DOA5LR Fighting Game Arts

Kohlrak

Well-Known Member
I want to take a stab at this topic to see how it affects people. The goal at the end of this is to not only figure out why people mash, but also how to prevent it, and also how to help people "git gud."

"Well everyone's a world class ground fighter until they get a punch to the face." ~ Mark Hunt

It's a quote that has been said many times over in many ways by various martial artists. Rather than being an insult to martial arts, it is a statement about human psychology. 10 years of martial arts training, a black belt, and some broken toes and fingers later, you finally feel confident. You step in the ring, stand ready with perfect form, the flag falls, you jump in and fire your shots, jump out when you're done so you have time to react to incoming moves. Unfortunately for you, that opponent of yours caught onto your dull and monotonous timing, and the moment you jump in this 2 year boxer clocks you. From there until you wake up confused on the mat, everything's a rush and you don't know what's going on.

I think this is the issue with DoA. We go though the tutorial, go through combo training, read all these wonderful tutorials on setups, KBD, etc You hear "get ready" and now you realize that you have absolutely no idea what you are doing. Then you hear "fight!" At which point you realize you have to do something, but still don't know what to do. The brain immediately has you start pressing buttons. The CPU (especially on lower difficulties) and online players of equal skill level can easily be defeated by this, because, by the time they realize you're mashing, their health bar is gone so they can't step out and punish your wiffing and unsafe moves. This results in a round being won, which unconciously tells you that you did the right thing. For each and every win, you are getting turned into a mashing machine. After enough wins, it takes a significant loss and humiliation to accept that your mashing was lucky wins and that you actually suck because you have absolutely no strategy.

If we can assume the above is true (and i think it's pretty safe to do that), we then we've identified the problem. However, right now, we don't know of any solutions. I'll tell you that i've been playing DoA for over a year now and I'm still suffering from this (though, i didn't become a crappy masher like others simply because I identified the problem before it became one). The issue is ultimately, we know how to do something, but we do not know when to do something. If you ask, "When do you sidestep?" The answer is "when they're using a linear attack." Assuming, first, that you actually do know what that even means (which is a toss-up), you still don't know when your opponent is going to use a linear attack. Higher level players already have the mindset and understanding that they're trying to counter-attack rather than simply throw something out there just to get the ball rolling (look at high level matches vs low level matches and you can see the obvious difference in between the "get ready" and "fight" messages [one's already KBDing and jumping forward trying to get optimal spacing, and the other's not]). Even then, if one asks how to identify when that would be (since there are a large number of possible attacks being thrown from 1 character, let alone the whole roster, you feel overwhelmed), the answer is "go to the lab" which is short for "i know subconsciously out of rot memorization and hard work, but i don't have any conscious recollection of any general enough patterns." To make matters worse, that's just sidestep. There is a large number of things you can do defensively (hold, block, crush, sidestep, kbd, FSD) and offensively (and we're assuming that you've figured out yourself that you need to try to start learning using only 1 character), and given that there aren't general rules (or if there are, they're not as well known as the various well written and recorded tutorials) we get the large number of mashers.

The obvious question will probably be, "if that's the case, why are people whom learn from decent players offline not affected by this?" Firstly, said people are probably already somewhat decent themselves, since this is most likely at a tournament setting (and people aren't going to go as complete scrubs). Secondly, if it's not at a tournament, it's alot more demanding to kick someone out of your house, or to leave theirs, than it is to leave an online room (thus you'll be more patient). Moreover, because of said difficulty of giving up, proper situations will become practiced (for example, the teacher will now separate and clarify close vs long range).

Please do not misunderstand, i do not mean to rag on tutorial writers and helpful people in the community. Quite the reversre, i'm trying to propose constructive criticism in a way that will hopefully result in better results for, potentially, less effort (because students and teachers alike have lives, too, and efficiency matters if we're trying to up our quantity of high quality players). My theory is merely that the mindframe and thinking patterns are so different from high to low, that it becomes easier to hit PS 8 T (quit game) than it is to spend time in a crowded room trying to talk and find common ground to why one person sucks and the other doesn't (when the other people don't care to learn, especially with the loud mic 12-year-old in the room). Given that the fun factor of the game depends entirely on the community, i also have to say this has to be addressed regardless of potentially hurt feelings (which i honestly hope no one is having).

