Ryyudo

That "I Fucked Up!" guy

  • He/They

That Twitch dot tv dot com streamer. That once FGC commentator and memer with some bangers.

On the front cover of The Lara-Su Chronicles Beginnings by Ken Penders (top-right)

Avatar by @drdubz
Header by @whohostedthis


Bsky
ryyudo.bsky.social

One, maybe-but-doubtful more unique issue for me is thinking too hard while playing fighting games.

What does this look like?

It's effectively the reverse of flowcharting.


I'm often the guy on the left, keeping all sorts of information in my head.

Notably, this refers to the character Gen who's pronouns are they/them. Not because he's non-binary, but because he's two characters in one.

And sure, there's a space and time for that information overhaul; whole characters are based on this idea, but ultimately even those characters/players focus down on a few good options.

Yet, where there's simplicity, I have a tendency to overcomplicate every action I'm taking that's not guaranteed. Every move, option, quick frame data match, on top of considering the opponent's options and reasons for doing them leaves my brain running at 120% at all times.

This results in:

  • Feeling exhausted after a short while of playing (~30-60 minutes).
  • Quicker frustrations on mistakes because I'm mentally noting a lot of them.
  • Aversion to risk so I play extremely conservative and safe.
  • I put myself into disadvantaged spots to buy myself mental rest time.

Solutions throughout the years

While the KISS (Keep It Simple Stupid) sounds easy, it's just a struggle for me to find the balance of where I'm willing to gamble for simple-but-rewarding or to tap into the database for the best stews I can put together. The goal for me was to make sure I was looking in small boxes for answers instead of the entire warehouse. No matter how organized it is, running to the other side of it is still calories burned.

  • Talking to more folks
    A big help for me has been talking with more folks about it. Having folks say "I hate this move because it does [x, y, z]" helps me appreciate certain actions more specifically and put them into a box. Or even simple things I missed because I only see options from the other end rather than what I'm gaining from my own.

  • Playing significantly lower skill levels
    Not that I wouldn't anyway, nor do I go on the hunt to crush others, but there's a good reminder that when you play skill levels you were previously at, you remember a few simple-but-effective things that you may have forgotten along the way. Two birds with one stone if you get to chat and help teach them afterward!

  • Watching other's match videos
    In today's society, we're not expected to be a silo. There's a swath of information out there and many folks approach the same problem in different ways. Similar to the last point, watch videos of all skill levels. Someone who's newer might not even recognize they're in danger and unwittingly do an option you didn't consider.

Closing

The reason I'm bringing this up is because I intentionally did this to myself for Street Fighter 6. With little Street Fighter experience outside of Super Turbo and a 5~ month stint in SF4 while in Beijing, I didn't want to just play the Shoto gameplan*. So I picked Jamie, a comparatively complex character to learn and force myself into the nuances of the game.

After a set with a fellow commentator, who also plays Jamie, he gave me some simple recommendations that I didn't even consider that helped maintain offense and advantage.

My play from Wednesday to today feels like night and day. I've been getting bad headaches playing because I was in mental overdrive and stress every time I have to be faced with the terrible input interpreter not getting a move out. While there's still frustrations on the latter, it wasn't nearly as bad rage-inducing as it was earlier this week. I was able to focus on a new bevy of things since my opponent's options were funneled down as well so I wasn't burning calories as often either.

Calories are important. Make sure you eat and manage them well.

*The Shoto gameplan is simple-but-effective gameplan based around early iterations of characters similar to Ryu, Ken, and even Guile.

Your character throws a projectile that moves across the screen.

  • Your opponent can block or jump in response.

If the opponent blocks: Throw another projectile to reset the process.

If the opponent jumps at you: You use a Shoryuken/Flash Kick, which is an invincible move as it's coming out. So if they try to do a mid-air attack, you'll beat it and knock them down to the ground where you can repeat the process again.


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in reply to @Ryyudo's post:

I wish I could make Sin burn calories by putting him in blockstun and running mixups...

Good read! I think it's common to see people, even at high levels, start to overthink and run into decisions paralysis or go too hard down the "I have THE READS" path line. Sometimes you just gotta start from the fundamentals and build from there.

Well first, Sin needs to get out of his terminal himbo status and start thinking about his future! Learning his times tables!

Appreciate hearing that from you most notably, as you were a bigger recent "inspiration" to keep things simple. Still remembering the advice you gave to another Jam player about approaching Faust at Frosty's "Just keep going in, if you land a hit you'll get a bunch of damage. What's Faust going to do? f.S?"

And I'm mentally sweating from the corner "Oh.... oh fuck he's right."