I'll try to explain it Skeeter.
These are my notes* which are heavily based off of TremendoDude's (Tdude is my abbreviation for him) notes. In them he also uses Yomi to help get his point across; those notes are then based off of Sirlin who said he learned them from the Japanese FGC scene.
I've added a few asterisks where I will go jnto more detail on a topic if I thought it needed more explaination for those who do not understand it right away.
The information for that will be under spoiler tabs.
I'll add the source of these notes which come from four of Tdude's lesson streams that he does for players.
Note: His lesson videos are each over an hour long. Some even stretch to two and four hours.
Links:
Personal Training w/ GetShulked -
https://youtu.be/Ts6bvzEONAQ
Personal Training w/ ChocoTaco -
https://youtu.be/hVImHEIuK3w
Personal Training w/ EMA -
https://youtu.be/_rpF7KhPs7U
Personal Training w/ Agniratha (2) -
https://youtu.be/dwt-w5sdyUw
Also at the end of notes is a Miscellaneous spoiler tab that has other information present in his videos. I just did not know where to put them since in my notes, I have them thrown in
between the below information that I got from Tdude.
Ok that's it for the introduction.
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First, we need to understand the Rock, Paper, Scissors game, as that is the foundation for these notes.
Rock loses to Paper.
Paper loses to Scissors.
And Scissors loses to Rock.
With that said, each playstyle has a counter and loses to another playstyle akin to Rock, Paper, Scissors.
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So Tdude says that they are two main playstyles: Passive and Active.
Passive playstyles are generally used to keep stage control while also using it as a resource.
Meanwhile, Active playstyles are used to take stage control from the opponent.
He then breaks these down further into four more categories. They are: Passive Offense, Passive Defense, Active Offense, and Active Defense.
Passive Offense is summed up as staying outside of the opponent's range (*at the edge) and punishing them for geting to close to you.
An example of this is a Diddy Kong or a Mario player using short hop bairs whenever you get near them.
- There are two ways to beat this strategy. The first, is to play a better Passive Offense than your opponent and their character.
- The second, is to use "swords" vs melee attacks. These are attacks that contain disjoints with no hurtboxes.
- Tdude has said that if your character lacks the options to play this style or does so poorly, then it is up to you to figure out the best way to accomplish this. The same can be applied to the other three playstyles I will cover.
- The counter to Passive Offense is Active Defense.
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Passive Defense is summed up to be running away while keeping the opponent out.
- The counter to Passive Defense is Active Defense.
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Now for Active Offense.
This is summarized as "rushdown"; which translates to opponents that focus on getting in your face. They want to press buttons, do combos and are agressive. They want to do cool combos and go for style.
- Passive playstyles counter Active Offense.
- Active Offense is the counter to Active Defense only if you engage during an opening.
- Now if you are versus an opponent who uses Active Offense this may come in handy. If you are versus an opponent who always goes for the same option yet they only change it up once, do not change your current playstyle since they are more than likely to default back to their original option. There is more on this below during the Yomi conversation. To be exact it is the paragraph above "Side Notes" and the Side Notes paragraphs.
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Active Defense is said to focused around misdirection and baits. This includes approaching the opponent and waiting for them to respond. In return, you can either bring up your shield, or bring up your shield and roll away. These players are trying to break the opponent's defense.
- These players are looking for your reaction before you are looking for theirs.
- When you force players to the ledge, you limit their options and force them to react quicker.
- Use skids during runs or a turnaround while walking to bait a reaction from the opponent. You can even stop moving altogether.
- If an opponent is holding the ledge, jump and airdodge through them or roll to take stage control. Proceed to grab or swat them away afterwards.
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Now for Yomi*.
Yomi Levels:
- You spam really good move
- Opponent counters said move with a jump to avoid it
- You punish the jump with a anti air
- The opponent shields the anti air
Important Note: Level 4 loses to Level 1. Tdude covers this below.
