Daigo Umehara: The King of Fighters
The Street Fighter world champion speaks.
"Right now, there's nobody younger than me that I feel threatened by. I haven't met anyone that I felt possesses the skill to surpass me in the future. I'm not over-evaluating myself. I can analytically see their weakness, their ineptitudes."
Daigo Umehara is better at Street Fighter than you and he knows it. Fighting games always bring out the inner show-off, but his is no hollow boast. Earlier this year, the 28-year-old Japanese defeated American champion Justin Wong at the Evolution 2009 Championship to take the Street Fighter IV world title.
Daigo Umehara, it turns out, is better than everyone at Street Fighter.
This victory was just the latest in a long line of high-profile competitive achievements that Umehara (Ume, to his friends) has to his name, the most famous of which is his astonishing comeback against Wong during the 2004 Evolution loser's bracket final. You don't need to understand the intricacies of Street Fighter III's parry system to appreciate that something extraordinary is happening as he bats away each of Wong's potentially lethal attacks before taking the round with a dazzling special move of his own. The crowd's ecstatic reaction, coupled with Umehara's understated demeanour in the face of such deafening adulation, catapulted the clip to YouTube stardom, where it ranks amongst gaming's most famous.

The chances are that if you don't recognise Umehara's name, you will have seen his most famous victory.
Since then, Umehara's fame and reputation has spread through the fighting game community and beyond. He plays with unrivalled precision and grace, combining the reactions of a peak-form Muhammad Ali with the strategy of a Garry Kasparov. He is undoubtedly the greatest Street Fighter player to have played the game.
But his own understanding of his supremacy comes not from the vanity of world championship titles but rather from the measured perception of a giant. "I think, right now, I may well be at my absolute peak," he tells me. "My reactions are probably comparable to when I was younger, but I no longer grow agitated when I'm cornered. Nothing can mentally break me anymore; I have mastered nervousness and tension. I can instantly tell opponents apart and categorise them into groups and types according to their personality and weaknesses. As I haven't felt my physical abilities weakening yet, I think I might be at the peak of my career as a fighting gamer."
Spoken by anyone else, this might come across as supreme arrogance. But while Umehara's known to his fans as "The Beast" (a term he neither coined nor uses himself), his real-life persona ill-fits the nickname. This tall, handsome Japanese is altogether shy and unassuming. In contrast to his American rivals, Umehara shuns the spotlight, rarely giving interviews to the press or meeting fans.
He is a star born in the arcade scene, a dimly lit underground world filled with cigarette butts, bleeping neon lights, cathode-tan boys and the sweat of twitch competition. His digital sport has neither the glamour of boxing nor the ceremony of wrestling: there are no promoters or agents to turn talent into stars in this world. Even if there were, one feels as if Umehara's well-mannered, nice-boy exterior would always mask the inner beast.

Like Ryu, Umehara proves difficult to track down. (That's Ryu in SF fiction, obviously. Throw a stone online and you'll hit 58 Ryus...)
Umehara is near-impossible to track down. Initially, Capcom suggests I fly to Tokyo, find an arcade where he's playing of an afternoon and sit next to him with a tape recorder. After he declines an invitation to a UK tournament and fails to show up to a meeting we schedule during this year's Tokyo Game Show, Capcom steps in to help organise a cross-continental rendezvous, using one of Umehara's bilingual friends as an intermediary, to put my questions to him.
His reluctance to talk to interviewers coupled with these difficult-to-reach circumstances have contributed to the enigmatic legend that is Umehara. Rumour and speculation follow his every move. When, in 2005, he took a two-year break from the fighting game scene, some fans speculated it was so he could focus his attention on his other love: pachinko. His reactions, so the story goes, are so supernaturally fast that he is able to tilt the odds in his favour far enough to earn a living from what is essentially a game of chance. In truth, Umehara works in the public welfare/health sector by day, following in the footsteps of his parents who both work at a hospital in Aomori, Japan.
"Playing games professionally is not really an option in Japan," he explains. "If I did really want to do something with my gaming skills in the industry, I think I would have already done so by now. It's only relatively recently that I started to receive invitations to overseas tournaments with prize money. In Japan, games are something you play for enjoyment; you don't expect anything in return."
Umehara's older sister, Hoyumi, with whom he'd play Dragon Quest and Final Fantasy from a young age, introduced Umehara to videogames. However, it was when he first visited an arcade that videogames turned from an interest to a passion. "My first visit to an arcade changed my life. It was such a sensational experience. At the time, everyone was playing Street Fighter II. The visual aspects of the game were impressive, but it was the fact I got to play with total strangers and connect with them through the game that enthralled me.
