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A Beginner's Guide to Training Mode

By Guest, in Home,

So! You've just bought the latest Arcsys fighter on the block. Maybe you're excited to play as your favorite Persona characters; maybe you want to see for yourself what all the hubbub about this "Guilty Gear" is. Who knows? But in any case, you wind up on Dustloop because you're not a filthy casual and you want your game to have a little substance. That's good! You're on the right track.

But all these Dustloop members keep talking about doing stuff in Training Mode - mostly combos, but also some other things. That seems boring to you! You bought the game because you wanted to fight people, not beat up on a standing opponent for hours on end. Why should that be so important?

I had that exact thought when I first got into Guilty Gear. GG was the first fighter I tried to learn competitively, and I heard some pretty crazy-sounding things: "80% of your time with the game should be in training mode" was the most extreme advice I got. But I've come to learn that it's not that Training Mode is the most important part of a fighting game - after all, there are lots of things you can't practically train without a human opponent - but that unless your name is Tokido or something, it is crucial to your success as a competitive-minded player.

Why is Training Mode Important?

At any fighting game's most basic level, playing the game is about being able to consistently perform the action that you want. Sure, you can mash buttons and dash around like a newborn, but that won't win you very many matches after a while; eventually, you'll want to be able to do the right move at the right time in the right place. Anything else is essentially wild flailing, and wild flailing gets you killed.

The kinds of things you'll want to be able to do consistently include:

1) Poking (at what range is each attack optimal? Which moves are always good and which are situational?)
2) Movement (doing the right jump, the perfectly-timed airdash, etc. - in general, not being "out of position")
3) Combos (which combos work all the time? Which are situational? How can I best optimize my meter usage in combos?)
4) Pressure and hitconfirming out of pressure (how do I keep the opponent blocking? How do I mix them up? What do I do when I hit them?)
5) Reacting to and punishing your opponent's actions (my opponent likes to do -action-. How can I make him/her feel bad for doing that?)

While number 2 is a little bit difficult to practice without having someone to fight, numbers 1, 3, 4, and 5 can all be honed with the magic of Training Mode - and you don't even need another meatbag to do it with you!
[PRBREAK][/PRBREAK]
The Basic Settings

The first time you visit Training Mode, there are a few settings you'll want to immediately adjust. Those settings are:

Information display: set the game to display as much information as possible. This will include damage, overall combo damage, and inputs, as well as maybe some other stats. These might be on by default, but if not make sure you fix that.

Ground recovery: turn on ground recovery. If you're playing Blazblue, don't make the opponent ground-roll, just set them to get up. You might want to mess around with this setting later for more situational practice, but this should be your default.

Air recovery: set air recovery to "back." I actually don't know how it works in P4A or BB, but in GG neutral air recovery is a couple of frames slower than backward or forward air recovery, so make sure your "opponent" is teching at the earliest possible time. I prefer setting this to "back" rather than "forward" because back recovery tends to put the training dummy in a good spot to keep doing whatever I was doing before. Again, you may want to change this for situational stuff (mostly tech traps) later.

Any other miscellaneous recovery settings: turn these on. In general, you'll want to pretend that your "opponent" is as good at getting out of combos as possible.

Meter: set this to max. You don't want to be dashing around trying to gain meter every time you want to practice a combo that involves a super.

Character-specific settings: check these out and turn on the ones you want. For example, when practicing Aigis in P4A, I find it useful to set "Orgia Mode" to "Fast recovery."

Practicing Poking

This is actually the simplest thing you can practice in Training Mode, but it is also the one you'll use the least. Any time I'm picking up a character for the first time, I like to pull them up in Training Mode and run through all of their normals and specials until I feel like I have a decent grasp on their ranges and what they do when they hit. I cannot emphasize this enough: since attacking is among the most basic actions one can perform in a fighter, it is critical to know what all of your attacks do.

But as I noted above, this kind of practice is actually pretty limited - a lot of being good at poking is match-up- and feel-dependent, so you'll get most of your practice poking when you're fighting real people.

Recommended settings for this kind of practice: Just the basic ones. If you're feeling adventurous, check out what all of your moves do on counter-hit as well - there will be a setting for counter hits that has options like "None," "First Hit," and "All." I recommend "First Hit."

