main | features | forums | cranky | personal | links | contact

  Sirlin.net Forums
  Sirlin's Articles
  The Art of War, Part 3: Deception

Post New Topic  Post A Reply
profile | register | preferences | faq | search

next newest topic | next oldest topic
Author Topic:   The Art of War, Part 3: Deception
Sirlin
Administrator
posted 11-05-2000 09:00 PM     Click Here to See the Profile for Sirlin   Click Here to Email Sirlin     Edit/Delete Message   Reply w/Quote
The Art of War, Part 3: Deception

Let us return to The Art of War so that Sun Tzu might help us glimpse the ways of the best fighting game players in the Western Hemisphere. I omit the East because I am not intimately familiar with its players as I am with the unquestionable champions of the West. Of course, Sun Tzu was acquainted with neither when he wrote his little manual of warfare 25 centuries ago, but he still managed to strike directly at the truth.

“…the clever combatant imposes his will on the enemy, but does not allow the enemy’s will to be imposed on him. By holding out advantages to him, he can cause the enemy to approach of his own accord…[and]…entice him with a bait.” –Sun Tzu, The Art of War

In fighting games like Street Fighter, positioning is of paramount importance. One maneuvers to place his character just barely outside the range of his opponent’s likely moves and just within range to retaliate should the opponent foolishly try to attack from this distance. For example, in all five versions of Street Fighter 2, when Ken and Ryu fight, a sweet spot of positioning is just beyond the reach of the opponent’s low roundhouse sweep. If Ryu stands at this distance without blocking (this reduces his the size of his hittable zones…shhhh!), Ken’s low roundhouse sweep will miss him. If Ken’s sweep misses, Ryu can easily sweep Ken in retaliation or even throw him. Also from this distance, Ken’s projectile can be easily blocked on reaction. Any attempt by Ken to jump can be easily countered with Ryu’s dragon punch. In short, a wide variety of Ken’s most common moves are not effective at this very specific range. The exact location of this sweet spot, of course, varies by character match up and by game.

The best players are well aware of this nuance of positioning and fight hard to position themselves favorably. The weaker player, though also “fighting hard” in some sense, probably doesn’t even know he should be fighting for this exact distancing, so the expert player is easily able to occupy it. And from this catbird seat, the expert is in control.

Commonly, the expert will conceal the very existence of this sweet spot. He’ll do a variety of safe moves in quick succession. He’ll maneuver back and forth across the sweet spot in an elaborate dance designed to hide the true advantage he holds. Mysteriously, whenever the weaker player tries to attack, he’s always just barely out of range and gets hit back for his attempt. In frustration, he makes even bigger mistakes and soon falls completely apart. He is not unlike a deaf person trying to read the lips of someone doing an impression of a poorly dubbed Kung Fu movie; the real movements are too masked by the false movements to make sense of any of it.

The expert player is also aided by the “fear aura” around him. If, during his elaborate dance, he does a certain move or series with great intensity and purpose, the enemy cannot help but believe the tactic is valid. Often, it’s just an illusion—a diversion—to waste time until the weaker player takes the bait and falls into the positional trap.

The low strong move from which I’ve become legendary (described in my first article on Sun Tzu’s Sheathed Sword), is a great example of the fear aura. Often in tournaments, I’ve done my seemingly-unstoppable low strong at times I know full well it’s ineffective, but the opponents don’t know that. Their hesitation often allows me to claim the sweet spot position I’m really after.

This tactic of dancing around just out of range of the opponent to lure his moves out is amazingly relevant in nearly every fighting game, including the myriad versions of Street Fighter, the Virtua Fighter series, Tekken, Soul Calibur, even pitiable games like Mortal Kombat.

Personally, I’ve used the sweet spot of positioning in another way, designed to unnerve the opponent. Like the magician’s magician who gives away the secret yet still wins in the end, I have been known to stand at the sweet spot in neutral, doing no moves, and not even blocking. I learned this tactic from better players than myself, but I have that mixture of defiance and infinite patience that lets me hold the stance longer than most.

