>There are published books on how to play fighting games
Fuck this gay Earth
>There are published books on how to play chess
Seriously though, there's no shame in educating yourself if you want to do anything competetively. And no, I am NOT implying that fightan is as difficult as chess.
Why is /v/ so autistic and oblivious to obvious cons for easy cash?
Is /v/ full of communist fuckwits that believe any concept of capitalism is taboo?
The book is mostly about street fighter since the fundamentals carry over to almost any fighter, it says as much itself. Almost any modern fighting game could be described as "like street fighter but..."
OP never said it costed anything, he just said it was published.
And "published" these days is a loose term, given putting something on fucking deviantart or your tumblr can technically mean you "are a published writer" if you're a total shithead who would claim that without actually being published by a publishing house.
OH MAN, I WONDER WHAT YOMI MEANS.
maybe robots in movies do, but in real life they only do what you tell them to do.
now, you can get clever and tell them to do different things depending on input they gather from their surroundings,
like an option select, but they're still limited in their capabilities as to what YOU told them to do.
Its kinda true. Some people think it means what was in the image. Some people just think it implies the poke/general neutral game and not specifically the momentum game. Especially since some characters don't need good footsies to get the moment. Like Yun Cammy or Zero.
Too be fair this needs to go into detail. Since there are safe jump ranges and good ranges to attempt jumps in general. Also though you can still AA in games like GG/BB its still really jump heavy.
Telling people not to jump ever is fucking stupid. Maybe in SF2 never jumping is true though. But i feel like this guide wants to teach overall fights to people.
It's a SF2 book anon.
It's trying to teach fundamentals and one of the first rules is DON'T JUMP
Then a later rule is JUMP BUT ONLY IN CERTAIN CIRCUMSTANCES and that goes into more detail of when it's okay.
The no jump rule usually applies to stuff without airblocking or parrying.
SF4 is actually pretty friendly to jumping.
However it is a rule in SF2 and Alpha 2.
The entire reason the rule is to not jump is because there's more and better options on the ground as long as both players are standing.
The only exception is divekickers.
Only thing I didn't like about this is it's rather SF centric, when in reality, there are tons of other fighting games. It makes sense though, because they're using SF2 as a teaching tool. I just get depressed when new people come along and don't realize how big and developed the genre actually is.
Not a whole lot. Both are used to put yourself in a better position
Zoning is more controlling space/limiting the opponent's movement options while footsies are used to shut them down and prevent them from starting anything in a closer range
but keeping your opponent out of reach of ANY normals (like fullscreen sagat / dhalsim), and keeping your opponent in a specific place (the corner) is more zoning, whilst footsies usually involves playing around the space you and you opponent's normals actually reach one another.
He's saying you're losing if you haven't learned how the top tier characters work yet which is pretty much right; especially in MvC2's case.
Wording is a bit poor, though so I see what you're getting at. Unfortunately due to the balance of that game, though, I can't imagine that team winning against a top tier team being played by a competent player, though.
It really does feel like a huge revelation, doesn't it?
I actually got better at DaS2 pvp after watching that video. Footsie game applies in any pvp game where attack range and attack times exist.
well it's like he said, true understanding of neutral game is not something a new player will grasp for a while. its just trying to jump in a do shit to hit your opponent. you simply can't think quick enough to footsie when you don't even know what all he normals in the game look like or what might be pressed where and when. you need to predict where your opponent will press a button, and how you might beat that - whiff punish, counterhit the startup, FA it, etc - that takes shitloads of matchup and general game experience.
>smashfags use "dash dancing" to try to emulate the real fighting games that don't turn a character around on a friggin 1-on-1 game
>they actually prefer using a back-attack sometimes because it's actually better than the forward attack
Watching this just reminds me of all the ways smashfags are so deluded when they consider smash a real fighting game
I checked and it's still painful the way he keeps repeating everything several times like a special Ed teacher in a class full of learning disability students, the pace is unbearable. I bet this could have been done in fifteen minutes.
Yeah man, 90's books were so much better.
You stick with your 90's books while I win at Nintendo with my 80's book.
If there's one kind of game where a book is acceptable, it's fighting games. A book would be a good aid but playing the skullgirls tutorials is probably about as good. It's nice to read on the can, though.