Six Psychological Tips to Help You Level Up Your Game Faster Part #1

The key to effective teaching and learning is in understanding how the human brain works. Before I became a professional geek I had a long college career in psychology and dabbled in teaching. I quickly figured out that if you don’t keep in mind the brain’s psychological limits you might as well be giving a lesson to a brick wall. Here’s the thing, these psychological limits apply whether you are learning long division or trying to nail down perfect execution on your new Vergil touch-of-death combo. Learning is learning, no matter what the subject matter, so I am here to give you six psychological tips to keep in mind when leveling up your game.

Tip #1 – Chunking

What Is Chunking?

Believe it or not, the human brain actually has a RAM limit. It can think about approximately seven things at once (give or take depending on the person.) However, what a “thing” is, is pretty amorphous, so the human brain saves mental RAM by clustering several objects together as one “thing.” This is called Chunking, and here is an example. Highlight and read the string of random numbers below. Then un-highlight and try to recall it.

13568453674

How did you do? Was it difficult?

Now do the same with this phone number.

1-(356)-845-3674

Easier? Here’s why. The random string of numbers gives your brain twelve things to remember, which is more than its RAM can hold. The phone number, on the other hand, only has four things to remember, in this case four groups of numbers, making it much easier to remember.

Chunking in Training

What does this all have to do with fighting games? Combos my friend. Combos. Even the most basic Marvel 3 air-combo (L, M, H, S, jump, M, M, H, S) breaks the brain’s RAM limit. However, to compensate we use chunking to group series of inputs together as individual items to remember. In psychology, Chunks in motor learning are defined as everything that takes place between pauses in successive action. The super jump cancel in this case is the pause, and so we think of LMHSjump and MMHS as two separate chunks. So how can we use this to our advantage?

Well first of all, never try to learn a combo that breaks the brain’s RAM limit all at once. This is failing proposition from the get go. Instead, identify where the pauses are in a combo string. Jump cancels, slow and easy links, wall and ground bounces, and supers or other cinematic actions like command hits/throws are all areas where you experience a pause in your inputs, and these are the areas the brain is most likely to develop chunks. Practice these areas individually, and your brain will develop muscle memory far quicker than if you were trying to learn them all at once.

Secondly, identify areas that aren’t chunks and treat them as such. When the brain attempts to recall an input that it doesn’t actually have in working memory, the result is panicked mashing because the brain doesn’t actually have a muscle memory queued up to recall. So no matter how perfect your DP execution is normally, you’ll still screw it up a few times when you integrate it into a combo.

You probably had an experience like this when you were first learning how to FADC. You would perform a move, input the FADC command, and then mash the next move out like crazy hoping that it hit, and this probably didn’t work too well. This is because an FADC isn’t a chunk, and you are treating it as if it were, i.e. you were treating the FADC itself and the move that came after it as two separate mental objects. There is no pause in inputs from the move that started the FADC, the FADC itself, and the move that follows the FADC, and so the whole command must be treated as one smooth movement in muscle memory. Similarly, canceling a special into a super is also one fluid movement, and should be treated as its own chunk. By trying to think of each move individually, you will simply reduce your chances of hitting both.

Third, practice transitioning between the last move in one chunk and the first move in the next. These are the areas you will most likely drop combos because the brain is recalling something new. I.E. you are more likely to whiff the OTG after an air combo in Marvel 3, than you are to drop it between an M, M, H series in the air. By practicing these problem areas, you can basically create a new chunk which contains the timing between two chunks, and by overlapping these chunks in your working memory, you will find yourself dropping combos far less often.

One last important note, be wary of chunks that are similar, and train yourself to recognize the difference. You know those missions in UMVC3 where you have to delay your S at the end of your air combo? Or perhaps you’ve done an air-loop that requires much stricter M,M,H timing than a standard air-combo would need. These are hard to learn because your brain thinks it knows what to do. You already have an M,M,H chunk stored in your memory and the brain will attempt to recall it to complete the combo, when in reality you need an entirely different chunk with different timing to succeed.

Chunking in Game Development

Game developers can take advantage of Chunking as well. By being aware of the chunking process, they can make in-game tutorials far more effective. Simply by displaying a combo differently in mission mode, you can vastly increase learning speed. Simply display each chunk in a different color, or on a different line will get gamers to practice them individually. Not only that, but if the player drops a combo in the middle of a certain chunk, you can rewind to the start of that particular chunk and have them practice it until they get it right before having them take it from the top again. The same thing goes for dropping a combo in the middle of a chunk, you can have the player practice the transition until they get it right.

By simply being aware of the chunking process, you can vastly increase memory retention and learning rate, and in the end this means getting down longer, harder, and more stylish BnBs in half the time.

Before we finish, let’s try one more chunking exercise. Highlight and remember all these letters below.

GGACUMVCSCVBBCSSFXTKMKSSFIVAE

Are they easier to remember as…

GG:AC, UMVC, SCV, BB:CS, SF X TK, MK, SSFIV:AE

If you got that down, that’s 29 letters you were able to memorize. 29 pieces of information, which means 29 separate moves in a combo when applied right. Happy comboing!

Tip #2 – Scaffolding

What Is Scaffolding?

Think about when you were a kid and you’d just learded how to ride your bike. You started out with training wheels, and it was nearly impossible to fall over. Then, when the training wheels were taken off, your dad would hold the bike steady for a bit while you got up to speed, and then would let go, and on each subsequent ride he would hold onto the bike less and less until you were able to ride without any assistance whatsoever.

This is an example of Scaffolding, which is a blanket term for assistance and resources given to a student by a teacher to allow them to complete a task that is currently beyond their skill set. Effective teaching provides just enough scaffolding to allow a student to succeed at a task, while slowly pulling back in an attempt to get them to complete more and more of the process on their own.

Scaffolding in Training

Fighting game developers like to pretend they use scaffolding in their game design through the inclusion of “beginner” and “simple” modes, but they kind of miss the point. Since the control scheme in these modes totally differs from normal gameplay, it’s kind of like asking a kid to ride a bike with training wheels by blowing in a tube and clapping his hands, and then taking off the training wheels and telling him to ride the bike normally. He won’t be able to because he never learned the skills to do so. Instead, he spent all his time clapping and tube blowing when he should have been learning how to pedal and balance.

But we in the fighting game community actually do utilize scaffolding without even knowing it. For example, training mode is a great example of scaffolding at work. Setting up the situation, from meter level to opponent behavior, is all done for you. All you have to do is practice that combo or mix-up until you are confident you have it down.

Our biggest issue, however, is we usually don’t gradually progress from training wheels to riding on our own. We just rip the training wheels off and take our new tech to competitive matches, and while this is certainly doable, it’s not the quickest or most effective way to learn, especially if you are still new to the game. So here are some training tips that keep scaffolding in mind.

First of all, take advantage of two player lab time. Having another human at the wheel makes it easy to choose just how much resistance you experience when practicing a new combo, mix-up, reset, or strategy. Start by having your buddy take simple actions, like chicken blocking, attempting to interrupt you with jabs, or even mashing DP. Once your new piece of tech stands up to this simple behavior, have him start to mix it up. Tell him to try and block as hard as he can and see how many times the mix-up lands. Ask him to vary which way he techs in an attempt to hit that reset you are working on. Eventually you should start asking him to fight back in different ways in an attempt to see if you can utilize your new piece of tech against zoning, rush down, or even straight up responsive “turtling.” Slowly ramp up the challenge more and more until he is fighting back full force, and when you can handle that you are ready to take your new strategy on the road.

