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HyroXIII

What makes you a "good" character player?

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I feel that it's the combination of those factors rather than the individual factors themselves. As in, a "good player" should have an understanding of the game/system, the characters (definitely beyond their own), and the ability to apply their knowledge to an actual gameplay situation. It helps to not crack under pressure, too. You can know everything about a match-up for example, but it really means nothing if you're not using the knowledge to preform.

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Fundamentals™.

(to shorten what Elochai posted)

 

Learning how your attacks work; how fast they are, how big the hitboxes are, how long they stay out, how much recovery they have, if you can get punished after something is blocked or not, and obviously what they do when you get a hit (counter hits included).

 

The other big thing that I see the vast majority of players have trouble with is momentum. Don't rush in like a loon, but don't back down if you don't have a reason to. If you have trouble with someone using a dp/reversal/inferno divider either on their wakeup or during one of your blockstrings, then try to find out safer ways to approach/crack them open by doing something that would make their reversal whiff or something that would allow you to block in time (ie. safejumps after a knockdown).

 

I say focus on learning how to hit someone more and get hit less, even if you don't know (or just can't do) the combos you need to do to get the most damage out of your hits. 

 

 

TL;DR

Knowledge is power! Pretty much what Elochai said. Gotta know what everything does before you can fight/use it. I'm not really fond of saying "know everything ever", but as far as high-to-tourney-level play goes that's pretty much it.

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From what I've seen of top players, I would say that you need all of the following...

 

Execution - not dropping combos, doing optimal combos, etc.

 

Knowledge - knowing what every single one of your tools does and knowing what every single one of you opponent's tools do, pretty much what The Katz said on his first sentence.

 

Reaction TIme - being able to quickly react to various things like mix-ups or certain approaches and being able to react to certain attacks and punish/counter accordingly.

 

Judgment - knowing when you should and should not push a button, whether it be in neutral, offense, or defense.

 

Adaptability - being able to quickly analyze your opponent, learn what their habits are, etc.

 

Pyschology - being able to get inside your opponent's head, making them afraid of using or abusing certain tools, being able to predict what they will do before they even do it. This is one of those things that varies from person to person, some players are better at reading their opponents than others.

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One big factor I'm noticing myself improving on (toots own horn :toot: ) is knowing when to respect/not respect your opponent's moves. If you let them get away with too much, they'll go to town on you, but if you try to beat out everything, you'll get handled.

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knowing when to respect/not respect your opponent's moves. If you let them get away with too much, they'll go to town on you, but if you try to beat out everything, you'll get handled.

I think this is my biggest issue at the moment. >_< 

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After you get your hand on the knowledge of you and your opponent tools, just be random as fuck, got outpoked? do runing dp, got knocked down? don't tech out... usually by doing this i can cool my head and analyze what's going on in the match, and often times can throw the other guy games (screwing their Oki timing / reset).

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yomi and abare makes you a good player if you ask me. If you're able to condition your opponent and optimize your style and confirms for every given situation without being too reckless while understanding the game mechanics and your tools you're off to a good start or the most part. Moy really tackled the basics with some ice cream on top.

 

A battle is all about adapting and learning from there, the more you learn and strengthen your style the next opponent will gradually teach you on your weaknesses and so forth till you develop an approach unique and comfort for yourself. There' no rules to how you play a character (to an extent) as my Ragna may play differently from there's but I can vouch mine is more comfortable for me as a player and strongly competitive. 

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