Hate Speech: Stop Playing (Mindgames) With Yourself

We’re closing in on the one month mark and things are going pretty strong. Local tourneys abound (I’ve participated in four already), we just finished a very exciting Winter Brawl tournament, and next weekend is the much anticipated Final Round. Thanks to all these opportunities to get out and compete, not to mention the fact that we’ve had the game long enough to begin developing real strategies, it’s natural that almost everyone is focused intently on improvement. I’m right there with you.

This week’s column is the product of a number of conversations I’ve had with various people over IM, in private messages, and in person, all on the subject of improvement. While the particulars are always, well, particular, I still found myself returning time and again to a handful of overarching themes, specifically with regard to the countless ways we get inside our own heads and undermine our chances for success. Oftentimes we end up struggling not only against our opponents, but also against ourselves and the detrimental thought patterns we allow to take hold in our spongy, traitorous little brains. So in order to save myself the hassle of having the exact same conversation a million more times, let’s just go ahead and have a heart to heart about it now, just you and me. So without further ado, let's get into a few specifics.

Self-Mindgame 1: “I can’t do ____ against ____.”

Fighting gamers, in my experience, have an unnecessary tendency to think in absolutes. Whether it’s “never do” this or “I’ll never be able to” that, these sorts of thoughts are dangerous because they impose artificial, arbitrary limits on play and improvement, respectively.

While it’s not a good policy to do stupid or reckless things in serious play, taking moves completely out of your arsenal because they’re unsafe, beatable, or what have you, doesn’t do any favors. News flash: Pyrrha Omega has a very scary punisher, but you’re probably going to need to employ a few unsafe moves if you want to beat her. Winning in SCV or any other fighting game isn’t about perfection or safety, but instead it’s about out-thinking and outplaying your opponent. Part of this is absolutely about limiting your risk, of course, but many new and intermediate-level players pare down their move lists far too aggressively when faced with a scary punish. Remember that the more options you have, the more dangerous you are. The more things you’re willing to do, the more your opponent must keep in mind when defending. Rather than simply writing off large chunks of your offense, it’s better to just use them more sparingly. Think of your health as a resource that you can spend in order to keep your opponent worried about multiple options. Be practical—don’t take anything out of your arsenal until and unless your opponent forces you to do so.​

Self-Mindgame 2: “I will never be any good.”

never say never again badge.jpg
Confidence is sexy, or so they tell me.
A more pernicious sort of “never” comes from deciding that certain things are altogether impossible. If you find yourself saying you’ll never be able to beat a particular player, never be able to execute a difficult combo, or even thinking that opponents will never scout a favorite strategy of yours, you’re making a serious error. Specifically, you’re doing the other guy’s work for him. I know, I know, you’ve heard it all before, and it reeks of scummy self-help garbage, but there’s actually some truth to it. Any time you assume you’ll lose or that you can’t learn something, you’re indulging in classic self-sabotage. Here’s a useful thought experiment: try ditching all of your negative expectations for a while. Whether it’s consistently making tight punishes, executing Alpha Patroklos combos, or even something as simple as making sure you attempt a throw escape every time you’re grabbed, replace “never” with “not yet,” and see what happens.

Most broadly and most importantly, don’t allow yourself to think “I’ll never be a good player.” It may seem unnecessary to say this part, but this is actually the conversation I end up having the most frequently with people. It’s easy to become discouraged after getting shined up by a great player, which is when this negative absolutism crap really takes hold. Don’t let it. Fighting games are about process more than results; matches and tournaments end, but you’re always allowed to keep working and improving. Who cares if you lose 100 straight games, provided you learned something in the process? I’ve said it before and I’ll say it again: everybody had to start somewhere. Each and every good player out there is proof that good practice pays good dividends, so become situationally retarded. Forget the loss, but remember the lesson.

Self-Mindgame 3: “I am Billy Badass!”

At the other end of the spectrum from “I’ll never be any good” we find unwarranted self-satisfaction, which is an equally dangerous sort of thought. Do everything in your power to avoid falling into the trap of thinking you’re good enough already, because, frankly, there’s no such thing. Confidence is an almost universal trait in top players, but never contentment. As soon as you allow yourself to be satisfied with your ability level, you lose some of the fire that helped you improve. You also become immediately vulnerable to everyone out there who’s still grinding it out, looking for ways to get and maintain that all-important marginal edge. It’s critical that all of us remain focused on improving and refining our game whether we’re in contention to win majors or just hapless bracket fodder.

watch-out-we-got-a-badass-over-here-meme-240x180.png
He'd never lose at all if he didn't play low-tier.

