straight-up teaching. When I wrote From Masher to Master, I wanted to create a textbook that people could work through with their friends for exactly that reason. (Plug: It’s a free download over here.)

This is understandable, because teaching is work, and it’s a different skillset than playing, and most of us aren’t any good at it, and besides, you probably got together with your buddy because you wanted to chill out and play some games, not spend time Explaining Stuff! But if you really want your buddy to get into fighting games and see what you see in them, stepping up your teaching game is probably the easiest way to do that. If you’ve been around in fighting games for a while, you know that it can take months to get semi-decent at a game — good enough to start having fun — but I think a lot of that is because we mostly force people to learn these games on their own.

I’ve been teaching my girlfriend Irene to play Street Fighter V, and I streamed one of our sessions; you can see the video below, if you like. I don’t really recommend watching the whole thing, because it’s two hours of us in Training Mode, but if you skip around a bit you can see some of the things I like to do when teaching someone.

So: Seven tips for teaching fighting games!

1. Take your time

Be prepared to spend an hour or more in a decent training session. It’ll probably take some time for your friend to translate your words into hand-motions, and it’ll take even more time to make sure it settles in and sticks in their brain after the session is over. When you explain a concept (Footsies 101) and give them a task (walk back and forth and try to hit me with c.MK), give it some time to breathe. Let the drill get a little bit old before switching to the next thing so you can make them feel like they’re ready to move on — “This lesson is going too slow, hurry up” is a better feeling for a student than “I can’t keep up with all the things you’re teaching, slow down.”

2. Simplify the game, then add layers

Imagine playing Chess when you don’t know what all the pieces do, and you have to learn what they do by watching your opponent crush you with them. You’re not really playing against the opponent in this scenario, you’re playing against the game. Well, that’s basically how fighting games work until you have a fundamental understanding of each matchup, and it’s not a whole lot of fun for new players — which is why your goal is to get your friend to the point where they know enough that it is fun.

Rather than tell your friend to learn every character’s moveset, I like to try playing simple competitive drills that reduce the game to a few moves, so they feel like they’re playing against you. After all, that’s the part that’s fun in fighting games, and if we learned anything from Divekick, it’s that you don’t need to have dozens of moves to make a fun fighting game! For example, I always start out every first-time training session with a few minutes of sweep-only sparring in a Ryu mirror match, where the only thing you can do is move left and right, block, and sweep. After a few minutes of that, I’ll add crouching medium kick, and then I’ll introduce the fireball and get them practicing that motion, and then eventually add jumping and Dragon Punches.

If you jump head-first into a fighting game, you’re going to feel like you’re drowning in the sheer volume of stuff you need to know. Your job as a teacher is to introduce that stuff at a much more reasonable pace and give your student the conceptual tools needed to understand why someone would want to use X move over Y in any given situation, so they can study this stuff themselves at their own pace.

3. Explain execution.

With a new player, you may have to explain how to do a move in more detail than “Do this.” I don’t teach a fireball motion by saying “Do a quarter-circle from down to forward on your stick,” I say “Hold the stick in the down position, then gently roll it to down-toward and toward, and hit the punch button as soon as you hear the toward switch click.”

Fighting game execution requires careful coordination between both hands! In that respect, it’s a lot like learning a musical instrument, and indeed, if people are playing on a stick, I often suggest that they think of a move or a combo as a series of notes that they need to reproduce. I’ll do the move myself, ask them to listen to it, and then let them try to recreate it. Also, make sure you take some time to explain how to hold a stick, and don’t let their hands fly off the stick when they’re done performing a move.

Once you get into more complicated executional tasks, you can start using stuff like “Chunking,” where you break a sequence down into individual parts, practice them, and then try to put them together. In that video above, I have Irene doing Chun-Li’s s.MP, c.MK xx MK lightning legs, and I had her practice the first part and the second part separately until she could hit those parts on both sides five times in a row without stopping.

4. Don’t practice one thing for too long.

patrick-teaching

Artwork c/o Jonathan Kim

I think it was PR Balrog who talked about the way he practiced things in Training Mode: He’d work on one thing for a little bit, then move on to something else, then go back to that first thing. I don’t really know why this works, but it does feel like your brain will get on stuck on something if you can’t do it quite right, and when you switch tasks and come back to it a little bit later, you’ll find that you can do it a little bit better.

So, try this out in your own Training Mode as well as your teaching time. Do a thing for a few minutes, then do another thing, then go back to review the first thing. You should find yourself improving at each task more quickly per minute of practice than if you just spent the whole time working on a single task, and you get to spend less time throwing yourself against a wall feeling like a failure (which is not a good feeling for a new player).

5. Make this a habit.

Just like any other hard-to-acquire skill, you won’t see godlike gains in a few cram sessions; getting good at fighting games requires habitual practice. So if you’re really trying to help your friend play fighting games, get together with your friend as consistently as possible, and when you’re not there, make sure they have a few things they can practice for a little while on their own. Give them Training Mode homework, even if it’s just reviewing stuff that you’ve worked on together. The only guaranteed way to get better at fighting games is by practicing and playing, so if you encourage them to put in some improvement-minded training mode time before playing some online games, you’ll get them to level up that much quicker (which means your teaching sessions can get to the fun stuff!).

Drilling stuff in Training Mode is one of those things that feels like a drag and a pain in the ass until you turn it into a habit, and eventually you can come to enjoy it and look forward to it. It’s rewarding to see yourself improve, after all, and you’re more likely to feel your improvement when you see your training mode homework getting easier every day than you will in online PvP.

