How to Take Better Risks in Fighting Games
Summary
TLDR本视频脚本探讨了格斗游戏中如何做出一致性的好决策。重点讨论了风险与回报的权衡,并通过不同角色的对战情景分析了何时使用防御性反击(DP)是明智的。视频通过Ken、Chun Ley、Manan、Aki、Camy和Ryu等角色的实例,展示了在不同情况下做出最佳防御选择的重要性。同时,也提到了如何根据对手的状态和自身的资源来评估风险,以及如何利用Parry、Drive reversal等技巧来改善防守策略。
Takeaways
- 🎮 好的格斗游戏玩家能够持续做出好的决策,关键在于对风险和回报的良好理解以及游戏知识。
- 💡 风险与回报是决策中的重要概念,不仅仅是简单的防御或攻击选择。
- 🚫 在不利情况下,如角色处于角落且健康值低时,使用不可阻挡的反击(DP)可能是最糟糕的决策。
- 🤔 玩家需要评估不同情况下的风险和回报,以做出最合适的决策。
- 🌟 高级玩家经常使用不可阻挡的反击,但他们会根据具体情况来决定是否使用。
- 🔄 在角色健康值较高且对手没有超级能量时,使用反击可能是一个好决策。
- 🔄 玩家应根据对手的状态和自己的资源来选择是否进行反击。
- 🛡️ 除了反击,玩家还有多种防御选项,如格挡、后跳或前跳,每种都有其风险和回报。
- 🤺 完美的格挡尝试虽然风险较高,但如果成功,可能会迅速改变战局。
- 🔄 当角色接近耗尽能量或对手有潜在的致命攻击时,使用超级攻击可能是更有利的选择。
- 📈 玩家应该通过实践和分析来学习何时进行反击是好的选择,即使有时结果不尽人意。
Q & A
什么是游戏中的风险与回报,以及它如何影响决策?
-风险与回报是指在游戏中做出决策时需要权衡的两个因素。风险是指采取某种行动可能带来的负面后果,而回报则是该行动可能带来的正面结果。在格斗游戏中,比如使用无敌反击(DP)时,需要考虑如果被对手识破可能会受到重创,但如果成功,则可能扭转局势。
为什么在某些情况下使用无敌反击(DP)可能不是最佳选择?
-在对手有足够资源和优势的情况下,使用无敌反击可能会带来很大的风险。例如,如果对手有足够的能量发动超级连击,而你的健康值较低且没有足够的能量进行反击,那么使用DP可能会让你处于更加不利的位置。
在格斗游戏中,什么情况下使用DP可能是一个好决策?
-当对手处于不利状态,比如能量耗尽或者位置不佳时,使用DP可能是一个好决策。如果DP成功,可以给你带来巨大的优势;即使被阻挡,由于对手资源有限,你的损失也会相对较小。
如何判断是否应该使用反击技(DP)还是其他防御手段?
-这取决于当前的对战局势和你的角色状态。如果对手的攻击模式可预测,且你有较高的健康值和能量,使用DP可能是合适的。如果对手的攻击不可预测,或者你的位置不利,可能需要考虑使用其他防御手段,如回避、后跳或者普通防御。
在格斗游戏中,如何提高对风险与回报的判断能力?
-通过不断练习和对战,学习不同的角色和他们的招式,以及观察对手的行为模式。此外,分析自己的对战录像,评估决策的正确性,也是提高判断能力的有效方法。
为什么在某些情况下,回避(Parry)可能是比DP更安全的选择?
-回避可以在不消耗能量的情况下躲避攻击,如果成功,还可以立即反击。即使回避失败,通常也不会受到太大的惩罚,这使得它在某些高风险情况下成为一个较为安全的选择。
在格斗游戏中,如何判断一个DP是否值得使用?
-需要考虑当前的健康值、能量条、对手的状态以及可能的连击伤害。如果使用DP的潜在回报大于风险,并且你有较高的把握成功,那么使用DP可能是值得的。
为什么在某些情况下,即使DP被阻挡,角色也不会立即进入燃尽状态(Burnout)?
-这取决于角色的能量条和当前的对战情况。如果角色在DP被阻挡后仍然有足够的能量进行其他行动,或者对手没有足够的资源立即进行致命一击,那么角色可能不会立即进入燃尽状态。
在格斗游戏中,什么情况下使用超级连击(Super)可能比DP更有利?