Since my real life boxing's strongest weakness is my twitchy nerves and bad habits (my hands keep dropping after a combo), which cannot be worked on in DoA, and since there's still absolutely no incentive (i got other more important upgrades to make) for me to buy a "current gen" (old gen ports on a newer brick) console (and the direction the game is taking with it's DLC makes it unlikely that i'd purchase the game even if i did have said console), I feel it's important to bring my observations and conclusions to the community for peer review before it's harder to relate to them (and thus nothing gets done). Although this is of the commonly condemned format (first person and opinionated), i'm throwing this out there without a lot of evidence due to necessity, while hoping that I'm not the only one seeing this. If I am wrong, and this post has no value, may it fall into the obscurity of page 2.
 
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Lulu

Well-Known Member
So whats this all about again ?
Button Masher or Sucking at Fighting Games ?
If its the former then I button mash because I don't know when the game isn't going to register or disregard my inputs and mashing seems to fix that, up to a point.... if its the latter then my problem is simply one of execution.
 

Kohlrak

Well-Known Member
So whats this all about again ?
Button Masher or Sucking at Fighting Games ?
If its the former then I button mash because I don't know when the game isn't going to register or disregard my inputs and mashing seems to fix that, up to a point.... if its the latter then my problem is simply one of execution.

You're the first person here who has a different definition for "mashing." I mean mashing in the sense that other people here use it: random button pressing to win, in which case, they become the same issue. Though "execution" is a significantly broader term, but the general consensus
on it's definition here also seems to be different (in that execution is merely the connection between brain and fingers [the real term is coordination, but for some odd reason people like to say execution here instead]). If coordination was the issue, then everyone would be pros in 2 hours. So i'm not really sure how to more directly respond to your question.
 

Lulu

Well-Known Member
Oh well then I only mash when I panick, maintaining composure is not my strong suit....
As for execution I just mean the speed in which the game wants me to input something..... I can handle complex inputs so improving my coordination is just a matter repeatedly doing something over and over and again and over again until it sticks..... but if its speed then regardless of how simple it is then I can't do it...... hell I can only side step in one direction. Its frustrating.
 

Kohlrak

Well-Known Member
Oh well then I only mash when I panick, maintaining composure is not my strong suit....

Hence the initial quote. By this statement, you're confirming the first part of what i've said.

As for execution I just mean the speed in which the game wants me to input something..... I can handle complex inputs so improving my coordination is just a matter repeatedly doing something over and over and again and over again until it sticks..... but if its speed then regardless of how simple it is then I can't do it......

Right, which is another feature which i left out in the original post, because the advice of "go to the lab" works wonders in this regard. Speed related things also fall into this category, once you learn finger tricks to increase speed. However, if you mean reaction time for things like holds, that's actually part of the "when to do" something, because i noticed with real boxing as well, that you kinda gotta read what just happened and think 2 steps ahead (since only pure reflexes can save you from what's happening right now [thus you're likely to get hit]). The trick is to bait your opponent into showing you what is on his mind, without it being too obvious that he just exposed himself. In doing so, he just showed you what he's going to do in reaction to something you're going to do, so you throw a "shit shot" out there to make him react, and, since you already know what his reaction will be, you adjust your tactic accordingly (but you must know what you're going to do before you do it or you're going to be way too slow). Take for example that your opponent studies a traditional martial art, and you throw a simple jab (lead hand straight punch), cross (rear hand straight punch) out there, but you stand just outside of range to try to spook him into reacting (while keeping safe incase he flails). In doing so, you might notice he likes to block using only his rear hand. So, now you back off a bit do your dancing, now you come into range instead of fake stepping, you throw your jab so he blocks it, then, since you can feel faster than you can see, you pull down that rear hand with your jab hand while throwing the cross. If you do this quick because you thought it through, you'll probably get him with your cross.

hell I can only side step in one direction. Its frustrating.

This sounds like a coordination issue, however since you seem to be having trouble working this out, on your own, i'd like to address this separately. Stick or D-Pad? Double tap or direction plus button? Also, where do your thumbs rest on your controller? Which direction is easier?
 

jjinkou2

Well-Known Member
. For each and every win, you are getting turned into a mashing machine. After enough wins, it takes a significant loss and humiliation to accept that your mashing was lucky wins and that you actually suck because you have absolutely no strategy.

Exactly what i have realised today. Strange coincidence.

My experience:
I'm a button masher. I ashamely reckon that i win with no strategy at all. When the word "Fight" is written, my mind is blank, i just look at my opponent and say to myself "ok what's up now" and then hit that damn buttons to death.