But it’s actually pretty hard to find a sparring partner out there who enjoys lab time as much as you do, so here is another training tip that might make me sound like a horrible person. When you are first learning a new strategy, combo, or technique, play people who are worse than you. When you are first implementing a new strategy, you become predictable, sloppy, and less effective than you usually are, which gives your “lower classmen”, so to speak, an advantage that he will certainly appreciate. Meanwhile, you get to try out your new piece of tech at a lower, but still human, difficulty level before taking it to the big leagues. It’s a symbiotic relationship that everyone profits from.

Scaffolding in Game Development

With knowledge of how effective scaffolding can be in helping along the learning process, game developers will have to seriously rethink a couple aspects of their game. First of all, as I said before, “beginner” modes are not really helping anybody. True “beginner” modes should play exactly like the final game, just easier. Adding a frame to every link in Street Fighter IV could be one sort of “beginner” mode, or auto-mashing hypers for max damage in Marvel 2 or 3 could be another. Any mode that tones down the input difficulty for specials and supers would be a perfect “beginner” mode to have. Sure these modes couldn’t be used in competitive play because they give an unfair advantage, but beginner modes already aren’t used in competitive play so it wouldn’t matter. I’d even go as far as to say their use should be restricted to training mode, or some other “casual” two player mode. It would be worth it just to give newbies several different levels of training wheels to choose from.

Secondly, game designers will have to re-think what “handicap” means as well. Simply tweaking damage only let’s a newbie watch himself die over a longer period of time. Instead, handicaps could make blocking more lenient on a newbie, allowing them more time to switch their guard from high to low, left to right, or even retroactively block certain attacks if it’s within a certain time-frame. Less drastically, handicap can affect meter gain, allowing newbies to gain meter more quickly and have more options available to them.

Finally, game designers should integrate scaffolding techniques into their tutorials as well. Here’s a simple example of how to integrate scaffolding into a combo tutorial. First, the player watches the combo in its entirety. Then, the player is asked to do the first move in the combo, and from there the rest of the combo completes itself. Then the player is asked to do the first two moves before the combo auto-completes. Then the first three, and so on and so forth until they have the whole combo down. It’s exactly the same as slowly letting go of the bike and letting you ride on your own.

Alright! That’s two down and four to go. Stay tuned for our next episode when we go over repetition and motivation!

  • http://pulse.yahoo.com/_CGGBTSDCNDNVF36EMANXOENY7A Christopher Price

    This is probably the best thing ever written here. Great job.

    • Anonymous

      Absolutely agree. There’s so little written on combo-learning beyond the initial “break it up, put it back together” advice – and even less about the leap between knowing a combo and landing it in a match.

    • Anonymous

      Absolutely agree. There’s so little written on combo-learning beyond the initial “break it up, put it back together” advice – and even less about the leap between knowing a combo and landing it in a match.

    • Anonymous

      Absolutely agree. There’s so little written on combo-learning beyond the initial “break it up, put it back together” advice – and even less about the leap between knowing a combo and landing it in a match.

    • Anonymous

      Absolutely agree. There’s so little written on combo-learning beyond the initial “break it up, put it back together” advice – and even less about the leap between knowing a combo and landing it in a match.

    • Anonymous

      I was actually going to mention something similar. I’d love to see a training mode that has you complete combos, but freeze frames and basically says “When at this frame, input HP” or something similar. I’ve been struggling with KOFXIII’s tight combo system lately because I don’t know exactly when I should be linking to the next attack.

    • Anonymous

      I was actually going to mention something similar. I’d love to see a training mode that has you complete combos, but freeze frames and basically says “When at this frame, input HP” or something similar. I’ve been struggling with KOFXIII’s tight combo system lately because I don’t know exactly when I should be linking to the next attack.

    • Anonymous

      I was actually going to mention something similar. I’d love to see a training mode that has you complete combos, but freeze frames and basically says “When at this frame, input HP” or something similar. I’ve been struggling with KOFXIII’s tight combo system lately because I don’t know exactly when I should be linking to the next attack.

    • Anonymous

      I was actually going to mention something similar. I’d love to see a training mode that has you complete combos, but freeze frames and basically says “When at this frame, input HP” or something similar. I’ve been struggling with KOFXIII’s tight combo system lately because I don’t know exactly when I should be linking to the next attack.

    • Anonymous

      I was actually going to mention something similar. I’d love to see a training mode that has you complete combos, but freeze frames and basically says “When at this frame, input HP” or something similar. I’ve been struggling with KOFXIII’s tight combo system lately because I don’t know exactly when I should be linking to the next attack.

    • http://pulse.yahoo.com/_RVTCDH7KD4LOBP22XNRB2J56TM Sean O'donovan

      It’s sad that the only fighting game I know of with this great feature is SSB, where it’s all but useless.

    • http://pulse.yahoo.com/_RVTCDH7KD4LOBP22XNRB2J56TM Sean O'donovan

      It’s sad that the only fighting game I know of with this great feature is SSB, where it’s all but useless.

    • http://www.facebook.com/victoly Matthew Taylor

      Learning music is also a great example of chunking.

      When I usually get stuck on a lick, I pick it out and grind that shit until I can get it consistently.

    • http://www.facebook.com/victoly Matthew Taylor

      Learning music is also a great example of chunking.

      When I usually get stuck on a lick, I pick it out and grind that shit until I can get it consistently.

    • http://www.facebook.com/victoly Matthew Taylor

      Learning music is also a great example of chunking.

      When I usually get stuck on a lick, I pick it out and grind that shit until I can get it consistently.

    • Anonymous

      I do this with vanilla SF4 on my laptop. If I unplug the power cord and run the game on battery power the game runs at about half speed. Dosn’t work with AE on the same puter :(

    • http://www.facebook.com/profile.php?id=100000645187729 Jake Kenin

      I actually thought about this same idea this morning. This NEEDS to be in fighters. I am new to fighting games, and learning not just the combo but the timing as well is nearly impossible without being able to see the slight errors i make in timing.

    • http://www.facebook.com/profile.php?id=100000645187729 Jake Kenin

      I actually thought about this same idea this morning. This NEEDS to be in fighters. I am new to fighting games, and learning not just the combo but the timing as well is nearly impossible without being able to see the slight errors i make in timing.

    • Anonymous

      “Instead, he spent all his time clapping and tube blowing when he should have been learning how to pedal and balance”

      QFT

    • Anonymous

      “Instead, he spent all his time clapping and tube blowing when he should have been learning how to pedal and balance”

      QFT

    • Anonymous

      “Instead, he spent all his time clapping and tube blowing when he should have been learning how to pedal and balance”

      QFT

    • Anonymous

      “Instead, he spent all his time clapping and tube blowing when he should have been learning how to pedal and balance”

      QFT

  • http://pulse.yahoo.com/_CGGBTSDCNDNVF36EMANXOENY7A Christopher Price

    This is probably the best thing ever written here. Great job.

  • http://pulse.yahoo.com/_CGGBTSDCNDNVF36EMANXOENY7A Christopher Price

    This is probably the best thing ever written here. Great job.

  • http://twitter.com/MiGaOh Michael G. O’Hair

    “That’s two down and six to go.”

    So there’s eight? I can’t store eight things in RAM…

    • Anonymous

      LOL! But he’s using chunking to feed your RAM. ; )

    • Anonymous

      LOL! But he’s using chunking to feed your RAM. ; )

      • http://twitter.com/MiGaOh Michael G. O’Hair

        I don’t want to be fed chunks!

      • http://twitter.com/MiGaOh Michael G. O’Hair

        I don’t want to be fed chunks!

      • http://twitter.com/MiGaOh Michael G. O’Hair

        I don’t want to be fed chunks!

      • http://twitter.com/MiGaOh Michael G. O’Hair

        I don’t want to be fed chunks!

