Is Fighting Dead

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Reaperman64

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I haven't played MK9, but if you want a tight balance game, pick up mvc3 or SSF4. In mvc3, spamming single attacks does sod all, and unless they pick a zoning character ( ie a guy with powerful projectiles but huge flaws elsewhere) your safe from projectiles.
After the nice recomendation, i thought id put this. if you are losing to people spamming ,because you dont like to use a counter to the spam, then your going to lose. These people arent very good if they've only got one move, so destroy them, and mathchmaking will put you up against better players.
I remember playing MVC3 and this guy stood at the opposite end of the screen and threw out Dormamaus ,sentinels and pheonixs projectiles. he was so bad at it, i beat him with just x23, by jumping over them and hitting him in the face.
 

Burningsok

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Dream_Sequencer said:
I decided to play Mortal Kombat online and had a very long bout of disappointing battles. Maybe my vision of fighting has been clouded from the years of mixed martial arts that I had taken for years or maybe there is a problem, but people won't admit it. Is actually fighting in a fighting game dead? In Mortal Kombat 9 online, I just found a bunch of people spamming projectiles or choosing a character that could teleport. Or even worse was Noob Saibot folks who started the battle throwing ink people at me over and over again. I thought in a fighting game that you were suppose to fight with skill. Throwing ones combos at each other. Trying to counter each other's combos. This has also happened online in Tekken 6 and other forms of fighting games, where people so afraid of loosing just spam one technique. I'm of the mind set there is honor in beating the weak. Your opponent cannot move because you keep stunning them, your opponent cannot do anything stuck in the wall. Its basically attacking them when their back is turned. When I play this game with my friends, I play to fight against their combos. I want to fight with skill and I work my butt off learning these combos, which seems a bit of a waste when I can't use them because my opponents feel I am only worth attacking me when I cannot do anything.
Have we an online society that discourages loosing? Have we created an online society that encourages only winning? That loosing is a bad thing. You can learn a lot from your wins, but you can learn even more from your mistakes as well.
Isn't the fun of a fighting game, to use your combos, tactical skill?
Is the fear of loosing what creates these people who will do anything to make sure their opponent doesn't move?
I honestely, have been turned off by online game play now. Because no one wants to fight with honor. You have to respect your opponent. Even if its just a game, the opponents you face are people. And you have to treat those people with respect.
My brother has used all those cheap strategies you've mentioned, and he's been beaten trying to use it. You just need to memories the pattern they fight in. The very best are actually legit and mix up moves and combos. The good players are the only ones my brother actually has a problem with.
 

RowdyRodimus

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Honor and three bucks will get you a cup of coffee at Starbucks. A wise man once said "Win if you can, lose if you must but ALWAYS cheat". Saying stuff like "There is no honor in beating a weaker opponent" is just something people who lose say, it helps you save face by saying you are less prepared than the opponent so they aren't better than you.

Face it, Tiger, you're a poor loser and any person that beats you is obviously spamming attacks (that are in the game as an attack no less). Honestly, you say you've had years of MMA training and then speak of honor like it means anything and all it makes me think is that I'd love to be in the cage with you when I don't give a shit about honor. I bet I'd have you tied up and tapping so fast your code of honor would be spinning. But then again, you'd probably just have an excuse as to why you lost and that I was dishonorable by choking you out.
 

pretentiousname01

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Dream_Sequencer said:
I have something that may interest you. A fairly in-depth look at fighting game psychology. One which I am fairly surprised hasn't show up already.
http://www.sirlin.net/articles/playing-to-win-part-1.html

Playing to Win, Part 1

Playing to win is the most important and most widely misunderstood concept in all of competitive games. The sad irony is that those who do not already understand the implications I'm about to spell out will probably not believe them to be true at all. In fact, if I were to send this article back in time to my earlier self, even I would not believe it. Apparently, these concepts are something one must come to learn through experience, though I hope at least some of you will take my word for it.
Introducing...the Scrub

In the world of Street Fighter competition, there is a word for players who aren't good: "scrub." Everyone begins as a scrub---it takes time to learn the game to get to a point where you know what you're doing. There is the mistaken notion, though, that by merely continuing to play or "learn" the game, that one can become a top player. In reality, the "scrub" has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He's lost the game before he's chosen his character. He's lost the game even before the decision of which game is to be played has been made. His problem? He does not play to win.

