Hate Speech: In Praise of Cheapness

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I wrote a little while ago about some big-picture stuff regarding throws, and the responses to that column got me thinking about some of the other things that really piss people off, like ring outs, time outs, backdashing, turtling, spamming the same moves over and over, and so on.

As I thought about these things, I got all tingly inside. Human misery is such sweet, sweet nectar, after all. Of course, you don’t need to be a soulless minion of evil to appreciate the finer points of playing dirty. In fact, it’s something to which we should all aspire.

Cheap. Dirty. Filthy. Grimy. We’ve all heard these words, we’ve all been accused of it, and we’ve all spewed that crap at least a time or two when we’ve been on the receiving end of an amazingly brutal ass-kicking. If the chorus of public opinion is to be believed, cheap tactics are low art. They reduce an otherwise vibrant and freewheeling game experience to one of brutal, minor absolutes, and they undermine both the better angels of our nature and the purity of our tactics. These unfair strategies should be avoided at all costs, it would seem. Indulge me for a moment, though, and let me ask you this: What if I told you that cheap is a positive descriptor?

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What if I told you I used to be Cowboy Curtis?

Players, particularly those newer to the competitive scene, need to wrap their heads around this idea. While it may come as no surprise to many, I’ve personally seen enough salt lately from both old and new faces that it’s worth the reminder.

Whose Rules Are We Playing By, Anyway?

We’ll get into some of the obvious benefits of cheapness later, but for now I’d like to clarify the term by advancing a theory of why we find certain things cheap. Cheap doesn’t mean broken or invincible (see: degenerate strategies), but rather something that’s often very powerful or at least difficult to deal with, and almost always frustrating as a result. Often enough, this frustration comes down to how we interpret rules*.

*Before going on, I’d be remiss if I failed to mention that David Sirlin has previously addressed this, at least in passing, in Playing to Win. It’s highly generalized, and therefore quite applicable to a number of games. I recommend everyone who’s interested check it out here. Of course, if you think I get long-winded about things, be warned . . .

We all approach games with certain implicit assumptions about the way they ought to work: Move X should beat move Y because it looks fast, throws should be escapable with one input because that’s how they function in some other games, we should try to use as many different moves as possible because so many moves exist, one ill-timed duck shouldn’t cost me a round or match just because my back was to an edge, and so on. Unfortunately, words like “ought” and “should” are incredibly dangerous when applied in this manner because they often cause our expectations to shatter against the brute realities of a game’s actual rules, by which I mean the mechanics of what’s hard-coded as allowable within the game’s engine.

The latter, you see, is what matters. We want to play at a high level, and we want to win. The best way to improve our chances is adhere ruthlessly to the notion that all’s fair. It’s all about looking at all the options before you, discarding that which is unnecessary, and keeping what’s useful.

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Sound familiar?

Leaning hard on the same dirty tricks time and again isn’t necessarily brainless, nor is it a sign of disrespect toward one’s opponent. Instead, it can serve as a powerful, nuanced strategic baseline in a game like SCV.

Great Moments in SOULCALIBUR Cheapness

In addition to particular moves and strings which are infuriatingly difficult to handle, the very system of SOULCALIBUR V is a veritable minefield of stuff that will get people downright heated. In addition to guess-escape throws, which I’ve already handled, we’re left to contend with things like ring outs, guard breaks, bizarrely tracking verticals, round timers, and the like. While none of these are exclusive to our game, this is certainly a lot to process all at once, and any individual bit of it can contribute to a loss that somehow feels less than deserved.

Picture this:

It’s a crucial fifth round of a third game, and your tournament life is on the line. The winner of this round takes the set and advances, while the loser gets an unceremonious trip home. You’re no stranger to this sort of pressure, though, so you begin picking apart your opponent with calm and precision. You aren’t working on a perfect or anything, but the BB you ate early on and the chip you took from breaking a predictable throw hardly compare to the other guy’s predicament—he’s one wrong guess away from death. Smelling proverbial blood in the water (and the nerd glory which will surely accompany your victory), you press the attack. You swing wildly, but not without purpose; he defends well, all things considered, but he’s on his heels and your flurry of offense allows no opportunity for reprisal. His gauge is blinking, his health is low, and you launch into a crushing overhead smash which, hit or block, will spell his doom . . . and in that split second your opponent drifts to the side, gives you the gentlest of nudges, and sends you flying off of the ring edge and into oblivion.

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Somehow searching for "ring out" produced all sorts of anime weirdness. What the hell, Internet? What the hell?

Well, that sucked, didn’t it? You know you should have won the match, by all rights. You made excellent choices throughout the round, and it’s acutely galling to have all of that erased by one momentary lapse on your part. Ring-outs are so cheap! Consider the larger issue, however. As the round unfolded and both you and your opponent came closer and closer to the ring edge, your relative danger increased exponentially. If your opponent was aware of this fact, all of a sudden those brilliant reads and that suffocating offense of yours look a little less overwhelming and a little more like you were getting suckered, which was probably the case*.

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*Deception is immensely important in SOULCALIBUR—learn it.

Just as importantly, learn to watch out for that sort of tactic (or anything which might set off your cheapness alarm, for that matter), and make a real effort to inoculate yourself against it. However tempting it may be to get angry at the game for allowing something or another player who abuses it, that anger doesn’t help you improve on its own, and it can often become an obstacle to getting better if left unchecked.

Stop Worrying and Love the Dirt

Ultimately, it’s incumbent upon everyone to embrace the hell out of dirty play. However strong or unfair something seems, however much rage it might inspire, it’s beatable (in a good game, at least). Returning to our earlier example, what if you had realized that your opponent was baiting you into playing with fire near the ring edge? How could you have used that information to undermine him? At the most basic level, all you really needed to do was back off. Your life lead was significant, so eventually the inexorable march of the round timer would have forced your opponent to abandon the edge and fight you at a ring-location of your choosing.

