Big D (a friend and fellow fighting game player) and Myself made a tutorial on fighting games awhile back. I was reading over it and I still like the idea of a general 2D tutorial for new players to read. It covers the basics of playing most 2D fighting games and was planned to include video footage with explantions. I think that may still happen yet but, here is the script if you would like to read over it. Its incompete without the footage and in a rough edit stage so, be warned. Any thoughts on it would be appreciated. Here we go!
Index:
i. Normals Moves/Command Normals
ii. Hitboxes
iii. Footsies
iv. Zones and How to get around
a.anti-jumping section
v. Combos, Links and Strings
vi. Throws
vii. Cross ups
viii. Mix ups
ix. Multi-layered Mix ups
xi. Play Styles: Offensive,Defensive,Inbetween
a.How to break yourself of bad habits
xii. What to do when you have momentum and what to do when you lose it
i.Normal Moves
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Definition: Normals/command normals
Dialog:
These are the moves that allow you to damage to your opponents life bar and win the round/match.They come in a variety of flavors hitting high (will not hit crouching opponents), mid (which can be blocked high or low), low (attack MUST be blocked low), overhead (which are used to hit crouching opponents and MUST be blocked standing) and SOME cant be blocked at all. Those are fun. :)
a. Command Normals
These normals are a little different from previous ones mentioned. They usually require a input and button command and also come in different flavors. Some are overheads, others still are used to move you forward(kind of like the way a dash works) (D Edit we should touch on this at the very end of the section) , some make combos more damaging or even acessable and the list goes on for awhile so, you get the point. There are a few types of cancelable normals. Now, some moves are cancelable mid-way thru. Some can be jump/superjump canceled allowing for combo potential or follow-up possibilitys. Some are 2-in-1-able in to special moves. A few combo into other normals as “target combos” such as the ones in SFA or 3S. Others still are ONLY supermove cancelable.
Examples:
high, mid, low, overhead, unblockable(sent)
command normals
cancelable normals, 2 in 1, jump/superjump, targets, supers only
ii.Hitboxes
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Definition: The screen area occupied by the active portion of an attack.
Priority: The relative likelihood that a particular attack will win out against any other attack if both collide
during their respective active frames
Now that we know what normals are and HOPEFULLY you have been practicing since last time, lets move on to next lesson: Hitboxes. Hitboxes are what determine a normal/special/supermoves range. You might ask why is this so important?? And i might tell you you ask too many questions (Kidding) But, to play your(any) character right, you MUST know what range they fight in to be the most effective. In alot of cases, to even be able to win. Ill give you a few examples:
Close range fight between ryu and sagat
Medium range fight between ryu and sagat
Far range fight between ryu and sagat
As you can tell ryu has a better chance fighting the “in-fight” then the medium ranged fight against sagat.
Hitboxes will also determine which move will beat out which (actually its the two moves active attack frames, who
threw the move first, its actual hitbox and weather or not if it has any special attributes[invicibility frames], ect.)
But lets give a few examples of this too.
*Different games with examples*
give it a little more explanation i.e. “ Now we have talk about about hit boxes from normals beating other…let’s going in command/throws” something like that”)
Well enough with the snoreville explanation so go practice up…
iii.Footsies
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Definition: Footsies - When a guy and a girl REALLY like each other they….oops wrong version. It really is a subset of zoning focusing primarily on close range normals, where the most common goals are to knock the opponent down and set up crossup opportunities.
You are now on your way to being able to play most games competitvely. I thought it would be important to show you guys how to get damage in games and how to be able to move around WITHOUT being Dragonpunched/*insert move with invincibility here* all day. Seriously jumping is bad in most games, “so how do you hit big combos a get your damage then?” you might ask. Well footsies is your anwser. Mastering footsies will bring up your game 5-fold.
First you need to know where the character you are playing as, sweet spot is.
*video example*
Once you know footsies and get the ability to use them down, you can attack efficiently without having to worry about too much retaliaion. You want to be in a space where it is advatigous for you to be there and DISADVANTIGIOUS for your opponent. This way you are pressuring your opponent and with that pressure comes mistakes. In thought processes and in execution. That is VITAL for winning matches and even tournaments.
iiib.Zones and How to get around
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Zone: To acquire and maintain certain positions on the screen favorable to one character’s arsenal but disadvantageous and limiting to the opponent’s character.