"Now, when I go to an arcade, I now probably fit in the middle to the upper-mid age group in the arcade community. But back then, I was easily the youngest player there. Everyone else was older than me, and I enjoyed talking to and learning different perspectives. A Japanese arcade is such a special place for me. It provided a community to interact with others that I would not have dealt with otherwise and an opportunity to learn from them."

We were always surprised by Capcom's decision not to make sequels to Street Fighter II.
Of course, in Japan videogame arcades aren't burdened with the social stigma of their American and European counterparts. But even so, as a young man from a respectable, middle-class family, I wonder how his parents reacted to his newfound passion, especially when it began to blossom into a vocation. "My parents are very generous, laidback people. My older sister was such a good kid that I think they got the idea that that's how little effort child rearing requires.
"They applied a similar laissez-faire approach to me, but I ended up doing everything opposite of what they wanted. Were they fully supportive of my increasing involvement of videogames? I'd say they were indifferent. They weren't particularly impressed when I started winning tournaments. Other people started looking up to me when I became the Japanese champion, but when I told my parents about my victory, they didn't care much. I think that indifference, and the way they continued to treat me in the exact same way no matter what I achieved, ensured I kept my feet on the ground, and could analyse and focus on myself. Without them, I don't think I'd be where I am."
As anyone who has committed themselves to learning and mastering a competitive fighting game knows, the learning curve leading up to true proficiency is measured in years, not weeks. I ask Umehara how the countless hours spent playing in arcades have affected his life. "When I was most involved in the game, I was in my late teens - which is most important time of life, right? I was playing every single day, at least 10 times the amount that I play now. I only did minimum of other activities. My life was school, sleep and play. Everything revolved around playing games.

The PSP version of Street Fighter Alpha 3. Umehara probably wouldn't touch this with a bargepole.
"It was as though I could not live without them. I had separate friends inside and outside of my game life. When I visited the arcade, I met my game friends. Once I got to know of the different, appealingly mature world of the arcade community, my peer group became so uninteresting. Besides, people with the same interest share a lot of common sensibilities, and naturally it's just so much more fun to hang out with those who share your passions. That is how I slid deeper and deeper into the arcade culture." Despite Umehara's hard work, he failed to qualify for Japan's national championship, the GAMEST Cup, the first time he entered the competition in 1995. Two years later he returned, qualified, and went on to defeat Shin'ya Ōnuki to take the title of national champion.
The following year he won the official Capcom Street Fighter Alpha 3 championship in Japan, which resulted in his first invitation to play overseas in a face-off against the winner of the US championship, Alex Valle, in San Francisco. Umehara won the match two games to one, becoming the Street Fighter world champion at just 16 years old.
"The match against Alex Valle was my first time outside of Japan," he recalls. "Even though I had no idea about the skill level of US players, I sensed that Japanese players would be stronger. For some reason I was confident that I would win, even though I had no solid base for my assumption. I hadn't met any strong foreigners among those who I ran into time to time, and the US joysticks I had seen looked awful, thick at the top and tapered off at the bottom. They just seemed to lack finesse or precision. It was just my hunch that opponents who used such bad sticks could not be better than me.
"I don't think my views were proven wrong. I witnessed it first hand at that tournament how the Japanese players were operating at a higher level than the US players. The Japanese, in my opinion, enjoy a much better fighting game environment with enriched arcade culture to begin with. As such I do think the Japanese have an advantage in fighting games in general."
Despite this, Umehara still prefers Western tournaments to their Japanese counterparts. "I find Western tournaments way more fun than those held in Japan. The players have a sense of ownership of the scene and feel that the tournaments they attend are their event and that they have to take part to make them the best they can be. At least, that's how it appears to me.
By contrast, corporations usually lay on Japanese tournaments. The Japanese players take no responsibility: whatever happens is up to the host or sponsor. Western gamers at tournaments are very enthusiastic and eager to make it a great event because they have ownership. Regardless of the size of the event, none of the Western tournaments I've participated in have disappointed or bored me. I must say that I love the US tournaments best of all: they keep the pride and fighting spirit alive."

"I was not playing much Third Strike at that time." Blimey.
With this in mind, I ask Umehara about his most famous moment at a Western tournament: the Evolution 2004 full parry. "To be honest, I was not playing much Third Strike at that time, but for some reason, I made it to the semi-finals. At the winner's round, I lost against a Japanese player and wasn't at all confident that I could come back through the loser's round.
