Hate Speech: A Formal Introduction

My thought process:

1. Spam preparation

2. Spam preparation some more

3. Spam A+B until he starts instinctively ducking the last hit, then don't do it and rape him.

4. 8WR is better than blocking when you can do it.

5. Ring outs are gay.

6. If I'm consistently losing, I probably need more Dr. Pepper.

I'm very hyper when I play, ideally. I do my best to make sure I'm hopped up on caffeine because believe it or not, that's how I concentrate. The thing that's always at the front of my mind is the enemy's reactions to my actions. I do my best to set the pace of the battle by applying as much pressure as humanly possible. if I'm working well, I can "train" my opponent to react in specific ways to certain moves.
 
I don't believe their is a mystical quality. In my opinion it's a mental quality.

At a certain point in your evolution, simply having knowledge isn't enough.

At a certain point, mental fortitude and concentration become the determining factors.

As you can see, some players perform very well in casuals but fail miserably in tournament situations.

That mental quality to me is the ceiling. Everything below that ceiling is at most average. Everything above it, is greatness.
 
Mr. h8s himself. My reasoning on doing a move has always been that, "I think you're going to this and I'm stuffing it." I know. It sounds dumb. But then again, I lose and you win. I think it's time for a new perspective in life.
 
Your fundamental rule earns a thousand likes from me! But I'll elaborate on the basics about what I think about during a match.

1) First I find out their player type in regards to aggression. The deciding factor here is how they act in seemingly ambiguous situations like stopped strings, and spaced safe attacks, where the initiative is almost entirely up to the players to take. Do they take it or back off? This gives me a basic framework for when I can run up to them and mix up against a player, and when I can steal opportunites that they give away by playing too safe (like not attacking at advantage) or if this player can be GI'd (they attack predictably at advantage to stop your advances). This can be tested by creating those situations and waiting to see how they respond.

2) I also take note of whether they tend to stay uninterruptable at advantage or leave openings. If they stay uninterruptable, GI is often a good choice. If they leave openings, attacking at disadvantage becomes an option. If they leave huge openings, trying to bait an evade, I make my next decision based on their "space sensitivity." More on that later.

3) Then, I see how they behave at disadvantage. Things that are worthing noting include whether they move around, tech evade/counter, or attack, and I act accordingly.

4) Now that I've covered the even/advantage/disadvantage situations, I'll talk about where it's ambiguous: the long range distance game. Here, approaching the opponent is based on their space-sensitivity I mentioned earlier. Every character controls space based on the area their moves cover. It's important to note the opponent's personal movelist as well. A space-sensitive player attacks right when you enter that space, as predictably as an AI, but also very effectively as it allows control of the maximum amount of space. Players like this must be baited by entering in and out of those spaces. Most players have a specific amount of time when you're in their space before they stop holding G or stepping around or w/e and attack. More sensitive players are easier to bait, but they're much harder to approach and mid/throw mixup. Less sensitive players can often be safely throw spammed.

5) Finally, this my framework for predicting the frequency of these behaviors. I have them categorized into three types: adapting, reacting, and stubborn. Adapters preemptively change their mixup options before it stops working in attempt to catch you when you change. Reacters act based on the last thing you did; they react to your current perceived set of options. Stubborn players don't change at all, catching people who think they eventually will. These three styles interact like in RPS: adapting > reacting > stubborn > adapting. However, an adapter may change into a reacter in reaction to your stubborn behavior! But the stubborn player might preemptively adapt to that reaction by changing to an adapter expecting a response to your obstinate stubborn play!

So yeah, those are my fundamentals.
 
I remember hearing somewhere that their are 2 types of competitive players, the first being ones that analyze things, the second being people that play by doing what feels right.

I usually don't have a game plan when I play, I don't try and analyze what the other guy is doing because I suck at that. I spend a lot of time just playing and learning things through experience. I try and drill things into my head, like whats punishable whats safe so when I play someone I don't have to think about it, I just let it do what I feel I should do at that particular moment.

If you pause the game on me at a certain point and ask me why I did what I just did odds are I will just tell you that it felt like the right move to make. That's how I have more fun, that's how I play people online and offline.
 
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