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Guide to Fighting Games - Coggle Diagram
Guide to Fighting Games
1st chapter: Game Knowledge
1) Learn the core game mechanics
2) Learn the game's character mechanics. eg: Movelist
2nd Chapter: Fighting Game Theory
1) Neutral (how neutral is played in the game)
2) Turn taking
3) Okizeme
3rd Chapter: Adaptation (Fighting your opponent)
1) Winning Neutral (Recognizing what your opponent does in neutral) (What spacing is needed)
2) Turn-taking and Adaptation (deciphering how your opponent plays when its your or their turn) (adapting your offence and defence to beat your opponent) (frame trapping)
3) recognizing how your opponent plays on knockdown and vice versa and winning this exchange
4th Chapter: Execution
Execution (Applying what you have learned from the previous chapters into action by correctly punishing or turn taking in order to reap the rewards) (Performing Whiff punishes) (Punishing unsafe moves by opponent)
Learning and performing combos (learn bnbs and optimal combos) (be able to perform combos without dropping) (Making the most out of a punish)
Conversions (Converting off unusual situations to maximize damage)
Hit confirming (not committing into unsafe moves when your opponent has blocked) (Performing unsafe moves when you know it will combo or hit) (Doing damage without being reckless) (adjusting what moves you do on if you land a clean hit or if your opponent is blocking)
Mix-ups (opening up your opponent's defence and recognising your opponents offence and mix-up game plan) Applies to when in neutral, post-neutral and oki)
5th chapter: Having fun
How to deal with toxic players, how to ignore things that piss you off
Dealing with Online anxiety
The Pop-off (give yourself props!)
Match-ups (adjusting your gameplan/playstyle in order to beat a particular character's gameplan)
Reads (recognizing the pattern of your oppenents playstyle and countering/punishing it)
Archetypes:
footsies/midrange
Defensive
Rushdown