Friday, August 31, 2012

A Different Before-Tournament Mindset

I wanted to make a quick post, since I won't have time for a full one for a little while.  This is a short piece of what's on my mind.

There is a two-day tournament occurring tomorrow and Saturday.  I will be attending this tournament, ready as I can be.  Though, I'm not treating this tournament the same as most tournaments I've attended.  For once, I'm not playing to win.

Well... that's a little untrue.  I AM playing to win, but not with 101% concentration on any particular game.  I'm planning to enter three, maybe four, games this tournament.  Those games are: King of Fighters, Persona 4 Arena, Skullgirls, and maybe Virtua Fighter 5.  My goal is top 3 in every game I enter.

I've mentioned in a previous post that I've experienced difficulty in switching between games and learning multiple games.  I don't know how characters like Chris G and Justin Wong do it with such finesse!  I decided I will use this tournament to test my personal ability, and not my ability in a particular game.

My last couple weeks I've tried to balance heavy focus on P4A and small solo practices of KoF.  I did say I do not have a main game focus, but a majority of my time has gone into P4A because I need to be able to keep up with everyone else if I want to get top 3.  I need to warm up on Skullgirls more.  That game can go downhill fast if I don't remember what I'm doing.  VF5 has been on the back burner for longer than these last couple weeks.  I meant to get a decent session in this week, but with school as my number one priority, I didn't get the chance to.  It's why I hesitate to enter the VF5 tournament.  The tournament as a whole is already expensive as fuck and attempts to wring as much money from each attendee as possible, player or not.

...But that's a story for another time.

Four games... this is ridiculous.  I'm shaking my head at the thought.  Regardless, I feel my goal is reasonable...

Maybe...  

It's rare that I doubt myself this much.  Hell, the many use of ellipsis (...'s) shows that lack of confidence and great amount self-doubt.  I don't want to set my bar unreasonably to "I'm gonna fucking win all these games!"  In turn, I don't feel my drive, or my confidence, is as high when I'm not gunning to be THE BEST.

Wish me luck.  I might need luck more than anything...

Thursday, August 16, 2012

Return of the Mack: The Anime Panelist.

Man... These past weeks were filled with busyness and distractions.

Also, I just found out, after a Google search, "busyness" is a legitimate word!  But I digress... 

Between preparing for school and (no surprise to anyone) Persona 4 Arena's release, along with other things, I've spent much time away from my blog.  I apologize to all you numerous avid readers out there!

...Yes, that was VERY blatant sarcasm.

Among the "other things" is a project I am working on:  Doing a panel at an upcoming anime convention with a friend.

I know!!!
Me!
...At an anime convention!

Heck, I barely know AMERICAN shows!  Alright, then!  In spirit of the anime convention: Any pictures I use for this specific blog entry, I'm using anime!

The panel is called How to Beat Your Friends at Fighting Games!  It's a panel on... How to beat your friends at fighting games!  We are envoking the untapped and unknown bloodlust laying dormant in random casual players' hearts.  They will leave our panel and murder.  Everyone. (in fighting games.)

Getting Head: Without Buying Diamonds.

To explain: We are presenting beginners, intermediate, and advanced information to playing fighting games.  We will cover a variety of do's & don't's, tips & tricks, and techniques that people can use (semi) right away when they play people in the video game room.  An interesting project for me.

The reason I call this a project instead of something actually fun-sounding is because I still consider it actual work.  As I stated in a previous blog entry, I am terrible at explaining things.  I have the teaching ability and comprehension of the teacher from Charlie Brown, complete with a needed translation.  Thankfully, we plan to do this with sheer basics, starting from the most basic of all: Street Fighter.

We plan to use either Street Fighter 2 or Street Fighter 4 to explain and show examples..  The reason for this is many notable fighting games after Street Fighter 2 took the basic functions in the game and applied it to their own game.  Many of the terms, techniques, move types, special moves types, and character styles from Street Fighter 2 are seen in many other fighting games.  Street Fighter 4 is identical to Street Fighter 2 in many ways, and it's current.  Street Fighter 4 will resonate better with the audience.  We are still undecided on this as the information is the main concern.

What I'm scared of dumping too much information on my "students".  We're covering a myriad of subjects from simple to more advance techniques.  It will take some practice to execute consistently, but can be tried right away.

To give a run-down of our alpha presentation, we start with Beginner and Intermediate information:

Commonly used terms:  Hitstun, blockstun, explaining how frames work; NOT hype, salty, or bodied.

Uses of normals, specials, and throws:  Explaining that specials are a tool to make normals, or other specials, work optimally, instead of being a "spam for damage" mechanic.