Practicing Combos

Now we get to the meat of Training Mode. While combos are not, in fact, the most important part of playing a fighting game - no matter how good you are at combos, if you can't set them up properly you're still boned - it is nevertheless an incredibly good idea to practice them constantly, since they net you so much extra advantage. If this sounds overwhelming, don't worry! Most characters only have one to three "bread-and-butter," or B&B, combos that you'll have to rehearse. There are often many variants of B&Bs, but they're just that: slight changes in how you start the combo, different endings, etc.

The best way to practice combos is to just do them, over and over and over again. You'll probably mess up a lot, but don't get discouraged - eventually, they'll be so ingrained into your muscle memory that you won't even have to think about them. Every character subforum on Dustloop should have a list of introductory combos - start there and/or check out Challenge Mode if there's one available.

Recommended settings for this kind of practice: Go to the guard setting and set the opponent to guard after the first hit. This will keep you from dropping a link in the combo, then picking the combo back up again - you'll be able to tell when your timing needs to be tighter.

Practicing Pressure

In the course of your exploration of your new fighting game, you might notice that sometimes your opponent blocks your attack. What happens next? When a character's attack is blocked, most of the time, that character can start some kind of pressure; in other words, the character can keep attacking the person who blocked in the hopes that they'll eventually mess up and eat an attack or throw. This is a critical part of basically every character's game plan, and it's just as important as learning combos.

Pressure strings (strings of attacks that force the opponent to keep blocking or take significant risks to stop) are like combos in that they often have some highly repetitive component from which the interesting parts of the pressure - the mix-ups - are deviations. For example, when I play Axl Low in Guilty Gear and put pressure on my opponent, it always involves doing some chain of normal attacks into Rensengeki, FRCing the Rensengeki, then running up and doing it all over again. This is what you should (at least initially) be practicing; if you're not sure what a good string is, ask around in the character's subforum or take a look at videos. Make sure you also ask about how to mix up the opponent within the pressure string, because otherwise, your opponent will just learn to block the pattern.

For more on mix-ups, check out Henaki's primer on them.

Recommended settings for this kind of practice: Set the opponent to always guard.

Practicing Hitconfirming

Hitconfirming, in fighting game jargon, is the act of realizing that you've successfully hit your opponent and beginning a combo from there (or, conversely, recognizing that you didn't hit your opponent and acting appropriately, either by starting pressure or by backing off). It should be clear by now why hitconfirming would be a good thing to know how to do: if you want to actually combo after a mix-up (or not get punished when your mix-up fails), can you really hope to rely on pure intuition and reaction time? Probably not.

There are a couple of different ways to practice hitconfirming. The first is more of a rote memorization kind of thing: whatever the point from which you want to hitconfirm into a combo is, record the opponent blocking incorrectly (for example, if you're trying to practice going into a combo off of an overhead, record the opponent blocking low for a number of seconds). The second is setting the opponent to block randomly and practicing recognizing when your opponent took the hit ("oh, now I combo!") and when they blocked ("keep pressuring!"). I find the second method useful more often, but the first one is good if you want to practice a specific mix-up.

Recommended settings for this kind of practice: I mostly covered this above. If you want to practice hitconfirming from counter hits, and I recommend you eventually do so, just set counter hits to "First Hit."

Practicing Reactions and Punishes

Unfortunately, you don't exactly have a monopoly on doing things. Opponents will try to pressure your character or mix them up, or you may just notice them doing the same action over and over. As the player on the other end, it's your job to react appropriately and make your opponent get off of you or stop what they're doing - hopefully inflicting some damage to him or her in the process. This is called "punishing" your opponent, for obvious reasons.

This one's straightforward to practice in theory but sometimes difficult to actually do, since you'll need to be able to record your opponent doing the action you want to punish, and for pressure strings that can sometimes be technically nontrivial. However, it's simple to practice punishing things like DPs or throws, and you shouldn't have any problem recording the training dummy doing those.

Recommended settings for this kind of practice: Just record your opponent doing whatever you want to punish.

Guest
http://www.dustloop.com/forums/showthread.php?14978-River-City-Runbacks-2-The-Runbackenin-P4A-Richmond-VA-Sat-Oct-6th

Saturday, October 6, 2012
12:00pm until 11:00pm
Welcome to River City Runbacks 2: The Runbackening!

A 1 day, multi state tournament in the heart of VA!

The location:
Comfort Inn Conference Center Midtown
3200 W Broad St
Richmond, VA
23220

- Same location as Civil War 4, we'll just be using the main ballroom.
-Special discount rates will be available to those who wish to stay overnight on Friday and/or Saturday.

