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Do competitive Fighting game and real fight philosophy differ that much?

Do you think pro gamers would be good on a real life fighting if they did MA?

  • Yes

    Votes: 10 16.7%
  • No

    Votes: 50 83.3%

  • Total voters
    60

Wetdoba

All too easy...
I've trained in Wudang kung fu and staff kung fu for years and a bit of Jiu jitsu, so I do have practical knowledge regarding this topic.

Although the things you have listed are similarities in both respects (e.g. having faster reactions will help in both situations), practising martial arts will not help anyone level up in fighting games because the differences are too real. Hell, even practising staff kung fu would not help a Kilik main.

For example, the neutral game and spacing are completely different. Learning footwork and your opponent's reach in martial arts just would not help you recognising it in a 2d game, you would be far better off practising that game.

Any time put into practising martial arts would be far better spent practising the game if your aim was to level up in the game.
I agree with what you are saying but it's not like I'm saying you can replace one with the other and be better at both. When it comes down to the abstract fundamentals of both though there is definite overlap, which is why I said I wish I could have played fighting games competitively at the same time I wrestled competitively because there are concepts that apply to one or the other that can be adapted slightly to be relevant to the other.
 

Rizz091

Noob
As a second degree black belt, and a competitive fighting game player, I can def see certain fundamentals between both to be pretty similar.

There is still a mind game going on between two real fighters as to what types of attacks they go for, what your options are, what distance you're at. What type of fighter your opponent is, ect. that are similar to fighting games.
 

Rizz091

Noob
The fact that any pro gamer is a pro gamer tells you that they would not be good at real fighting sports. That is why they play fighting games, because they can not achieve that status in real life. Take for example two good fighting game pro gamers, perfect legend and sonic fox. They are not big, strong looking guys, they're scrawny, skinny weak looking nerds. They would obviously get they're asses whooped by most guys there age. But they are really tough when it comes to pretending to be a character with super powers on a monitor screen.
Who's to say that a pro gamer can't also train and be physically fit? They can't also fight for real at the same time. I know of some pretty jacked pro gamers such as LI Joe and 801 Strider.

Size isn't everything in a fight either. Especially in MMA where there's weight classes.
 

Eddy Wang

Skarlet scientist
The fact that any pro gamer is a pro gamer tells you that they would not be good at real fighting sports. That is why they play fighting games, because they can not achieve that status in real life. Take for example two good fighting game pro gamers, perfect legend and sonic fox. They are not big, strong looking guys, they're scrawny, skinny weak looking nerds. They would obviously get they're asses whooped by most guys there age. But they are really tough when it comes to pretending to be a character with super powers on a monitor screen.
Daigo goes to a Gym everyday, pretty sure some players around do MA. You've missed the point, in order to be gud at MA either PL or SF would have to get to the fundamentals of real fighting, one of the aspect i already explained in the main topic which is physical conditioning, you can't fight anyone if you don't prepare your body to do so. So i see ppl around here talking about D3 and NJP in real life, the question in voting is pretty simple "Do pro gamers would be good a real life fighting if they did Martial Arts?

One of the things Wang you did different from other fighting Schools i've seen around my area, they did a lot more physical training first before working on anything else such as techniques and so, the goal was to strength each part of your body do sustain physical injuries, and also to the point of making your attacks deadly, only then you would decide either if you want to work more on power or speed.

Bruce Lee in fact worked the same way, he figured very earlier that most of any Martial Art Attack is based from the Core, so he developed fitness matches himself in order to perfect the work of his core, he did a lot of physical Training, which is also the method of Shaolin.

@Eddy Wang I dont think anyone here really gets what you are going for lol, they are too caught up on the differences between real world vs digital game when they should be focusing on the differences and similarities between "mental state of a fighter during a fight" vs "mental state of a fighting game player in a game."

I think this discussion should be more for people that have actually trained in one of these sports irl, lots of people here sound like they just watch ufc pay per view drunk eating chicken wings with the bros but havent been in the ring themselves at all and know what its like being in that mental state.

Here are the real similiarities:

- Neutral game
- Spacing
- Mind games with opponent
- Reactions
- Punishes (yes there are real life punishes, when your opponent leaves themselves open for a move you have to be ready with said move)
- Conditioning of opponent (mental conditioning)
- Set ups
- Match up knowledge
- Situational awareness
- Tournament nerves

Seriously, if you actually have trained and been in the ring before at all these should not be a surprise to you
Yeah, that's exactly what i'm talking about, if we look at some good pro fighters out there Cung le on his prime had a amazing situational awareness, there were a range were you didn't just want to be against that guy, his signature Spinning back kick would land clean without giving you much of a choice, even that guy who got that win on him got hit by it in the rematch.



There are lots of similarities, but also a lot of differences.

From a gaming perspective, taking out the physicality, the closer they get to real life - the more immersive and deep a fighting game will be.