6. Gradually escalate the intensity.

The best teachers I’ve had in martial arts use a three-stage process to teach a new skill. First, they teach the move slowly, explaining each part step-by-step, and they make you drill it against a compliant partner for about 10–15 minutes. Once you feel like you have the motions down, your partner starts to exert a little bit of resistance, starting at 20% effort and then maybe moving up to 60% or so. This is important because without that resistance, you don’t learn to develop the sense for how it actually feels to do the move against someone who knows what you’re trying to do, meaning the move would only be useful against untrained scrubs (and generally, we don’t practice martial arts to beat up untrained scrubs). After that, you move on to using the move in a friendly sparring session, to see how it can integrate into the rest of your toolset — maybe this move fits into this other series of moves you’re already comfortable with, for example.

I like to do this in fighting games, as well. If you’re teaching a Dragon Punch, phase 1 is “Practice this motion until you can do it five times on each side without messing up,” phase 2 is “Okay, now hit me with it while I jump at you over and over,” and phase 3 is “Now let’s add some sweeps and fireballs to the mix.” To put this another way, they don’t actually learn the move when they execute it, they learn the move when they can consistently perform it against a resisting opponent. And the best way to get there is to gradually add intensity.

7. Talk!

As anyone who’s ever done a martial art or watched Kung Fu Panda 3 knows, at some point, the only way you can level up yourself is by teaching other people. Teaching forces you to turn the things you know in your brain and hands into words. It’s really hard, but it’s kind of neat because it makes you realize that you might not know things as well as you thought you did — which gives you a list of things you can practice and improve for yourself. Also, once you get good at teaching, you may find that having to explain stuff actually makes things more simple for you, too.

However, none of that happens if you don’t talk to the person you’re trying to teach. I wouldn’t worry too much about whether you’re saying the right thing in the right way or not! Just talk about the game. Explain what you’re doing and why; explain what they’re not doing and why they should be doing something else. I don’t think you’re really playing a fighting game until you can understand what decisions you’re making, what decisions your opponent is making, and why both players are making those decisions, and the best way to develop that analytical skill is to talk about it. Without the why, these games aren’t nearly as fun.

You can stay up to date with Patrick’s work by following him on Twitter, Twitch, YouTube, Tumblr, and Medium.

Learning How to Learn: Five Tips for New Street Fighter Players

It’s no secret that Patrick Miller, a past contributor to Shoryuken, has been on the forefront of dropping fighting game knowledge for newcomers and veterans. Hell, he dropped a whole book on the subject back in 2014. It’s really good, too.

Following up on previous subjects like general improvement strategies and learning from a loss, Pat recently shared five tips for new Street Fighter players. He’s graciously given us permission to republish it in full, so check it out below or in its original form on Medium.

Congratulations! You’ve been watching the tournament videos and following the hype for a while now, and with the release of Street Fighter V, you’ve decided to dive in head-first into one of the most intensely competitive game genres out there. You’ve got your brand-new fightstick sitting on your coffee table, you’ve got the official game guide pulled up on your phone, and you’re Ready to Go.

Relish this feeling of pure enthusiasm and anticipation — the feeling of being able to daydream about one day being the best — because it will fade as you lose over and over, and as it fades, so will your motivation. And learning how to work through it and keep it alive through countless losses has been one of the most important things I’ve learned from fighting games.

Through fighting games, I learned how to work hard and push myself past the point of “Man, I suck at this, this is no fun,” and I hope that you have a similarly impactful experience. And I want you to know that everyone goes through that I-suck-at-this-it’s-no-fun phase, and it’s the main thing that stops people from continuing to play and really get good. So, let’s talk about a few strategies for dealing with it.

1. Treat every match as a chance to learn.

You will play against people who are much better than you, people who have no idea what they’re doing, and every now and then a person who is just right at your level. Each of these are valuable — but you have to approach them with the right mindset, or else you’ll get bored or frustrated.

Think of the easy matches as a chance to experiment with new characters or strategies, or a chance to focus on a single aspect of your game — footsies, or anti-airs, or throw mixups, or blocking, or whatever. If you’re that much better than someone else, try winning by Time Out every round.

For the hard matches, don’t worry about winning, worry about surviving. Do your best to try your A-Game stuff — the parts of your game you feel the most confident in — and use the great players as a chance to identify holes in your game that you can patch later. If you can survive to Time Out against these guys — even if you lose — you’re probably doing okay.

And for the just-right matches, well, they’ll be the most fun anyway, so just enjoy them. They get harder and harder to find as time goes on.

2. Focus on improvement, not wins and losses.

Fighting games are complicated. There are hundreds of things you need to learn how to do, and simply not doing one of them well can be the reason you lost — even if you did all of the others just fine. This is one of the major reasons that fighting games can be super intimidating and frustrating for new players. “I think I’m getting better,” they cry, “but I keep on losing!”

It takes a while to get good enough to beat someone who knows what they’re doing, and in that while, you’ll be losing a whole bunch — even though you’re getting better. So, if you want to get good at fighting games, you’ll need to stick around through a lot of losses, and one way to make that less frustrating is to not focus on whether you’re winning or losing, but whether you’re learning how to do new things and successfully executing them in a game.

If you just learned a new combo, make your goal to hit that combo. If you’ve been practicing your footsies, make your goal to keep the fight in footsies range for more practice. If you’re trying a new character, then your goal is just to try to survive with them.

As you improve, you’ll win more. But the thing about fighting games is that winning shouldn’t be your end goal. Improvement is your goal; winning is a happy byproduct.

3. Treat this as a skill, not a game.

patrick-fivetips

Artwork c/o Jonathan Kim

Street Fighter is a game, but it’s no fun until you’re kind of good at playing Street Fighter. Make no mistake: This is a skill you’re learning, so treat it like one. Practice regularly. Warm up your hands with a pre-game training mode ritual before sparring online. Study match footage, watch new tech videos for characters you don’t play, talk about the game with your friends. Learn to find this kind of stuff rewarding on its own, and it’ll make the rest of the game feel like more fun, too.