"I just hadn't played the game much and so lacked that hunger for victory. That helped because I was relaxed when I matched against Justin, as I didn't have anything to lose. At the end of the final game, when I was cornered, I didn't feel overwhelmed. I calmly registered it thinking: 'If I lose here, I guess that's it.' I only realised later about how much incredible enthusiasm, excitement, cheering, and screaming filled the venue. I was so focused that I didn't hear any of that. I had absolutely no idea at the time what was happening around me. After I won, I noticed several Japanese players who were beside me standing and cheering in excitement. That's all I remember from the moment itself. Only when I saw the video clip of the match later, did I realise what really happened there."
Five years on from that moment and the Umehara name has swelled in fame and recognition. But at 28-years-old, Umehara is undeniably one of the older competitors in what has always been a young man's scene. I ask him how he feels about playing fighting games professionally as he grows older.
"I don't really plan ahead. I always go as I please," he says. "I don't have a particular plan or idea of how I want to be, but I do have an idea of what I don't want to be. If I could maintain my skills into my thirties and forties, I wouldn't mind continuing to play professionally. But into my fifties, as I start to see my physical abilities go downhill, I would not want to be jealous of others.

Not Umehara's cup of tea, apparently. Tekken 6, that is - everyone loves a butterfly bikini.
"Looking back my childhood, I devoted all of myself to playing games. I'm the type of person who just loses himself in one thing. I am so bad at balancing myself. I dive in so deep. Since I was a little kid, I would forget myself when I become interested in one thing. That kind of personality is perfectly suited to fighting games. As we grow older, we can see all that has made us become who we are now and, we can better analyse and assess situations.
"So now, when I look at a younger player, I can spot his weakness, like 'his such-and-such is disadvantageous for fighting gameplay'. Everyone I've ever played has some fatal flaw. But you know, personally I enjoy being a challenger more than a titleholder. I definitely would welcome a supreme character's arrival. When he appears, gaming for me will become fun again."
Umehara's expertise is almost entirely limited to Capcom titles, especially the Street Fighter series. I ask him whether he's been tempted to try his hand at other fighting games. "I've always played Street Fighter since the first days I started visiting arcades. To be honest, I don't go to arcades as much as I used to, so I don't feel like picking up a new game series now. The Tekken visuals are appealing, but that's not enough to move me."
And what about Street Fighter IV in particular? "To be honest, though it was visually great, I didn't get an impression that it was very different to what had gone before; I didn't get a sense that it was brand new. I had imagined that the game would be well done, but it wasn't sensational when I actually saw it. It didn't drive me wild with excitement. Rather I only picked it up because it was the latest Street Fighter, and that's what you do."
I ask Umehara if there's anything he'd want to change with the game. "I miss the Guard Clash system. I believe it should be revived. And the throw tech system I think adds to a slower defensive pace. And the new saving system, too, should be tweaked. The addition of the saving system is not harmful as such, but it needs an adjustment because the range of uses is narrow.
"Also, the back-dash is very strong in Street Fighter IV, and the saving, from which a character in defence position throws a move, allows the character to cancel into a back-dash. Too much back-dash slows down the speed of the game, and irritates players. I feel the game should be exciting, but there are too many defensive systems, preventing players from doing damage. The Guard Clash was there to solve that problem. It was such a good system, but for some reason, it got removed.

On Street Fighter IV: "I wanted to see a bit more."
"I know it sounds harsh, but to be honest, if SFIV hadn't come out at this time when fighting games were booming, I don't know if it would have been as successful as it has been. Compared to other Capcom games, I find it a little unrefined. Still, gamers were dying for a new Street Fighter, and it fell on their laps at the right time. I think that the developers were too focused on making a bug-free and character-balanced game.
"Rather than thinking about where to improve, they focused on eliminating the problematic elements. Their intent was not to do something brand new but to avoid creating a bad game. I wanted to see a bit more; a little more of adventurous attitude towards development."
There is a sense in which a player of Umehara's calibre could not exist outside of the arcade scene. No matter how solid a developer's netcode, online competition can't compare with the thrill of sitting down opposite an opponent and fighting it out free of any threat of lag or latency.
Moreover, these pressure-cooker environments allow players to develop at a far quicker rate than over a net connection, where the stakes are necessarily lower by virtue of the detached, remote nature of fights. The news that the next iteration of Street Fighter IV may not be coming to arcades has caused uproar, not least amongst Japanese arcade players, who usually lead the field in exploring the limits of a game and uncovering techniques for the rest of the community to adopt. I ask Umehara for his take on Capcom's controversial decision.