A helpful corollary to this is practicing honest self-assessment. Are you actually the greatest ever? What are your real strengths? What are your real weaknesses? How can you start improving upon them? These are important questions that each of us needs to be asking ourselves and answering with ruthless accuracy. You’re under no obligation to share these assessments with other people, so there’s no reason to soften the blow. Instead, embrace a no-excuses mindset. Pretend there are no such things as bad matchups, bad characters, and so on, and focus exclusively on what things you can tighten up to give yourself the best possible shot at winning. I do this sort of thing briefly after every game I play, and in much more depth after every session or tournament I attend, and it really does get results.

Self-Mindgame 4: “Everyone’s stupid but me.*”

*Only I may say this with any degree of accuracy.

In addition to looking inward, it’s important to talk with skilled players about what you can do to improve. Players both in your local scene and here on the forums are generally quite willing to work with people and help them get better. As such, the community becomes an incredibly valuable resource for improvement. Many people seem put-off by this to an extent. Asking for advice might seem like tacitly admitting someone else is a better player, which can be galling, but beating ass should always trump personal pride in these matters. Talk to people, get feedback, and collaborate on strategies. See if what other people identify as your potential weaknesses match up to what you saw in yourself, and then devise ways to work past those issues.

Stupid Bush.jpg
This actually works on a couple of levels. Hurray!

Similarly, don’t reinvent the wheel. There’s no special prize for discovering on your own things that everyone else already knows. Don’t believe me? Go calculate the force of gravity, publish your work, and see whether or not you end up getting a Nobel Prize in physics. If people already know optimal strategies and combos for your character, use them. Tweak and innovate, of course, and make sure you understand what you’re doing, but save yourself as much time and hassle as humanly possible.

Self-Mindgame 5: “All I need is . . .”

Many players become fixated on one particular thing they can’t yet do, convincing themselves that this
one move, combo, tactic, or gameplay element is all that stands between themselves and greatness. I’ve come to call this the “engineering mindset” because it almost characterizes a person’s gameplay as a broken machine that’s just in need of one crucial repair. Unfortunately, this isn’t the case, and usually when a player finds his holy grail like this, the expected massive improvement doesn’t materialize. That, of course, makes it very easy for some of the above self-mindgames to take hold, which is definitely not a good outcome. Fighting games are incredibly complex hybrids of technical, mathematically-governed systems and the grimier elements of human psychology. Feeling things out, understanding your opponent, and developing a sense of the more organic, less quantifiable elements of gameplay are just as important as anything that could reasonably fall under the engineering mindset fallacy, if not more so. Focusing all one’s attention on measurable and neglecting these elements is ineffective and a recipe for disappointment.


Homework:

These are just a handful of the topics I find myself discussing, but taken together I believe they constitute a decent cross-section of mindsets to be avoided. Now it’s your turn to chip in. Tell me about the mindgames you’ve played with yourself in the past, how they’ve screwed you, and how you overcame them. What are some of the other major obstacles when it comes to improvement? How do you train and get better?

@Original_Hater
 
Train? The way you get yourself able to do stuff in a real match is to set it up as a trained response by drilling until you do it without thinking (and ideally with varied inputs with different "correct" responses so you're responding to the actual input, not just repeating something mindlessly). Once you do it without thinking, you'll also do it without thinking in a match -- and if you have several trained responses to the same input you've got a lot more perceptual time to choose one of them.

Hm, guess I phrased it wrong. I'm not talking about execution, more like watching yourself react a certain way after a given situation.

Let's say for example, every time you block a Pyrrha-Ω 66B, you automatically try to attack her with something that gets beaten by her AA. In your mind, you know going in not to attack after 66B, but in an intense moment your hands muscle memory makes you act every time. It's something I've experienced myself at times, and heard from a good number of people. "Why can't I make myself stop doing that?"
 
Hm, guess I phrased it wrong. I'm not talking about execution, more like watching yourself react a certain way after a given situation.

That's what I'm talking about, though. Drilling isn't just something you do in a woodshop, and training mode isn't just about execution. The easiest way you fix your muscle memory is to construct a drill that sets up the situation you want to improve in, then drill until you're doing a right thing without thinking (or more than one right thing) instead of the wrong thing. Then, ideally, you then construct a situation where you might want to do that or something else and drill with a random/arbitrary case of which situation you'll be in so you can practice only doing the trained response in the right situation (in previous soul cal games, I used "random recorded move" for this trick, but I can't find that setting in the current game so I end up just hoping what I'm drilling for will set itself up when playing on automatic against low AI computer opponents).
 
Hm, guess I phrased it wrong. I'm not talking about execution, more like watching yourself react a certain way after a given situation.

I agree with what mneme is saying here. You execute the wrong attack through muscle memory because you've trained yourself to do so. You simply need to train yourself to do the right thing.