“Tu Mu relates a strategem of Chu-ko Liang, who in 149 B.C., when occupying Yang-p’ing and about to be attacked by Ssu-ma, suddenly struck his colors, stopped the beating of the drums, and flung open the city gates, showing only a few men engaged in sweeping and sprinkling the ground. This unexpected proceeding had the intended effect; for Ssu-ma I, suspecting an ambush, actually drew off his army and retreated.” –Editorial note by Lionel Giles, The Art of War

What’s the purpose of standing, seemingly defenselessly? From this range, I’m pretty safe…it is the sweet spot after all. And standing defenselessly and doing no moves is usually a sign that the joystick is broken or something…it’s an extreme rarity in fighting game play. In a way, it’s an open taunt to the enemy saying, “Just try to do something, you can’t touch me.” That can be intimidating. When opponents are confronted with a situation they don’t quite understand, they’re likely to 1) make a mistake or 2) wait until the situation passes. Of course, against me they can wait forever, since I stand in confidence and unending patience, while they sweat in nervousness. Even if I am vulnerable to them in some way, the sheer deception of it all can be utterly convincing.

“If the enemy is taking his ease, harass him; if quietly encamped, force him to move; if well supplied with food, starve him out. Appear at points that the enemy must hasten to defend; march swiftly to places where you are not expected.” –Sun Tzu, The Art of War

As a side note, a good way to deal with overly defensive players is to simply not attack them. I’ve even gone as far as positioning my character across the entire screen from the overly defensive opponent, and letting go of my joystick. They expect attack, and so they shall not get it. I have the will to let time run down to zero, but do they? They never do. They are put off, and must go against their instincts and feebly try to attack. They often get quite mad, which seems odd, since I only employed the logical extreme of their own strategy.

I’ve also paused and done no moves for stretches of even 20 seconds—in tournament matches—far more than anyone else I’ve ever heard of. If I must get near the opponent but can’t…oh well. Maybe if I wait 20 seconds he’ll be flustered and let me in. If the opponent is waiting for my immediate attack, ready with some quick-reflex counter…let him wait on edge for 20 seconds and see how his nerves fare. If the opponent allows himself to be so antagonized, then antagonize him, I say. It’s war after all.

Traps

Traps in fighting games are like the “in motion” version of the positional deceptions I’ve described already. A trap is a sequence of moves that prevents the opponent from acting. A trap might be throwing one projectile after the next at the opponent, and when he jumps, there always seems to be some sort of anti-air attack waiting. A trap can also be one or more tightly spaced moves (no gaps between them) followed by a move that allows the attacker to advance close enough to repeat the trap again. (When the enemy blocks or is hit by the moves, he’s knocked back out of range, so an advancing move is needed to repeat the set).

Traps are hardly ever as solid as they seem to be in Street Fighter. Rarely can the attacker complete 3, 2, or even 1 repetition safely without leaving gaps. The effective trapper, though is a master of deceit. Although gaps exist, there appear to be none, and the gaps that are visible are often bait.

Let’s take a specific example of a trap to illustrate this. I’ll take Ryu’s fireball trap in Hyper Fighting Street Fighter, which is basically the same as most fireball traps in any version. Ryu has his opponent knocked down and in the “corner,” which means the edge of the playfield. The opponent cannot back up any farther. The game is two dimensional, so there is no way “around” the fireballs other than jumping over them at Ryu. The key to the fireball trap is the slow speed fireball followed immediately by the fast fireball. When the opponent blocks the slow fireball, the fast fireball will hit him basically every time if he tries to jump at Ryu in between. So the “trap” here is really only 2 move long! Not much of trap, yet by illusion, the trap can go as long as 30 fireballs or more!