      • http://twitter.com/MiGaOh Michael G. O’Hair

        I don’t want to be fed chunks!

      • http://twitter.com/MiGaOh Michael G. O’Hair

        I don’t want to be fed chunks!

      • http://twitter.com/MiGaOh Michael G. O’Hair

        I don’t want to be fed chunks!

      • http://twitter.com/MiGaOh Michael G. O’Hair

        I don’t want to be fed chunks!

      • http://twitter.com/MiGaOh Michael G. O’Hair

        I don’t want to be fed chunks!

      • http://twitter.com/MiGaOh Michael G. O’Hair

        I don’t want to be fed chunks!

    • Anonymous

      LOL! But he’s using chunking to feed your RAM. ; )

    • Anonymous

      LOL! But he’s using chunking to feed your RAM. ; )

  • http://twitter.com/MiGaOh Michael G. O’Hair

    “That’s two down and six to go.”

    So there’s eight? I can’t store eight things in RAM…

  • http://twitter.com/MiGaOh Michael G. O’Hair

    “That’s two down and six to go.”

    So there’s eight? I can’t store eight things in RAM…

  • Anonymous

    Interesting stuff here. Specially the chunking bit. Never thought of combos that way.

  • Anonymous

    Interesting stuff here. Specially the chunking bit. Never thought of combos that way.

    • Anonymous

      really? I’ve always done this with combos

    • Anonymous

      really? I’ve always done this with combos

    • Anonymous

      really? I’ve always done this with combos

  • Anonymous

    Excellent Akuma pic!

    Oh and the article is very good, too.

  • Anonymous

    Excellent Akuma pic!

    Oh and the article is very good, too.

  • http://www.facebook.com/profile.php?id=1482630012 Justin Coolestnerd Robinson

    Great Read!
    p.s. –Wouldn’t that be “2 down, 4 to go”?

  • http://www.facebook.com/profile.php?id=1482630012 Justin Coolestnerd Robinson

    Great Read!
    p.s. –Wouldn’t that be “2 down, 4 to go”?

  • Anonymous

    An article worth spreading around. Good stuff.

  • Anonymous

    An article worth spreading around. Good stuff.

  • Anonymous

    An article worth spreading around. Good stuff.

  • Anonymous

    An article worth spreading around. Good stuff.

  • Anonymous

    Very cool article, looking forward to the next!

  • Anonymous

    Very cool article, looking forward to the next!

  • Anonymous

    Very cool article, looking forward to the next!

  • http://www.facebook.com/striderxplosive Sepulveda Jose

    This is actually really good dude. My GF (In her Psych Masters degree) would find this very cool.

  • http://www.facebook.com/striderxplosive Sepulveda Jose

    This is actually really good dude. My GF (In her Psych Masters degree) would find this very cool.

  • http://www.facebook.com/striderxplosive Sepulveda Jose

    This is actually really good dude. My GF (In her Psych Masters degree) would find this very cool.

  • http://www.facebook.com/striderxplosive Sepulveda Jose

    This is actually really good dude. My GF (In her Psych Masters degree) would find this very cool.

  • http://pulse.yahoo.com/_GF4LC3IKROQIJZEZSEMZH73ZTQ Endless Tempo

    The psychology of fighting games.  Good read.

    Also, on a side note, when I looked at:
    GGACUMVCSCVBBCSSFXTKMKSSFIVAE

    The first word sequence of letters I noticed was CUM.  I think I have a problem.

    • Anonymous

      GGACUM= gotta gotta always cum

    • Anonymous

      GGACUM= gotta gotta always cum

    • zrainz85

      I didn’t even notice it until you mentioned it…..now I can’t un-see it lol

    • zrainz85

      I didn’t even notice it until you mentioned it…..now I can’t un-see it lol

  • http://pulse.yahoo.com/_3FXA4KALC22R6V2GDTDCGGUAVY Boogaa Booggaa

    A sophisticated way of saying common sense imo…

    • Anonymous

      How is this common sense? You were just born knowing the brain only hold 7 pieces of info?

    • Anonymous

      How is this common sense? You were just born knowing the brain only hold 7 pieces of info?

    • Anonymous

      How is this common sense? You were just born knowing the brain only hold 7 pieces of info?

      • http://pulse.yahoo.com/_3FXA4KALC22R6V2GDTDCGGUAVY Boogaa Booggaa

        No, I was not. Did I learn something from reading this? Sure. Did I know to take learning slow, and to use my time effectively? I mean come-on…..

      • http://pulse.yahoo.com/_3FXA4KALC22R6V2GDTDCGGUAVY Boogaa Booggaa

        No, I was not. Did I learn something from reading this? Sure. Did I know to take learning slow, and to use my time effectively? I mean come-on…..

      • http://pulse.yahoo.com/_3FXA4KALC22R6V2GDTDCGGUAVY Boogaa Booggaa

        No, I was not. Did I learn something from reading this? Sure. Did I know to take learning slow, and to use my time effectively? I mean come-on…..

      • http://pulse.yahoo.com/_3FXA4KALC22R6V2GDTDCGGUAVY Boogaa Booggaa

        No, I was not. Did I learn something from reading this? Sure. Did I know to take learning slow, and to use my time effectively? I mean come-on…..

        • http://www.facebook.com/simonthecream Simon Chu Wing Him

          I think this kinda take what you have in common sense and take it to another level. You already know that you have to do chunking, but people never tell you why you are doing it wrong. The FADC example illustrated how people have been trunking wrongly in some way.

        • http://www.facebook.com/simonthecream Simon Chu Wing Him

          I think this kinda take what you have in common sense and take it to another level. You already know that you have to do chunking, but people never tell you why you are doing it wrong. The FADC example illustrated how people have been trunking wrongly in some way.

      • http://pulse.yahoo.com/_3FXA4KALC22R6V2GDTDCGGUAVY Boogaa Booggaa

        No, I was not. Did I learn something from reading this? Sure. Did I know to take learning slow, and to use my time effectively? I mean come-on…..

    • Anonymous

      Wait a sec, this is correct. Since this techniques apply to almost everything in the universe and have nothing to do with psychology, the title is obviously wrong, but you came up with the correct word. “An Introduction to Common Sense from a FG Perspective” I would have used.

    • Anonymous

      Wait a sec, this is correct. Since this techniques apply to almost everything in the universe and have nothing to do with psychology, the title is obviously wrong, but you came up with the correct word. “An Introduction to Common Sense from a FG Perspective” I would have used.

    • Anonymous

      Wait a sec, this is correct. Since this techniques apply to almost everything in the universe and have nothing to do with psychology, the title is obviously wrong, but you came up with the correct word. “An Introduction to Common Sense from a FG Perspective” I would have used.

    • Anonymous

      Wait a sec, this is correct. Since this techniques apply to almost everything in the universe and have nothing to do with psychology, the title is obviously wrong, but you came up with the correct word. “An Introduction to Common Sense from a FG Perspective” I would have used.

    • Anonymous

      Wait a sec, this is correct. Since this techniques apply to almost everything in the universe and have nothing to do with psychology, the title is obviously wrong, but you came up with the correct word. “An Introduction to Common Sense from a FG Perspective” I would have used.

    • Anonymous

      Wait a sec, this is correct. Since this techniques apply to almost everything in the universe and have nothing to do with psychology, the title is obviously wrong, but you came up with the correct word. “An Introduction to Common Sense from a FG Perspective” I would have used.