However, I personally take a different tack when faced with this issue since I find drills a little boring. I like to session with someone using the problem character, and whenever the problem attack comes out, I purposefully hold back attacking and think very hard about what I should do. The conversation in my head goes something like:

<Holding G, blocking 66B>
"I should do 4B"
"Wait, that's going to get snuffed. What should I do instead?"
"I guess 6A would work. Okay, 6A."
<presses 6A>

Of course, that internal monologue takes so long that I either never let go of G or I get hit before I can execute 6A. But each time I do it, the monologue takes less time, and eventually I skip straight to thinking "6A". Eventually I don't have to think at all; I just do it.

One thing you have to remember is that undoing a bad habit often means taking a step back. At first, it might feel like you're doing worse than before. But, it's just practice, so who cares? Eventually you'll get it and you'll be better than you were in the first place.
 
in previous soul cal games, I used "random recorded move" for this trick, but I can't find that setting in the current game so I end up just hoping what I'm drilling for will set itself up when playing on automatic against low AI computer opponents).

Yeah, guess that's all you can hope to do is doing said "drills". I see what you guys are saying. You can set the random record method by going to 2p Settings, then flip through till you see CPU Character Settings. Then you go down to Control Settings>Moves Slot 1>Replay>Random.
 
You can set the random record method by going to 2p Settings, then flip through till you see CPU Character Settings. Then you go down to Control Settings>Moves Slot 1>Replay>Random.
Thanks, that's helpful--it's particularly useful for response training where a limited, but not predictable set of stimuli is exactly what you want. I've wanted that back to work on <s>Clean Hits</s> Just Guards, too.

[no idea what made me type -that- error]
 
After reading Hates articles I got my life back on track. Now I can proudly say that I have my GED, married my fourteenth babies mama (XOXO BERTRUDE), and finally won a belching contest with my pet pig, also coincidentally named Bertrude.

Thanks Hates!
 
I'm currently stuck in the mindset that I"m not even sure what I need to improve on. I currently main Astaroth. I love the character and I actually bought the game with intentions of mastering this awesome character. I know Astaroth's moveset front and back for the most part. What should I do in this case?

Also, awesome article. I was feeling a little discouraged but this definitely gave me some hope.
 
I'm currently stuck in the mindset that I"m not even sure what I need to improve on. I currently main Astaroth. I love the character and I actually bought the game with intentions of mastering this awesome character. I know Astaroth's moveset front and back for the most part. What should I do in this case?

Also, awesome article. I was feeling a little discouraged but this definitely gave me some hope.

This may or may not be too loose and metaphorical to be entirely helpful, but I can't think of a better way to express it presently. Learning the movelist front to back is just the first step on a long journey. It's like what learning the alphabet would be to someone who wants to become a great novelist. You need to start digging into how you apply moves, how you read and react to situations, how well you move and position your character, etcetera.

Self-analysis is really crucial, and if you're having a hard time with that, find someone who kicks you around pretty hard and ask for honest feedback. Also, dig into the soul arena and discuss things with your fellow Astaroth players.
 
so, hates, do you recommend learning the movelist in and out first?

personally (and this applies to tekken as well), i find that doing so hurts me; not so much in the long run, but in the immediate and near future. i find that i am best off simply training for a few minutes, going through the list once on NH and once on CH, and then taking the moves i like and playing with them.

if i do this, i build a foundation which i can expand on with the rest of my options. if i try and learn the other way (complete movelist/combos before BnB), i find myself trying to do things that are too impractical for too long, and tiring of the character.

i also think that the great novelists often had terrible grammar/spelling/"alphabet skillz". it isn't about that. it is about finding a character and moves that you like, applying them, and then building on that imo.

i'm certainly not as knowledgeable as hates in this game, but my advice, jayrad, would be to figure out which asty moves work with your playstyle, get good at applying them, and THEN learn how to use the rest of his tricks.

do you like to rushdown? learn to command throw like you are blinking and spam 66k and other good mids. do you like to turtle? learn how to space and setup 44b, 44a, 44(a), 2a and whatnot. i believe you should start very simple and build on that.

then again, hates is good at this game, and i'm absolutely horrid, so take all of this with an entire shaker of salt.
 
I agree with lobo. However, I am going to expand on the idea of using Astaroth's different strategies.

Once you've learned how to do these separate strategies, you can then mix them together. Fighting a character that is very good at rushing down and has safe close range strings/moves? Use your good range game to eliminate his strengths and force the opponent to play differently. Have you taken up a good position mid fight (opponent near wall/edge)? Start putting on the pressure. Use 66K, iFC3K, BB6 and throws to set up high damage wall combos or a potential RO.