The Headlining Games!
(All 10$ to enter)

Tekken Tag Tournament 2: PS3

Persona 4: Arena Xbox 360

KOF XIII Xbox 360

Super SFIV AE 2012 Xbox 360

and last, but certainly not least:

Ultimate Marvel vs Capcom 3 Xbox 360

Venue fee is 10$ if you pre-register through RVAtournaments.com, and 15$ at the door.


Tournaments that can be added to the program if the demand is there include: SFxT, MK9, SCV, DOA5.
[PRBREAK][/PRBREAK]

Xbox 360 setups will be on VGA "Renegade setups" 100% lagfree and HD. Now with multiple Minijack ports so you can hook up your own headsets!

PS3 setups for Tekken Tag will be as many EVO monitors as we can get (community support will be essential), but I also have good old tube CRTs to fall back on! Brian from RESE has pledged his support with monitors, so we'll update with further details.

Stay tuned to this page for more announcements!"

Link to the event is here: http://www.facebook.com/events/339079552853041/

Guest
Title says it all.

http://famitsu.jp/fmbk/p4u/table/01.html

if you know japanese and would like to help translate the notes onto the wiki we would love the help!

Please don't make Frame Data tables for the characters, just add the frame data to the character's guide page (the one with all the fancy pictures and combos and stuff). I (shtkn) will be able to copy stuff into a table very easily and in a consistent format if the sections in the character pages get filled out.

if you're translating notes, then yes, please add those to the relevant frame data page and I can move them around later.

Guest
Team St1ckBuG x OgreLive Japanese NEC Qualifier!


Event Information:

Official Announcement: http://ogarabu.blog.fc2.com/blog-entry-94.html
Date: Sunday October 7th 2012
Place: Akihabara Clark Studio
Games + Times: [14:00~ P4U Winners][15:00~ BBEX Winners][16:00~ P4U Losers][17:00~ BBEX Losers]
Stream URL: TBD


Rules:
Both games (BBEX and P4U) will be played on console.
Tournament format will be double elimination.
Matches are set to one game, 2/3 rounds.
Top 2 finishers of P4U will be selected to represent Japan at NEC of this year.
The top finisher of BBEX will be selected to represent Japan at NEC of this year.
If a winner of P4U also wins BBEX, the ticket to Japan for BBEX will be defaulted to then 2nd place finisher.


Prizes:
The top 2 finishers of P4U and the top finisher of BB will have an all expenses paid trip to Philadelphia, PA to complete against America at NEC (December 1st-2nd 2012).


Background:

[*]Early this year, @kiriyama44 reached out to me with interest in running a Japanese qualifier for NEC. How could I turn this opportunity down? With the recent release of Persona and the hype it's generated, it's time to make the air-dash community shine. It's time to set up for the hypest event ever. I have always called NEC the tournament to attend for air-dashers. In the past we've had good turnouts for Melty Blood, Guilty Gear, and BlazBlue, but not one year has really stood out above all the rest. This year I plan to change that: I want our best against Japan's best. Only a couple times have the Japanese come to specifically compete against us in Guilty Gear and BlazBlue. Just this once I want to give people the shot to really see if they have what it takes to play against the best in the world. I'm doing this for the air-dashers out there. I want you to come out and have fun at NEC, and I want you to walk away a better player because of it. Come and learn what real competition and hype are like. NEC info can be found here and here. You people wanted a hype major? You got it.



Media

[*]In order to hype and spread interest for this event, OgreLive has been running netplay FT10 sets of high-skilled Japanese players in P4U. These have been streamed on NicoNico, but our very own @Jourdal has uploaded these to his YouTube account for easy viewing.



http://www.youtube.com/watch?v=YeCprvUsHF8&list=PLE4D5F423CFAE5D0C&index=1&feature=plpp_video
http://www.youtube.com/watch?v=aY6VHOoub6M&list=PL190371F388B6888E&index=1&feature=plpp_video
http://www.youtube.com/watch?v=iCw4RW7TVm4&list=PLAE609C54FCD5E768&index=1&feature=plpp_video
http://www.youtube.com/watch?v=X8eG6ZBCxN8&list=PLmvZt7egaTbJrbjy7044A3-nLJHKNxNy1&index=1&feature=plpp_video

Guest

Persona 4 Arena Tutorial Roundup

By Guest, in Home,

While the game is very new, members of Dustloop have been working hard to create resources to help their fellow players learn how to play the game. Here are a few of the more recently posted tutorials.

Yosuke Hanamura Exhibition Vol 1. by Batousai J.
This video covers a lot of basic gameplay tips for Yosuke.