Mix-Ups, Cross-Ups, Tick Throws: Techniques to creatively use normals, specials, and throws.  Each subject explains their use in specific situations, gives examples, and demonstrations

Safe Jumps, Empty Jumps: Going into jumping mechanics.  Options available instead of "I'm gonna jump at my opponent, no matter where I am, and try to hit him".  Dispel the thoughts behind "fireballs are cheap" somewhat.

Combos: Explaining that while they're an important function, don't live and die by them.  They're great, they generate hype, and they're the most impressive thing to watch in fighting games.  Still, it is an advance-level skill.  The player must first learn how to open up their opponent so they can start landing combos.  This is why the subject comes later in the presentation.  Missing a combo doesn't just mean missed damage.  It can mean bad positioning, getting thrown, or punished by the opponent's combo.

Meaty Attacks: I current have a section for this, explaining the use of specific attacks while the opponent is standing up.  I'm not sure if I want to keep this in, yet.  I feel it's TOO much to pick up right away, along with the possible issue of time constraints.  This will most likely be the first to go if we have to rid of anything.

Next is the Advanced section; what to do after you have the above tools:

Baiting Actions, Conditioning: Ways to get into your opponent's head and have them act or expect something incorrectly.  To stay random, but smart, and to make your foe dance in the palm of your hands and look like an idiot.

If you can get an FGC male to dress like this, this pictorial metaphor is complete!

Gathering Information: The importance of being able to watch your opponent, other players, and using resources to gather information.  Also, to have and ask questions.  When you stop questioning you are either the best in the world, or you're dead.  We will give website to access for deeper understanding, learning, and networking.

Then we close the panel with some do NOTS of fighting games.  If they take anything way from the panel, we want it to be THIS part:

DO NOT not block

DO NOT do wakeup dragon punch 8 times in a row

DO NOT obsess over combos when you can't hit the other guy

DO NOT throw your controller like gootecks did that one time

and so on... ;)


This is subject to change over this weekend when my friend visits here from his college town.  We'll run through the presentation and get recordings or videos of matches to explain certain elements and techniques.  

Most of the above material will probably stay put, if not be added to, except Meaty Attacks.  In particular, one thing that may be added is hitboxes. We are not sure how in-depth we want, or need, to cover it.

My friend and I conversed some about hitboxes during the first day of planning the panel:

I think it's a bad idea to get into hitboxes.  I feel it's not the sort of thing that can be explained quickly and easily.  Furthermore, it is information that can't be used near-immediately.  

My friend wants to show off hitboxes in-depth.  Show how the whole game runs on rectangles and squares, and how the hitboxes and collisions themselves work, what each hitbox means, etc..    

Our current solution is that we'll quickly show off hitboxes.  Just explain how the hit-detection, and attacks like non-shoryuken anti-airs work.  Anything that can be covered in three to five minutes.  Though, the more I research, the more I feel the need to teach hitboxes after all.  Still, my main intention is to keep the panel simple.

My goal at the end of the presentation is to have the attendees leave with thoughts in their head on how to appropriately play fighting games from the basics.  To try and add to the simplicity, I think it may be a good idea to a hand out a "study guide" of what was covered in "class".  Teacher status!

Bad ASS teacher status
(Searching up "Anime Teacher" in Google Images merits near pornographic results.)

I'm nervous, I won't lie.  My fear lies in conveying the information properly; not in the public speaking.  I actually enjoy public speaking a lot!  I just want to keep the presentation as simple as possible.  I'm afraid of over-complicating the subject or not explaining things correctly and sending people off with incorrect or confusing information.  This project is definitely a first of its kind for me, but I'm excited to get to try something new!  Suuuper excited!

One thing that's been fun while researching for this project is when I start doubting if we really should be doing this panel or particular subjects in the panel.  Thoughts like "Oh this is so basic, no one needs to learn this," or "People can learn off so many websites now, they don't need me!" compile in my head.  When I think these thoughts, like a sign, I see something that fully restores my faith in doing this project.   For example: I see a GameFAQs thread asking "What's a tick throw?", a fair question, and see the response:
"just press Light Punch & Light Kick to throw 

tick throw = grab, throw etc... have no idea what "tick" is there for"

...

Well, I don't feel THAT strongly, but I needed the anime.

This kind of actual response reassures me that I MUST do this, because I assure you, the "tick" isn't in there for fun.  If I don't do this, people will continue to throw out baseless knowledge!  My friend claims this exact process occurs with him too when he begins to doubt himself.

We in there now!

Wish me luck!  Though I don't need it: I have skills!  Show time is about a month away.  Until then, school and Persona 4 Arena!