Umehara wishes SSFIV was destined for arcades, but thinks it may be good for the Japanese arcade scene on some level regardless.
"Of course, I am hugely disappointed by the decision," he says. "I wish that Super Street Fighter IV were coming to arcades. There's a chance that those in our community who don't play games at home never get to play the game. That said, I think the younger Street Fighter generation may survive. They don't really go to arcades but play at home. So there is a possibility that we can capture those young gamers and bring them into competitions."
Umehara's tone shifts, revealing sadness for a beloved culture that seems to be slipping away. For all Street Fighter IV's huge popularity in the West, it has done little to reinvigorate the arcade scene that birthed it. Without a healthy, vibrant arcade community nurturing tomorrow's star players, can the world in which Umehara excels sustain?
"SFIV has certainly breathed fresh air into the fighting game scene. It has helped to bring back people to the community. Overall, however, I don't think much has changed. What will happen to fighting games in the future will depend on whether they will shift towards home consoles or remain in the arcades.
"I personally think that whatever happens in Japan will not change the scene nearly so much as movements in the West. I go there to participate in the events, and I feel that first-hand. But if Western players continue to broaden their community and invite each other to tournaments, I feel that this culture that originally sprung up in Japan will somehow make its way back home."
Massive thanks to Capcom's Seth Killian, Shino Imao and Leo Tan from Capcom Europe for their assistance in helping Eurogamer make contact with Daigo Umehara. Special thanks to Shino Imao for her help in translation.
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Comments (97) Latest comment 1 year ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Chess has only a limited set of moves available at any one time and everyone is good at that, yeah?
Your competition defines the challenge, not your options.
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I'm a huge sf fan so have to point out either daigo was fibbing about not spending time in arcades much anymore or his answer was lost in translation. According to reports he spends up to 7hrs a day in the Bigbox arcade playing.
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I beg to differ, you haven't played Virtua Fighter have you?
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"I'm probably the only person in this thread that believes that fighting games are the easiest of games to play professionally. There is just not enough variation in tactics so it only comes to timing, skill and luck. The amount of options available are just so much less than most other competitive games. How horribly dull"
You're being quite ignorant here. If you'd ever watch any of the Evo Finals you'll see exactly how much skill there is in these games. And unlike other genres, in fighting games each player can bring their own style/personality to their character which leads to an unmeasurable amount of variation with each match. Are you one of those guys who bought SFIV, took Ken online and just mashed out fierce SRK constantly before deciding it was dull?
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jeje
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I think I might be this grand master of which he speaks.
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Much more fun to read than the usual crap the game company executive has to say about his competitors.
That victory at Evo is unbelievable, no matter how many times I 've watched it.
Games can be art hahaha.
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I'd put competitive RTS (top Korean SC players) and deathmatch FPS (Quake) ahead in a lot of ways, if not entirely
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I fail to understand the genres comparison. Though, it's kinda "normal" to downgrade good/professional video-game players.I mean every time an article about a "real" guy who excels at playing a video-game we see comments: "I bet he doesn't get laid"; "this genre is not that hard anyway"..., and stuff like that.
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lol... smh
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I'm not talking "moves" but "options".
Offense, defense, advancing, pressuring, safe offensives, baiting etc. It's all about taking choices and forcing your opponent to make bad ones.
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made me giggle
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http://www .youtube.com/watch?v=9xhyCJqFaRU
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Well I don't, which is why I'm making it.
Though, it's kinda "normal" to downgrade good/professional video-game players.
I didn't.
So, what was your point again?
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I think that depends on each ones opinion. Maybe the better things in life for him includes being good at Street Fighter. And tbh, nowdays to be "this good" at virtually anything you have to make options, and most of all you need to consider it "one of the better things in life", I think. I imagine the greates chess player must spend most of his time playing chess, same for poker, tennis, everything.
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There are two possibilities here.
1. You understand fighting games very well, and you are right about their lack of depth.
2. You don't understand fighting games very well, and hence they APPEAR to lack depth.
For example, if you only understand one language, the sound of another language appears to be jibberish. It is only with understanding that the finer details become visible. In fact, its like that science quote that goes something like "the more we discover, the more we realise how little we know".