Laboratory 11E- Project 000 - Quick! Escape! by James Xie
An indepth tutorial on the Quick Escape movement option.



Persona 4 Arena - Yukiko Combo Tutorial by Moy_X7
Here you'll learn some tips for how to pull off Yukiko combos.



P4U/P4A Labrys Combo Tools by Tari
This video will teach you how to make use of Guillotine and how to build to red axe from j.B.



Guest

GGACR Final Location Test notes!

By Guest, in Home,

Reports are coming in on japanese player's twitter accounts and HitConfirm.

this is all ongoing, but here's where all the discussion and translations are happening

a few of the posts with translations:
[PRBREAK][/PRBREAK]






Guest
Upcoming Major in Seattle that will feature P4U and more!

To participate in EOS2012 you must complete your registration online. Online registration will better help us organize brackets and setup the schedule of events. You cannot register for this event or RSVP through this facebook page. This is just for informational purposes only. All details about EOS2012 can be found at www.SEATTLEVERSUS.com all of the registration, games at EOS, and important information is found there.

Registration Fees increase to $40 on September 1st.

To Register today visit:

http://www.shopgamebreakerz.com/eos2012-player-registration/

[PRBREAK][/PRBREAK]
*************** ATTENTION READ THIS *****************

Format: Xbox 360, Playstation 3, & PC

Competitor Cost:
$35 Registration Fee + $10 Per Game (Pre-Registration Only)

(Registration fee increases to $45 September 1st. Emergency Registration is $50 and will only be taken through Sept 20th.)

Registration includes 3 raffle tickets and access to the Gameworks game card deal for the meet and greet on Friday September 21st.

Spectator fees:

Spectator passes are $10 per person and include 1 raffle ticket. Additional raffle tickets can be purchased for $2 each. Part of the proceeds from the raffle ticket sales and spectator fees will go directly to charity.

Spectators are allowed to use the BYOC area and participate in the CPU vs CPU auction or Mystery Tournament. However if you are planning to participate in any of the other of the confirmed side games, you will be required to pay for a competitor badge.


When: September 22-23 2012. Doors open at 10am both days.

Where:
Red Lion Hotel on 5th Avenue (Seattle Ballroom)
1415 5th Ave. Seattle, WA 98101

The event will be held in the Seattle Ballroom at the Red Lion on 5th ave in the heart of downtown Seattle and minutes away from all of the sights and sounds of Seattle including Pike's Place market, Experience Music Project, and the world famous Space Needle. It is a very comfortable venue with very nice amenities. We have the entire 4th floor for this event which is about 10,000 sq.ft of space.

Official Tournament Games:
Street Fighter AE 2012 (+ $250 POT BONUS)
Ultimate Marvel vs Capcom 3 (+ $500 POT BONUS)
Ultimate Marvel vs Capcom 3 - Team 3v3 Tournament
Tekken Tag Tournament 2 (+ $250 POT BONUS)
King of Fighters XIII
Soul Calibur V
Persona 4
League of Legends 5v5
Starcraft 2

Confirmed Side Games:
Virtua Fighter 5
Skullgirls
Street Fighter x Tekken
Super Street Fighter 4 3v3 Team Event
Mystery Tournament

+ A Full BYOC area to .

Lodging:
To keep travel costs low for out of town guests we currently have room blocks reserved at these hotels.

Sixth Avenue Inn (Code: 2012 SeattleVersus Event)
2000 Sixth Ave
Seattle, WA 98121
(206) 441-8300 (800)648-6440

$89 Per night for 2 people / $99 for Triple Occupancy / $109 for Quad Occupancy
Venue is 1 block away from this hotel.


About:
The EOS Event is a Major video game tournament to be held in September of 2012. The event will be a two-day, weekend event with all of the most popular fighting games and PC real-time strategy games. We will have tons of gear to win via raffle, onsite vendor booths with specials, deals from local businesses including Gameworks, and two HD live-streams of feature matches.



CONFIRMED SPONSORS
Alienware
Intel
Monster Energy
Coolermaster
Thermaltake
Kingston
Nvidia
Plantronics
Eightarc
Razer
Hungry Human Clothing
Capcom
Gameworks
Gunnar
Riot Games
Blizzard
Madcatz

..... And more to come!

Please make this if possible! This is a great opportunity for the West Coast and a great reason for anyone who's never been to PNW to make it up here.

Also be sure to RSVP on Facebook! http://www.facebook.com/events/354178261314500/

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