Street Fighter Week continues! Though this story was sort of told in real time over the years, here’s a consolidated story of my rise (and fall) in the world of competitive Street Fighter!
There was a time when I thought the world of competitive Street Fighter didn’t extend beyond the bounds of local arcades. For a long time, I fancied myself as being savvy in Street Fighter II, as I could perform any of the game’s special moves on command and I could beat my friends. I didn’t think there was anything more to learn.
Boy, was I wrong.
A few weeks ago, my friend Jascha and I were went on a multi-hour Overwatch binge. New to the game, Jascha bounced around from one character to the next, hoping to find a character to invest in. At first, he struggled mightily with high-learning curve characters like McCree and Widowmaker. Then he moved onto Symmetra and Tracer, where he started to show some positive gains. Despite his initial success with those characters, he stubbornly went back to McCree and Widowmaker, failing now just as he did before.
Piquing my interest with this curious decision, I asked him why he went away from characters that were working for him. While I don’t remember his exact response, it was clear to me that it was going to take more than being good for him to stick with a character.
Last year at the Clash of the Customizers shoe battle, Diversitile designed these Nike Dunks with Street Fighter’s Akuma serving as the inspiration. I may have a huge bias towards these shoes, due to the fact that Akuma is my favourite Street Fighter character, but these shoes are hot.
Months after I posted my initial impressions of Mass Effect 2, this post continues to drive a lot of traffic to my site. Not because people want to read about how the game plays, but because they want to find sexy pictures of Shepherd’s crew member and possible love interest, Miranda. I know this because my search engine metrics always have Miranda’s name at or near the top of the list. I am well aware of the stigma that goes with those who are attracted to fictional, digitized characters. If you’re here for those reasons, I’m not here to judge.
Instead, I thought it would be fun to write about video game characters worth dating if they existed in real life. Video game characters of male, female, robot, alien or whatever orientation are often hyper–sexualized in appearance, but are paper thin in terms of character and personality. Most characters would make for a great fling, but a terrible significant other. With this post, I wanted to highlight a few characters that may be worth more than a one night stand.
Daigo Umehara is one of the most popular and successful competitive video game players on the planet. For well over a decade, he’s been the Michael Jordan of Street Fighter. Long before I ever took fighting games seriously, I still knew him by name.
As I continue training for my first-ever fighting game tournament at FanExpo, I realize that I am nowhere near Daigo good and probably never will be. Forget about being the best in the world right now; I may not be the best player on my block. Instead of being positive and spending the time to get better, I spent my time writing this post that highlights 4 reasons Daigo is better than me at Street Fighter.
This is an on-going series where I discuss the thinking involved in Street Fighter that I’ve applied to basketball. If you want to see earlier entries in the series, hit the link: Part 1: Spacing, Part 2: Punishing Mistakes, Part 3: Resource Management
Exploitation of Weaknesses
When I play the computer in Street Fighter IV as Akuma, regardless of difficulty, I can almost always land a Raging Demon. I don’t know what the guys at Capcom did about the AI, but 99% of the time when I input that command, the computer just stands there and eats it. Human opponents in general are tougher to fool, but virtually everyone has weaknesses of some sort. When I play an opponent, one of the very first things I check is my opponent’s ability to block a cross-up. It’s a tactic that most casual players don’t understand and won’t figure out how to counteract it within the span of one match. When I notice that my opponent doesn’t have an answer for that, or any other tactic that I throw at them, I will repeatedly use that tactic until I win or until my opponent finds an answer.
This is an on-going series where I discuss the thinking involved in Street Fighter that I’ve applied to basketball. If you want to see earlier entries in the series, hit the link: Part 1: Spacing, Part 2: Punishing Mistakes
The goal of Street Fighter is to completely drain your opponent’s health meter before they can do the same to you. You achieve this by attacking your opponent. How you attack your opponent or defend yourself can vary wildly depending on what the health situation is. The easiest health situation to discuss resource management I can think of is when your opponent has a major life lead over you. When your opponent can finish you with one or two hits, you need to play much more conservatively in order to stand a chance of winning. Conversely, if you have a major life lead on your opponent, you may be able to win by “chipping them out” on wake-up with a projectile attack to avoid the risk of eating a last-ditch super move that could turn the tide.
If I plan on selling you my voice and personality as the reason to regularly check in with this site, I probably should give you at least a few tidbits about me to start. If you’ve got a “25 Things About Me As A Gamer” that you’d like to share with me and the rest of the world, leave it in the comments section!