    • http://www.facebook.com/people/Joseph-Maroney/100001433901129 Joseph Maroney

      there is nothing common about common sense

    • http://www.facebook.com/people/Joseph-Maroney/100001433901129 Joseph Maroney

      there is nothing common about common sense

    • http://www.facebook.com/people/Joseph-Maroney/100001433901129 Joseph Maroney

      there is nothing common about common sense

      • http://pulse.yahoo.com/_3FXA4KALC22R6V2GDTDCGGUAVY Boogaa Booggaa

        Like times 2

      • http://pulse.yahoo.com/_3FXA4KALC22R6V2GDTDCGGUAVY Boogaa Booggaa

        Like times 2

      • http://pulse.yahoo.com/_3FXA4KALC22R6V2GDTDCGGUAVY Boogaa Booggaa

        Like times 2

    • http://www.facebook.com/people/Joseph-Maroney/100001433901129 Joseph Maroney

      there is nothing common about common sense

    • Anonymous

      More like common stupidity.

    • Anonymous

      More like common stupidity.

    • Anonymous

      More like common stupidity.

    • Anonymous

      More like common stupidity.

    • Anonymous

      More like common stupidity.

    • Anonymous

      More like common stupidity.

    • Anonymous

      More like common stupidity.

    • Anonymous

      More like common stupidity.

    • Anonymous

      More like common stupidity.

    • Anonymous

      More like common stupidity.

    • Anonymous

      More like common stupidity.

    • Anonymous

      More like common stupidity.

  • http://www.facebook.com/daniel.w.steinkopf Daniel Khimari Ronso Steinkopf

    HOLY SHIT. IT’S MY EDUCATION PSYCHOLOGY CLASS. Who knew?

  • http://www.facebook.com/daniel.w.steinkopf Daniel Khimari Ronso Steinkopf

    HOLY SHIT. IT’S MY EDUCATION PSYCHOLOGY CLASS. Who knew?

  • Anonymous

    Articles like this are exactly what I’d like to see more of on the front page of SRK.  Really good stuff here!

  • Anonymous

    Articles like this are exactly what I’d like to see more of on the front page of SRK.  Really good stuff here!

  • Anonymous

    Best article the new writers have made so far. By a mile.

  • Anonymous

    Best article the new writers have made so far. By a mile.

  • Arrahdre

    nice..I’mma sit here and soak this all in now..

  • Arrahdre

    nice..I’mma sit here and soak this all in now..

  • Anonymous

    An article by one of the new SRK writers that doesn’t suck? WTF! o_O

    That was actually a pretty good read.

  • Anonymous

    An article by one of the new SRK writers that doesn’t suck? WTF! o_O

    That was actually a pretty good read.

  • Anonymous

    An article by one of the new SRK writers that doesn’t suck? WTF! o_O

    That was actually a pretty good read.

  • Anonymous

    An article by one of the new SRK writers that doesn’t suck? WTF! o_O

    That was actually a pretty good read.

  • Anonymous

    An article by one of the new SRK writers that doesn’t suck? WTF! o_O

    That was actually a pretty good read.

  • Anonymous

    An article by one of the new SRK writers that doesn’t suck? WTF! o_O

    That was actually a pretty good read.

  • http://www.facebook.com/people/Jon-Slayton/563921933 Jon Slayton

    This is good advice. I was doing all this stuff unconciously before but knowing what was going on in my head helps.

    I also completely agree on using weaker players to test new technology lol. I do this all the time.

  • http://www.facebook.com/people/Jon-Slayton/563921933 Jon Slayton

    This is good advice. I was doing all this stuff unconciously before but knowing what was going on in my head helps.

    I also completely agree on using weaker players to test new technology lol. I do this all the time.

  • http://www.facebook.com/people/Jon-Slayton/563921933 Jon Slayton

    This is good advice. I was doing all this stuff unconciously before but knowing what was going on in my head helps.

    I also completely agree on using weaker players to test new technology lol. I do this all the time.

  • http://www.facebook.com/people/Jon-Slayton/563921933 Jon Slayton

    This is good advice. I was doing all this stuff unconciously before but knowing what was going on in my head helps.

    I also completely agree on using weaker players to test new technology lol. I do this all the time.

  • http://www.facebook.com/people/Jon-Slayton/563921933 Jon Slayton

    This is good advice. I was doing all this stuff unconciously before but knowing what was going on in my head helps.

    I also completely agree on using weaker players to test new technology lol. I do this all the time.

  • http://www.facebook.com/people/Jon-Slayton/563921933 Jon Slayton

    This is good advice. I was doing all this stuff unconciously before but knowing what was going on in my head helps.

    I also completely agree on using weaker players to test new technology lol. I do this all the time.

  • http://www.facebook.com/people/Jon-Slayton/563921933 Jon Slayton

    This is good advice. I was doing all this stuff unconciously before but knowing what was going on in my head helps.

    I also completely agree on using weaker players to test new technology lol. I do this all the time.

  • http://twitter.com/ThatOlSkrull Miles Greenberg

    I was literally just thinking a few days ago of posting a “How to make/work on combos?” help thread. This is fantastic. O_o

  • http://www.facebook.com/people/Leandro-Moreira-Duarte/1271321402 Leandro Moreira Duarte

    After highlighting and trying to memorize them, I couldn’t remember neither the random number nor the telephone number.
    :-(

    • Jordan Hoffman

      That means you need to upgrade your RAM. I think there’s a type of fish you can eat that does this, but I don’t remember the name. 

      • http://www.facebook.com/Dayless.Sunset Julius Vortes

        Berries, fatty fish, and green tea.

      • http://www.facebook.com/Dayless.Sunset Julius Vortes

        Berries, fatty fish, and green tea.

      • http://www.facebook.com/Dayless.Sunset Julius Vortes

        Berries, fatty fish, and green tea.

      • http://www.facebook.com/Dayless.Sunset Julius Vortes

        Berries, fatty fish, and green tea.

      • http://www.facebook.com/Dayless.Sunset Julius Vortes

        Berries, fatty fish, and green tea.

      • http://www.facebook.com/Dayless.Sunset Julius Vortes

        Berries, fatty fish, and green tea.

      • http://www.facebook.com/Dayless.Sunset Julius Vortes

        Berries, fatty fish, and green tea.

      • http://www.facebook.com/Dayless.Sunset Julius Vortes

        Berries, fatty fish, and green tea.

      • http://www.facebook.com/Dayless.Sunset Julius Vortes

        Berries, fatty fish, and green tea.

  • http://www.facebook.com/people/Leandro-Moreira-Duarte/1271321402 Leandro Moreira Duarte

    After highlighting and trying to memorize them, I couldn’t remember neither the random number nor the telephone number.
    :-(

  • http://twitter.com/fubarduck Ryan Harvey

    I think that all veteran players already think of combos and execution for combos in chunks like the article describes. It’s as natural as grouping text together as words and sentences for a veteran, but a beginner doesn’t understand how the grouping occurs, thus “execution barriers” for (what we consider) relatively simple combos.

    Those of us who have played for a very long time have trouble remembering what it’s like for a beginner . . . do you remember what text looked like before you could read and write? I’ve been playing fighting games since age 6 or 7, so I literally cannot remember not being able to do an uppercut motion. 

    I think it requires effort on both ends–the learner has to really want to learn and the way fighting games are taught to beginners needs to be better. It’s really a shame that Training & Mission mode are the only things we get built into the game to teach beginners.

  • http://twitter.com/fubarduck Ryan Harvey

    I think that all veteran players already think of combos and execution for combos in chunks like the article describes. It’s as natural as grouping text together as words and sentences for a veteran, but a beginner doesn’t understand how the grouping occurs, thus “execution barriers” for (what we consider) relatively simple combos.

    Those of us who have played for a very long time have trouble remembering what it’s like for a beginner . . . do you remember what text looked like before you could read and write? I’ve been playing fighting games since age 6 or 7, so I literally cannot remember not being able to do an uppercut motion. 