Historical Scrub: Neville Chamberlain. He didn't even try to win, instead offering "appeasement" to Hitler. (Caution: not serious historical commentary.)The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevent him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. In Street Fighter, for example, the scrub labels a wide variety of tactics and situations "cheap." So-called "cheapness" is truly the mantra of the scrub. Performing a throw on someone often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn't attack. As far as the game is concerned, throwing is an integral part of the design--it's meant to be there--yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield which will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.

You're not going to see a classic scrub throw his opponent 5 times in a row. But why not? What if doing so is strategically the sequence of moves that optimize his chances of winning? Here we've encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you...that's cheap. If you throw him repeatedly, that's cheap, too. We've covered that one. If you sit in block for 50 seconds doing no moves, that's cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap.

Doing one move or sequence over and over and over is another great way to get called cheap. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can't counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn't I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. The game knows no rules of "honor" or of "cheapness." The game only knows winning and losing.

A common call of the scrub is to cry that the kind of play in which ones tries to win at all costs is "boring" or "not fun." Let's consider two groups of players: a group of good players and a group of scrubs. The scrubs will play "for fun" and not explore the extremities of the game. They won't find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns. As they play the game more, they'll be forced to find counters to those tactics. The vast majority of tactics that at first appear unbeatable end up having counters, though they are often quite esoteric and difficult to discover. The counter tactic prevents the first player from doing the tactic, but the first player can then use a counter to the counter. The second player is now afraid to use his counter and he's again vulnerable to the original overpowering tactic. (See my article on Yomi layer 3 for much more on that.)

Notice that the good players are reaching higher and higher levels of play. They found the "cheap stuff" and abused it. They know how to stop the cheap stuff. They know how to stop the other guy from stopping it so they can keep doing it. And as is quite common in competitive games, many new tactics will later be discovered that make the original cheap tactic look wholesome and fair. Often in fighting games, one character will have something so good it's unfair. Fine, let him have that. As time goes on, it will be discovered that other characters have even more powerful and unfair tactics. Each player will attempt to steer the game in the direction of his own advantages, much how grandmaster chess players attempt to steer opponents into situations in which their opponents are weak.

Historical Scrubs: The British Redcoats. The ultimate example of being too bound up by rules to actually fight. They fought "honorably" in a row. (Caution: not serious historical commentary.). Let's return to the group of scrubs. They don't know the first thing about all the depth I've been talking about. Their argument is basically that ignorantly mashing buttons with little regard to actual strategy is more "fun." Superficially, their argument does at least look true, since often their games will be more "wet and wild" than games between the experts, which are usually more controlled and refined. But any close examination will reveal that the experts are having a great deal of fun on a higher level than the scrub can even imagine. Throwing together some circus act of a win isn't nearly as satisfying as reading your opponent's mind to such a degree that you can counter his ever move, even his every counter.

Can you imagine what will happen when the two groups of players meet? The experts will absolutely destroy the scrubs with any number of tactics they've either never seen, or never been truly forced to counter. This is because the scrubs have not been playing the same game. The experts were playing the actual game while the scrubs were playing their own homemade variant with restricting, unwritten rules.

The scrub has still more crutches. He talks a great deal about "skill" and how he has skill whereas other players--very much including the ones who beat him flat out--do not have skill. The confusion here is what "skill" actually is. In Street Fighter, scrubs often cling to combos as a measure of skill. A combo is sequence of moves that are unblockable if the first move hits. Combos can be very elaborate and very difficult to pull off. But single moves can also take "skill," according to the scrub. The "dragon punch" or "uppercut" in Street Fighter is performed by holding the joystick toward the opponent, then down, then diagonally down and toward as the player presses a punch button. This movement must be completed within a fraction of a second, and though there is leeway, it must be executed fairly accurately. Ask any scrub and they will tell you that a dragon punch is a "skill move." Just last week I played a scrub who was actually quite good. That is, he knew the rules of the game well, he knew the character matchups well, and he knew what to do in most situations. But his web of mental rules kept him from truly playing to win. He cried cheap as I beat him with "no skill moves" while he performed many difficult dragon punches. He cried cheap when I threw him 5 times in a row asking, "is that all you know how to do? throw?" I gave him the best advice he could ever hear. I told him, "Play to win, not to do ?difficult moves.'" This was a big moment in that scrub's life. He could either write his losses off and continue living in his mental prison, or analyze why he lost, shed his rules, and reach the next level of play.