But last few days i won and lost some fights but differently. Before the start of the match, i told to myself, "let's try to push him toward the walls then let's try the wall force tech i have been practicing". Even though it was a simple strategy (and perhaps closer to tactic than strategy), it gave me a path for the game.

What i would like to learn from this thread
What i would like to find it this thread from experts are some generic strategies for example :
- Conditionning (spam a hit to lure him )
- Environmental awareness.
- Character's specific stances that propose a strategy (i think about dual string for kokoro (i wrote a thread about that))
- ....
 
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Lulu

Well-Known Member
Hence the initial quote. By this statement, you're confirming the first part of what i've said.



Right, which is another feature which i left out in the original post, because the advice of "go to the lab" works wonders in this regard. Speed related things also fall into this category, once you learn finger tricks to increase speed. However, if you mean reaction time for things like holds, that's actually part of the "when to do" something, because i noticed with real boxing as well, that you kinda gotta read what just happened and think 2 steps ahead (since only pure reflexes can save you from what's happening right now [thus you're likely to get hit]). The trick is to bait your opponent into showing you what is on his mind, without it being too obvious that he just exposed himself. In doing so, he just showed you what he's going to do in reaction to something you're going to do, so you throw a "shit shot" out there to make him react, and, since you already know what his reaction will be, you adjust your tactic accordingly (but you must know what you're going to do before you do it or you're going to be way too slow). Take for example that your opponent studies a traditional martial art, and you throw a simple jab (lead hand straight punch), cross (rear hand straight punch) out there, but you stand just outside of range to try to spook him into reacting (while keeping safe incase he flails). In doing so, you might notice he likes to block using only his rear hand. So, now you back off a bit do your dancing, now you come into range instead of fake stepping, you throw your jab so he blocks it, then, since you can feel faster than you can see, you pull down that rear hand with your jab hand while throwing the cross. If you do this quick because you thought it through, you'll probably get him with your cross.



This sounds like a coordination issue, however since you seem to be having trouble working this out, on your own, i'd like to address this separately. Stick or D-Pad? Double tap or direction plus button? Also, where do your thumbs rest on your controller? Which direction is easier?

I shouldn't need to learn "finger tricks" the input shouldn't be so demanding as to neglect me from being able to use it in the first place.
I use the Thumb Stick by the way.... can't do :4::4: or :8::8:.
 

Kohlrak

Well-Known Member
Exactly what i have realised today. Strange coincidence.

I've felt this way for a while, but due to the lack of evidence i've avoided posting about it.

My experience:
I'm a button masher. I ashamely reckon that i win with no strategy at all. When the word "Fight" is written, my mind is blank, i just look at my opponent and say to myself "ok what's up now" and then hit that damn buttons to death.

Your honesty is refreshing, and thus we can hopefully do something about it.

But last few days i won and lost some fights but differently. Before the start of the match, i told to myself, "let's try to push him toward the walls then let's try the wall force tech i have been practicing". Even though it was a simple strategy (and perhaps closer to tactic than strategy), it gave me a path for the game.

Actually, that's hardly simple. You're actually chunking alot of data into that simple phrase and idea, but to a completely fresh newcomer, even that is full of too much info. However, your results show us the kind of thinking we need to inject into lessons that we come up with.

What i expect to find from this thread
What i would like to find it this thread from experts are some generic strategies for example :
- Conditionning (spam a hit to lure him )
- Environmental awareness.
- Character's specific stances that propose a strategy (i think about dual string for kokoro (i wrote a thread about that))
- ....

Exactly. I was hoping a few people would confirm in themselves what i was feeling, and that, ultimately, people like @@iHajinShinobi (looking at the news feed, he seems to be the most active teacher here) would take notice and steer us (so as to not put all the weight on any one individual's shoulders) in a productive direction. I have noticed that after it's been said (even if only by me or others whom i haven't seen) that we need to scale our thinking down for the newbies, it has been done, but the issue is we still don't have anything that gets us started off on the right foot from the dirt. We went from tutorials reflecting a built house needing furniture, to tutorials with steel beams built for us, down to the foundation being done for us. We still need to build that mental foundation through which those things we call "the basics" (steel beams) can be employed effectively.