Fighting games are every bit as hard as learning a martial art or a musical instrument, and we pay people to teach us those in classes. We don’t really do that for fighting games (yet, anyway), but that’s the kind of work you should be prepared to put in to get the most out of it.

4. Champions don’t quit.

Consistency is more important than short-term intensity. There will be other fighting games besides Street Fighter V, and we’ll probably be playing this one for several years.

Short-term, playing a little bit every day is more important than getting in extended grinding sessions once a month. Make this a habit and you’ll get good with significantly less effort.

Long-term, learning to deal with the frustration and stay with it is the most powerful thing I’ve learned from fighting games. Don’t be fooled: True gains in your ability are realized over the course of months and years, not the first few weeks of a new game.

5. Learn how to learn.

Personally, I’ve never been good at learning a skillset if I don’t feel like I have a strong understanding of how the things I’m practicing day-to-day map towards long-term goals and the big-picture view of Getting Good at Fighting Games. It’s not enough for me to learn a new combo or setup; I need to learn why this combo or setup makes me a better player.

This is the kind of thing that a good teacher usually has; in fighting games, we have to be our own teachers. In order to make the most of our training time, we need to get good at breaking down these games not just in terms of frames and inputs but in terms of concepts like gameplans and footsies and controlling space.

This is the work that I really enjoy doing! So, if you feel like you’re running into a wall and you don’t really know how to get better, I recommend checking out some of these things that I’ve made. They’re not specific to SFV, so no matter what fighting game you’re into, you can get something useful out of it:

Thanks for reading, and good luck!

You can stay up to date with Patrick’s work by following him on Twitter, Tumblr, and Medium.

Learning How to Learn: Five Tips for New Street Fighter Players

It’s no secret that Patrick Miller, a past contributor to Shoryuken, has been on the forefront of dropping fighting game knowledge for newcomers and veterans. Hell, he dropped a whole book on the subject back in 2014. It’s really good, too.

Following up on previous subjects like general improvement strategies and learning from a loss, Pat recently shared five tips for new Street Fighter players. He’s graciously given us permission to republish it in full, so check it out below or in its original form on Medium.

Congratulations! You’ve been watching the tournament videos and following the hype for a while now, and with the release of Street Fighter V, you’ve decided to dive in head-first into one of the most intensely competitive game genres out there. You’ve got your brand-new fightstick sitting on your coffee table, you’ve got the official game guide pulled up on your phone, and you’re Ready to Go.

Relish this feeling of pure enthusiasm and anticipation — the feeling of being able to daydream about one day being the best — because it will fade as you lose over and over, and as it fades, so will your motivation. And learning how to work through it and keep it alive through countless losses has been one of the most important things I’ve learned from fighting games.

Through fighting games, I learned how to work hard and push myself past the point of “Man, I suck at this, this is no fun,” and I hope that you have a similarly impactful experience. And I want you to know that everyone goes through that I-suck-at-this-it’s-no-fun phase, and it’s the main thing that stops people from continuing to play and really get good. So, let’s talk about a few strategies for dealing with it.

1. Treat every match as a chance to learn.

You will play against people who are much better than you, people who have no idea what they’re doing, and every now and then a person who is just right at your level. Each of these are valuable — but you have to approach them with the right mindset, or else you’ll get bored or frustrated.

Think of the easy matches as a chance to experiment with new characters or strategies, or a chance to focus on a single aspect of your game — footsies, or anti-airs, or throw mixups, or blocking, or whatever. If you’re that much better than someone else, try winning by Time Out every round.

For the hard matches, don’t worry about winning, worry about surviving. Do your best to try your A-Game stuff — the parts of your game you feel the most confident in — and use the great players as a chance to identify holes in your game that you can patch later. If you can survive to Time Out against these guys — even if you lose — you’re probably doing okay.

And for the just-right matches, well, they’ll be the most fun anyway, so just enjoy them. They get harder and harder to find as time goes on.

2. Focus on improvement, not wins and losses.

Fighting games are complicated. There are hundreds of things you need to learn how to do, and simply not doing one of them well can be the reason you lost — even if you did all of the others just fine. This is one of the major reasons that fighting games can be super intimidating and frustrating for new players. “I think I’m getting better,” they cry, “but I keep on losing!”

It takes a while to get good enough to beat someone who knows what they’re doing, and in that while, you’ll be losing a whole bunch — even though you’re getting better. So, if you want to get good at fighting games, you’ll need to stick around through a lot of losses, and one way to make that less frustrating is to not focus on whether you’re winning or losing, but whether you’re learning how to do new things and successfully executing them in a game.

If you just learned a new combo, make your goal to hit that combo. If you’ve been practicing your footsies, make your goal to keep the fight in footsies range for more practice. If you’re trying a new character, then your goal is just to try to survive with them.

As you improve, you’ll win more. But the thing about fighting games is that winning shouldn’t be your end goal. Improvement is your goal; winning is a happy byproduct.

3. Treat this as a skill, not a game.

patrick-fivetips

Artwork c/o Jonathan Kim

Street Fighter is a game, but it’s no fun until you’re kind of good at playing Street Fighter. Make no mistake: This is a skill you’re learning, so treat it like one. Practice regularly. Warm up your hands with a pre-game training mode ritual before sparring online. Study match footage, watch new tech videos for characters you don’t play, talk about the game with your friends. Learn to find this kind of stuff rewarding on its own, and it’ll make the rest of the game feel like more fun, too.

Fighting games are every bit as hard as learning a martial art or a musical instrument, and we pay people to teach us those in classes. We don’t really do that for fighting games (yet, anyway), but that’s the kind of work you should be prepared to put in to get the most out of it.

4. Champions don’t quit.

Consistency is more important than short-term intensity. There will be other fighting games besides Street Fighter V, and we’ll probably be playing this one for several years.