You have simply not "discovered" fighting games, so you assume you understand them and they appear basic to you. But to remain oblivious of that suggests a slightly too high opinion of yourself
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"I'd put competitive RTS (top Korean SC players) and deathmatch FPS (Quake) ahead in a lot of ways, if not entirely"
That would be like putting golf ahead of horse racing. And it would be equally non-sensical. In what possible way are you calsulating what goes ahead of what? Number of options? Scope for mastery? Time taken to learn?
How would you even test the theory? By making one guy play a round of gold whilst the other races a horse over a 5 mile circuit? If a statement can't be tested, its not a statement of fact, is it.
Comparisons of that kind are you are making entirely subjective, because each of us decide our own rules. Any disagreement will inevitably boil down in a tennis match of examples, each deliberately chosen by each side to try and support the idea that their own subjective opinion is in fact objective and more "correct" than that of the dissenter.
So when you say you would put FPSs "ahead of" fighting games, the only reasonable response is "oh really" followed by awkward silence. Its fine for you to say that you would put RTS games ahead of fighting games.... but it doesn't actually MEAN anything (as was implied).
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Pretty good interview although it sounds a bit like he is unbeatable, which if you look at YouTube doesn't seem completely true.
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Man, you must get so many chicks....
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for fuck's sake
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Maybe i'm one of the most experienced esports competitors in the country. Maybe i've played all three genres to a high level. Maybe i write for the most respected and longest standing esports outlet in the world. That way my words would carry more weight than yours. You wouldn't know either way.
But who cares, it's my opinion, and yes it's hard to measure to any degree of certainty. That doesn't make it entirely void.
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Yeah, but you don't and haven't.
Opinions are opinions, but yours is still wrong.
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...Summed up exactly in a paragraph there why you know nothing about fighters. So you've played a few and out-mashed your friends. Congratulations.
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*swoons*
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haha! so true....
definitely agree with Daigo about SF IV, as much as i love the game, the game has far too many defence options, and often punishes agressive/offensive play... but Daigo turtles, srk and hadoken spams as much as anyone online, I respect his attitude at least though...
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@notmyrealname
Name your hardest game.. or the game you think is the hardest to be 'the best' at.
I think you are under the impression that the more rules a game has, the more 'superior' the top players of those 'complex' games are compared to the 'inferior' top players of 'simple' games with less rules. In other words, the top players of complex games could dance circles around the top players of simple games if they'd take those simple games for a little spin. But of course, the top players of complex games wouldn't do/stoop to that, since those simple games are just too simple for them, right?
Or maybe they are smart enough (maybe you, too?) to realise that in order to stand even the slightest chance against those top players of 'simple' games, they'll have to do the exact same thing as they are doing right now, namely spending years and years to perfect every single facet the game entails? To face stiff, merciless competition at increasingly higher and higher standards? That Umehara beating Wong at a world class sanctioned event wasn't just a silly fluke, but the result of a lot of in-depth work?
I think they realise (maybe you, too?) that every game and its practitioners - no matter how simple or complex the rules are - deserves the exact same kind of respect. Because "being the best" is independent of the game that is being played (leave alone the fact that it's ludicrous to compare games - even similar games, such as the 100m dash and 200m dash, cannot be compared). Rather, being the best is all about dedication, discipline, talent - universal boons/requirements for any type of game.
As an example, take the 100m dash. The rules are reasonably simple - timing and speed (as well as a bit of good fortune) are paramount to success. Everyone can do it (you too, I hope), and millions of people practice it. Yet, only a very select few break the 10 seconds barrier, and to do that (hopefully without "specialised chemical aids"
I understand fighters, played them all I think. I understand the basics, and even though timing is everything, it's not even near as tactical as fpses/rtses.
You are sadly mistaken. Behind all the fast action on the screen are two human beings, trying to read the strategy the other is using on the fly. Like in chess, they need to think several moves ahead and anticipate anything that can follow from a seemingly irrelevant punch. In response, the opponent could parry, duck, jump, use a higher priority move... or even just take the punch damage if it allows them to initialise a potentially lethal combo. And even if you are a perfect strategist, you still need to PERFORM that perfect strategy and punch in the commands at the perfect moment. An adequate reaction to each possibility has to be decided really, really fast - the fate of the fighter character is usually decided in a paltry 0.06 seconds.
There's more than meets the eye here.
EDIT: By the way, take a good look at the full Wong vs. Umehara video, if you will. If parrying Chun Li's super attack is so easy to master, why then does Umehara not parry that attack multiple times, i.e. every time Wong used it during the fight? Maybe it's not such an easy feat after all...
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All I'm saying is if I was playing Daigo, he would get a controller to the eye socket when I rage.