Not to say that we can't come up with this together without anyone's help, nor to say that people can't come up with this on their own (which we have people who have), so much as to say it's so much more efficient and productive to try to document the journey so that others can learn from it without having to go through as much (and, hey, if someone can help us along the way we'll get there faster).

I want to say now that a large portion of the problem of playing around with things is inefficient chunking (i forget who i learned that term from on here, but it is brilliant), leading to information overloading. The subtle hints of X, Y, and Z easily get lost when you're trying to figure out what moves come out of all these possible button combinations. The mindset and chunking would go hand-in-hand. The better you can chunk, the more universal your mindset becomes, and then the easier it is to apply what you've learned to more characters. For example, if you can simplify the majority of the movesets to predictable patterns (5P for high poke, 6P for mid poke, and 2P for low poke), then simplify character strategies to Type A (Speed: Kasumi, Christie) vs Type B (Grappler: Bass, Tina, Bayman, Eliot) or Type C (Round: LeiFang, Hitomi, Ein, Kokoro) vs Type D (Technical [stance]: Brad, Helena, Rig, Alpha), (note, those classifications are just for example, as i figure the actual chunking categories would be very different) then you can easily figure out how they're likely to be (for example, you know Kasumi's going to 5P alot). Then, after you know what characters are likely to have what tools at their disposal, you can then use the mindframe to know how to deal with those tools and how to provoke them into using them so you can read them (or rather, how to throw things at them to make them think they're reading you then punish them).

I shouldn't need to learn "finger tricks" the input shouldn't be so demanding as to neglect me from being able to use it in the first place.
I use the Thumb Stick by the way.... can't do :4::4: or :8::8:.

I used to use the thumb stick on a controller where the stick and dpad were swapped. Had trouble with KBD, but i realied other motions are harder on dpad, so i switched back to the dpad on a regular controller for the accuracy and just learned how to deal with the other things. Tools are made to meet needs, and a rolling dpad would make more sense for DoA, but we really don't have one. The issue is that sticks are designed to try to simulate analogue input (it's not true analogue, but it attempts to be). Dpads are for digital input. Fighting games like DoA need digital inputs (where as a game that concentrates more on constant spacing caters more to analogue controls). The issue is the hand moves around alot on the controller, and the stick can't tell where the hand has moved, so while your hand feels that up and down and left and right are relative, they really aren't. The problem is also a major issue for martial arts, as when we sidstep to the side of our rear leg, we can do so vertically or even circle the opponent without changing distance, while the side that's harder to see (the lead side since it's towards our back) we have a natural tendency to advance (which is a problem [i noticed DoA's FSDs have advance going for both directions]). The issue is going to be, if you want to use that stick, you're going to have to practice alot and understand that certain techniques may be impossible (like KBD, as the speed of which the inputs would come in via the ADC is slower than the speed required by the game to execute KBD).
 
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KING JAIMY

Well-Known Member
Interesting read.

I recognize some of these things which I did in my first DOA tournament. The thing is, it can be hard to put theory into practice, especially when you're under pressure. Knowing your stuff is one thing, applying it is another thing. I knew my tech, combos and safe strings but during the tournament matches I got so nervous that I forgot all my stuff. On top of that, I didn't keep an eye on my opponent and didn't punish his unsafe strings, for example. I then went on 'mashing' in hopes to stun my opponent. I don't know why though I played like that though. How in the world can ''pressure'' lead you to forget everything, even after putting in so much effort in training and memorizing setups? It's an interesting psychological phenomenon.
 

Kohlrak

Well-Known Member
Interesting read.

I recognize some of these things which I did in my first DOA tournament. The thing is, it can be hard to put theory into practice, especially when you're under pressure. Knowing your stuff is one thing, applying it is another thing. I knew my tech, combos and safe strings but during the tournament matches I got so nervous that I forgot all my stuff. On top of that, I didn't keep an eye on my opponent and didn't punish his unsafe strings, for example. I then went on 'mashing' in hopes to stun my opponent. I don't know why though I played like that though. How in the world can ''pressure'' lead you to forget everything, even after putting in so much effort in training and memorizing setups? It's an interesting psychological phenomenon.