We thought this would tie in really well with what we were just learning about: footsies. Certain characters ONLY play well from certain distances. It would serve you well to know your character zone and the zones of others.
*video example*
Knowledge is power. If you go into a match knowing a characters range better the person who is using them, you already have an advantage before the match has even started. IMO, I’d say a match played and won is maybe 30% knowledge before the match started, 30% in the match, 40% how fast you can adapt to the other persons playstyle.
But enough from us, go practice some zones, sucka…
iv.The Corner
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Corner trap: use of positioning, safe offense, and long block strings to keep an opponent pinned to the corner, making it easier to wear down the guard meter, cause nervousness, force big risks, and use the opponent’s inability to walk back as an advantage in footsies
Ah, the corner. He is your best friend and your worst enemy. In lots of games, if you are in the corner you are could be in a world of hurt. This is also where you can score major damage and force mistakes better then anywhere else on-screen.
*Video example*
Lets take a moment to talk about what to do when your in the corner…
While there are a few ways to get out of the corner, the best is probably to be patient. Now while sitting in the corner is not going to immediately help you out, in the long run, it may help you from beating yourself. If you are patient, you wont take any more damage then necessary and you may be able to return damage in a “safer” manner then if you rush to get out.
*Video example*
We should either shows/ or list things not to do in the corner
v.Combos, Links and Strings
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definitions:
Combo: Series of attacks that can neither blocked nor escaped once the initial attack connects.
Link: To follow the natural end of one attack with another attack so that the two register as a combo.
Strings: A series of attacks hit or blocked, usually used to apply pressure.
The combo.Its a wonderful thing, isnt it?? Combos are used to make the most of opportunities presented to you through the match for damage.This section is not so much dedicated to individual combos but, as to when to go for a combo and when not to. Now some people go for “the kill” every single “opportunity” that comes up, which is not always not the best idea. You want to punish but, not at the chance of you losing your momentum. Its better to be cautious and not get very much damage than lose your advantage.
*Video examples*
vi.Throws
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Definition: A throw is an attack that is used to break defense as it is unblockable.
The only way to escape from throws is to input the escape command within a certain timeframe to get a break or sometimes, a tech hit.
Throws are a very important tool for when hi/low mix-ups are not working as well as you would like and your opponent is very defensive. It breaks up the montany of high and low. Throws are very important to your offense, they create openings and cause your oppenent to think ( which is always good ). Remember if you made them think then there are chances that you can make opportunities for yourself.
Types of throws: Command and General input.
a.Throw tics
Definition: Any attack, hit or blocked, used to set up spacing and timing for a throw
You cant always just walk up and throw people, that is why it is important to set up grabs as well. Ticks are great for
disguising your intent to throw your opponent and if used enough becomes a set-up for the opponent to be mixed up (we will cover mix ups in the following section.)
b.Throw set-ups
Definition: Any situation created by a player to leave the opponent vulnerable for a throw
Similar to the situation above, but in my experience, usally leads to a guarenteed throw. Important for all you grapple character users out there, as most grapple characters rely on these situations.
c.How to avoid being thrown
This section is not so black and white. Different people prefer different ways to get out of throws. Some people will Poke in the hopes that they will hit the opponent BEFORE the throw is preformed. Some prefer to break throws as they come, so as to be as safe as possibe. Some use a option select.*
*Quick note on option select: It is the action of using joystick and button inputs that simultaneously function as multiple
possible actions, automatically choosing the best possible counter to several of the opponent’s options.
Now this is a advanced way of getting out of a throw situation. While not available in every game, it is good to know about.
Really hard to explain so i will show you instead:
*video example*
That covers throws (mostly), now go practice slammin people on thier head. :)
vii. Mix-ups
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defintion:
Mixup - Any offensive setup where the opponent is forced to guess to avoid taking damage.