    I think it requires effort on both ends–the learner has to really want to learn and the way fighting games are taught to beginners needs to be better. It’s really a shame that Training & Mission mode are the only things we get built into the game to teach beginners.

  • http://twitter.com/srslygtfo Mr. X

    These golden articles are worth the shitty ones that show up.

  • Anonymous

    Excellent article.  Probably extends to enything complex you need to learn, not just fighters…

  • RenaTurnip

    >You probably had an experience like this when you were first learning
    how to FADC. You would perform a move, input the FADC command, and then
    mash the next move out like crazy hoping that it hit

    That sounds like me ._. I can do it no problem now, but at first, it was like HOW DO I MAKE THIS WORK D:

  • RenaTurnip

    >You probably had an experience like this when you were first learning
    how to FADC. You would perform a move, input the FADC command, and then
    mash the next move out like crazy hoping that it hit

    That sounds like me ._. I can do it no problem now, but at first, it was like HOW DO I MAKE THIS WORK D:

  • RenaTurnip

    >You probably had an experience like this when you were first learning
    how to FADC. You would perform a move, input the FADC command, and then
    mash the next move out like crazy hoping that it hit

    That sounds like me ._. I can do it no problem now, but at first, it was like HOW DO I MAKE THIS WORK D:

  • RenaTurnip

    >You probably had an experience like this when you were first learning
    how to FADC. You would perform a move, input the FADC command, and then
    mash the next move out like crazy hoping that it hit

    That sounds like me ._. I can do it no problem now, but at first, it was like HOW DO I MAKE THIS WORK D:

  • http://www.facebook.com/profile.php?id=100002626482972 Rem Sevreign

    That is the creepiest fucking kid I have ever seen, haha.

  • http://www.facebook.com/people/Andre-Eason/1692235015 Andre Eason

    Somebody send this to Capcom, because they have some of the worst “tutorials” ever. It’s been awhile, but I remember BB: Continuum Shift having some really great tutorials. Being able to watch the CPU preform the combo is extremely helpful in you figuring out where the timing is. Not quite as hand-holdy as the article suggests, but it’s a start.

  • http://www.facebook.com/people/Andre-Eason/1692235015 Andre Eason

    Somebody send this to Capcom, because they have some of the worst “tutorials” ever. It’s been awhile, but I remember BB: Continuum Shift having some really great tutorials. Being able to watch the CPU preform the combo is extremely helpful in you figuring out where the timing is. Not quite as hand-holdy as the article suggests, but it’s a start.

  • http://www.facebook.com/langdon.herrick Langdon Herrick

    Before teaching new players how to land combos, in-game tutorials should teach them what footsies/crossups/mix ups/etc. are all about.

  • http://www.facebook.com/langdon.herrick Langdon Herrick

    Before teaching new players how to land combos, in-game tutorials should teach them what footsies/crossups/mix ups/etc. are all about.

  • http://www.facebook.com/langdon.herrick Langdon Herrick

    Before teaching new players how to land combos, in-game tutorials should teach them what footsies/crossups/mix ups/etc. are all about.

    • Anonymous

      Virtua Fighter 4 Evolution had an amazing tutorial mode that covered the kind of things you mentioned, but nobody cared.  I figure that feature is about due for a comeback!

      • http://pulse.yahoo.com/_CGGBTSDCNDNVF36EMANXOENY7A Christopher Price

        Well, it’s pretty much in Skullgirls, so that’s a good sign.

      • http://pulse.yahoo.com/_CGGBTSDCNDNVF36EMANXOENY7A Christopher Price

        Well, it’s pretty much in Skullgirls, so that’s a good sign.

      • http://pulse.yahoo.com/_CGGBTSDCNDNVF36EMANXOENY7A Christopher Price

        Well, it’s pretty much in Skullgirls, so that’s a good sign.

    • Anonymous

      Virtua Fighter 4 Evolution had an amazing tutorial mode that covered the kind of things you mentioned, but nobody cared.  I figure that feature is about due for a comeback!

    • Anonymous

      Virtua Fighter 4 Evolution had an amazing tutorial mode that covered the kind of things you mentioned, but nobody cared.  I figure that feature is about due for a comeback!

    • Anonymous

      Virtua Fighter 4 Evolution had an amazing tutorial mode that covered the kind of things you mentioned, but nobody cared.  I figure that feature is about due for a comeback!

    • Anonymous

      Virtua Fighter 4 Evolution had an amazing tutorial mode that covered the kind of things you mentioned, but nobody cared.  I figure that feature is about due for a comeback!

  • http://twitter.com/nimz1831 Norman Maglaya

    Really good read and helpful as well!

  • Anonymous

    This is where the MvC3 shadow mode could have been better. Many of the best chess programs have AI’s that play a certain way to help you train better. You could dial up a reckless rushdown player, a zoner, a turtle, a frame trapper, a mad sweeper, a dp masher, ect.

    • http://pulse.yahoo.com/_CGGBTSDCNDNVF36EMANXOENY7A Christopher Price

      Yeah, that was a potentially amazing idea with utterly useless execution.

    • http://pulse.yahoo.com/_CGGBTSDCNDNVF36EMANXOENY7A Christopher Price

      Yeah, that was a potentially amazing idea with utterly useless execution.

    • http://pulse.yahoo.com/_CGGBTSDCNDNVF36EMANXOENY7A Christopher Price

      Yeah, that was a potentially amazing idea with utterly useless execution.

    • http://pulse.yahoo.com/_CGGBTSDCNDNVF36EMANXOENY7A Christopher Price

      Yeah, that was a potentially amazing idea with utterly useless execution.

  • http://twitter.com/Rotendo Rodolfo Camarena

    Wow… I’ve been chunking it since ’92… and didn’t even know it! I love the write up. Can’t wait for the next set.

    - Rotendo

  • http://twitter.com/Rotendo Rodolfo Camarena

    Wow… I’ve been chunking it since ’92… and didn’t even know it! I love the write up. Can’t wait for the next set.

    - Rotendo

  • http://twitter.com/Rotendo Rodolfo Camarena

    Wow… I’ve been chunking it since ’92… and didn’t even know it! I love the write up. Can’t wait for the next set.

    - Rotendo

  • http://twitter.com/Rotendo Rodolfo Camarena

    Wow… I’ve been chunking it since ’92… and didn’t even know it! I love the write up. Can’t wait for the next set.

    - Rotendo

  • http://twitter.com/Rotendo Rodolfo Camarena

    Wow… I’ve been chunking it since ’92… and didn’t even know it! I love the write up. Can’t wait for the next set.

    - Rotendo

  • Jordan Hoffman

    As others have said, this is probably the best article I’ve read with respect to learning how to “learn” better. It will greatly help me in learning how to perform those stupidly hard combos.

    With respect to scaffolding ideas, I only wish SSFIV had an extra frame of input leniency. But I don’t even mean that for scaffolding, I mean it for the actual game. Even while plinking, I just can’t manage to get those 1 frame links down reliably at all even after a while in training mode. I don’t understand why Capcom is so averse to adding 1 or 2 frames of input leniency. Doesn’t Blazblue have something like that?

  • Jordan Hoffman

    As others have said, this is probably the best article I’ve read with respect to learning how to “learn” better. It will greatly help me in learning how to perform those stupidly hard combos.

    With respect to scaffolding ideas, I only wish SSFIV had an extra frame of input leniency. But I don’t even mean that for scaffolding, I mean it for the actual game. Even while plinking, I just can’t manage to get those 1 frame links down reliably at all even after a while in training mode. I don’t understand why Capcom is so averse to adding 1 or 2 frames of input leniency. Doesn’t Blazblue have something like that?

