Kindred
Let Be Be Finale Of Seem
(Maybe some of you might see yourself in this who knows)
I think Im pretty good at MK11 and those who have played against me on TYM would concur (at least I hope lol). But that day, my Frost wasn't just losing against this Kabal player, I was getting thoroughly massacred, with him sitting at a 24-win streak and me, at 2.
I'm the kind of player who only learns 2-3 characters with every MK game and I have a feeling that many, if not most, pros have worked on the vast majority if not all characters & so have a depth of MU knowledge. This depth can be illustrated with Frost's 22 - a string that is +5 on block and is usually followed with B1 (comes out in 6f). People who know fuck all about Frost will try to press buttons after 22 and get a B1 to the face. People who know a bit, will know that you need to block after 22. People who have a deeper understanding know that they have to backdash and whiff punish the B1. Another example, when fighting LK and he does his 3 fireballs...you can block all of them but you can also block the first two and neutral duck the last one to whiff punish.
This means that when the player with this deeper MU knowledge is on the defense, their way out (and consequently regain an offensive position) is not restricted to them taking a chance and interrupting or waiting for a VERY negative move to punish but use those natural pitfalls in certain move combinations that characters have to regain the upper hand.
I don't play Kabal and so I dont know the pitfalls in his combinations and so my only options to take my turn back was to try to interrupt. Needless to say, it wasnt very effective. When I was on the offense, all I could do was play these wacky unexpected moves to try to open him up because the B22 was getting flawless blocked, my 22 was getting backdashed, my augers were getting neutral ducked, etc. He didnt just out-footsie me, or punish whenever I did an over-enthusiastic dive kick, he really understood Frost's pitfalls.
All this is MU knowledge yes, but I realized in that moment that MU knowledge was more than just "oh yes, Ive played against a lot of character X". Rather, it's more akin to "yea Ive taken Character X in the lab, learned what combinations of strings (s)he can do, learned what to do against each one and seen videos of how pros deal with Character X in tourneys".
To be pro, I think one would need to do this to every character, a commitment I am not ready to make despite my love for this game. And so I am going to be stuck. Im going to destroy people who know very little about Frost, Im going to destroy those with flimsy fundamentals but I will never be able to beat someone who has put time in the lab, learning characters they might have zero interest in. My approach is try to learn on the fly, which means that sometimes I need multiple games before I adjust or figure out what to do. Pros dont have that luxury in tourneys.
I think Im pretty good at MK11 and those who have played against me on TYM would concur (at least I hope lol). But that day, my Frost wasn't just losing against this Kabal player, I was getting thoroughly massacred, with him sitting at a 24-win streak and me, at 2.
I'm the kind of player who only learns 2-3 characters with every MK game and I have a feeling that many, if not most, pros have worked on the vast majority if not all characters & so have a depth of MU knowledge. This depth can be illustrated with Frost's 22 - a string that is +5 on block and is usually followed with B1 (comes out in 6f). People who know fuck all about Frost will try to press buttons after 22 and get a B1 to the face. People who know a bit, will know that you need to block after 22. People who have a deeper understanding know that they have to backdash and whiff punish the B1. Another example, when fighting LK and he does his 3 fireballs...you can block all of them but you can also block the first two and neutral duck the last one to whiff punish.
This means that when the player with this deeper MU knowledge is on the defense, their way out (and consequently regain an offensive position) is not restricted to them taking a chance and interrupting or waiting for a VERY negative move to punish but use those natural pitfalls in certain move combinations that characters have to regain the upper hand.
I don't play Kabal and so I dont know the pitfalls in his combinations and so my only options to take my turn back was to try to interrupt. Needless to say, it wasnt very effective. When I was on the offense, all I could do was play these wacky unexpected moves to try to open him up because the B22 was getting flawless blocked, my 22 was getting backdashed, my augers were getting neutral ducked, etc. He didnt just out-footsie me, or punish whenever I did an over-enthusiastic dive kick, he really understood Frost's pitfalls.
All this is MU knowledge yes, but I realized in that moment that MU knowledge was more than just "oh yes, Ive played against a lot of character X". Rather, it's more akin to "yea Ive taken Character X in the lab, learned what combinations of strings (s)he can do, learned what to do against each one and seen videos of how pros deal with Character X in tourneys".
To be pro, I think one would need to do this to every character, a commitment I am not ready to make despite my love for this game. And so I am going to be stuck. Im going to destroy people who know very little about Frost, Im going to destroy those with flimsy fundamentals but I will never be able to beat someone who has put time in the lab, learning characters they might have zero interest in. My approach is try to learn on the fly, which means that sometimes I need multiple games before I adjust or figure out what to do. Pros dont have that luxury in tourneys.