-当角色拥有足够的能量条,并且对手处于可以被超级连击击败的状态时,使用超级连击可能比DP更有利。超级连击通常能造成更大的伤害,且在某些情况下可以一击必杀。
如何通过分析对手的行为来提高自己的游戏水平?
-观察对手的攻击模式、常用招式和反应时间,然后根据这些信息来调整自己的策略。通过预测对手的行动,你可以更好地决定何时使用DP、回避或其他防御手段。
为什么在格斗游戏中,即使在不利的情况下,尝试不同的策略仍然是有价值的?
-即使在不利的情况下,尝试不同的策略可以帮助你了解各种决策的潜在结果,从而在未来的对战中做出更好的选择。此外,有时候意外的策略可能会带来意想不到的胜利。
Outlines
🎮 游戏决策中的风险与回报
本段讨论了优秀玩家如何在格斗游戏中做出一致的好决策。关键在于理解风险与回报的平衡以及游戏知识。通过几个例子,展示了如何评估使用无敌反击(DP)的时机。例如,当Ken处于不利位置时,使用DP可能是一个糟糕的决策,因为它可能导致他更快地耗尽能量条。相反,当Manan处于优势时,使用DP则是一个好决策,因为它的风险较低,回报更高。此外,还讨论了其他风险决策,如Parry、Drive反击和后跳反击,以及如何根据对手的行动和自身状况选择最合适的防御策略。
🛡️ 防御决策的框架
这段内容进一步探讨了如何根据对手的潜在行动和自身的状况来做出防御决策。通过分析不同情况下的选项,如使用超级必杀技、完美Parry、跳跃逃避或保持防御姿态,来展示如何评估每个选项的风险与回报。例如,如果对手有潜在的击杀能力,使用超级必杀技可能是一个更有回报的选择。同时,也提到了在进攻时应用相似的概念,并通过一个具体情境来说明如何根据对手的可能反应来选择最佳行动。最后,鼓励玩家通过实践来学习如何做出好的反击决策,即使有时决策可能不成功,也应分析其合理性。
Mindmap
Keywords
💡风险与回报
💡反击技(DP)
💡无敌反击
💡烧尽状态(Burnout)
💡驱动槽(Drive Meter)
💡完美格挡(Perfect Parry)
💡跳跃(Jump)
💡前冲(Sprint)
💡角落(Corner)
💡超必杀技(Super)
💡读心(Read)
💡投技(Throw)
Highlights
优秀玩家如何持续做出好的决策
理解风险与回报是做出好决策的关键
游戏知识对于决策同样重要
风险与回报的概念不仅适用于防御动作
高阶玩家经常使用无敌反击(DP)
在特定情况下使用DP可能带来不利结果
玩家状态和对手状态对决策有重大影响
使用DP时需要考虑角色的健康状况和资源
在不同情况下,DP的风险和回报不同
如何判断何时使用DP是好决策
防御选项如Parry、Drive reversal和back dash
Parry可以快速改变战局但存在风险
Drive reversal和DP的风险与回报分析
back dash作为防御选项的利弊
如何根据对手的动作选择合适的防御策略
在不同情况下,如何评估使用super的时机
改变变量如何影响风险与回报的评估
从进攻角度分析风险与回报
如何通过实践学习并分析决策的好坏
总结:构建决策框架的重要性
Transcripts
how do good players make consistently
good decisions what makes a good DP when
should you Tech a throw I think it comes
down to a good understanding of risk
versus reward and a bit of game
knowledge now you've probably heard of
risk versus reward before and a lot of
people may have thought it's just
something like DP less take the throw
for stop jumping but this isn't quite
how I see it I'm going to go over a few
examples to show you how you can improve
your Ren
reward invincible versals are inherently
risky but they're a part of the game and
you see highle players use them a lot so
what makes a good DP in this situation
Ken's knocked down and he's at around
60% Health one bar of super meter and
he's almost Sprint out and in the corner
Chun Ley has 80% and full super and
drive meter one of the only ways that
Ken can lose this round in one
interaction is if he uses the reversal
and it gets blocked so in this case
unless you have a Godlike read it's not
a great idea to use an invincible
reversal in fact this is probably the
worst possible decision Ken could have
made here let's say that he didn't know
Chun could do enough damage to kill him
he still would have been burnt out
without super meter in the corner just
waiting to get stunned and even if the
super hits Ken's still in a pretty bad
situation let's look at another example
here Manan just got knocked down by Aki
while midscreen Manan has two bars of
meter and plenty of help Health topair
while ai's in Burnout with no super and
she's about to die there's very few ways
AI can avoid a level two chip death
doing a level two reversal is a very
good decision here and the risk is not
nearly as high as the first situation
while the reward for landing it or for
it being blocked is much
greater those were pretty obvious
examples of good and bad reversals so
let's look at a slightly less obvious
one Camy just got knocked down by Ryu
they're close to the corner but not
quite inside of it and neither character
is really in danger of death Ryu has no
super meter and Cammy won't burn out if
she spends two bars for a DP and ryu's
already spent three bars to drive Rush
cancel as low forward we'll also assume
Cammy is a Roundup on Ryu would this be
a good situation to look for a
reversal I would say yes of course it
comes with some risk but at the start of
the round if the reversal gets blocked K
still has a lot of Health to work with
and if it hits they G back to even and
Camy gets her momentum back let's go
back to our first situation but change a
couple of things here Ken of much
further away from burnout in the corner
and Chun Le only has two bars of super
to work with a DP isn't the worst option