    • Louis Lam

      If they do this they should also remove the 5 hours of reversal window while they’re at it.

  • Jordan Hoffman

    As others have said, this is probably the best article I’ve read with respect to learning how to “learn” better. It will greatly help me in learning how to perform those stupidly hard combos.

    With respect to scaffolding ideas, I only wish SSFIV had an extra frame of input leniency. But I don’t even mean that for scaffolding, I mean it for the actual game. Even while plinking, I just can’t manage to get those 1 frame links down reliably at all even after a while in training mode. I don’t understand why Capcom is so averse to adding 1 or 2 frames of input leniency. Doesn’t Blazblue have something like that?

  • Jordan Hoffman

    As others have said, this is probably the best article I’ve read with respect to learning how to “learn” better. It will greatly help me in learning how to perform those stupidly hard combos.

    With respect to scaffolding ideas, I only wish SSFIV had an extra frame of input leniency. But I don’t even mean that for scaffolding, I mean it for the actual game. Even while plinking, I just can’t manage to get those 1 frame links down reliably at all even after a while in training mode. I don’t understand why Capcom is so averse to adding 1 or 2 frames of input leniency. Doesn’t Blazblue have something like that?

  • Jordan Hoffman

    As others have said, this is probably the best article I’ve read with respect to learning how to “learn” better. It will greatly help me in learning how to perform those stupidly hard combos.

    With respect to scaffolding ideas, I only wish SSFIV had an extra frame of input leniency. But I don’t even mean that for scaffolding, I mean it for the actual game. Even while plinking, I just can’t manage to get those 1 frame links down reliably at all even after a while in training mode. I don’t understand why Capcom is so averse to adding 1 or 2 frames of input leniency. Doesn’t Blazblue have something like that?

  • http://www.facebook.com/profile.php?id=100002137212435 Ashley Swank

    i took the, ‘break it into parts, then put it together” advice and it worked for me in SF.  But i agree with whats being said.  In the end, practicing the motions and building muscle memory REALLY helps alot.  You just need to keep trying, even if it takes many hours.  It’ll work with effort put in.  And it will pay off.

  • http://www.facebook.com/people/Michael-Wood/100000171804478 Michael Wood

    Good article. This stood out and make me lol though

     he spent all his time clapping and tube blowing

  • http://www.facebook.com/people/Yahkim-Siffel/100001370016186 Yahkim Siffel

    This is a fantastic article, I feel better at fighting games already. Can’t wait for the rest :D

  • http://twitter.com/LuigiBo87 Buff Swagwell

    I totally just learned all this in my Psych class, never thought to apply it to games though haha

  • http://twitter.com/LuigiBo87 Buff Swagwell

    I totally just learned all this in my Psych class, never thought to apply it to games though haha

  • http://twitter.com/LuigiBo87 Buff Swagwell

    I totally just learned all this in my Psych class, never thought to apply it to games though haha

  • http://twitter.com/jimsauce James Jehl

    Great article — now I’m going to break out my freshman year psych books and see what else I can apply :)

  • http://twitter.com/Gilthwixt Patrick M

    That last bit about scaffolding in games made me think of parappa the rapper.

  • http://twitter.com/Gilthwixt Patrick M

    That last bit about scaffolding in games made me think of parappa the rapper.

  • http://twitter.com/Gilthwixt Patrick M

    That last bit about scaffolding in games made me think of parappa the rapper.

  • http://twitter.com/okuRakuu jj

    Wow, great article!  I’ve experienced a negative effect of chunking and I was hoping you could comment on it.  I’m basically new to fighting games (started taking them seriously first with BB:CT) and I find I spend a lot of time memorizing and practicing target combos / bnbs and end up playing them out even when I’m blocked.   I think that my brain knows the first chunk and regardless of hit wants to play it out, even if the 3rd or 4th move in the first chunk is really unsafe on block.   What’s a good method to train your brain to make the chunk smaller and improve hitconfirming?  I’ve been trying to practice this more as I’m learning KOF13, using “Random guard” in training mode but any advice is appreciated.

  • http://twitter.com/okuRakuu jj

    Wow, great article!  I’ve experienced a negative effect of chunking and I was hoping you could comment on it.  I’m basically new to fighting games (started taking them seriously first with BB:CT) and I find I spend a lot of time memorizing and practicing target combos / bnbs and end up playing them out even when I’m blocked.   I think that my brain knows the first chunk and regardless of hit wants to play it out, even if the 3rd or 4th move in the first chunk is really unsafe on block.   What’s a good method to train your brain to make the chunk smaller and improve hitconfirming?  I’ve been trying to practice this more as I’m learning KOF13, using “Random guard” in training mode but any advice is appreciated.

    • http://www.facebook.com/MyLifeIsAnRPG Angelo D’Argenio

      Well, there’s two ways you can go about this. You can either A, follow the combo and cancel it at the end to something that is safe. Safe specials/supers are good examples of this. Beserker charge anyone? This will allow you to continue your normal chunks while still remaining safe at the end, but this can get predictable.

      Or B, you can start memorizing your chunks with the move AFTER your hit-confirm. This way you’ll be able to recall them no matter what attack lands. For example, say you had a simple Vergil combo. Instead of memorizing,
      2A, 2B, 2C, stinger, teleport, C, S, jump cancel, B, B, C, 2C, land, 3C, qcf CBA.

      You simply take the 2A (or possibly even the 2B) out of your chunk. Now you can do this combo in respone to a 2A hit-confirm, or a A hit confirm, or a ground bounce hitconfirm, or a dr. doom hidden missle hitconfirm, whatever you want really. You just go into the chunk once you have landed the hit confirm.

      A combination of both strategies is really what you are looking for. 

    • http://www.facebook.com/MyLifeIsAnRPG Angelo D’Argenio

      Well, there’s two ways you can go about this. You can either A, follow the combo and cancel it at the end to something that is safe. Safe specials/supers are good examples of this. Beserker charge anyone? This will allow you to continue your normal chunks while still remaining safe at the end, but this can get predictable.

      Or B, you can start memorizing your chunks with the move AFTER your hit-confirm. This way you’ll be able to recall them no matter what attack lands. For example, say you had a simple Vergil combo. Instead of memorizing,
      2A, 2B, 2C, stinger, teleport, C, S, jump cancel, B, B, C, 2C, land, 3C, qcf CBA.

      You simply take the 2A (or possibly even the 2B) out of your chunk. Now you can do this combo in respone to a 2A hit-confirm, or a A hit confirm, or a ground bounce hitconfirm, or a dr. doom hidden missle hitconfirm, whatever you want really. You just go into the chunk once you have landed the hit confirm.

      A combination of both strategies is really what you are looking for. 

      • http://twitter.com/okuRakuu jj

        Thanks!

        • http://pulse.yahoo.com/_CGGBTSDCNDNVF36EMANXOENY7A Christopher Price

          Don’t forget, hitconfirming is less about doing the thing on reaction to a hit and more about not doing it in reaction to a block.

      • http://twitter.com/okuRakuu jj

        Thanks!

      • http://twitter.com/okuRakuu jj

        Thanks!

    • http://www.facebook.com/MyLifeIsAnRPG Angelo D’Argenio

      Well, there’s two ways you can go about this. You can either A, follow the combo and cancel it at the end to something that is safe. Safe specials/supers are good examples of this. Beserker charge anyone? This will allow you to continue your normal chunks while still remaining safe at the end, but this can get predictable.

      Or B, you can start memorizing your chunks with the move AFTER your hit-confirm. This way you’ll be able to recall them no matter what attack lands. For example, say you had a simple Vergil combo. Instead of memorizing,
      2A, 2B, 2C, stinger, teleport, C, S, jump cancel, B, B, C, 2C, land, 3C, qcf CBA.