First, Ryu can start with a “meaty” or “early” slow fireball against his knocked down opponent. This means the fireball is right on top of the opponent as he rises from the ground, so he’s forced to block. If timed correctly, the very tail end of the fireball will make contact (rather than the front). This means Ryu has had time to finish the recovery phase of his first fireball in time to throw another one. The mechanics here are not important to the discussion, so just take my word for it that “meaty” slow fireball, another slow fireball, then a fast fireball form a 3 move trap. The opponent will not (easily) be able to jump at Ryu until that series is over.

So now you have your poor opponent knocked down in the corner. He might try to jump before the 3 series is over, in which case he’ll get hit and probably give Ryu the chance to reset the series. Eventually, he’ll wait for the 3rd fireball (the fast one) after which there can be no more true trap. This is the gap. This is when he can jump. Of course, this is exactly what Ryu expects and that’s why he didn’t throw a 4th fireball, but instead waited for the jump and did an anti-air dragon punch to knock the opponent on the ground, in the corner again. The trap is reset. Now the enemy is shaken. This trap seems to be unbreakable. Ryu has created the illusion, and can now use it to his advantage.

At this point, Ryu might throw a “meaty” slow fireball, then another slow fireball (that’s a real trap), then another slow fireball. Now, that is not a true trap. The enemy could have easily jumped over the 3rd slow fireball, but he’s probably too afraid of the illusion to try. Ryu could then throw a fast fireball, since slow to fast is a trap. Ryu might even sneak in 3 non-trap slow fireballs in a row, then complete the trap with a fast fireball. Everyone knows you can jump after the fast fireball, but Ryu must surely know that too so…bam!, another slow fireball, trap reset. Shouldn’t have hesitated. The Ryu player is using his “fear aura” to do moves that aren’t even a real trap (many slow fireballs in a row) and to reset the trap secretly (by going back to a slow fireball after the fast one). Though the Ryu player’s intense, purposeful execution of these moves might make them appear to be a real trap, it’s all just an illusion. It’s an elaborate dance designed to conceal where the trap begins and ends.

The gaps are the key aspect of the traps. Because of deception, the defender is not able to detect which gaps are real and which ones are merely bait. Sometimes after a real gap, the attacker will simply wait for the defender to stupidly attack. The defender though he was being pretty clever since he weathered the storm, then attacked at his first opportunity. Of course, this is such an obvious thing to do that the expert fully expects it.

I remember doing difficult reversal attacks at “clever” times during one opponent’s traps, only to be countered every single time. I finally realized I was as clever as the man who runs from his pursuer into a room totally empty save for a large chair. It may seem “clever” to hide behind the chair, but the lack of all other alternatives makes the “clever” move wholly obvious to the opponent.

Not only can the attacker now fake his way through gaps that let him reset the trap, but he can also create artificial gaps as bait. After blocking a series of 8 fireballs (it sure seemed like a trap), there is an apparent opportunity to jump out. Is it a real gap? Is it a gap that Ryu put there just to make me think there’s a gap so I’ll jump? Bam! Another blocked slow fireball. The opponent is second guessing himself, hesitating, and completely lost in the web of illusion.

“Thus one who is skillful at keeping the enemy on the move maintains deceitful appearances, according to which the enemy will act. He sacrifices something that the enemy may snatch at it. By holding out baits, he keeps him on the march; then with a body of picked men he lies in wait for him.” –Sun Tzu, The Art of War

The top fighting game players are able to conceal their strengths (sweet spot positioning) and weaknesses (gaps in traps) while simultaneously putting on mesmerizing dances designed to harass and confuse the opponent into hesitation, irritation, or worst of all—second guessing himself. If only Sun Tzu were here to see it!

--Sirlin

IP: Logged

glass
Junior Member
posted 04-17-2003 03:44 AM     Click Here to See the Profile for glass     Edit/Delete Message   Reply w/Quote
i'm not very sharp at this so it's probably clear as day, but one thing was bugging me.

if two players are shotos, how does one attaining the "sweet spot" not give it to the other?