Tdude version:
Tdude: “Yomi Level 0 that’s the obvious choice. The move that the offender wants to use, that’s like an obvious move.
(I cut out some dialogue)
Essentially you have a great move, and you want to use this great move. That’s the scrubadub line of thinking, the obvious choice.
Yomi Level 1 is, i know you want to use the obvious choice, so I'm going to the pick the option that beats it.
Yomi Level 2, goes with Yomi Level 1. And it’s: I know what you want, and you know that I want to use this good move. So I'm going to use a move to beat your counter attack, to this move. Cuz’ you’re predicting the obvious choice. So I’m gonna say no, I’m gonna use this move that beats that.
Yomi Level 3 is, I’m assuming you’re not a scrub, so you’re not gonna use the scrub option, you’re gonna use the counter to the scrub option, so I'm gonna use this option to beat you out.
But then the scrub says hi (Yomi Level 3 loses to Yomi Level 0).
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"Let’s say someone who practices with top players but doesn’t practice with low level players. The top players are always going to be on Yomi Level 2 & 3. Or on 1 & 2 depending on intermediate or top players.
In order to beat a top player you have to pick Yomi Level 3 and 0. Unless they have a full understanding of Yomi, in which case you have to pick every single possible option.
This is like the general, the starting option. By default, it's going to be on 2 & 3. So in order to beat those guys, you have to be on 3 & 0.
Now what if you only practiced and only mastered 3 & 0 without understanding why 1 & 2 exists?"
ChocoTaco: "Well then you are going to get punished by 1 & 2."
Tdude: "Or 0 & 1. You know who uses 0 & 1? Scrubadubs. So this could be someone who practices with top players, but loses to random scrubs. Because they aren't fully aware of all the possible options. They aren't aware of why these options are good.
Essentially, Yomi Level 0 is the For Glory mindset. Yomi Level 1 is the edgey For Glory player. Yomi Level 2 is the intermediate player. Yomi Level 3 is the top player.
Not obviously, because in order to be a top player you have to shuffle between all of these. But that defines, that the fact of being able to adapt Yomi into your playstyle, seperates a great player from a top player.
That’s the additation. That’s the brains of the operation. That’s the smarts behind this whole thing.
In order to adapt to your opponent, quickly, as quickly as possible, you have to understand Yomi. You have to understand who your opponent is, and you have to understand what they want. You have to understand what the character wants, as well as what the player wants.”
(Skipped some more)
“...the instant you realize: ‘'Wait a second, I’m overthinking this. This is a scrub.” You realize the guy is only thinking Rock, the whole time. So you start using Paper instead of Scissors; and then the person can't adapt and then you win. This is the thing that makes you consistent.”
Side notes:
- If your opponent's behavior changes without them countering the option that you land a lot, stop using it because they may have developed a counter for it. Actually disregard this. Tdude said in a later video that a player can use a different strategy or option in one instance to give the illusion that they are adapting. This causes their opponent to over-react and begin to overthink things which makes them panic. During that time, the player who just so happened to change up their options in that one instance, defaults back to Yomi Level 0 and is now able to get away with it because their opponent is expecting more out of them. Recognize the pattern if possible.
- Tdude’s actual example was a hypothetical rock paper scissors tournament. There was a Rock main who always played Rock no matter what. In one game he decided to use another option after his opponent believed he had already figured out the Rock main. The Rock main’s opponent begins to panic, overthinks the situation and is now trying to develop a “counter to the counter” a.k.a Yomi Level 3.
- When it is time for them to confront each other, the Rock main uses Yomi Level 0 to win.
- I think this just leads back into an earlier example Tdude said. It’s just another way to get thrown into that scenario. This relates to the 3rd bullet point under Active Offense.
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conTAgi0n
I am interested in that thread. I was working on a post but since the conversation has been declared off-topic. I'll hold onto the post until the appropriate thread is made. Or I'll make it myself if I get tired of waiting.
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Dabuz just uploaded his thoughts on Bayonetta.