Using OODA Loops to talk through playing fighting games

Defining the “tournament player style”

Tokido is a classic example of the tournament player style — which is actually why he had a hard time adapting to Kemonomichi Ft10s IMO.
Tomoka is ballin outrageous.

Using the OODA Loop framework to describe fighting game play

Any game with a “Main Phase (Again)” step is wildin.
  • Look at the screen
  • Process the information on the screen into a situation
  • Use your understanding of the game and the opponent to determine an appropriate action
  • Execute the action
  • Once the action is executed, you once again look at the screen to see how your action created a new situation, and the next loop starts.
You do not need to commit to an action at this range!!!
If you know, you know.
A basic reactive gameplan.
  • Netplay delay means that situations are going to be less reactable than they are offline, meaning players have less time to execute reactive decisions
  • Offline play gives you more potential information to observe; besides the game itself, you also can usually see and hear your opponent themselves, which can give you early cues to react to (like reacting to button presses) or more information on their emotional state via body language
  • The cost of losing in ranked is some LP, then you mash to requeue and get into another game, while the cost of losing in a tournament might mean that you’re out of the bracket, so most players are going to be a little more risk-averse offline (which usually means they’ll be less predictive, more reactive)

Using OODA loops to explain why dash FD brake is useful in GG neutral

If Daisuke did not want us to skip neutral and instantly land on top of our opponents, He would not have given Chipp players teleports.

Why this OODA loop stuff matters



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