More on topic: For a while I struggled with the idea that "I don't have enough mix-ups..I can't keep my opponent guessing anymore." when what I really needed to learn was to use the mix-ups I have more effectively in the current situation. How much health does he have left? Where are we in the ring? Which outcome has more benefits? What is my health at? Should I take this risk? These are the questions I would always ask myself mid fight. I had to train myself to go through these questions as fast as I could, so that I would stop freezing mid fight to think about my next move. It took me a long time, but it benefited my game in the end.

I also needed to learn that my opponent has only seen what I have shown him during the fight. While I may know how to stop my own mix-up, my opponent may not have such knowledge. Even if the player is very well known and has a great reputation as a tourney player, he may not know your character as much as you think. Make him prove that he is capable of stopping your offense.
 
Absolutely fantastic article couldn't have come at a better time.

One thing I find myself battling with other than the 4 points already mentioned is letting myself get bogged down with the information I don't know. I'm fairly new to the knowledge of frame data, how to implement mix ups, match up info and just the core of fighting games as a whole. I've always just been the pickup and play type up until I started playing Marvel 3. For instance I still don't understand how people know the commands for other characters moves and what they look like unless they actually play that character.

Another thing that tends to get me in a negative mind set is when the character I play is considered mid to low tier and is constantly put down for the tools they lack or the things they can do but other characters can do better or with less work. I main Ivy and have since SCII and shes quite different in V and to hear all the negative reviews and see all the depressing forum posts got me kind of down. Like no matter how hard I would try to improve it wont matter because Ivy is near terrible, and the beatings I took online didn't help either. It took till I played another Ivy player to break my loosing streak but I digress. It takes allot to get yourself out of that self defeat-us attitude when your constantly being reminded of what you cant do.

Sorry for the dissertation, its my first post guess I had allot to say
 
enigma...the game is new. take all the negative tier posts and ignore the shit out of them.

we have no clue what the tier list looks like as of now. anyone who tells you otherwise is wrong. play who you like, and learn to play them well. set his/her place on the tier list.
 
so, hates, do you recommend learning the movelist in and out first?

Not necessarily as an absolute first step to learning a character, and certainly not as a first step to learning a game. I mean, my own introduction to competitive SC back in the day was Michael Jackson popping a couple of tokens in the SC2 machine and telling me to "pick Nightmare, do this move--3(B)--a lot."

That said, I do think having an intimate knowledge of one's movelist is an absolute prerequisite to reaching the highest levels of play, and there does come a point, once you're operationally competent with your character and have a general sense of what it is you're trying to do, that it becomes necessary to go back and really get that deep understanding of your moves in order to move forward.


Don't get too down about tier stuff. Lobo's right, it's too early to make definitive pronouncements about much, and besides that, most people aren't skilled enough to really speak meaningfully about tiers, anyway, since most of the subtleties come out at the absolute highest levels. This is one of the reason I say very little on the subject.

Moreover, you're just getting your first dose of a long, hallowed tradition of Ivy players bitching about how awful their character is. This will continue for the first year or so, until such time as Ivy players win or at least crack the top 3 of every major. It's an endless cycle, poetic and beautiful.
 
Never f***ing be arrogant. I've lost so many times when, especially in Tekken, but also in SCV. Where after I'm just completely dominanting, I'll f*** around, jumping, backflips, doing taunts, then I'll get killed, then lose.

Never underestimate; Fight until you completely win or lose.
Excellent post though.
 
lobo said:
the game is new. take all the negative tier posts and ignore the shit out of them.

Hates said:
Don't get too down about tier stuff. Lobo's right, it's too early to make definitive pronouncements about much, and besides that, most people aren't skilled enough to really speak meaningfully about tiers, anyway, since most of the subtleties come out at the absolute highest levels. This is one of the reason I say very little on the subject.

Your both make a great point I just been trying to focus on my love for the character. It was brought up earlier but playing with a character you truly like does help motivate you.

Hates said:
you're just getting your first dose of a long, hallowed tradition of Ivy players bitching about how awful their character is. This will continue for the first year or so, until such time as Ivy players win or at least crack the top 3 of every major. It's an endless cycle, poetic and beautiful.

That's what I keep hearing, well shes already won two so I guess its only a matter of time at this point.
 
Real life martial artist here and it taught me my own mindgames.
Still working on eliminating them, it is hard.
My own brain is my own worst enemy. I think so much that it's too much: and my thinking gets in the way of my doing.
I can clearly assess things to utmost precision.
I can read into people farther than they read into themselves.
Yet it's all for naught because I find myself thinking when I'd just need to do it.
 
I REALLY should pay attention to this 1,2 and 5 definitely sound like me specially because where I live there's nobody to practice with I only have like 2 friends and its usually 1 sided with me winning since I know more about the games than they do and they don't bother with frames and such. This was definitely helpful to me.
 

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