      You simply take the 2A (or possibly even the 2B) out of your chunk. Now you can do this combo in respone to a 2A hit-confirm, or a A hit confirm, or a ground bounce hitconfirm, or a dr. doom hidden missle hitconfirm, whatever you want really. You just go into the chunk once you have landed the hit confirm.

      A combination of both strategies is really what you are looking for. 

    • http://www.facebook.com/MyLifeIsAnRPG Angelo D’Argenio

      Well, there’s two ways you can go about this. You can either A, follow the combo and cancel it at the end to something that is safe. Safe specials/supers are good examples of this. Beserker charge anyone? This will allow you to continue your normal chunks while still remaining safe at the end, but this can get predictable.

      Or B, you can start memorizing your chunks with the move AFTER your hit-confirm. This way you’ll be able to recall them no matter what attack lands. For example, say you had a simple Vergil combo. Instead of memorizing,
      2A, 2B, 2C, stinger, teleport, C, S, jump cancel, B, B, C, 2C, land, 3C, qcf CBA.

      You simply take the 2A (or possibly even the 2B) out of your chunk. Now you can do this combo in respone to a 2A hit-confirm, or a A hit confirm, or a ground bounce hitconfirm, or a dr. doom hidden missle hitconfirm, whatever you want really. You just go into the chunk once you have landed the hit confirm.

      A combination of both strategies is really what you are looking for. 

  • Kenny Sulaimon

    Did anybody else feel like he explained the Gem system In SFxTK when he was talking about Scaffolding in game development? Great article anyways

  • http://www.facebook.com/plucci Paul Lucci

    Love this article. Well done.

  • http://www.facebook.com/profile.php?id=100001273752156 Thomas Harper

    Where has this been all my life<3

  • http://www.facebook.com/profile.php?id=100001273752156 Thomas Harper

    Where has this been all my life<3

  • http://www.facebook.com/profile.php?id=100001273752156 Thomas Harper

    Where has this been all my life<3

  • http://www.facebook.com/chriscruz Chris Cruz

    bout time an FG site delves beyond 1-min umvc3 “technology” videos or reposting a producer’s twitter feed.

    a long time ago in the FPS community there was a site called gotfrag (The SRK of counterstrike), and they had an amazing model going for them (before they sold the site).

    A huge staple of Gotfrag was posting in-depth analysis of matches. They would breakdown round-by-round the intricacies of the play. They would look at teams’ strategies and break those down–touch upon not only their main strats but anti-strats.

    They would write articles on psychology of FPS games (much like this one). Ways to practice, ways to approach matches, ways to approach scrimmages, ways to approach new opponents.

    They would write extremely detailed tutorials and breakdowns of game mechanics: strafe-jumping, ladder mobility, recoil, recoil cones, gun-tapping, gun-spraying, quick&noscoping, etc

    they would write about controversies ask intriguing questions that lead to nice discourse

    They did NOT, however, rely on fan-submitted videos to make up what seems to be 90% of their newsfeed. SRK is in a position to do big things, it’s a wonder why an article like this took so long to be featued on it. srk is such a strange entity… it’s quite possibly the largest site with the biggest traffic in all of the FGC.. yet there is no actual SRK brand. you go to EVO and theres teamsp00ky, theres Cross Counter, there’s Avoiding the Puddle, but there is no SRK presence.

    maybe that’s not what they strive for, but the FGC needs a centralized hub that’s boasts professionalism, creativity, and intelligence; original writers and thinkers are needed. it’s so impossibly mundane the frontpage of srk and eventhubs is… random youtube clips galore. so much for ‘news’ sites

    • http://www.facebook.com/spongejordan123 Jordan Bartel

      :D Gotta love other Counter-Strike vets. I miss it, real bad. But awhile ago, I was thinking the exact same thing about how this is closer to FPSBanana than Gotfrag, but they just don’t know it.

      • http://www.facebook.com/chriscruz Chris Cruz

        yeah I miss it terribly as well. in fact, writing that comment made me rly nostalgic and sad T_T

      • http://www.facebook.com/chriscruz Chris Cruz

        yeah I miss it terribly as well. in fact, writing that comment made me rly nostalgic and sad T_T

      • http://www.facebook.com/chriscruz Chris Cruz

        yeah I miss it terribly as well. in fact, writing that comment made me rly nostalgic and sad T_T

    • Anonymous

      You have the most thought-out comment ever posted on here.

  • http://www.facebook.com/chriscruz Chris Cruz

    bout time an FG site delves beyond 1-min umvc3 “technology” videos or reposting a producer’s twitter feed.

    a long time ago in the FPS community there was a site called gotfrag (The SRK of counterstrike), and they had an amazing model going for them (before they sold the site).

    A huge staple of Gotfrag was posting in-depth analysis of matches. They would breakdown round-by-round the intricacies of the play. They would look at teams’ strategies and break those down–touch upon not only their main strats but anti-strats.

    They would write articles on psychology of FPS games (much like this one). Ways to practice, ways to approach matches, ways to approach scrimmages, ways to approach new opponents.

    They would write extremely detailed tutorials and breakdowns of game mechanics: strafe-jumping, ladder mobility, recoil, recoil cones, gun-tapping, gun-spraying, quick&noscoping, etc

    they would write about controversies ask intriguing questions that lead to nice discourse

    They did NOT, however, rely on fan-submitted videos to make up what seems to be 90% of their newsfeed. SRK is in a position to do big things, it’s a wonder why an article like this took so long to be featued on it. srk is such a strange entity… it’s quite possibly the largest site with the biggest traffic in all of the FGC.. yet there is no actual SRK brand. you go to EVO and theres teamsp00ky, theres Cross Counter, there’s Avoiding the Puddle, but there is no SRK presence.

    maybe that’s not what they strive for, but the FGC needs a centralized hub that’s boasts professionalism, creativity, and intelligence; original writers and thinkers are needed. it’s so impossibly mundane the frontpage of srk and eventhubs is… random youtube clips galore. so much for ‘news’ sites

  • http://www.facebook.com/chriscruz Chris Cruz

    bout time an FG site delves beyond 1-min umvc3 “technology” videos or reposting a producer’s twitter feed.

    a long time ago in the FPS community there was a site called gotfrag (The SRK of counterstrike), and they had an amazing model going for them (before they sold the site).

    A huge staple of Gotfrag was posting in-depth analysis of matches. They would breakdown round-by-round the intricacies of the play. They would look at teams’ strategies and break those down–touch upon not only their main strats but anti-strats.

    They would write articles on psychology of FPS games (much like this one). Ways to practice, ways to approach matches, ways to approach scrimmages, ways to approach new opponents.

    They would write extremely detailed tutorials and breakdowns of game mechanics: strafe-jumping, ladder mobility, recoil, recoil cones, gun-tapping, gun-spraying, quick&noscoping, etc

    they would write about controversies ask intriguing questions that lead to nice discourse

    They did NOT, however, rely on fan-submitted videos to make up what seems to be 90% of their newsfeed. SRK is in a position to do big things, it’s a wonder why an article like this took so long to be featued on it. srk is such a strange entity… it’s quite possibly the largest site with the biggest traffic in all of the FGC.. yet there is no actual SRK brand. you go to EVO and theres teamsp00ky, theres Cross Counter, there’s Avoiding the Puddle, but there is no SRK presence.

    maybe that’s not what they strive for, but the FGC needs a centralized hub that’s boasts professionalism, creativity, and intelligence; original writers and thinkers are needed. it’s so impossibly mundane the frontpage of srk and eventhubs is… random youtube clips galore. so much for ‘news’ sites

  • http://www.facebook.com/people/Walter-Thomas/100000923690574 Walter Thomas

    Thanks for this article, I am a little over a month into learning how to play on a arcade stick with UMVC3 and I will definetly be using this article series to improve my skills.