This is where all your training comes into play. This section is where we learn how to “mix” people up. Have the opponent *think* you are going to attack one way and attack them with the oppostite. We know about highs, lows and throws now, time to put them together into a mix-up strategy.
*video example*
b.Multi-layered mix-ups
Definition: Any offensive setup’s (as in mulitple) where the opponent is forced to make multiple guess’s to avoid taking damage.
Not so much as a new category of mix up, as it is just adding on to your available mix up selection.This is about using what yourcharacter has availble to maximum effeciency. When somebody has to guess are you coming high, low, have normals that reset them, can cancel into either/or or are you going to throw, Your sucess ratio of hitting the person jumps up quite a bit more than just doing your “normal” hi/low mix up.
*video example including resets, ground and air crosses, ambiguous crosses, ect*
vii.Play Styles: Offensive, Defensive, Who cares?? Just play “smart.”
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Man, we have come a long way, havent we?? We know Hit boxes, zones, footsies and mix-ups. We are almost on our way to be the next champ but first, you have to decide how you want to play. Are you more Defensive, wanting to make less mistakes and have less chances for losing? Turtling might be the style of choice for you.
Turtling: Defensive play style utilizing positioning, patience, and safe moves to slow down the pace of the game and minimize punishable mistakes.
Not often the crowd pleaser BUT, gets the job done. More then that usually as most games are dominated by defensive players. In the end, people wont remember how you won, only that you won. This style is very methodical, and will wear your opponent’s patience down, causing them to make mistakes. Lots ofcharacters have unpunishable pokes, specials, and supers. Expeiriment to see what you like and can use of thiers.Remember though, dont be afraid to exploit advantegous situations that are presented to you. If sagat does a high tiger shot and completely whiffs blanka (who is in a down/back croutching stance by the way) insted of punishing it with just a c.rh, you might do c.mk- blanka ball super, still a knockdown and you made the most of a oppurtunity presented to you. I know you dont want to make a mistake BUT, dont let opportunities pass you by either.
*video example*
Is waiting around not your forte?? Well its not mine either, heh. Instead, do you like to be on the opponent non-stop, a never
ending string of attacks until the opponent messes up or guesses wrong?? Well, rushdown might be more to your liking.
Rushdown: Offensive play style utilizing calculated risks, mindgames, character advantages and increased game pace to cut through the opponent’s defense and force punishable mistakes.
Usually a crowd pleaser and really gratifying when you win. You put in the work and it bears fruit. Im not even the least bit biased towards rushdown either. haha! A good rushdown player will rushdown until it becomes disadvantegous to them. Even the best rushdown players execution isn’t perfect, so instead of giving the opponent opportunities to attack back, sometimes it’s best to give the opponent some space. Or “rope to hang themselves with”. The *second* they blow there opportunity to escape ( Waste thier super, whiff dragonpunch, ect.) make them pay and never stop making them pay. That sounded like an action movie trailer line. :P . This play style makes for quick matches usually, one way or the other. To make it more “one way” (your way) than the ladder just remember to play your rushdown smart and give that rope to people as much as you run in to c.fp from cvs2 sagat.
*video example*
Whatever style you decide is good for you, just play it smart. If you have to ask yourself “is this a good idea??” its probably not.
ix .How to break yourself of bad habits
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This is one of the hardest subjects to try and speak on just because everyone learns and reacts differently. Well just try and take what you can from this section and we will try our best to help.
One good way to break yourself of bad habits is to try not to have them to begin with. Its easier to play safe and build on that until you know how to get wins then, to learn bad habits then have to UNlearn them later when you notice that they dont work well or at all in higher level play. You might ask “how do I know if I have bad habits or not?” Well one way to tell is if you play in a tourny against someone who you think is of equal skill and they beat you WAY more often then you beat them. Ask yourself “what is causing you to lose you momentum or advantages??” Do you wake-up dragonpunch too much?? Fireball too much?? Roll too much?? Too impatient?? Overly patient??