It is. The issue is practice. I've done alot of studying on the effects of pressure (since my ADHD makes it a much bigger issue than it is for "normal" people). The mind has limited capacity, and multi-tasking is just as much an illusion in humans as it is in computers. If the frontal lobe is dealing with fear, trying to sort large amounts of moves (due to the lack of chunking), while dealing with all the sensory inputs coming at you, it's going to LAG. It's like running a game on graphics settings higher than your computer can handle: it's supposed to write a frame and then WAIT until the vertical refresh pin goes high (60 times per second) and then continue drawing. If it takes longer than 1/60th of a second to draw, the FPS drops because code still has to happen in order, causing user perceivable slowdowns. And just like your computer when you plug your joystick into the wrong port as the game is starting up, more than just what you want to focus on is getting brain time, which, when busier than it's capacity, leads to noticeable slowdown. This is why i was doing reaction time based experiments (i noticed that i'm reacting too slow in action games and sparring, only to find out i'm concentrating on too many queues which are not the queues i should be looking for [which is the definition of ADD/ADHD, though it happens to all of us to some degree] which is causing the illusion that my reaction time is awful [it is, but it's not the 0.5 seconds that i thought it was]).
 

Lulu

Well-Known Member
I've felt this way for a while, but due to the lack of evidence i've avoided posting about it.



Your honesty is refreshing, and thus we can hopefully do something about it.



Actually, that's hardly simple. You're actually chunking alot of data into that simple phrase and idea, but to a completely fresh newcomer, even that is full of too much info. However, your results show us the kind of thinking we need to inject into lessons that we come up with.



Exactly. I was hoping a few people would confirm in themselves what i was feeling, and that, ultimately, people like @@iHajinShinobi (looking at the news feed, he seems to be the most active teacher here) would take notice and steer us (so as to not put all the weight on any one individual's shoulders) in a productive direction. I have noticed that after it's been said (even if only by me or others whom i haven't seen) that we need to scale our thinking down for the newbies, it has been done, but the issue is we still don't have anything that gets us started off on the right foot from the dirt. We went from tutorials reflecting a built house needing furniture, to tutorials with steel beams built for us, down to the foundation being done for us. We still need to build that mental foundation through which those things we call "the basics" (steel beams) can be employed effectively.

Not to say that we can't come up with this together without anyone's help, nor to say that people can't come up with this on their own (which we have people who have), so much as to say it's so much more efficient and productive to try to document the journey so that others can learn from it without having to go through as much (and, hey, if someone can help us along the way we'll get there faster).

I want to say now that a large portion of the problem of playing around with things is inefficient chunking (i forget who i learned that term from on here, but it is brilliant), leading to information overloading. The subtle hints of X, Y, and Z easily get lost when you're trying to figure out what moves come out of all these possible button combinations. The mindset and chunking would go hand-in-hand. The better you can chunk, the more universal your mindset becomes, and then the easier it is to apply what you've learned to more characters. For example, if you can simplify the majority of the movesets to predictable patterns (5P for high poke, 6P for mid poke, and 2P for low poke), then simplify character strategies to Type A (Speed: Kasumi, Christie) vs Type B (Grappler: Bass, Tina, Bayman, Eliot) or Type C (Round: LeiFang, Hitomi, Ein, Kokoro) vs Type D (Technical [stance]: Brad, Helena, Rig, Alpha), (note, those classifications are just for example, as i figure the actual chunking categories would be very different) then you can easily figure out how they're likely to be (for example, you know Kasumi's going to 5P alot). Then, after you know what characters are likely to have what tools at their disposal, you can then use the mindframe to know how to deal with those tools and how to provoke them into using them so you can read them (or rather, how to throw things at them to make them think they're reading you then punish them).



I used to use the thumb stick on a controller where the stick and dpad were swapped. Had trouble with KBD, but i realied other motions are harder on dpad, so i switched back to the dpad on a regular controller for the accuracy and just learned how to deal with the other things. Tools are made to meet needs, and a rolling dpad would make more sense for DoA, but we really don't have one. The issue is that sticks are designed to try to simulate analogue input (it's not true analogue, but it attempts to be). Dpads are for digital input. Fighting games like DoA need digital inputs (where as a game that concentrates more on constant spacing caters more to analogue controls). The issue is the hand moves around alot on the controller, and the stick can't tell where the hand has moved, so while your hand feels that up and down and left and right are relative, they really aren't. The problem is also a major issue for martial arts, as when we sidstep to the side of our rear leg, we can do so vertically or even circle the opponent without changing distance, while the side that's harder to see (the lead side since it's towards our back) we have a natural tendency to advance (which is a problem [i noticed DoA's FSDs have advance going for both directions]). The issue is going to be, if you want to use that stick, you're going to have to practice alot and understand that certain techniques may be impossible (like KBD, as the speed of which the inputs would come in via the ADC is slower than the speed required by the game to execute KBD).