  • http://www.facebook.com/people/Walter-Thomas/100000923690574 Walter Thomas

    Thanks for this article, I am a little over a month into learning how to play on a arcade stick with UMVC3 and I will definetly be using this article series to improve my skills.

  • http://www.facebook.com/people/Walter-Thomas/100000923690574 Walter Thomas

    Thanks for this article, I am a little over a month into learning how to play on a arcade stick with UMVC3 and I will definetly be using this article series to improve my skills.

  • http://www.facebook.com/profile.php?id=100002353586657 Wivvlenaire Jean-Baptiste

    The bit about chunking doesn’t really apply that much for making a person much “better”.  The 7 +or- 2 rule applies to short term memory.  For instance what is easier to remember for a short period of time 3525556871 or 352-555-6871. One reason chunking works is because it can be assigned some sort of relevance as opposed to just a random jumble of information.  In the case of remembering or practicing combos the repetition alone will help store the information in long term memory.  After a 10 minute session (This is an arbitrary number but shows my point) any combo you’re working on will virtually become muscle memory anyway and that’s long term, so there is no need for chunking. 

    Also generally once a person figures out a basic schema for the type of combos they will do with a character (like a typical magneto Rom perhaps) then removing portions of that combo and subbing in other things can become extremely easy to do once you learn a character.  You can pretty much freestyle combos.  This is because you already understand the underlying logic of how you will use your character.  It’s like knowing a language.  If you know Spanish already, say Puerto Rican Spanish then learning another dialect of Spanish, like Domican Spanish, it’s much easier to pick up since you already know Spanish.  Chunking just doesn’t apply that much to training characters in the lab.

  • http://www.facebook.com/profile.php?id=1638516075 Vernon Jefferson

    Excellent read the chunking thing sounds like some thing i do.break combos into section so i know where and what to press during each chunk. The freezing to tell you when t input a command in fighting games would rock. Especially, for a Cody player in AE his links require very precise timing that is hard to get most times, in battle.

  • http://www.facebook.com/profile.php?id=1638516075 Vernon Jefferson

    Excellent read the chunking thing sounds like some thing i do.break combos into section so i know where and what to press during each chunk. The freezing to tell you when t input a command in fighting games would rock. Especially, for a Cody player in AE his links require very precise timing that is hard to get most times, in battle.

  • http://profiles.google.com/lb.otch Hyung Lee

    great article. slight nitpick here - 
    “True “beginner” modes should play exactly like the final game, just easier …these modes couldn’t be used in competitive play because they give an unfair advantage….”

    if this ‘beginner’ mode existed, that should be the actual game. there 0 point of making a game ‘harder’ for no reason other than to make it hard. if capcom made SuperSuckMvc3 and they had to make you double-tap every button press and mash 1000x harder than it is now for max damage on hypers, that just means it’s a shitty game. 

    having combos come out easier, moves easier, PLAY easier should be a monumental focus in fighting games. it’s one of the biggest hurdles in making video games inaccessible to the public and there’s no reason to keep that as the norm. 

    the fact that there would be an ‘easier’ mode just shows how shitty the non-beginner mode is to begin with. 

    anyways, i think instead of a beginner mode, there should just be a better training mode. record is the closest that comes in helping you train, but everything else is just a place for you to go practice repetition (which i’m sure you’ll cover later). i think maj had a pretty cool article about this in the past but i’m too lazy to find it. 

    all in all, agree with you on all points, just disagreeing on a potential solution. :)

  • Peter Tran

    This is a very great article. I was a cognitive science major at UC Berkeley and I have to say alot of what you wrote was so much more readable than most of the articles I read there and also it nails alot of the concepts down such as George Miller’s chunking. 

    As a cognitive scientist, I would say priming is a very important factor in competitive play. I can write a whole essay about this but I would leave it to the readers to research this =D

  • http://www.facebook.com/ricktrigger Rick O’Shea

    Holy crap this is one of THE BEST articles on leveling up I think I’ve ever read!  Time to go to school and lab this shizz!

  • http://www.facebook.com/ricktrigger Rick O’Shea

    Holy crap this is one of THE BEST articles on leveling up I think I’ve ever read!  Time to go to school and lab this shizz!

  • http://www.facebook.com/ricktrigger Rick O’Shea

    Holy crap this is one of THE BEST articles on leveling up I think I’ve ever read!  Time to go to school and lab this shizz!

  • http://www.facebook.com/ricktrigger Rick O’Shea

    Holy crap this is one of THE BEST articles on leveling up I think I’ve ever read!  Time to go to school and lab this shizz!

  • Anonymous

    i am dyslexic and i couldn’t for the life of me get that string of numbers correct.

    but this was very helpful thanks.

  • Anonymous

    i am dyslexic and i couldn’t for the life of me get that string of numbers correct.

    but this was very helpful thanks.

  • Anonymous

    i am dyslexic and i couldn’t for the life of me get that string of numbers correct.

    but this was very helpful thanks.

  • Anonymous

    i am dyslexic and i couldn’t for the life of me get that string of numbers correct.

    but this was very helpful thanks.

  • Pingback: Six Psychological Tips to Help You Level Up Your Game Faster Part #2 « Shoryuken

  • Anonymous

    One thing I liked about BBCT’s shortcuts more than BBCS’s beginner mode was that, in the latter, the control scheme changed. For someone new to fighting games, BBCT provided four free specials that you could assign to various extra buttons (or even the right stick on pad), but you still had the default scheme of normals that you had to figure out. I think that was one of the better examples of scaffolding in a modern fighting game.

  • Anonymous

    One thing I liked about BBCT’s shortcuts more than BBCS’s beginner mode was that, in the latter, the control scheme changed. For someone new to fighting games, BBCT provided four free specials that you could assign to various extra buttons (or even the right stick on pad), but you still had the default scheme of normals that you had to figure out. I think that was one of the better examples of scaffolding in a modern fighting game.

  • Anonymous

    One thing I liked about BBCT’s shortcuts more than BBCS’s beginner mode was that, in the latter, the control scheme changed. For someone new to fighting games, BBCT provided four free specials that you could assign to various extra buttons (or even the right stick on pad), but you still had the default scheme of normals that you had to figure out. I think that was one of the better examples of scaffolding in a modern fighting game.

  • Jamison U

    Hey SRK, would you mind putting this in the dojo section so new players can get this information even after it drops from headline view. Also as a matter of fact why not compile these, the footies guide, justin’s guide on eventhubs, and Playing to win all into one PDF so there would be something to point new players to at the saikyo dojo

  • Jamison U

    Hey SRK, would you mind putting this in the dojo section so new players can get this information even after it drops from headline view. Also as a matter of fact why not compile these, the footies guide, justin’s guide on eventhubs, and Playing to win all into one PDF so there would be something to point new players to at the saikyo dojo

  • Arrahdre

    i just needed to come back and say how much applying chunking has helped me in training mode..I’mma juri user and never took the time to learn long FSE combos for example..but now, I’ve started breaking them down into chunks..I’ll get comfortable with the first 5 or so hits, and then once I’ve committed them to muscle memory, then I’ll move on to the next 5 or so..it might take me hours..but I feel i’m improving

  • Arrahdre

    i just needed to come back and say how much applying chunking has helped me in training mode..I’mma juri user and never took the time to learn long FSE combos for example..but now, I’ve started breaking them down into chunks..I’ll get comfortable with the first 5 or so hits, and then once I’ve committed them to muscle memory, then I’ll move on to the next 5 or so..it might take me hours..but I feel i’m improving

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