I've never been to a tournament where there was a prize for the winner and another prize for the player who did many difficult moves. I've also never seen a prize for a player who played "in an innovative way." Many scrubs have strong ties to "innovation." They say "that guy didn't do anything new, so he is no good." Or "person x invented that technique and person y just stole it." Well, person y might be 100 times better than person x, but that doesn't seem to matter. When person y wins the tournament and person x is a forgotten footnote, what will the scrub say? That person y has "no skill" of course.
Depth in Games

Scrub of the Future: Captain Kathryn Janeway. Voyager would have been home ages ago if it weren't for her silly rules. (Caution: Voyager is a bad show.)

I've talked about how the expert player is not bound by rules of "honor" or "cheapness" and simply plays to maximize his chances of winning. When he plays against other such players, "game theory" emerges. If the game is a good one, it will become deeper and deeper and more strategic. Poorly designed games will become shallower and shallower. This is the difference between a game that lasts years (StarCraft, Street Fighter) versus one that quickly becomes boring (I won't name any names). The point is that if a game becomes "no fun" at high levels of play, then it's the game's fault, not the player's. Unfortunately, a game becoming less fun because it's poorly designed and you just losing because you're a scrub kind of look alike. You'll have to play some top players and do some soul searching to decide which is which. But if it really is the game's fault, there are plenty of other games that are excellent at a high level of play. For games that truly aren't good at a high level, the only winning move is not to play.
Boundaries of Playing to Win

There is a gray area here I feel I should point out. If an expert does anything he can to win, then does he exploit bugs in the game? The answer is a resounding yes...but not all bugs. There is a large class of bugs in video games that players don't even view as bugs. In Marvel vs. Capcom 2, for example, Iceman can launch his opponent into the air, follow him, do a few hits, then combo into his super move. During the super move he falls down below his opponent, so only about half of his super will connect. The Iceman player can use a trick, though. Just before doing the super, he can do another move, an icebeam, and cancel that move into the super. There's a bug here which causes Iceman to fall during his super at the much slower rate of his icebeam. The player actually cancels the icebeam as soon as possible--optimally as soon as 1/60th of a second after it begins. The whole point is to make Iceman fall slower during his super so he gets more hits. Is it a bug? I'm sure it is. It looks like a programming oversight to me. Would an expert player use this? Of course.

The iceman example is relatively tame. In Street Fighter Alpha2, there's a bug in which you can land the most powerful move in the game (a Custom Combo or "CC") on the opponent, even when he should be able to block it. A bug? Yes. Does it help you win? Yes. This technique became the dominant tactic of the game. The gameplay evolved around this, play went on, new strategies were developed. Those who cried cheap were simply left behind to play their own homemade version of the game with made-up rules. The one we all played had unblockable CCs, and it went on to be a great game.

But there is a limit. There is a point when the bug becomes too much. In tournaments, bugs that turn the game off, or freeze it indefinitely, or remove one of the characters from the playfield permanently are banned. Bugs so extreme that they stop gameplay are considered unfair even by non-scrubs. As are techniques that can only be performed on, say, the player-1 side of the game. Tricks in fighting games that are side-dependent (that is, they can only be performed by the 2nd player or only by the first player) are sometimes not allowed in tournaments simply because both players don't have equal access to the trick--not because the tricks are too powerful.

There are some limits to playing to win. Not sure if this is one of them.Here's an example that shows what kind of power level is past the limit even of Playing to Win. Many versions of Street Fighter have secret characters that are only accessible through a code. Sometimes these characters are good, sometimes they're not. Occasionally, the secret characters are the best in the game, as in Marvel vs. Capcom. Big deal. That's the way that game is. Live with it. But the first version of Street Fighter to ever have a secret character was Super Turbo Street Fighter with its untouchably good Akuma. Most characters in that game cannot beat Akuma. I don't mean it's a tough match--I mean they cannot ever, ever, ever, ever win. Akuma is "broken" in that his air fireball move is something the game simply wasn't designed to handle. He's miles above the other characters, and is therefore banned in all US tournaments. But every game has a "best character" and those characters are never banned. They're just part of the game...except in Super Turbo. It's extreme examples like this that even amongst the top players, and even something that isn't a bug, but was put in on purpose by the game designers, the community as a whole has unanimously decided to make the rule: "don't play Akuma in serious matches."