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Great points, but you can't argue with fuckwittery. I suggest you drop it.
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Billy Mitchell. First person to get a perfect score on Pac-Man, which is quite the mental feat I think.
[link url=http://www.wired.com/science/discoveries/new s/2008/07/dayintech_0703
]http://ww w.wired.com/science/discoveries...[/link]
Some people agree.
So, having fun with M. Fox, there?
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...but we're talking about gaming, not athletics, sunshine. Is it really that hard?
Nice quiff, BTW.
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that whole paragraph was so much jokes that I actually had to sign up on here and comment...IMO, you have no right to make a blind comment like that if you haven't been in tournaments and PROVE yourself...you might think the systems are easy and all that, but have you played these games under pressure?? or in front of many people watching?? understanding a system means jack unless you know how to apply it to your game...and playing in arcades means you have NO excuses when you get beat, so you want to play your best since you are effectively betting £1 or whatever...skill and luck?? LUCK?? go to a real tournament and see when you get buss up in the 1st round, wasting your £10 entry fee...
so here is the newsflash...fighting games and FPS' are a totally different form of demographic...your not playing the game, you are playing against your opponents mind...think about it...
oh, and to all people who thinks as to why that Daigo parry was special, is because Daigo anticipated that Justin was going to super out of desparation to get the chip damage...if you notice, Daigo moves back and forward, because to parry the 1st hit of that super, you need to press forward BEFORE the actual animation of the super itself...doing that under pressure is what makes that vid legend...
so, notmyrealname, if you dont understand that, best that you need to learn some more before talking babble...
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What is it with this silly "get a girlfriend" thing on gaming forums?
How is "getting a girlfriend" remotely connected to anything we've been speaking about in this thread?
Don't get a girlfriend. Get a life!
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While it's impressive that this guy is so good (after playing nothing else non-stop.. the mere thought zzzz), I wont respect him as much as say... a fatality, simply beacuse the fps player had to learn so much more and use his brain in a more tactical manner in order to gain his relative skill.
Erm...doesn't fatality just play FPS games?...Zzzzz
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"Rather than thinking about where to improve, they focused on eliminating the problematic elements. Their intent was not to do something brand new but to avoid creating a bad game. I wanted to see a bit more; a little more of adventurous attitude towards development"
I agree 100% with him on that
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LOOOL, you are making me laugh waaaay too much...OK, if you think like that, have fun playing at home on your FPS' online in front of you're TV, while talking to the little kiddies...good idea of fun...
Oh, by the way, wasn't it FPS players comparing and pushing themselves to become olympic athletes in the 1st place?? well then...
and while you're sucking your joypad or mouse and playing with little kiddies, I shall travel the world meeting new people, having a jolly good social time while playing games that I love...thank you.
PS: No disrespect to FPS' players btw, and i'm definately sure those people will shut you up as well...but its this kinda mentality thats what gets on my nerves with some of today's society of game players...if you dont have a clue, shut up...
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You know, I could tell you where that 0.06 seconds comes from. I could tell you about the finer points of debate. But, you'll surely manage to figure those things out one day. For now, cool story bro, and have a nice one
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He probably didn't pull out of his ass, he probably got it from people measuring the frames a move takes in SF (obsessive and strange but whatever) and that being the time you have to react. Pretty straightforward really.
You quite obviously don't know what your talking about. So ssssshhhh, the adults are talking now.
Was a great article, more please EG.
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As I said, have a nice one
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You're always welcome to try again.
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I've played all the major franchises though my favorite game in the genre remains SFII. And outside of Chun Li's superkick the most innovative were the bouncing boobs in DOA.
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haha, oh dear...OK mate, what makes you respect fatality more than 'that guy' anyway?? how is FPS' anymore complex than fighting games is in competitions?? I respect them both since they give time and dedication to said games, and performed in comps to improve themselves more...like I said, to even have a clue, you need to know the fine details of beat em ups...your making yourself out that you literally know nothing...and there is more to these than you might realise...like being social and stuff, like Daigo explains in that article...
Move lists, Frame data, priorities, footsies, mixups, conditioning your opponent, spacing, corner game, attack and defensive options, how to punish moves gaining max damage...and you say FPS' are complex?? haha keep thinking that way mate...all games are complex when it comes to competitive gaming...
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Except for stray cases like fatal1ty, "career as a fighting gamer" is probably not the best choice for supporting oneself
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"0,06 second reaction time is pulled out of ass. It's completely impossible."
