TKR
TKR

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TKR · Inventor of Toe Socks ·

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TKR
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  • Re: Mr Wizard, Please ban LTG from EVO

    I will sign that.

    What is LTG.
  • Re: Bras are bad for health AKA Boobies Going Their Own Way

    I myself have a fair sized chest that gets a lot of attention from the opposite sex. And I agree. I never wear a bra and my nipples are perfect. The only thing pulling them down is the 3mm hoops in each one.
  • Re: SFV: Using Light Attacks on Offense?

    You are welcome dude.

    With the fear thing you are talking about of getting knocked when going in for a throw or light button. Pay attention more to what you are doing. If you get hit and die whatevs, you lost a match. But you also gained valuable information about what didn't work. You can then work on not doing the same thing. If you aren't mentally processing what you are doing and memorizing the effect your attack, move, button, plan had on the opponent then you wont grow.

    Focus on learning. Not winning. I have said that a lot lately, and I blame Daigo's book. But it really covers a lot of the mental understanding a new player should be working on. He says that when he was training to win he was stressed out and unhappy and actually screwed his health up. But when he switched his thinking, and focused on growth, things got better. He would plan to improve his game play, when he had a problem his goal was to fix the problem. And as a result he started winning more and more consistently. So if you are having a problem with your poke game, and you focus on winning and stress about the wins, you will have a rough time. If you take your losses like a champ, and dedicate time to understanding why your poke game is off and focusing on fixing the poke game, you will start to see an improvement and the wins will come.
  • Re: How can I improve my Yomi skills?

    Yomi isn't something you practice. It is something high level players develop from playing the same opponent over and over and learning the play style.

    But if you want to seen like you have Yomi, then learning set ups is what you want to do. Get your whiff punishment down, understanding that you aren't punishing on reaction, but you are predicting when he will do something and punish him for it. Such as walking up till you are in range for a poke, then step back assuming he is going to try poke you, and punish that whiff.

    You can use your projectiles to get them to jump in and punish the jump in. Character specifics will come into play here. EG: Balrog can avoid projectiles while coming in on you. If you know what distance he needs to be to be able to come in through a projectile and be close enough to you to capitalize on it, you can hang around that distance, let out a few fireballs then when he gets to distance you throw one fire ball and get your whiff punish ready. He can do it from different distances with his light, medium, heavy buttons, but you are going to have been paying attention to what he uses most often and assume he will use it again.

    When you knock somebody down, if they have meter you can assume they will do a meter burned wake up. They obviously wont always do this. And a great player will know when to and when not to. But if they don't, and you know their characters options, you can plan what would beat most of their options and you can meaty them with it. You will need to test the waters and go in on them when they have meter. If they do nothing with the meter you get the advantage. If they use the meter you can assume they will be savage and do it again next time. If they do it again next time you can be sure with a higher percentage they will do it the third time. Great players will stagger the use. But most players online will get into a pattern.

    That pattern is what you can "predict". Of course you aren't actually predicting anything and you have just got a better understanding of their behavior. But they won't know, because they will feel you know everything they are going to do. That gets them flustered and they start messing up.

    Getting an understanding of that is great for your game play as well because the better you get at it, the better you get at picking up your own patterns and finding ways to not seem so linear to your opponent who is trying to get into your head too.

    You can also throw out raw combos when you think they will block. So you are not worried about taking damage. This is a great way to get them to worry about random incoming junk. That will never actually happen, because you are smart enough to know not to actually do it with the plan of getting the combo to land. So while they are trying to pull off their stuff, and defend against your stuff, they will have it at the back of their mind that there is other possible stuff and be using some brain power to plan for it and keep an eye out for it to punish it. I do this a hell of a lot. And the feed back I get from my training partners is that even though they know I'm doing it, they still worry about it, because if they don't keep it in their minds they are worried they get clipped by it anyway.

    You can do things like always delay your wake ups, they will eventually notice it and try get you for you it. You will then of course know they are coming for your delayed wake up and you can wake up early with a crazy combo that just destroys them in the game and mentally. Now they are scared to go in on your delayed wake ups. Or any wake up game options you may have.

    And of course learn to shimmy. If you keep popping out of their range when you expect a wake up from them they will stop wasting meter on their wake ups and you can plan to get in on them safely.


    Yomi is about conditioning them to do something you want them to, or to stop doing things you don't want them to do. It's about them assuming you will do one thing and then you do another. And it's about you assuming they will do something that you can then punish them on. There is no reactions you need, nothing in Yomi is going to be about pure reactions.
  • Re: Single Player Matters

    I love single player content in every game I buy.

    My focus on fighting games is the lab and offline. But I love single player campaigns. MKX has a fantastic single player. And having a single player campaign wont add any more to the cost, the of game is priced relevant to the prices of other games on the market and what the dev company or publisher feels is fair.

    Though what I feel all fighting games need in the single player department is more unlockables. I wont pay shit to buy costume DLC. But I will grind out hours and hours in the single player to unlock a new costume. And the more there is to unlock the more I will enjoy the grind. Sometimes I don't want to play in the lab. Sometimes I don't want to go online. And more often than not unless there is a tournament or like one weekend out of every month, I can't play anybody decent offline. I use single player for the story and as a great way to add my own rules. Only sweeps and throws. No punches. No kicks. It's a fun environment. And rewarding when you complete it. And adding your own rules and restrictions is a great way to practice the weak parts in your game and level up without some dick online moaning that you spam the same move all the time or block to much.

    Actually, now that I put that out there, it is also a great way to practice with spaced repetition. The breaks between matches with something to watch distract your brain. And the enemy gets harder and harder as you progress. I feel like playing some single player again right now.