Short-term, playing a little bit every day is more important than getting in extended grinding sessions once a month. Make this a habit and you’ll get good with significantly less effort.

Long-term, learning to deal with the frustration and stay with it is the most powerful thing I’ve learned from fighting games. Don’t be fooled: True gains in your ability are realized over the course of months and years, not the first few weeks of a new game.

5. Learn how to learn.

Personally, I’ve never been good at learning a skillset if I don’t feel like I have a strong understanding of how the things I’m practicing day-to-day map towards long-term goals and the big-picture view of Getting Good at Fighting Games. It’s not enough for me to learn a new combo or setup; I need to learn why this combo or setup makes me a better player.

This is the kind of thing that a good teacher usually has; in fighting games, we have to be our own teachers. In order to make the most of our training time, we need to get good at breaking down these games not just in terms of frames and inputs but in terms of concepts like gameplans and footsies and controlling space.

This is the work that I really enjoy doing! So, if you feel like you’re running into a wall and you don’t really know how to get better, I recommend checking out some of these things that I’ve made. They’re not specific to SFV, so no matter what fighting game you’re into, you can get something useful out of it:

Thanks for reading, and good luck!

You can stay up to date with Patrick’s work by following him on Twitter, Tumblr, and Medium.

Inside the Evo 2015 Indie Showcase; Duck Game, Capsule Force, VIDEOBALL, and More

MIXlogoHorizontalLightBG

The Evo Indie Showcase is back for 2015, with an awesome new lineup of competitive indie games curated and hosted by Evo and The MIX. Read on for a sneak peek at the games you’ll see on the show floor!

Duck Game (Landon Podbielski)

Who are you?

I’m an independent game developer from Vancouver, Canada! I really like FM music and tight platformers, my favorite games are 2D. I waited 2 hours for Game Maker to download when I was 12, and I’ve been making games ever since.

What is Duck Game?

[Duck Game] is a super fast paced multiplayer deathmatch game based around mastering a ton of different weapons. It’s super easy to play but has a million tricks to figure out, and one shot kills make it about as dangerous as a bunch of ducks with guns probably would be.

What’s the hypest thing you’ve seen happen in your game so far?

Duck was running toward a duck who had a shotgun, but slipped on a banana. She tripped into shotgun guy, who dropped his shotgun into the fire next to them. The shotgun heated up and fired, killing them both. The camera then zoomed into a duck stuck on a landmine in the corner and he won the match. The landmine blew up when he tried to get down and do the worm for a victory dance. I thought that was pretty funny. His ragdoll spun pretty fast.

Capsule Force (klobit, Iron Galaxy)

Who are you?

klobit is a small studio from Austin, TX. Eric Wenske focuses on design, code, and art. Kat Wenske creates the music and sound. klobit specializes in video game experiences inspired by retro Japanese anime and games. We create compelling gameplay with impressive graphics equal to or greater than 240 lines of resolution!

What is Capsule Force?

Battle head-to-head for control of the galaxies in this frantic multiplayer action game straight out of a 1980s space anime! Blast shots, dodge energy beams, and deflect projectiles as you race your tram into the opposing team’s base! Grab the capsule to capture the galaxy before your enemy captures theirs!

What’s the hypest thing you’ve seen happen in your game so far?

There have been a lot of hype moments including huge comebacks, insane dodges, and a team grabbing the capsule, avoiding Sudden Death, with 0.01 seconds left on the clock. However, the hypest moment would probably be during PAX South. Tycho of Penny Arcade was playing in a 2v2 match with a huge crowd gathered to watch. Both teams were super pumped and shouting at each other the entire time. There was so much energy. Tycho’s team did wind up losing, but afterwards, he turned to me and shouted, “I LOVE THIS GAME!”

Combat Core (MABManZ)

Who are you?

Hi! I’m Micah Betts, the lead developer of Combat Core. I’ve actually been developing games on my own since middle school back in the 90s. When most people were using MUGEN to sprite rip and remake characters, I used it to make my own original characters and worlds. Later, I got a degree in Computer Animation and learned how to (sort of) program, and started working on Combat Core about 2 years ago!

Later in development I got some awesome, talented people on board to help improve the game, including Rob Porter and Alex Ahad for character designs, Chris Niosi for voice casting, and Jordan Preston for helping with 3D art.

What is Combat Core?

I grew up playing multiplayer games with my friends and siblings like WWF No Mercy/Wrestlemania 2000, and a lot of 3D fighters like Soul Calibur, Dead or Alive, and Rival Schools. When I decided I wanted to make a new fighting game, I looked to Power Stone and Power Stone 2 as a formula that everyone loved but is rarely re-visited.

I tried putting a little of all of those games into Combat Core, and so far people seem to like it! This will be my first visit to Evo and I can’t wait to show the game to hardcore fighting game fans.

What’s the hypest thing you’ve seen happen in your game so far?

The biggest hype so far for Combat Core has definitely been all the awesome support from the successful Kickstarter earlier in June! Things did not look good for a while, but everyone showed up to rally and bring in over 20% of the goal in the final day. It was an amazing experience and I’m honored to have so many supporters on board with the project!

As for actually playing the game, getting multiple parries off in a comeback effort is always hype, and even better to have a fancy finish like the core uppercut attack!

BADBLOOD (Winnie Song, @songfeuds)

Who are you?

I am a 23-year-old Korean-Canadian living in Brooklyn and the sole developer on the project. When I was a kid, nothing would make my heart beat as fast as a game of hide and seek, and I wanted to make a game about that thrill.

What is BADBLOOD?

BADBLOOD is a local split-screen hide & seek between two players, with a deadly consequence—a suspenseful game punctuated with frantic violence, where each player sees the arena from different orientations. As a vengeful character on a personal manhunt, you must use stealth, spatial awareness, and disorientation to find and kill your opponent before they find you.

What’s the hypest thing you’ve seen happen in your game so far?