I have been practicing alot..... I can't do it..... thats my point.
 

KING JAIMY

Well-Known Member
It is. The issue is practice. I've done alot of studying on the effects of pressure (since my ADHD makes it a much bigger issue than it is for "normal" people). The mind has limited capacity, and multi-tasking is just as much an illusion in humans as it is in computers. If the frontal lobe is dealing with fear, trying to sort large amounts of moves (due to the lack of chunking), while dealing with all the sensory inputs coming at you, it's going to LAG. It's like running a game on graphics settings higher than your computer can handle: it's supposed to write a frame and then WAIT until the vertical refresh pin goes high (60 times per second) and then continue drawing. If it takes longer than 1/60th of a second to draw, the FPS drops because code still has to happen in order, causing user perceivable slowdowns. And just like your computer when you plug your joystick into the wrong port as the game is starting up, more than just what you want to focus on is getting brain time, which, when busier than it's capacity, leads to noticeable slowdown. This is why i was doing reaction time based experiments (i noticed that i'm reacting too slow in action games and sparring, only to find out i'm concentrating on too many queues which are not the queues i should be looking for [which is the definition of ADD/ADHD, though it happens to all of us to some degree] which is causing the illusion that my reaction time is awful [it is, but it's not the 0.5 seconds that i thought it was]).
I'm in my second year of Psychology and I can recall what you've just said. I've noticed something like that in a tournament setting as well: I get more self-aware (e.g. I pay attention to the people watching me, out of fear of embarassment) and am thus paying attention to the wrong cues. I understand that my reaction time will be slower, but what I still don't understand is why some people (like me) resort to 'mashy tactics' in addition to being slower. Why can't I just be only slower, while still performing advanced and clever tactics? In sum, I don't understand why the quality of play suffers sometimes, next to being slower.
 

Kohlrak

Well-Known Member
I have been practicing alot..... I can't do it..... thats my point.

The double taps are possible, you just need to know your controller really well and know when your hand has shifted. Your hand will shift, and it will cause you problems. I used to have the hardest time doing 44P for Marie when i was on the right side of the screen. After feeling out the controller and realizing that the handles of the controller made 7 feel like 4 i was able to fix this problem (but not without alot of effort and occasional mistakes due to shifting which is the second reason why i switched back to a normal controller [i use the stick-swapped controller for games that cater to analogue inputs like Ace Combat and Skyrim which benefit alot from the changed placement]). The KBD might potentially be possible with some clever finger movement, but that would require repositioning (a fighting game centered stick won't have these problems because they're using better hardware and are positioned much better).

I'm in my second year of Psychology and I can recall what you've just said. I've noticed something like that in a tournament setting as well: I get more self-aware (e.g. I pay attention to the people watching me, out of fear of embarassment) and am thus paying attention to the wrong cues. I understand that my reaction time will be slower, but what I still don't understand is why some people (like me) resort to 'mashy tactics' in addition to being slower. Why can't I just be only slower, while still performing advanced and clever tactics? In sum, I don't understand why the quality of play suffers sometimes, next to being slower.

Same reason why people bail on their arts when they get punched in the face. Just like dogs human beings react to "rewards" and "punishments." Even world Karate champions will break form and pull back their lead arm if you hit it enough times. Your subconscious knows that if it slows down enough to notice it's own slowdown is an issue, it's going to eject something to bring the speed back. Unfortunately, this usually ends up being your fine-tuned motor coordination. The stated quote wasn't suggesting that people bail when punched in the face (since he's talking about professionals), rather that that perfect form and mechanics that maximize damage and technique potential all turn to desperate flailing when your eyes get hit or tear up from the nose getting hit. I remember a guy asked me to pray infront of a crowd of people in Japanese (i'm not sure why they wanted people who were bilingual to pray), which sounded like a good idea until the room suddenly got 30 degrees hotter (it didn't help that they told me just beforehand that they were recording it to be shown in churches throughout the world [i still wonder if my suddenly terrible english, which is my native language and not the language i was doing the prayer in, got cut, along with my subconsciously evoked, podium banging Hitler impression]).