Sometimes players from other gaming communities don't understand the Akuma example. "Would not a truly committed player play Akuma anyway?" they ask. Akuma is a boss character, never meant to be played on even ground with the other characters. He's only accessible via an annoying, long code. Akuma is not like a tower in an RTS that is accidentally too powerful or a gun in an FPS that does too much damage. Akuma is a god-mode that can't coexist with the rest of the game. In this extreme case, the community's only choices were to ban or to abandon the game because of a secret character that takes really long to even select. They chose to ban the secret character and play the remaining good game. If you are playing to win, you should play the game everyone else is playing, not the home-made Akuma vs. Akuma game that no one plays.

In my words I play to win. If I can projectile -> teleport/upper cut you away to victory I'm going to do it. If you cannot do 3 things that is your fault not mine. They are, Learn, Adapt, Overcome. Assuming that the game is properly balanced (as had been said throughout this thread, if not you shouldn't be playing it anyway), there is a way to do those 3 things. If you cannot. The problem doesn't lie with the game it lies with you.

Sorta example/personal experience
Spending the last 15 seconds of a match holding block because I have a fairly large life advantage on you. However not so large as I can risk trying to finish you off. Is not cheesy I am giving away a definite win by attempting to finish you. Where you must notice and adapt to try and still win. Either by closing in for a throw, trying to chip damage/overhead attack me.
 

Chessrk

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You're assuming spamming attacks represents the most viable method of play, its not. That's like assuming hidden illegal fouls in sports are the best way to play just cause you lost to it.

---

Beginner (gets beat by everyone)
-> Casual (knows a fair amount of the game, loses to things such as spamming though)
-> Intermediate (Similar to casual but better execution and game knowledge. Does not lose to skill-less play such as spamming)
-> Expert (kinda self explanatory)

See, you're at the casual mark right now and instead of trying to get better (ie hit intermediate), you're complaining on a forum. Go you?

---

You say you want to 'play with skill' but you're not. Knowing combos is just half the battle, the other half involves knowing how to set them up, and yes that includes against spammers. I guess what I'm trying to say is 'learn to play'... oh and learn to edit as well; your initial post was annoying as hell to read.
 

Elijin

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Dream_Sequencer said:
I decided to play Mortal Kombat online.
Years of mixed martial arts that I had taken for years.
people spamming projectiles or choosing a character that could teleport.

The opponents you face are people. And you have to treat those people with respect.
I went ahead and edited your original post down to the important features.

Mortal Kombat is not fighting. Not in any real sense. I mean, last time you were practicing your 'years of mixed martial arts' did you shoot a ball of ice? Teleport across the room? Disembowel someone? Yeah, I didnt think so. SO. There we go...

Mistake number one: Thinking that Mortal Kombat has anything to do with any realistic fighting anywhere ever

Now we just skip aheeeead a bit. Ah right. Your whole 'They should play to have fun, like I do!' notion. Im sorry, but your way of having fun is the correct way to have fun, and other ways are invalid? Some people have fun so long as they win, no matter how they win. Others have fun spamming a stupid move in an annoying fashion. So sit back, re-read what you've said and ask yourself 'Am I the absoulute authority on 'fun' and how it is to be had by the world?' If you said no, then you're starting to grasp why online competitive play might not be for you! If you said yes, you're either hilariously sarcastic, or hilariously misguided. Which brings us to...

Mistake number two: People play for fun. Your way of enjoying something is not the only way.

And finally, your comment that people should respect the other player. I agree, people should respect the other player. But is it really respecting them when you go and create topics discussing how 'honourless' they are. That their tactics are shoddy and their skill is nowhere to be seen? Im going to go with no here. You've lost your matches and are bitching, or you've won and are trying to tell us all how bad everyone else is at the game. Either way, you are not respecting your opponent. Which ends us up with...

Mistake number 3: You dont even follow your own principles.


So in conclusion, go buy one of the Ultimate Fighting Championship games - Im sure you'll still find people have a dozen cheap tricks to win, but hey at least you can apply you 'years of mixed martial arts' experience without making us roll our eyes and silently cry for the sake of the world.