here but there's a few other risky
decisions I'd like to look at Parry
Drive reversal and back dash Drive
reversal is somewhat like a less
committal DP you don't get punished
nearly as hard for it unless your
opponent makes a hard read but you still
still lose two bars of drive metor a
drive reveral here wouldn't be a bad
option as in the worst case scenario you
still have more opportunities to guess
Perry could potentially turn the
momentum very quickly but it leaves you
vulnerable to getting punish counter
thrown it's not the best thing in the
world but it's much less risky than both
Drive reversal and DP although it beats
less options if instead of beating
strikes Ken wanted to beat throws he
could do a back dash which will also
hedge his bets against a shimmy there's
a lot of defensive options for you to
use so how do you find the right one
here Ed's almost Sprint out in in the
corner if he wants to use a defensive
option other than blocking Perry will
make him burnt out if he gets thrown and
both DP and drive reversal will make him
burn out either way back Dash is a fine
option but I think we can break this one
down I think the least risky decision in
this situation is still
blocking Ed isn't really in any danger
of being killed by a throw here but
blocking still carries some risk because
he's so close to burnout plus you don't
really get rewarded for blocking next
would be a back dash or forward jump
jury could mey Ed and hit him or cross
cut the forward jump but Ed won't go
into burnout if he gets hit and he could
potentially avoid a throw a little more
risky here would be a perfect Parry
attempt even if he doesn't get it Ed
will still gain Drive meter back from
paing a normal although he could get
thrown and go into burnout getting into
the more risky but also more rewarding
stuff here
if Ed wants to use an invincible
reversal he should 100% use a super
instead of a DP Drive reversal he has
two super bars to work with and doing
either of the options that cause Drive
gauge will put him into burnout even if
the DP hits Ed should still have done a
super instead to save his
Drive let's change a couple of variables
to see how the risk reward
changes in this situation ited has
critical art available will now die to a
punish counter throw or a strike out
outs side of a hard read we can take
perfect Parry back dash or forward jump
off the
table since Ed has the potential to kill
with the ca super becomes much more of a
rewarding option so without a good read
we really only have two good options
super or block there's more defensive
options that I didn't cover but
hopefully this can outline a framework
of what goes into making defensive
decisions in general I'm only going to
touch slightly on offense as a lot of
the same Concepts apply but let's look
at this situation from the jury's
perspective aimy is probably going to be
your safest option as you'll be able to
react to a delay
Tech a perfect Parry
attempt a jump
out or Ed
super next will be AI as it loses to
perfect Parry super and DP ties with
block or delay Tech and wins against
back dash jump out or wake up Mash a lot
more risk in this option but it could
win you the
game last we have a mey throw it loses
to back Dash super and DP ties with do
Tech and wins against perfect parry and
wake up block if he blocks it won't kill
him but it'll give you the opportunity
to throw him again and potentially win
the game there with this option you're
adding in the risk of Ed reading you and
going for a back dash again these aren't
all the options available to you but
hopefully you can learn something and
build a framework off of
this you can't know how to do a good
rsal without knowing what a bad reversal
is so just go out and try things even if
something worked still try to analyze if
it was a good choice and if something
didn't work it could still have been a
good
idea thank you all for watching and I'll
see you next time
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