Since you're a psychology student, if you want to talk privately about my observations of my own and others' ADHD, start a "conversation" (PM). Since i know where it'll go (Psychology vs GP rant that i usually hear from the psychology students will be inevitable from you), it's best to keep disorder related branching of this topic to PMs. Especially so, since my observations conclude that fellow ADHD people (that aren't medicated, since the medication results in opening a whole new can of worms) merely get more allocated more easily, and thus have to use the same pressure and distraction controls more effectively. If ADHD interests you at all (as a psychology student and as someone who needs to work on the pressure control), I highly recommend it, however it'd merely be going into more detail of the pressure issue. Since pressure control is merely the 90% that eats up only 10% of your brain, it makes more sense to work on the 10% that eats up 90% of your brain (i'm not sure this programmer analogy actually works right here, but i'm trying it anyway).
 

Lulu

Well-Known Member
The double taps are possible, you just need to know your controller really well and know when your hand has shifted. Your hand will shift, and it will cause you problems. I used to have the hardest time doing 44P for Marie when i was on the right side of the screen. After feeling out the controller and realizing that the handles of the controller made 7 feel like 4 i was able to fix this problem (but not without alot of effort and occasional mistakes due to shifting which is the second reason why i switched back to a normal controller [i use the stick-swapped controller for games that cater to analogue inputs like Ace Combat and Skyrim which benefit alot from the changed placement]). The KBD might potentially be possible with some clever finger movement, but that would require repositioning (a fighting game centered stick won't have these problems because they're using better hardware and are positioned much better).



Same reason why people bail on their arts when they get punched in the face. Just like dogs human beings react to "rewards" and "punishments." Even world Karate champions will break form and pull back their lead arm if you hit it enough times. Your subconscious knows that if it slows down enough to notice it's own slowdown is an issue, it's going to eject something to bring the speed back. Unfortunately, this usually ends up being your fine-tuned motor coordination. The stated quote wasn't suggesting that people bail when punched in the face (since he's talking about professionals), rather that that perfect form and mechanics that maximize damage and technique potential all turn to desperate flailing when your eyes get hit or tear up from the nose getting hit. I remember a guy asked me to pray infront of a crowd of people in Japanese (i'm not sure why they wanted people who were bilingual to pray), which sounded like a good idea until the room suddenly got 30 degrees hotter (it didn't help that they told me just beforehand that they were recording it to be shown in churches throughout the world [i still wonder if my suddenly terrible english, which is my native language and not the language i was doing the prayer in, got cut, along with my subconsciously evoked, podium banging Hitler impression]).

Since you're a psychology student, if you want to talk privately about my observations of my own and others' ADHD, start a "conversation" (PM). Since i know where it'll go (Psychology vs GP rant that i usually hear from the psychology students will be inevitable from you), it's best to keep disorder related branching of this topic to PMs. Especially so, since my observations conclude that fellow ADHD people (that aren't medicated, since the medication results in opening a whole new can of worms) merely get more allocated more easily, and thus have to use the same pressure and distraction controls more effectively. If ADHD interests you at all (as a psychology student and as someone who needs to work on the pressure control), I highly recommend it, however it'd merely be going into more detail of the pressure issue. Since pressure control is merely the 90% that eats up only 10% of your brain, it makes more sense to work on the 10% that eats up 90% of your brain (i'm not sure this programmer analogy actually works right here, but i'm trying it anyway).

My problem isn't that I get 7 sometimes. its that 44 never ever comes out unless I throw my entire arm into it. The other problem is different characters have different leniency for their 44 or 66 moves...... an example would be Tina's 44T.... I always get this throw right... never miss on either side but her 44P is much harder for some reason...... its even worse with Hayate... his 66P has a much higher leniency than his 66P+K.

I've tried.... believe me.... for the past two years I have been trying my best but I'm not doing 88 or 44 any faster than I have when I first started. And its severely limited how much I can get out of the game I paid for....

as hard as it is to believe not everybody can get past execution the barrier just by practicing..... somepeople just get stuck and they feel alienated because they can't do a simple 44P and just quite the game alltogether. I feel that way sometimes.
 

Lulu

Well-Known Member
You can only wing it for so long.
Well... I can only wing it for so long..... I don't know about anyone else.
 

Lulu

Well-Known Member
Depends on the characters you picked. I stick to fundamental heavy characters.

I want one of each.
Striker
Grappler
Zoner
And Reversal Expert.

The first one is the one thats giving me trouble in the execution department...... The 3rd I find confusing but ultimately achievable.
The Other Two are No Problem.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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