I Wish I Was Better at Fighting Games

Picture_2
Thursday, April 19, 2012

Let me preface this post by saying I haven't played a lot of fighting games. After thinking about it, I guess the only fighting games I've put any serious time into have been Marvel vs. Capcom 2, MVC3, and the recently released Skull Girls. I would reckon this fact has a strong correlation to the overall theme of this post; I really suck at fighting games. Which is weird for me to say because I'm usually pretty good at video games. I'm far from producing MLG caliber of play, but I hold my own in competitive Halo and Call of Duty matches. That said, fighting games are an entirely different beasts. This is because there are people in the world that can do this:

I will never be able to do this. I've pretty much accepted this fact. To reach this level of play, I would probably have to play one fighting game for a year, and nothing else. This video is for a game that has been released for a little over a week, and yet people have already figured out unbreakable combos that can take out an entire health bar. I think this comes down to a case of a negatively skewed distribution. What? Math? I swear it makes sense.

Now granted, there is not scientific data to support this graph, I think you would find this is how things shake out. The people that are good at fighting games are really good, generally leaps and bounds ahead of the people that just play them casually. As such, trying to get good at these sort of games isn't fun when you're constantly getting your ass handed to you in online matches.The past couple years I've really enjoyed watching EVO, and every time I do, it puts me in a mood to play some fighting games. Sadly, this always ends in frustration when I realize I don't have the skill to pull off a fraction of the crazy moves I saw performed by professionals. It's not that I want fighting games to change, I just wish I was better at them.

 
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Comments (11)
Avatarheader
April 19, 2012
I feel your pain. I'm not up to standard for multiplayer, but I do love a good single player campaign in a fighting game. Outside of SF4, I'm not sure where to look, though.
Picture_2
April 19, 2012

Skull Girls is actually very fun. Not too much of a heavy investment for only $15. Although you might want to wait til they patch the move list into the game.

Dscn0568_-_copy
April 19, 2012

I wouldn't worry about learning a corner-only combo that needs four meters. Execution and having practical damaging combos are important, but so is intimately understanding your character's moves and his/her matchups. The good players I've seen also understand how to quickly learn their opponent's tendencies and adjust their strategies, which is an invaluable skill that can beat better execution and better game knowledge. Understand your strengths, try to improve your weaknesses, and learn and have fun even if you're losing.

Picture_2
April 19, 2012

Yeah, I totally understand what you mean. I just meant it to be an example of the crazy things some people can do with very little time after the games release. 

Default_picture
April 19, 2012

I'm terrible at fighters. Always have been. I don't even use combos. I screw up the inputs really bad, so I typically just poke with the strongest punch or kick attack. Or use special moves on their own without a combo. It doesn't help that every person I play against is some kind of Ryu/Ken/Akuma variant so it isn't even fun to lose.

Picture_2
April 19, 2012

Yeah. I can string together basic combos, but nothing crazy invovling character switiching or anything.

Default_picture
April 20, 2012

How does multiplayer work in Skullgirls? Is it offline or online, does go through skullgirl servers or through LAN, etc.?

I ask because I think you could ask the Skullgirl developer for multiplayer match data to make a more accurate graph.

Default_picture
April 22, 2012

Firstly, that combo requires a setup beforehand, and a lot of meter.

Secondly, I think this article represents a flaw in the way most people view fighting games.  You *don't* have to be able to do huge combos to be good, and similarly, being able to do huge combos does not make you good.  If you can consistently do 10% damage each time you land a hit and you land hits often, and your opponent can do 100% off a hit but your defense is good enough that he doesn't hit you, you will win.  That's one of the reasons our tutorials focus on blocking and mixups rather than combos.

So to the writer I would say:  If not being able to do that stuff is what's holding you back, you're approaching it wrong.  :^)

Dscn0568_-_copy
April 22, 2012

This is unexpected (In case any readers didn't know, Mike Z is the gameplay designer of Skullgirls and a long-time tournament player). Thanks a lot for posting here: I always appreciated the effort you and other Reverge Labs/ Autumn Games members have made to help players and address concerns throughout the game's development and release.  

Default_picture
April 22, 2012
I feel like I got stomped by The Man. Lol.
Twit
April 23, 2012

Mike's right. By the time you have the 4 meters and the context to do a combo like that, neither player will be in a position to seriously consider doing something as long and execution heavy as that. I think the writer is putting too much emphasis on the illusion that skill is execution and not realizing that skill is just the practical application of offense and defense.

I understand it was just an example. But a combo video shouldn't be your example. A better example would be a video of a tournament, where the people competing are playing at that level because they have years of experience and instinct of how to block what they've about to receive and how to do the same to his opponent but successfully. Like knowing when mashing out a reversal on wake up is a decent idea or just a dumb guess.

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