One of the players managed to fool their opponent and spectators so perfectly as to where they were on the map, it was a collective, terrifying surprise to find they were in the same place as their opponent, killing them with the elusive standing execution.

Tumblestone (The Quantum Astrophysicists Guild)

Who are you?

I’m Ty Taylor (@IMakeIndieGames), and I’ve been compulsively designing games for almost my entire life. I’ve been creating video games for the past 12 years. In 2013 I created The Bridge, which was a single-player puzzle game that took place in an M. C. Escher-like world. For the past two years, Mario Castaneda, Alex Schearer, Justin Nafziger, and I have been working on Tumblestone, and we can’t wait to show it at Evo!

What is Tumblestone?

Tumblestone (@TumblestoneGame) is a complete reinvention of the Match-3 genre. I think most competitive gamers today would roll their eyes when they heard “Match-3″, but Tumblestone is not your grandma’s Candy Crush. It’s a distilled and purified competitive puzzle solving game where up to four players compete and attempt to solve a series of puzzles the fastest. Imagine old-school head-to-head competitive puzzle games like Tetris Attack, Super Puzzle Fighter, Dr. Mario, etc., but with more of a focus on the puzzle-solving element and with modern design and artistic polish. With the increasing depth of the puzzle complexity and the twitchy gameplay, rounds often come down to the last split-second, resulting in lots of yelling and potential loss of friends. See for yourself!

What’s the hypest thing you’ve seen happen in your game so far?

Personally I’ve found it to be the reception that Tumblestone has received at some of the various expos and conferences that we’ve brought it to. Sometimes we’ll bring Tumblestone to a business event and see very serious people in suits totally drop their personas and start laughing and yelling like a little kid. In Japan, people who didn’t speak a word of English were able to figure out the game and have a fantastic time without me saying anything to them. Sometimes people who have never met will happen to start playing Tumblestone together, play for over an hour, and become friends afterwords. A lot of people will keep coming back to Tumblestone, and especially if it’s a multi-day event, they’ll come running to Tumblestone at the start of the second day to get their fix. Several people have told us that Tumblestone was their favorite game of PAX/GDC/wherever. These little moments of seeing people connect to Tumblestone make the entire development process worthwhile.

VIDEOBALL (Action Button Entertainment)

Who are you?

I’m Tim Rogers, founder and director of Action Button Entertainment.

What is VIDEOBALL?

VIDEOBALL is a sport that requires a television. Players maneuver with an analog stick or directional buttons. Press any button to launch a triangle. Only triangles can displace balls. Triangles also stun players. Hold a button to charge a bigger triangle. Big triangles push harder. The biggest triangle slams the ball. Any size triangle will reverse a slammed ball on impact. High-level VIDEOBALL is a game of fast movement, precise attacks, big slams, and surgical reversals. With VIDEOBALL, we wanted to make the sharpest, hardest, coldest game possible.

I promise you: VIDEOBALL’s graphics are simple geometric shapes because we wanted the game to run at 144 frames per second on PC, and also because legibility was one of our primary goals. VIDEOBALL isn’t about elves or wizards: in VIDEOBALL, the character is you. Want a new costume for your VIDEOBALL character? Buy a new shirt.

…I could type weird words like this literally forever, so I’ll end it here. Please play our game. It’s one of my favorite games ever.

What’s the hypest thing you’ve seen happen in your game so far?

Our tagline is “VIDEOBALL is simple enough for a party. VIDEOBALL is deep enough for the best party ever.”

Evo is my idea of “the best party ever”. I would love it if the fighting game community could appreciate the extreme depth of our game.

It’s hard to say what “the hypest thing” is in VIDEOBALL, because memories of VIDEOBALL tournaments are a wall of shrieking brain noise. I long for VIDEOBALL to be available to the public (soon!), because fifteen minutes later, hopefully, some high-level human will be even better than us.

Until then, well, look at this:

Gang Beasts (Boneloaf, Double Fine)

Who are you?

We are Boneloaf, a small family company set up by three brothers (James Brown, Jon Brown, and Michael Brown) to make experimental multiplayer party games and silly drawings. Since mid-2014, the Browns have been working with two other Boneloaf members (Jason Pugh and Matt Thomas), and Sound and Music designers Adam “Doseone” Drucker and Robert Larder to make a silly mêlée fighting game. The name Boneloaf comes from the misnomer we use to name the hunks of collectable meat in Sega’s Golden Axe, Capcom’s Final Fight, and some of the other arcade fighting games we played as children, the name is frequently misspelt as “BoneLoaf”, “Bone Loaf”, “Boanloaf”, “Boan Loaf”, and “Boneleaf”.

The current list of Boneloaf members and collaborators is:

Adam Drucker, Music and Sound Design
James Brown (Boneloaf) Game Design, Character and Environment Assets, Level Design
Jason Pugh (Boneloaf), Game Design, Character and Environment Assets, Level Design
Jemma Pugh (Boneloaf), Education and Merchandising
Jon Brown (Boneloaf), Game Design, Character and Environment Assets, Music and Sound Design, Level Design
Michael Brown (Boneloaf), Game Design, Character and Environment Assets, Level Design
Matt Thomas (Boneloaf), Game Design, Character and Environment Assets, Level Design
Robert Larder, Music and Sound Design

What is Gang Beasts?

Gang Beasts is a silly local multiplayer party game with surly gelatinous characters, frantic mêlée fight sequences, and absurdly hazardous environments informed by the stupidity and abrupt cartoon brutality of the animated work of Chuck Jones, John Kricfalusi, Walt Disney, and William Hanna and Joseph Barbera. Gang Beasts is influenced by the immediacy and urgency of seminal arcade fighting games such as Capcom’s Final Fight, Sega’s Streets of Rage and Golden Axe series, Konami’s Crime Fighters, and Technōs Japan’s Double Dragon and Renegade games. Gang Beasts is set in the fictional metropolis of Beef City, a city shaped like the side profile of a cow.