The link is broken, I'll take your word for it, seeing as I never thought someone would be able to react at that speed consistently enough to rely upon it.
I'm pretty sure its not meant to be possible for someone to react in that space of time, its how long you have to react to an opponents move. IE not enough time.
That would be where trying to predict what your opponent is going to do becomes helpful.
Another aspect of beat em ups you apparently don't understand.
But please don't let that stop you from making an idiot of yourself.
I wouldn't consider FPS particularly strategic or complex but I don't know a huge amount about them so I wouldn't be stupid enough to claim the above opinion as an irrefutable fact.
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By the way, and this is just out of plain curiosity... Where does the 0,06s figure come from? If there is only a 3 frame window to parry, the math is almost there (3 frames at 60 fps is 0,05s).
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Well reasoned. I assumed PAL region, so an update speed of 50fps, which should make it 0.06 seconds. This of course has nothing to do with reaction time, it's merely a window of time in which the game allows to register a successful parry. Looking a bit deeper into the matter, not all parries in SF3 require a window of 3 frames, though. Some windows are bigger, others smaller.
@kaya08
The link may not work, but you can enter "reaction time" in the search pane to find the page. Now, about reaction time... it's true that the human brain takes a bit longer than 0.06 seconds to react to an event. For example, pressing a button as soon as you see a big dot appear may take about 0.18 seconds on average.
So there's no way a player could parry if there's a window of 3 frames, right?
Indeed, not if the player decides to react at the start of that window, then he or she will probably be 0.12 seconds late and take damage. However, what if the player decides to react to one particular animation frame, which appears exactly 0.16 seconds before the parry window starts? On average, the player will obviously respond 0.18 seconds late to that frame (irrelevant), but his input will arrive nicely on time for the parry window (relevant), and the parry should connect.
Of course, in order for this to succeed reliably, you must know the animation frames of every attack of every possible fighter character (or at least the top tier characters), and you'll have to learn which frame is the right one to be on time for the parry window. Not an easy task since the frames close to the crucial frame probably look very similar. Once you know those frames, you'll have to practice until you can pull off parries with confidence (i.e. pull them off more often than sheer luck would dictate). Intuitively speaking, it's usually a case of finding the right "rhythm" by trial and error rather than actually counting the frames. And once you've learned all that, you'll have to learn to do it while playing against human opponents who are able to do the same thing and who will try to bait you into a mistake (predict the wrong move for example), or other mind games. It's certainly going to be an arduous process.
Personally, I once did this kind of stuff while playing Onimusha 3 in Issen mode, a mode where enemies can only be defeated if you block any one of their attacks at the right time. There, the window to respond was also only a few frames, and the timing depended on the monster's choice of attack. It took me quite a while until I managed to finish that mode, but it was pretty satisfying. The reason it didn't take me a really long time was simply due to (if I recall correctly) the fact that the enemies in Onimusha 3 are computer controlled and can be baited into certain attacks all the time. Made life easier. Human opponents would be a bit trickier in that regard, I think.
There is also the domain of "learned reflexes" or "muscle memory" (which allows you to speak fluently without having to think about every single motion your vocal chords need to make), but that's a different can of worms altogether. I think muscle memory is mostly important while training a character's move sets with the eventual goal to let every move "come naturally", so to speak. However, some claim that it's muscle memory which allows hockey goalies to be able to keep the puck (which often travels at speeds of 90-100mph) out of their goals. If such claims are correct, one could use muscle memory to parry more effectively.
Finally, a similar case from the world of soccer: the art of the penalty. Theoretically, due to reaction time, goalkeepers wouldn't stand a chance when penalty kicks are taken beyond a certain velocity. However, theory isn't practice, and by knowing their opponents (and their prefered corners), by choosing a jump direction *before* the ball is kicked to "beat" reaction time (just as you need to do with the parry above), by misleading the penalty taker, goalkeepers still have acceptable odds to keep the ball out of the nets.
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One would hope that being qualified might make you realise that subjective opinion is not objective fact. And one can often read a person's qualifications from the way they conduct themselves. If someone says something that makes no sense, I tend to assume they aren't qualified.
And of course your opinion is not invalid, but neither is it very becoming to try and shoot down the efforts of the guy in the article, based on some flimsy "well fighting games aren't that hard to master anyway". Why feel the need to attack his efforts?
@EarlBassett
I don't think you are a dick at all, I don't really know you. Though you must realise your comment was odd to say the least. Surely you are old enough to not think that being able to beat someone up is not really anything to brag about? And to deride the achivements of someone else on the basis that you could beat them up in real life is even less becoming.