*Video example*
Once you start to notice what is making you lose then you can build from there. As an example, I had a problem with throwing lots of wake-up dragon punches. I told myself after one tournament “Instead of throwing a dragonpunch when I get up, I’m just going to get up and block.” Next time I played a guy, he was confused and stop his attacks infront of me, effectively letting me out his pressure tactics. I got knocked down and he comes in to start pressuring again, thinking I learned my lesson and don’t want Dragonpunch on wake-up anymore. I floor him with one the next chance I get. Now the guy is really confused and will just play more cautious when approching me on get-up, which is good for me. The point is that you can turn a weakness that you have (Constant wake up dragon punches) into strengths in your game (Unpredictablity). The key is once you notice something, immediately think on what you could do to change the behavior and win.
*video example*
If you play competitive, you want to win. You will use your instincts to take you to the best possible chance for that. When you are losing alot, it goes against what you are trying to accomplish (WIN!) so, you will try to correct the situation naturally. Being stubborn ( This move is really good and im gonna do it again and again until it hits) goes AGAINST your goal of winning and will cause you to lose worse. You have to break your self of that and think hard to get back 2 steps ahead of you opponent. Dont let losing make you mad or cause you to stop thinking. There is a saying “You could learn more from 1 loss then 10 wins.”
*moved to zoning, space management*
subsection- jumping…
Being to jumpy is the #1 leading cause of death for new tournament goers, according to a N.A.S.A (National Anti-Scrub Assocation) study. Don’t get us wrong, jumping isn’t always bad but, there is a time and a place for everything. You wouldn’t try to Fp a Ultra move SF4, you wouldn’t taunt at a demon rage, you wouldn’t slap yo mamma (we hope :( hahaha), then why do you insist on jumping at sagat in HDR? Why are you jumping at a crouching Guile? Do you not know how else to get around? Remember you always have options to get around, the most universal ones are:
- Walk
- Run
- Dash
- Normal that doubles for a dash or covers space
- Use safe specials that will move you to desired postion
In most instances, there is no reason for you to jump in 2D. Most characters are equipt to kill jumpers and it will only lead to heartache. Especially in Street fighter and games with less air blocking options.
Ryu vs. Ken
Ryu jumps, ken dragon punches
ryu jumps, ken mp, fp’s
ryu jumps, ken c.mk’s
ryu jumps, ken throws
ryu jumps, ken dashes under
ect, ect.
Just too many variations to choose from. No need to put yourself through that, just play footsies. We learned that skill set way back in section 3. It will make your life so much easier. Also, if you learn how to play footies on the ground then, you will learn everything else so much faster. If you score a knockdown or its safe to jump (rarely is), jump away. Go for that cross-up, amibguous cross-up, empty jump setup or “safe-jump” setup. If you are both on the ground though, keep it that way!
x. What to do when you have momentum and what to do when you lose it
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Keep it and get it back, respectively.
What to do when you have it:
Keep it. You want to do whatever you can to press your current advantage WITHOUT losing your current momentum. You need to make sure you are not giving your opponent any chances for that comeback. That may mean not going for a nasty combo after ryu goes for a Dragon punch in HDR but, instead just doing a c.rh. You dont give up your advantage, you punished the person (creating more urgency for them to try to comeback) and you also didnt leave any chances for you to make a mistake and give up your tactical advantage.
What to do when you lose it:
Get it back. You have to make crunch decisions that will put you back on-top/in the lead. Its hard most of the time (unless your opponent makes mistakes to help you out) because your opponent is trying their hardest not to let that happen. You have to capitalize on any situation possible to get you back on top. Lets say you are Fei Long playing a Ryu and he put you in the corner. If the Ryu ALWAYS does a meaty jab fireball then another jab fireball, then jump straight up in hdr to give yourself a second to think. He will probably wait a second to see wat you will do. In that moment you have to decide what is best, do you try to Chicken wing out if he trys another fireball? Do you think he will block and you could use the rekkas to push him and you out of the corner to try and mount another offensive? It all comes down to tendiences, knowing who you are playing, your character and the opponents. This is the fun of fighting games, your wits vs the opponent’s wits. We hope that this section help you out even a little as this is probably the hardest subject to vocalize. This is by no means a compelete definitive guide but, we believe its a good stepping stone into playing competitvely in 2D games. Good luck and hope to see you in tournaments soon!