What’s the hypest thing you’ve seen happen in your game so far?

Surprising and unexpected events frequently occur in Gang Beasts as the game uses a custom animation system built exclusively from a series of physics simulations, the system supports per hand punching and grabbing, and stages dramatics scenes where players kick, grab, lift, push, pull, throw or otherwise force enemies into or from hazardous meat emulsifying machines, permanently suspended window cleaning scaffolds, flaming incinerator pits, commercial haulage trucks, and a poorly maintained ferris wheel. A standout fight for us watching a member of Boneloaf fighting against seven other players (that were working together to ruin him) in the Battle Royale ring stage and seeing him haphazardly force each opponent over the the top rope and on to the floor.

Secret Ponchos (Switchblade Monkeys)

Who are you?

Switchblade Monkeys is an indie team made of a small group of a friends. We worked in the game industry a long time, and secretly started collaborating on Secret Ponchos together as a passion project. We worked from our homes, creating the game from the ground up in our basements in a true bootstrap style. Even though the genre of PVP online combat games would be incredibly challenging task for our first title, we were inspired to tackle this genre because they’re the games we love to play. For us, making Secret Ponchos was about creating something original and fresh, that adds some innovation in how combat games can work, and delivering it with a stylized and high polished execution.

What is Secret Ponchos?

Secret Ponchos is a multiplayer PVP combat game, set stage in a stylish spaghetti Western setting. Players choose one of the eight (and growing) Outlaw archetypes, each equipped with its own Wild West weapons, gameplay strengths, and set of attacks. Matches support 1vs1 shootouts to 3v3 gang fights/team play. The gameplay takes place from an overhead Isometric view, giving a 360 degree view around your Outlaw of the environment, and enemies around you. The game is all PVP, and the catch here is, unlike a MOBA, actions are all quick twitch…everything is a skill shot. Gameplay mechancis play like a fighting game using fast paced game play as you dive in and out of range, launching different types of Wild West attacks, and relying on the players range control, precision aiming, and timing.

What’s the hypest thing you’ve seen happen in your game so far?

Secret Ponchos is a very ambitious project for an indie team of our size to be taking on, because it’s such a competitive genre dominated by larger studios. Often in the project we were in deep waters, but we never quit even when things got really rough. One of the most exciting moments for us was at PAX 2013, we were showing the game to the public for the first time. We did not know how people would react to the game, it was such a scary moment. It was a huge relief that moment when we saw the crowd playing it and having a great time, with total strangers getting competitive with each other, and lining up to play again. The most exciting moment was Sony (we had no idea they were even at our booth) asked us if we could show the game on stage at the E3 press conference for the PlayStation 4. This was a huge honor for us and we could not believe that happened; it was a great experience and gave the game team a tremendous boost.

If you like PVP fighting games and want to see something new, check out Secret Ponchos. It’s is hardcore, fast paced, and mercilessly competitive.

All of these games will be available to play at Evo 2015’s Indie Showcase, so make a point to stop by and check them out.

Enter the Evo 2015 Indie Showcase!

Attention, independent game developers: The Evo Indie Showcase is back for Evo 2015, and we want you to enter!

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Why Evo?

Indie games and fighting games have a lot in common; we both come from scrappy, grassroots backgrounds; we appreciate well-crafted game design and mechanics; we understand that games are only as fun as the people you can play with and talk to. And, hey — Evo itself is an independent production.

Participating in the Evo Indie Showcase isn’t just about putting your game in front of your potential players, though; it’s also about seeing what some of the game-breakingest people in video games can do with what you’ve made. You might just learn a thing or two about your own game — and maybe even meet a few people who can help you make it better.

If you missed last year’s Evo Indie Showcase, go read about it in our Inside the Indie Showcase posts (Part 1 and Part 2) to see why the devs behind TowerFall, Nidhogg, Lethal League, and Yatagarasu (just to name a few) showed up in full force.

How do I apply?

The application process is simple: Just go to the Media Indie Exchange (MIX) site over here and click on “Developer Registration” on the right-hand column. If you have any issues, email Justin Woodward at justin at mediaindieexchange dot com.

If you want to make sure your game is considered for this year’s Showcase, make sure to have your email in by 11:59 PM Pacific on June 5. We’ll be sure to let you know as soon as possible!

What else do I need to know about the Evo Indie Showcase?

If you’re thinking of applying, you’ll probably want to know these facts:

  • Participation in the Evo Indie Exhibition is free, and your exhibition staff will be provided “Exhibitor” badges that let you in and out.
  • Evo registration opens at 2 PM on Thursday, July 16, one day before the event begins, so you can begin setting up that Thursday. (You can still set up at any time Friday, with the understanding that the show begins at 8 AM on Friday morning, so you would be setting up amidst traffic.)
  • You will be provided a “dressed” table, chairs, and two standard Evo monitors (very low latency ASUS 24″). If you need more, we can’t guarantee that, but let us know and we’ll do our best to accommodate.
  • You’re free to bring popup banners, signage for the table, or any other other peripherals you might like, but setting that up is on you! Also, you will be sharing the floorspace with other exhibitors, so we ask that you be respectful of their needs.
  • Show hours are 8 AM – 11 PM, Friday, Saturday, and Sunday. We don’t expect you to staff the area this entire time–your hours are up to you.

What if I’m not an indie game developer?

It’s never too late to get started! But if you want to help out, it’d be great if you could leave a comment suggesting a game that you’d like to see at Evo — or, better yet, hit up the developers themselves with a link to this post.

See you at Evo!

Ask a Ryu Player: How do you start a fighting game scene?

Editor’s note: This article was originally posted on Patrick Miller’s personal blog, but he has graciously given us permission to repost it here on Shoryuken. It’s an informative, funny read, so if you want to see more of this column in the future, let him know!

