How to Take Better Risks in Fighting Games

Shorins
7 Aug 202406:54

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

00:00

🎮 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。

05:01

🛡️ 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

风险与回报是决策过程中考虑的两个重要因素,指的是在做出选择时可能面临的损失(风险)与可能获得的利益(回报)。在视频中,这个概念用来说明玩家在格斗游戏中做出决策时需要权衡的因素,例如在选择是否使用反击技时,需要考虑如果被对方识破可能带来的不利后果(风险)以及成功时可能获得的优势(回报)。

💡反击技(DP)

反击技,通常指的是格斗游戏中的一种技巧,玩家在被击倒后使用,可以逆转不利局面。视频中通过多个例子讲解了在不同情况下使用反击技的决策过程,强调了理解风险与回报对于做出正确决策的重要性。

💡无敌反击

无敌反击是一种特殊的反击技,使用时角色会进入短暂的无敌状态,可以用来规避对方的攻击。视频中提到,虽然无敌反击风险较高,但高手玩家会频繁使用,关键在于理解何时使用它们是合理的。

💡烧尽状态(Burnout)

烧尽状态是指格斗游戏中的角色因为连续受到攻击而进入的一种不利状态,此时角色无法使用某些技能或动作。视频中提到,角色在烧尽状态下使用反击技或者特定动作可能会导致更加不利的局面。

💡驱动槽(Drive Meter)

驱动槽是格斗游戏中的一种资源,用于执行特定的技能或动作。视频中讨论了在不同情况下使用驱动槽进行反击或其他动作的决策,以及这些决策如何影响角色的战斗状态和结果。

💡完美格挡(Perfect Parry)

完美格挡是一种高级防御技巧,可以在对方攻击的瞬间进行格挡,从而获得反击的机会。视频中提到,完美格挡是一种风险较低但回报较高的决策,可以用来逆转战斗的局势。

💡跳跃(Jump)

跳跃是格斗游戏中角色的一种基本动作,可以用来躲避地面攻击或进行空中攻击。视频中提到,跳跃可以作为一种防御选项,帮助角色避免受到攻击,但同时也需要考虑跳跃的风险和时机。

💡前冲(Sprint)

前冲是格斗游戏中角色的一种快速移动方式,可以用来迅速接近对手或逃离不利局面。视频中提到,角色在前冲状态下使用某些技能可能会带来不同的风险和回报。

💡角落(Corner)

角落在格斗游戏中指的是场地的边缘区域,角色被逼到角落时通常会面临更大的压力和风险。视频中通过例子说明了角色在角落时如何做出决策,以及角落位置如何影响战斗的结果。

💡超必杀技(Super)

超必杀技是格斗游戏中角色的一种强力技能,通常需要消耗一定的驱动槽来发动。视频中讨论了在特定情况下使用超必杀技的决策,以及如何根据对手的状态和自己的资源来选择是否使用超必杀技。

💡读心(Read)

读心在格斗游戏中指的是玩家预测对手动作并做出相应反应的能力。视频中提到,高手玩家会利用读心技巧来识破对手的反击技或其他动作,从而获得战斗优势。

💡投技(Throw)

投技是格斗游戏中角色用来抓住并控制对手的一种技能。视频中提到,投技可以作为一种攻击手段,但也存在被对方防御或反击的风险,玩家需要根据对手的状态和自己的资源来决定是否使用投技。

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

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how do good players make consistently

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good decisions what makes a good DP when

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should you Tech a throw I think it comes

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down to a good understanding of risk

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versus reward and a bit of game

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knowledge now you've probably heard of

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risk versus reward before and a lot of

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people may have thought it's just

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something like DP less take the throw

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for stop jumping but this isn't quite

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how I see it I'm going to go over a few

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examples to show you how you can improve

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your Ren

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reward invincible versals are inherently

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risky but they're a part of the game and

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you see highle players use them a lot so

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what makes a good DP in this situation

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Ken's knocked down and he's at around

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60% Health one bar of super meter and

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he's almost Sprint out and in the corner

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Chun Ley has 80% and full super and

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drive meter one of the only ways that

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Ken can lose this round in one

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interaction is if he uses the reversal

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and it gets blocked so in this case

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unless you have a Godlike read it's not

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a great idea to use an invincible

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reversal in fact this is probably the

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worst possible decision Ken could have

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made here let's say that he didn't know

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Chun could do enough damage to kill him

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he still would have been burnt out

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without super meter in the corner just

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waiting to get stunned and even if the

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super hits Ken's still in a pretty bad

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situation let's look at another example

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here Manan just got knocked down by Aki

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while midscreen Manan has two bars of

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meter and plenty of help Health topair

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while ai's in Burnout with no super and

