Some ramblings about a future training project

I’ll be starting to help other players and probably myself by analyzing videos of game play, so I’d like to come up with some basic training regimens for all of the most common fighting games that I may help people at.  My first thought was that some games have pretty robust tutorials and some of them are really good at teaching fighting game mechanics, Skullgirls comes to mind as well as Guilty Gear.  Teaching smash-like games though, I think I’ll either have to borrow an outline of the training from others or make one from the ground up since I don’t think any smash games have good tutorials…but I’ll check Rivals of Aether and maybe Brawlhalla to be sure.

I also know that when I tend to create these sorts of regimens that I act like I’m programming a robot, you just list the steps and hit “enter” and BAM you get a top player.  But giving a player a list of skills to master is not training, goals need to be set in manageable ways, emotions need to be accounted for, progress needs to be palpable and regular.

I also feel like whatever games I will be training people in that I need to become more proficient and simply a better player in.  I know that expecting me to be as good as the player I’m training is just a pipe dream but I would feel better if I was at least confident in my play.  You wouldn’t expect a football coach to be as good as his players, but in the world of FGC and Smash I think most people expect trainers and coaches to be REALLY good at the game for someone to take their advice.  I’m going to work to dispel the notion that a player needs to be amazing to give good advice, but I understand that inclination to only want to hear from the best players.

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