First off, I play Ryu and that means I can read minds, so I figured I’d take a shot at writing an advice column. Today’s topic is: how do you start a scene? I don’t really have to worry about this because I mostly just travel around fighting the world’s strongest nerds, but sometimes I stop over in some boring town somewhere and I’m disappointed when I can’t find anyone who is willing to let me sleep on their couch in exchange for a few hours of Super Turbo Ryu mirrors. So, here is some advice for future Ryu players/Evo champs living in Scrubsville.

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Step 1: Are you SURE YOU CAN?

Every fighting game local community origin story starts with something like a group of people meeting each other in an arcade somewhere and forming fast friendships in the heart of battle. This still happens, except arcades are dead, so it’s kind of unlikely.

Fortunately, fighting games are bigger than ever, and we have a lot of excellent tools at our disposal to bring people together. Seriously, just check your local Craigslist for a whole bunch of awesome perverted stuff — if those people can find love on the Internet, you shouldn’t have any problem finding someone to play anime games with you. (Unless you play Arcana Heart.)

Before we get to the advice, though, I want to ask you a question: What are you fighting for?

If you want to build a scene for selfish reasons — you want to take people’s money, you want to get better at the games, or you want people you can beat up on — you probably won’t get anywhere. Being a community organizer means putting your players before yourself. There is a reason tournament organizers usually don’t win their own tournaments — all that time you spend trying to find players, organize events, line up casuals, travel to other cities, and level people up is time you’re not spending in training mode.

That isn’t to say you won’t find it rewarding — you’ll undoubtedly make lots of friends, learn new skills, and earn the respect and gratitude of your peers. But there is a reason why most top players aren’t scene-builders, and it’s because their first priority is winning, not building.

However, if you want to see other people find themselves in fighting games the same way you did — spreading the gospel of Ryu, of course — then you’ll do just fine! And as a side note, most of the work involved here is highly relevant to work in marketing and event production, so you’re not just having fun, you’re developing career skills that are way more likely to pay off than the time you spend playing video games.

Organizing for fighting games vs. organizing for your favorite game

If you live in a fighting game wasteland, starting up a scene for Guilty Gear might be tough, because the game is basically designed for people who have been around fighting games since they were conceived in a 7-11.

Fact is, Street Fighter and Smash have the broadest appeal and a relatively low barrier to entry, so you might want to start with those if you don’t feel like there is a lot of pre-existing interest in other stuff; on the other hand, maybe you’re a bunch of metal anime nerds who wear too many belts, in which case Guilty Gear might go over well and Street Fighter would be a tough sell. If there is an existing fighting game community in your area but no one playing your preferred games, then you have a better shot at finding converts who at least can understand the fundamentals without having to learn from complete newbie status.

In my experience, Street Fighter is for people who wish they had the balls to get into actual fighting, Smash is for people who never grew out of playing with dolls (sorry — action figures), anime games are for people who love women too perfect to be real, and Marvel is for people who don’t have jobs and are too broke to play poker for a living. Figure out which shallow stereotype most closely resembles your local community and start from there!

Step 2: Build your channels to create discoverability

The first step in building a fighting game community is figuring out how to make it so the other people who are already out there looking for one can find you. This is the “low-hanging fruit” — you won’t really need to sell people on coming out to play because that’s exactly what they’re looking for. Ideally, you want to be so easy to find that when I am hitchhiking and get dumped in your miserable hamlet, I can just Google “who is free in [name of miserable hamlet]” and the first ten pages are just your name.

At the very least, you’re going to need a Facebook group, some kind of Twitter presence, and maybe a Shoryuken thread in the relevant Regional Matchmaking board, just in case (if you can still remember your login, anyway). You should also look for Facebook groups for neighboring regions, because there will be invariably be some people who live on the outskirts of one local fighting game nexus and don’t want to drive two hours each way to get bodied.

You’re also going to need a place to play. Ideally, you can find a public community center or place of business to meet in, so people don’t feel weird about going to a stranger’s house and no one is at risk of getting their gear jacked; if no arcade, I’d recommend other centers of nerd combat, like LAN cafés, hobby stores, or restaurants and bars that you have an inside connection with (you’d be surprised how often this happens). Note that hosting at 21+ venues mean you won’t be able to get blown up by anyone younger than Super Turbo is — you decide whether that’s in the plus or minus column.

If you can find a business that benefits from having you and your new crew show up and play games every week or so, that’s great! Remember to be gracious guests: respect the space, don’t be jerks, don’t take their support for granted, and keep your players in line so the venue staff doesn’t have to. If not, find someone who is willing to host at their house, cover the beer money, and don’t do anything sketchy, because it’ll probably be documented and posted to r/Kappa.

The last thing you need is a stream. It doesn’t need to be fancy, because no one is actually going to watch it — but you’ll want to have someone who knows how to run a stream for when you start hosting locals, and it’s a good way to spread the word about your new scene. It’s also kind of fun and validating to play for an audience, and it makes events more entertaining.

Step 3: Recruit new players

sf-ryusakuraOnce you’ve scooped up all the existing local players, it’s time to reach out and find other new people to join your nerd gang.

Since I can read your mind, I know that you were about to think this: “Oh godlike Ryu player, why do I need new players? I just want to play with people who are already good—ow!”

That “ow” is from me interrupting your scrubby thought with a Dragon Punch. See, you need a wide range of skill levels to have a healthy local scene and keep people coming back for more.

I’d bet a wakeup DP that the number one barrier to entry to fighting games is “intimidatingly large skill gaps.” Fighting games typically don’t have internal progression systems in the same way that RPGs like Call of Duty or Battlefield do; your key performance indicator is “am I beating X players more often than they are beating me,” and early on that KPI definitely doesn’t look very good.

