That's not really true, the meta-skills of mentality and learning how to learn are absolutely applicable basically everywhere else, and they're a big part of what OP is interested in.
It's absolutely a good opportunity for growth, but it's not the only one. Have you tried playing any other difficult games to see if they click for you better? Celeste in particular is great for this, self-growth along these lines is the whole theme of the game and it played a huge part in the development of my positive mentality, personally. If you're not confident you actually enjoy fighting games yet, you can always come back later.
If you are reasonably confident that the reason you're not enjoying fighting games is just because you have poor mentally, though, it'd help a lot to slow down, stop banging your head against a wall, and think. First things first; you can't just force your frustrations at yourself to disappear. That energy needs to go somewhere, the issue is just that you're directing at the wrong place. When you lose, instead of just beating yourself up, take that energy and use it productively to figure out why you lost and what you can do to fix it. If you can't figure it out, that's still fine! Everyone gets stuck, plus, you're still in the early stages of learning anyway. It's okay to look stuff up or ask for help.
Next thing, then, is to set goals other than winning. It's a simple fact that you'll be losing roughly half of your matches at a minimum; you need to find something else to care about, whether that's just having fun or improving. If you figured out that you keep getting thrown, for example, make it your goal to tech or avoid every throw and use that as your personal win condition. Also note that experimenting and discovering new information, like seeing if a move works as counterplay to the opponent's character, should also count as a win — even if the information you learn is that it doesn't work.
Good luck, and I hope you can have fun with whatever you decide to do!
You know what? We're completely talking in circles around each other and as a RiF user I really don't want what may be one of my last conversations on this site to end like that.
I'm glad you enjoyed Forces, and I really hope you have a great week. Treat yourself to something nice today if you can, you deserve it.
The fact that enough mods are pissed about this that three quarters of Reddit is going dark? If it wasn't a big deal, this protest wouldn't happen.
Okay, so I think this question can be broken into two separate things. First, there's intentional learning, and second, there's learning using training mode/looking stuff up.
Intentional learning is basically the process of actively analyzing your weaknesses and improving upon them, as opposed to just letting your subconscious handle the learning for you. You technically don't need to learn intentionally, but it'll go slower and at some point you'll hit a wall and wonder why you're not improving.
That said, you don't actually need to use training mode or external resources much at all to learn intentionally, though they're good as occasional tools. It's actually optimal to mostly practice against other players, but the key is to not focus on winning in those matches. Set a separate improvement goal and use that as your metric for winning; something like 'block 75% of their mix-ups', 'figure out where I can mash in their pressure', or 'land a combo off my anti-air'.
Edit: Also, if you'd like more help on learning intentionally, I did a write-up in a comment a little while ago that might be useful. https://www.reddit.com/r/FGC/comments/13znvbg/i_feel_incompetent/jmtswyz/
Yeah, exactly; you completing the game didn't make you like the physics, it was the other way around. Thus my confusion as to why you brought the completion of the game up, since that's an unrelated detail.
Why would you need to finish the game to judge if the physics are satisfying? That's something devs usually do in cuboid test levels lol
You call that competent? He just spammed a bunch of links without answering the question; the original comment had already mentioned that they've been making decent improvements in the past couple years. That wasn't the point.
Isn't Apollo more efficient than your own app?
I agree, but you seem to be severely underestimating the consequences of Reddit losing 5% of its userbase. My point is that a huge chunk of Reddit's moderators and contributors are in that 5%; the other 95% are going to be mostly lurkers and casual users.
That's their logic, but it's complete nonsense. Social media sites need active users to create content, especially so for Reddit since their moderation is community driven. If they chase away their mods and active users, the quality of the site will nosedive.
How've you been sleeping? Does the gas in your car deplete or get filled up overnight inexplicably? Any empty egg cartons show up in your trash?
That's not exactly true, though. Cover art does pretty directly correlate with the tone and style of the music, of course, but it's also a very solid predictor of the quality of an album. If an artist put a lot of care into the cover art, that probably means they care a lot about the music too.
Yes. Also other games have inputs too what do you mean lol
Ok, so first things first, learning itself is a skill you need to develop. Your first goal is to figure out a learning process that works for you and apply that here. Think about any other skills you've successfully learned and how you learned them, including what motivated you during the process. Use that as a starting point, see how well it works, and make changes as necessary to solve any issues or pain points that hinder or demotivate you.
For reference, this is the standard fighting learning framework. Don't use it as a bible, modify it as needed to fit your own learning method:
If you're learning a new character/game, identify a few key moves on your character and build a basic gameplan around them. Don't worry about the other moves until you see a purpose for them. (If you're struggling with reaction time or mashing, it might be a good idea to do this even on a character you've played before.)
Identify your major weaknesses by playing the game against other people, ideally ones slightly above your skill level. If you're not sure what those weaknesses are after playing for a bit, watch your replays or ask for help (from a friend, online, or from your opponents).
Pick one weakness, either because it's the biggest one or just because it's the one you're most motivated to work on. Come up with a plan for what you need to do to improve at it. If you're not sure what to do, experiment to find solutions in training/matches, look stuff up, or ask for help.
Implement the plan, primarily in actual matches. Your goal when you're playing here shouldn't be to win, it should be to successfully pull off the plan, whether that be using a new tool, landing a combo, or even something like looking at your opponent's character for the whole match rather than your own. Training mode practice should usually only be for exploration, as previously mentioned, or for improving your input consistency (i.e. doing a combo or a special 30 times in a row).
If progress is slow, go back to step 3 and revise your improvement plan. Otherwise, keep at it until you're either satisfied with your progress or sick of working on that weakness, then repeat from step 2 as long as you're still having fun!
That's probably just because console and gamepass players are more likely to be on WiFi, not really a game thing.
I mean, that's not really a problem unless you want it to be lol.
If you specifically want to improve, though, you can always watch your replays to figure out what you did wrong (what got you hit, where you panicked, where you missed a punish, etc.) and focus on that instead of winning for a while. Also, start saving a few of your old replays! You've probably improved a lot more than you realize, and it'd be nice to have a reference.
Honestly seems like Goldlewis might fit that description. He's slow but oppressive, and once he gets close he can run a very oppressive and tricky offense that leads to super high-damage combos. He shall has the fourth highest health in the game, so his survivability is a definite strength as well.
Once per round, so... not really.
It's hard to give concrete advice here without more information; what's the reason that you're constantly moving between multiple characters?
It sounds like you haven't even decided on a main yet, in which case you should make a (mental or physical) list of the pros and cons of each character that interests you. How fun are they to play, do you think they'd also be fun to improve at, is their high-level gameplay cool enough to motivate you, how much do you like their design and personality, etc. Start crossing characters off the list one-by-one until you have a single character you think is best for you and try maining them for a while.
Then, once you feel like you fundamentally understand them, check the list again. That might take a week or it might take a month, and at that point you should have enough new information about the character and the game to reevaluate your choice and either stick with it or try someone else.
In terms of AAA, Capcom makes good games and seems to be relatively decent to their staff. They're a big company so they have issues, of course, but nothing outside of the standard ones caused by capitalism.
Depends on your definition of well-populated, but Melty and BlazBlue CF have decent playerbases and rollback.
As was mentioned, DBFZ is definitely well-populated, but it won't have rollback for a while which will negatively impact the effective playerbase of your matchmaking pool.
Song: https://www.youtube.com/watch?v=ibPhAOLXPRI
Thank you u/Apprehensive_Beach_6 and u/No-Arthurmix for accidentally creating this.
Harder.
Undertale