IP: Logged

DJSystem
Member
posted 04-17-2003 11:13 AM     Click Here to See the Profile for DJSystem     Edit/Delete Message   Reply w/Quote
One player knows that he/she is 'in the sweet spot'.

The other player might NOT know.

IP: Logged

glass
Junior Member
posted 04-18-2003 03:10 AM     Click Here to See the Profile for glass     Edit/Delete Message   Reply w/Quote
"might"?

is that even possible at high level play?

Ryu vs Ryu
"agh... this fucker's got me in that sweet spot thing again. gotta get out of it and into my sweet spot... got it! hey... this looks familiar.."

IP: Logged

DJSystem
Member
posted 04-20-2003 05:24 AM     Click Here to See the Profile for DJSystem     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by glass:
"might"?

is that even possible at high level play?

Ryu vs Ryu
"agh... this fucker's got me in that sweet spot thing again. gotta get out of it and into my sweet spot... got it! hey... this looks familiar.."


There are different kinds of 'high level play', IMO. All the advantages known to one might not be known to the other.

IP: Logged

glass
Junior Member
posted 04-21-2003 04:40 AM     Click Here to See the Profile for glass     Edit/Delete Message   Reply w/Quote
that's still a might..

okay, what about in the case of the sweet spot then? two players know about the existence of a sweet spot; is this an knowledge at all valuable given it is shared..?

IP: Logged

DJSystem
Member
posted 04-23-2003 07:15 AM     Click Here to See the Profile for DJSystem     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by glass:
that's still a might..

okay, what about in the case of the sweet spot then? two players know about the existence of a sweet spot; is this an knowledge at all valuable given it is shared..?


Well, I 'know' the sweetspot. That does not mean that I can take full advantage of it. The only thing that will accomplish that is practise.

IP: Logged

Vardis
Junior Member
posted 05-03-2003 08:47 AM     Click Here to See the Profile for Vardis     Edit/Delete Message   Reply w/Quote
quote:
is this an knowledge at all valuable given it is shared..?

The fact that if you lose the knowledge it becomes valuable to your opponent makes it valuable to you.

Think of it another way: Two countries are intent on destroying each other, but only if they will survive. Is it valuable to have nuclear weapons, if you are one of the countries? Obviously yes, even if you won't use them because the other side has them as well. If you didn't have them and they did, you'd be destroyed.

Now if it was the case that there was no possibility of said knowledge not being shared, then having it or not having it would make no difference. That's not what we have here though, and I can't think of any real world examples that would mirror that hypothetical situation.

[This message has been edited by Vardis (edited 05-04-2003).]

IP: Logged

randomcelestial
Junior Member
posted 08-27-2003 12:30 PM     Click Here to See the Profile for randomcelestial   Click Here to Email randomcelestial     Edit/Delete Message   Reply w/Quote
Shoto vs. Shoto sweet spot is an interesting matchup, which degenerates more into paper-rock-scissor than anything else. It's all about guesswork and momentum.

Take CvS2 N-Ryu vs. N-Ryu. At a certain distance, it is possible to short jump into high-low mixups, without being DP'd on reaction. So because both players are trying to get that free jump-in, the next logical step is preventing that jump in. This comes in the form of Ryu's S. Fierce and S. Roundhouse. Both of these moves can be used to beat out the short jumps. Now, you have the counter for these pokes: either bait the move and then run in sweep, or RC Fireball. But both the sweep and fireball are vulnerable to the short jump, where it's back to square one.

So on the highest level, when both players are equally knowledgable, some matchups simply revolve around one controlling factor, this being the "free" short-jump range. Of course, top N-Ryu players are better at conditioning and punishing whiffed counters than others.

[This message has been edited by randomcelestial (edited 08-27-2003).]

IP: Logged

All times are PST (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | www.sirlin.net

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.47a