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!

7 comments:

  1. Hey, now! You do have readers that go to this blog! Sure, it might just be me and maybe another handful of people, but dammit, I READ YOUR BLOG. >:( AND I EVEN LINK TO YOUR BLOG ON MY BLOG SO THERE. :D

    That being said, I'm excited to attend your panel! I think it'll be incredibly informative, and definitely something different from all the panels that I usually see at anime conventions. :D I'll pester you later on my thoughts about the panel and what to add/remove (from a less advanced perspective)... and I'll tell you more about the main blog!

    Look forward to poking at you! Keep up the P4A practice! :D

    ReplyDelete
    Replies
    1. Thank you for your continued support!

      Haven't heard from you though, so assuming that panel is perfect.

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    2. Do command grabs count as tick throws? I wonder if that's why the distinction is there? I dunno.

      I'd say that Meaty Attacks should be mentioned, but going into it in enough detail might take up too much time from everything else. If anything, I'd say run through the whole panel as practice to see how long it would take... and if there is more than enough time, you could keep it in. But I think that might be pushing things with people who may already be overwhelmed by the knowledge they've already received.

      I haven't been on Gchat lately. I need to catch you on there sometime when I'm not drowning in a million things.

      Delete
    3. We plan to run through the panel this weekend and get a practice run to see our time, and ability to explain things.

      Tick Throws can be accomplished with any kind of unblockable grab. :) As long as you get that attack out on the opponent's block and throw them the moment they become vulnerable.

      Delete
  2. Jamaal I really think if you want this panel to be a success you're gonna need to round up some figurines.

    Mai and Felicia would be a good place to start.

    ReplyDelete
    Replies
    1. I spoke with Jason about this issue.

      We're decidedly fucked without figurines.

      Delete