Even if you had no intention of parking yourself mid-ring and waiting, however, you probably still had options which would have forced your opponent to amend his plans. Experimentation and smart practice, as always, are the real keys. Tactics and counter-tactics like that directly contribute to the complexity of the game environment. Learn to be cheap and learn how to counter cheapness, and notice the myriad ways in which you’re forced to improve as a player while the overall game experience gets richer for it.

Homework:
1. Make it a point to check yourself the next time something in the game sets off your seething gamer-rage. Shut down your frustration response, hit the lab, and see what you can come up with.

2. While you’re in the lab, find at least one exquisitely dirty move/mixup/tactic with your favorite character, then come tell us about it.

3. Hop online and, just for fun, find a room that explicitly bans stuff like throws/ring outs/certain characters in its title. Join the room and use the banned stuff until they kick you. Spread hate!
 
How about an article on how subjective and pointless tiers are next? Dunno, sounds good to me. Then again, it's always nice to find things supporting a confirmation bias. YAY!
 
I actually am of the position that you should respect all newbies, even if they are whiners and complain about ROs, etc. When you actually get around to meeting people in person, whether at a tourney or at a get-together, then that's when you can 'play dirty'. That way you can explain to them in person that they just suck and everything is fair in the game.

But of course, if someone online gets me with one of the 'grimy' tactics, then I stop playing nice to newbies.
 
2. While you’re in the lab, find at least one exquisitely dirty move/mixup/tactic with your favorite character, then come tell us about it.

6A+B4 when you know they're going to block and attempt to punish, then PO BE, BT PO K to end the round. >:D
 
Man...at first...i aaaaaaaaaaalmost thought you would get through without quoting/referencing sirlin. I am deeply ashamed for you, hates.
 
If it's in the game, it's fair play. Doesn't matter what it is.

I'll never understand why that's so hard for people.
 
I just rushed the thread but I think I got the core message.
Free Yourself from those "I should've won" or "I had that round" thoughts.
Basic competetive FG philosophy IMO. Like in Track and field there was "just that one inch". Or "If it wasn't for that damn ambush" You press common competetive knowledge mankind has experienced over centuries and try to subject it into terms for a simple fighting game.
And I salute You for that.
But I'd just say "Hey! For him, there's no second price!"
And as long I don't share the same mindset and don't take my chances when I get them, I don't deserve to win.
That's common in every kind of competition.

But in a fighting game there's one ONE deciding catch. You can always see what Your opponent can dish out, there's no hidden tricks, mirrors, blown up tanks or stuff. You all play on the same terms, the same game.
And if You did't see or know the opponent's "Ace in the Sleeve" It's all Your fault and there's nobody to blame other than You. You just weren't prepared.

sry wall of text for a simple explanation.
 
how do you classify SCIV's Hilde?
When does cheap become broken?
When does broken become ban?

Cheap becomes broken when the other characters lack any redeeming value whatsoever to contrast the massive advantage that one character has.

Broken becomes ban after its been tested thoroughly in a competitive environment and has shown that it pisses off too many people to be healthy for the ongoing scene.

This pretty much describes the entirety of Hilde's existence in SC4.
 
Cheap becomes broken when the other characters lack any redeeming value whatsoever to contrast the massive advantage that one character has.

Broken becomes ban after its been tested thoroughly in a competitive environment and has shown that it pisses off too many people to be healthy for the ongoing scene.

This pretty much describes the entirety of Hilde's existence in SC4.

That's a very scary thin line to cross since the words "redeeming value" and "piss people off" are very subjective!

But as you can see, there is a connection between cheap and broken
and a connection between broken and banned.
 
That's a very scary thin line to cross since the words "redeeming value" and "piss people off" are very subjective!

But as you can see, there is a connection between cheap and broken
and a connection between broken and banned.

Connected by a bridge, but definitely not the same island.

We can both play Astaroth. I can be "cheap", and you can be "Fair". This is by your own flawed human perception even though we have the exact same tools available to us.

With broken, however, there is an on-paper and provable advantage. When that advantage becomes too unreasonable and there is literally nothing you can do about it short of playing that character yourself, people stop playing the game competitively.

In such cases, it is sometimes better to ban one character than destroy the community.
 
Sirlin also covers this and uses ST Akuma as a broken character. Cheap tactics have a counter and are not unstoppable. Broken may have a counter but it's so slim and the advantage the broken tactic provides is well above anything else in the game.
 
If an opponent can't get past a couple basic, fast, or effective moves/combos why would I take unnecessary risks and try more complicated stuff? Even Bruce Wayne had to get dunked in the ice water before he learned to be aware of his surroundings (ring out stuff applies there).

Wall combos are getting better now too, I have to be more careful these days. A lot of people are getting into the habit of using their more damaging wall splat combos instead of fishing for quick knockdowns and mixups like they do in the middle of a stage.
 
Sirlin also covers this and uses ST Akuma as a broken character. Cheap tactics have a counter and are not unstoppable. Broken may have a counter but it's so slim and the advantage the broken tactic provides is well above anything else in the game.
Specifically, ST Akuma is broken since he has tools that the entire cast cannot deal with (air fireball shenanigans).

From a mathematical point of view, this means that all his match-ups were rated in his favor. Compare this to another character from ST - O. Sagat also had multiple match-ups in his favor (including some 9:1s), but was never banned (not even, as the myth sates, soft banned). This was because the match-up chart showed that he also had multiple match-ups that weren't in his favor . Sure you had to play "select screen chess" to beat him at times, but this was par for the course in ST.
 

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