<3
 

DrEmo

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I've never played Mortal Kombat myself, so I can't really tell you how to counter Kano's blades or Noob's ink people, but I can tell you a few general tips to succeed against projectile spammers:

1. Jump over the projectiles and counter hit on your way down.

2. Sub Zero. Use his ice people counter.


On the subject of loss of honor in fighting games:

I agree. There has always been that little snot-nosed douchebag who plays to win using the cheapest tactics, but in recent years this practice has increased exponentially. Take Marvel vs Capcom 3 for example: Everyone plays Dante, Akuma, Wesker, Wolverine and those characters not because they like them but because they're the 'best' characters in the game (Read: Take no skill to use. I've proven this myself.) and they spam the same over powered moves to get a cheap move. They don't care about having a balanced, challenging one on one bout of skill, they want to win at whatever cost. It pisses me off since I like thinking while I fight and countering and punishing my opponent's mistakes. I hate playing against the type of people you described.


Look up some MK9 videos online. MK9 seems like the kind of game the devs put a lot of effort into and made it tournament-friendly, so I bet there's a counter for each of those cheap moves.
 

Danceofmasks

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1. Go to TeamSpooky on youtube
2. Watch the PowerUp grand finals.
3. Realise that characters have tools, and they can either be used to control space, which is good, or spammed out, in which case you should punish them with 40% combos.
 

godofallu

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Just get the UFC games or Fight Night. That's real fighting with no laser beams and other projectiles. All skill too.
 

Kraj

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Dream_Sequencer said:
I decided to play Mortal Kombat online and had a very long bout of disappointing battles. Maybe my vision of fighting has been clouded from the years of mixed martial arts that I had taken for years or maybe there is a problem, but people won't admit it. Is actually fighting in a fighting game dead? In Mortal Kombat 9 online, I just found a bunch of people spamming projectiles or choosing a character that could teleport. Or even worse was Noob Saibot folks who started the battle throwing ink people at me over and over again. I thought in a fighting game that you were suppose to fight with skill. Throwing ones combos at each other. Trying to counter each other's combos. This has also happened online in Tekken 6 and other forms of fighting games, where people so afraid of loosing just spam one technique. I'm of the mind set there is honor in beating the weak. Your opponent cannot move because you keep stunning them, your opponent cannot do anything stuck in the wall. Its basically attacking them when their back is turned. When I play this game with my friends, I play to fight against their combos. I want to fight with skill and I work my butt off learning these combos, which seems a bit of a waste when I can't use them because my opponents feel I am only worth attacking me when I cannot do anything.
Have we an online society that discourages loosing? Have we created an online society that encourages only winning? That loosing is a bad thing. You can learn a lot from your wins, but you can learn even more from your mistakes as well.
Isn't the fun of a fighting game, to use your combos, tactical skill?
Is the fear of loosing what creates these people who will do anything to make sure their opponent doesn't move?
I honestely, have been turned off by online game play now. Because no one wants to fight with honor. You have to respect your opponent. Even if its just a game, the opponents you face are people. And you have to treat those people with respect.
Play the Guilty Gear series if your looking for a "tried and true" fighting game.
Head and shoulders beyond everything else I've tried, and I love SC4, MVC, DOA, T, etc. But, Blaze Blue and X2, amazing. Learn your combos and build a good tactic or die. period.
 

Dream_Sequencer

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Chessrk said:
You're assuming spamming attacks represents the most viable method of play, its not. That's like assuming hidden illegal fouls in sports are the best way to play just cause you lost to it.

---

Beginner (gets beat by everyone)
-> Casual (knows a fair amount of the game, loses to things such as spamming though)
-> Intermediate (Similar to casual but better execution and game knowledge. Does not lose to skill-less play such as spamming)
-> Expert (kinda self explanatory)

See, you're at the casual mark right now and instead of trying to get better (ie hit intermediate), you're complaining on a forum. Go you?

---

You say you want to 'play with skill' but you're not. Knowing combos is just half the battle, the other half involves knowing how to set them up, and yes that includes against spammers. I guess what I'm trying to say is 'learn to play'... oh and learn to edit as well; your initial post was annoying as hell to read.
Does anyone read what I write?

I guess not.
 

Ninjamedic

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CrazyJuan77 said:
Heh, Akuma. I call him "Ryu for the talent-less".
Would you like to explain this statement?

OT: If it's MK, you should be able to counter the spammers with teleports or arcing projectiles (I'm assuming you mean Reptile when you say Acid Balls).
 

Elijin

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Dream_Sequencer said:
Does anyone read what I write?

I guess not.
And the people who did read it and reply to it get ignored unless it helps your point? :p
 

Ghengis John

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Vrud said:
Interpreted topic title to mean "With poor English but a heart of gold, I is fighting dead! THE LIVING DEAD!"