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she's about to die there's very few ways

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AI can avoid a level two chip death

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doing a level two reversal is a very

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good decision here and the risk is not

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nearly as high as the first situation

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while the reward for landing it or for

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it being blocked is much

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greater those were pretty obvious

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examples of good and bad reversals so

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let's look at a slightly less obvious

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one Camy just got knocked down by Ryu

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they're close to the corner but not

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quite inside of it and neither character

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is really in danger of death Ryu has no

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super meter and Cammy won't burn out if

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she spends two bars for a DP and ryu's

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already spent three bars to drive Rush

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cancel as low forward we'll also assume

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Cammy is a Roundup on Ryu would this be

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a good situation to look for a

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reversal I would say yes of course it

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comes with some risk but at the start of

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the round if the reversal gets blocked K

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still has a lot of Health to work with

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and if it hits they G back to even and

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Camy gets her momentum back let's go

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back to our first situation but change a

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couple of things here Ken of much

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further away from burnout in the corner

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and Chun Le only has two bars of super

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to work with a DP isn't the worst option

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here but there's a few other risky

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decisions I'd like to look at Parry

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Drive reversal and back dash Drive

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reversal is somewhat like a less

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committal DP you don't get punished

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nearly as hard for it unless your

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opponent makes a hard read but you still

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still lose two bars of drive metor a

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drive reveral here wouldn't be a bad

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option as in the worst case scenario you

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still have more opportunities to guess

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Perry could potentially turn the

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momentum very quickly but it leaves you

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vulnerable to getting punish counter

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thrown it's not the best thing in the

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world but it's much less risky than both

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Drive reversal and DP although it beats

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less options if instead of beating

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strikes Ken wanted to beat throws he

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could do a back dash which will also

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hedge his bets against a shimmy there's

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a lot of defensive options for you to

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use so how do you find the right one

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here Ed's almost Sprint out in in the

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corner if he wants to use a defensive

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option other than blocking Perry will

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make him burnt out if he gets thrown and

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both DP and drive reversal will make him

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burn out either way back Dash is a fine

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option but I think we can break this one

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down I think the least risky decision in

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this situation is still

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blocking Ed isn't really in any danger

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of being killed by a throw here but

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blocking still carries some risk because

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he's so close to burnout plus you don't

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really get rewarded for blocking next

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would be a back dash or forward jump

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jury could mey Ed and hit him or cross

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cut the forward jump but Ed won't go

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into burnout if he gets hit and he could

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potentially avoid a throw a little more

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risky here would be a perfect Parry

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attempt even if he doesn't get it Ed

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will still gain Drive meter back from

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paing a normal although he could get

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thrown and go into burnout getting into

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the more risky but also more rewarding

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stuff here

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if Ed wants to use an invincible

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reversal he should 100% use a super

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instead of a DP Drive reversal he has

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two super bars to work with and doing

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either of the options that cause Drive

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gauge will put him into burnout even if

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the DP hits Ed should still have done a

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super instead to save his

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Drive let's change a couple of variables

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to see how the risk reward

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changes in this situation ited has

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critical art available will now die to a

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punish counter throw or a strike out

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outs side of a hard read we can take

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perfect Parry back dash or forward jump

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off the

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table since Ed has the potential to kill

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with the ca super becomes much more of a

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rewarding option so without a good read

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we really only have two good options

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super or block there's more defensive

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options that I didn't cover but

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hopefully this can outline a framework

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of what goes into making defensive

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decisions in general I'm only going to

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touch slightly on offense as a lot of

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the same Concepts apply but let's look

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at this situation from the jury's

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perspective aimy is probably going to be

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your safest option as you'll be able to

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react to a delay

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Tech a perfect Parry

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attempt a jump

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out or Ed

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super next will be AI as it loses to

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perfect Parry super and DP ties with

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block or delay Tech and wins against

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back dash jump out or wake up Mash a lot

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more risk in this option but it could

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win you the

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game last we have a mey throw it loses

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to back Dash super and DP ties with do

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Tech and wins against perfect parry and

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wake up block if he blocks it won't kill

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him but it'll give you the opportunity

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to throw him again and potentially win

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the game there with this option you're

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adding in the risk of Ed reading you and

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going for a back dash again these aren't

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all the options available to you but

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hopefully you can learn something and

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build a framework off of

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this you can't know how to do a good

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rsal without knowing what a bad reversal

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is so just go out and try things even if

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something worked still try to analyze if

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it was a good choice and if something

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didn't work it could still have been a

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good

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idea thank you all for watching and I'll

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see you next time

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游戏策略决策技巧风险评估回报分析玩家心态对战分析角色技能游戏知识防守选择进攻策略玩家成长
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