Some people will be driven to get good no matter what. Those people are awesome (and probably play Ryu). Everyone else is going to need a few incremental steps to godlikeness, and that is best served by having a wide range of sparring partners. You need people who are worse than you so you can experiment with new stuff in a low-pressure, low-ego setting; people who are better than you so you can tighten up the holes in your game; and people who are roughly your level so you can benchmark your progress against a peer.

In other words, you need a Dan, a Ken, and an Akuma; I’d say you can consider your community stable and self sustaining if most people can find other people that fit into those tiers relative to themselves, and if they can’t, you’ll need to do something about it or people will fade away and do other stuff. (This is probably a topic for a future column, though.)

And for the love of Ono, don’t turn away unskilled players. Not only does that make you a dick, it makes the rest of us look like dicks by association. Yes, there is some scrub at your home session who is hopelessly bad, talks too much, and doesn’t seem to be getting better. Guess what? You were once that scrub too, and people had the decency to put up with you until you got better, so shut it and just tell them to download a copy of my book.

So where can you find new fighting game players? Well, I’d recommend starting by combing through your local communities with interests orthogonal to fighting games: competitive games like Magic: the Gathering or League of Legends, general-interest video game conventions, and other areas of interest that run in parallel to fighting games (if there is a competitive scene devoted to not showering, I’d say that’s your best bet). Once you’ve exhausted the easy sources, look elsewhere. Reddit has lots of regional subreddits where nerds go — post there and see if anyone is interested in trying it out (the downside to this approach is that you then have Redditors in your house and they can be hard to get rid of).

Honestly though, I think the answer is actually “everywhere” — I found people looking to play Guilty Gear Xrd on an anonymous mobile messaging board called Secret which is mostly used for soliciting gay sex, for crying out loud. But the easiest place to find new recruits are probably among your existing players’ friends. A surprising amount of people play fighting games or are open to the idea of learning how to play them, but need a person willing to function as an ambassador to the game and the community (that’s you).

The difference is not in the activity itself, but the offer you’re extending. Consider that “Hey, you should come to a stranger’s house and play video games you are bad at” is less compelling an invitation to most people than “Hey, come meet some friendly nerds and learn how to play a game that is a lot of fun.” If you can, try reserving a dedicated setup for newbies to play each other and have more experienced people coaching and teaching. Man, that’d be a cool way to get new people into fighting games, instead of just throwing them to the wolves.

That was way longer than I intended! In any case, if you have more questions for me (fighting game-related or otherwise) feel free to ask me on Ask.fm or hit me up on Twitter. Enough people ask me questions that I think I’ll try and just make it a regular advice column thing.

Lab Notes: Gradual Resistance and the Perfect Training Partner

Last week, someone asked me a question:

What percentage of wins do you think you should have against your ideal sparring/training partner in order to improve? Do you want someone at your exact level, someone better than you to beat out your bad habits, or someone worse in order to test things?

Great question! The answer is, of course, that there is no ideal training partner, for exactly the reasons stated in the question itself: you need different people so you can practice with different mindsets. If you don’t have a variety of training partners at different skill levels, you won’t be growing and improving as quickly as you should be. There’s a concept that shows up a lot in martial arts training called “gradual resistance” that I think is highly relevant to fighting games as well.

Experienced martial artists know that learning a new technique isn’t a one-time event, it’s a gradual process. You start by learning the basic series of movements that compose the technique or combination, and you practice that against a cooperative partner until you can do it without having to think about it step-by-step. Next, you get your partner to slowly escalate their involvement in the drill; at first they might just put a little bit more weight on you, then they might actively resist your technique at 40% effort, and so on. After that, you try the move out in live friendly sparring, and then eventually you feel comfortable enough to do it in a tournament. Only once you’ve executed your move against a resisting opponent in a competitive context can you really say you “know” the move.

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In this picture, Ryu is going at approximately 70% intensity. (You can tell by all the shadows and energy aura visuals in the background.)

The idea here is essentially that when you’re learning new tech under gradually escalating levels of resistance, you’re learning different things about the tech. First, it’s just working out what you need to get your body to do, but eventually you’re learning how you might need to wait until your opponent’s weight is in just the right place, and the kind of speed and timing you’ll need to successfully catch someone with it, and then you’ll start recognizing common answers to your move and figuring out how to counter them. If you skip a step, you’ll have an incomplete understanding of the move, which means you’re not going to have as much success with it in live competition — and that means you probably won’t use it much, because you think it sucks.

The same applies for fighting game tech, whether it’s mastering a setup, or a combo, or the ideal spacing for a poke, or even a new character. Starting out, you learn how to do it in training mode, then you try it out against the CPU, and then against gradually better and better opponents until it becomes tech that you’re confident in using as part of your Real Game because you’ve vetted it against a range of players. If you bring a strategy straight from training mode to a set against your local top players, it’ll probably get exposed so badly that you’ll just think it’s junk and not use it again — but that’s not necessarily fair to the tech, because you haven’t spent the time trying it against other people to find the best possible version.

So when you’re playing against people you can beat for free, use that as an opportunity to try new stuff out. When you’re playing against people who blow you up, use that as an opportunity to get your A-game ripped apart so you know what you need to fix. And when you’re playing against your rival — the Ken to your Ryu — take the tech you’ve been working on for a little while and see what you need to do to get it into your A-game.

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Of course, if you don’t have a variety of training partners to go up against, you’ll have to make do. Try introducing the concept of gradual escalation into your practice sessions by playing against each other in training mode for 30 minutes specifically to test your new tech before diving into Vs. Mode. And if you have other tips for experimenting against opponents at different skill levels, share ‘em in the comments!

Hope you enjoyed this week’s Lab Notes! As always, hit me up on Twitter @pattheflip with questions and feedback, and feel free to ask questions there or on my ask.fm.