I'm disappointed now.
I like your interpretation better.

Dream_Sequencer said:
I decided to play Mortal Kombat online and had a very long bout of disappointing battles. Maybe my vision of fighting has been clouded from the years of mixed martial arts that I had taken for years or maybe there is a problem, but people won't admit it.
First off a few things, mortal kombat has in my memory always had it's share of cheap moves and balance problems. It is not the height of a finely polished fighter. There are companies that excel at this sort of thing, Namco, SNK, Capcom, Ark System Works and even Tecmo. Some of these companies make their living almost entirely on fighters. I'd try one of their offerings. A fighter with no projectiles might suit you better, or one where movement options make projectiles harder to spam. Secondly, there is a big difference between online and offline play. Online play must contend with latency and this can lead to all manner of exploitative tactics that wouldn't be feasible offline. Don't base your experience from online matches. These games were always meant to be played in a way that allowed for lightning fast reactions.

I want to fight with skill and I work my butt off learning these combos, which seems a bit of a waste when I can't use them because my opponents feel I am only worth attacking me when I cannot do anything.
If you allowed yourself to be vulnerable then that is your fault. You have taken martial arts yes? What would your trainer say if you ignored your defense? You must be mindful of your defense, avoid creating opportunities where you are at a disadvantage, learn to avoid situations where you cannot do anything. That is as much a part of fighting as the attack. Do you mean to tell me you are simply throwing combos at people and not expecting them to retaliate? When you sense an opportunity do you not attack?

Have we an online society that discourages loosing? Have we created an online society that encourages only winning? That loosing is a bad thing. You can learn a lot from your wins, but you can learn even more from your mistakes as well.
The entire point of a game is to win it. You want to win too do you not? So what are you carrying from your losses? Have you yet learned to mind your defense? To watch where you're standing? It seems your situational awareness needs work, you should be able to anticipate your opponent's moves to some extent. If you cannot do that then the fault is with your lack of experience. Know your enemy. Knowing what the other fighters are capable of is important and up to you. Knowing what they are most likely to do in a given situation will allow you to counter that. You should be learning.

Isn't the fun of a fighting game, to use your combos, tactical skill?
Is the fear of loosing what creates these people who will do anything to make sure their opponent doesn't move?
I honestely, have been turned off by online game play now. Because no one wants to fight with honor. You have to respect your opponent. Even if its just a game, the opponents you face are people. And you have to treat those people with respect.
These people are using their tactical skill if they have you in a situation where you cannot retaliate. It is you who lacks skill. You can not simply expect to know combos and win. You have to know how to create opportunities to use those combos and how to avoid taking damage from their abilities. For that matter, a lot of non-combo damage stacks up, you should learn what tactics you may do besides combos to win. You expect people to play the game with the rules you imagine. They will not.
 

StriderShinryu

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Super Street Fighter 2 Turbo basic game instruction tutorial:
http://www.youtube.com/watch?v=d0cFs5mHQC4

It talks all about zoning/controlling space, move priorities and character strengths and weaknesses. It also details the very basic level of gameplay in a 2D fighter, though many aspects it covers are applicable to 3D fighters as well.

In short, I hate to say that someone is playing a game wrong, but in this case it's pretty apparent that the OP actually is playing the game wrong.

If you have your own "house rules" on how to play a game, that's cool. Some arcades used to do the same thing (gimme rounds, no throws, etc.) but it's a pretty long stretch to expect everyone to play a game not based on how the game is supposed to be played but instead played by your personal rules.
 

katsabas

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Ninjamedic said:
CrazyJuan77 said:
Heh, Akuma. I call him "Ryu for the talent-less".
Would you like to explain this statement?
Yeah, would you please? Oh, wait, I know. You have been getting the Tengoku sign on your screen quite a lot recently, haven't you?

I find linking with Akuma in SFIV (no idea how he is in MVC) as hard as I find it with Ryu, Ken and El Fuerte. Christ, a talentless Akuma can throw Ultras back and forth and all you have to do is jump.

I am constantly learning new stuff. Like how the frames get smaller the stronger your attack is. Talentless people don't even bother to search this.

Plus, I beat up skilled Sagats online while having the fighter with the second lowest health in the game. How's that for talent-less?
 

Soxafloppin

Coxa no longer floppin'
Jun 22, 2009
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Pro tip to the OP.

Leave your PSN/XBL name in a thread on an MK Forum, you will find lots of worthy opponents there.