Why does everyone feel the need to shoot down the achievements of others? Why can't we just be better on our own terms? Because it takes more effort?
As for me being sarky all the time, its a character flaw I am well aware of. I like to think I am firm but fair, which I realise is just code for "acts like an arse to everyone that says something I look down upon, whilst believing myself to great all the time" (though I have on numerous occasions pointed out my own failings and mistakes, if not EVERY time.
And of course, the faceless internet brings out the worst in people, like digital road rage. If we were sat face to face I would have said exactly the same thing to you in response to your comment, but I would have done it with a sarky grin that perhaps would not have resulted in you taking offense.
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Great post.
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Which is why you feel the need to tell us so..... right?
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I've said it before and I'll say it again, when someone writes tldr they are basically telling the world they are are too stupid to read long passages of text.
Quite why people think writing it in their own defense is ever a good idea is utterly lost on me.
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me: "I'd put competitive RTS..."
;<
i didn't pose it as anything but
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[link url= http://www.neoempire.com/forum/showthread.php?t=7086
]http://ww w.neoempire.com/forum/showthrea...[/link]
Check this out and please try and support. A proper arcade scene would be amazing!
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@ EarlBassett "He might beat me at streetfighter, but if he spilt my pint in real life he wouldn't stand a chance" . Lame. Who cares? Does he really make you feel that insecure about this article that you have to put him down?
@ notmyrealname - All your comments.
@ Crofto - Another insecure joke post.
When someone is good at something, why do people feel the need dismiss it?
All the negative comments really are from insecure people.
Why feel so threatened? It's very sad.
Let the good players have their glory, whoever they are.
The fact is THEY are doing it, THEY are getting the articles, and you are not.
All you can do is belittle them to make yourselves feel better.
The worst is, you write it in black and white for everyone else to see how secure you are about yourselves.
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Well said.
@ EarlBasset
If he spilt your pint in real life, he'd probably apologise and get you another as he isn't a massive idiot like you appear to be. Daigo doesn't profess to be a real life hard man he can just strategise in beat em ups better than anyone in the world! FACT! (well in the current circuit anyway)
@ notmyrealname
As S2K says, come along to a real tournament and see how "easy" beat em ups are! You obviously have no idea what you're talking about. Take some advice from people who do. Think before you troll!
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What else is there in video games?
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Even just the notion that "skill" is something you can dismiss out of hand is laughable.
"Brain surgery is a piece of piss. Its just skill after all."
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"well beat em ups ARE for dumb people in general" by Notmyrealname
I don't really need to take the piss here do I, you're doing a good enough job by yourself. If you're going to try and have an argument, here's a couple of tips for you mate.
A) don't contradict yourself
B) Don't call yourself dumb, therefore making all your comments and OPINIONS null and void!
"but let's be fair: I did manage to stirr the crowd hahah." by Notmyrealname
Farting in a busy lift will stir the crowd mate, doesn't mean it'll win you any popularity contests or make you look clever.
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[link url=http://www.eurogamer.net/articles/tekken-6-fin al-hands-on/comments
]http://ww w.eurogamer.net/articles/tekken...[/link]
'Nuff said, really. Leave him to his attention whoring.
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=
"I only did it for a joke"
=
I now realise I look silly, and need a way out. I know, I'll pretend I wasn't serious.
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I can't see it happening soon.
As bandwidth increases QoS typically decreases, and as the number of connected players increases, QoS decreases. And as the user base increases with varied bandwidth, matching MTU packet sizes requires packet fragmentation which further reduces QoS (increasing lag).
This is a fundamental telecoms switching problem, that can only be fixed by very expensive dedicated lines on very fast routes(eg ones with the least switches and fastest trunks) in a less diverse network as the internet.
Unlike other types of isochronous traffic (voice/video calls) or other games, fighting games are heavily tied into 60fps and frame by frame advantage/disadvantage. Latency above 16ms(1 frame) breaks most fighting game experiences, and that is such little time. A good online latency is 60ms which is 4 frames.
This was why Sega didn’t want to add online play to VF5, and needed Microsoft to persuade them for the later 360 release.
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Daigo is married and has a kid too.
Anyway, he's the best SF player without a doubt but I really wouldn't call him the King of Fighters. The closest person to that title is Ryan Hart. The man plays and has ranked high in multiple games with different styles; SF, Tekken, and VF.
Daigo just loves SF too much to branch out. I can definitely relate there.
We need more interviews, perhaps with the Korean scene of SC and Tekken.