...and by realism - I mean applying the strategic layers involved in the real fighting meta to the meta of the fighting game itself...

For instance, zoning tools can be jabs or fireballs. It doesn't matter as long as that aspect is in there. Fighting games have these aspects.

Even 2D fighters fulfill sidestepping within the jumping mechanic. They are different, but it can be argued that it fulfills that aspect of the meta.

What no fighting game has is the aspect of balance, within the pushing and pulling that inevitably goes on within exchanges.

Block advantage does exist in real fighting. There are attacks that are more deadly if blocked than if eaten.

Within my discipline, blocking one of my attacks allows me to begin.

Bwakaw por Pramuk, this guy was the epitome of Blockstun and block advantage, his kicks were so powerful, so fast, so clean, that there were fighters who would turn they back on Bwakaw and run away from the kicking range just like Dan's backdash in street fighter 4




Also, lets not forget Ronda who have won most of her Strike force matches with armbar from a 50-50 mixup that comes everytime she goes for a clinch, if her opponents grabbed her with their arm evolving her back, once she did a Uchimata (that throw that is busted by breaking the opponent's axis with the help of the back leg) she would immediately go for the arm.

After two fights, the 3rd of 4th opponent decided to block the clinch by putting the arm inside instead of outside to not get caught in the arm bar, Ronda simply, would roll into the arm lock in the oposite arm and win the match with basically the same outcome.

Didn't work against Holly because, holly did something else the other girls didn't do, she fake out an outside arm grab, then switch to inside, when ronda decided to switch the lock from the tech roll to get her arm, Holly locked her right leg while she was grounded, which blocked the tech roll itself so Ronda couldn't get an Arm lock either, she had to let go.
 

GAV

Resolution through knowledge and resolve.
This applies to many forms of one-on-one competition though. Like, I can literally make the same comparisons between tennis and fighting games.
...but fighting is a lot closer to fighting games - naturally.

I was of mind that this is a thread dedicated to improving fighting games. The way to do that, IMO, is to add more elements from real fighting.

Zoning is in most fighting games. In real fighting, its footwork, jabs, push-kicks, and ways to create extra obstacles between you and your opponent that extends beyond just your defensive reactions.

Punishes exist in both. Block advantage exists in both. Throws exist in both. Combos exist in both. What is in real fighting that isn't in fighting games from a meta perspective? If you look at it this way, you're going to surprise yourself.
 

GAV

Resolution through knowledge and resolve.
@Eddy Wang

Muay Thai fighters that trained seriously from youth, their bones are like steel - beautiful to watch, horrifying to feel...

Also, Rhonda lost to Holly because of her lack of head movement and her lack of awareness of true center-line strikes.

If she were moving, Holly wouldn't have been able to line her up and center-line her like she did. Without bouncing or moving to keep her eye-level moving, it was easy to line her up. From there, she never saw the strike coming...
 
Last edited:

Eddy Wang

Skarlet scientist
@Eddy Wang

Muay Thai fighters that trained seriously from youth, their bones are like steel - beautiful to watch, horrifying to feel...

Also, Rhonda lost to Holly because of her lack of head movement and her lack of awareness of true center-line strikes.

yeah that is true, i will never forget that kick, very Jin kazama from Tekken, standing 4 counter hit that causes crumple stun, into immediate knockdown punch. #godlike.
 
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THTB

Arez | Booya | Riu48 - Rest Easy, Friends
The fact that any pro gamer is a pro gamer tells you that they would not be good at real fighting sports. That is why they play fighting games, because they can not achieve that status in real life. Take for example two good fighting game pro gamers, perfect legend and sonic fox. They are not big, strong looking guys, they're scrawny, skinny weak looking nerds. They would obviously get they're asses whooped by most guys there age. But they are really tough when it comes to pretending to be a character with super powers on a monitor screen.
What the deuce are you even on...?
 

Lokheit

Noob
In my opinion it's the other way:

Proffesional fighters playing for the first time a fighting game will have better fundamentals for the game compared with other new players, but pro gamers won't have much advantage over anyone else when they start training to be fighters.

At least my Wing Tsun has helped me more with my gaming skills than what playing fighters helped me with my real fighting :p
 

EntropicByDesign

It's all so very confusing.
I am resistimg the urge to post here because it will become a book.

SOO many people have very skewed notions of what is and isn't involved in fighting. People that train a little and spar tend to be the furthest off the mark too.

I had over 60 amatuer fights when I was boxing. Most little 4 roundsrs with 20 or 7-8ers and I had probably double that number of 8-10rnd 'gym' fights. 26 mma bouts with again, double that in 'gym' fights and I've been in maybe 7-8 street fights that I call an actual fight, or other guy(s) knew enough to not get laid down.. Ive been a body builder and a powerlifter too. Being 'big' has.nothing to do with anything, I'm a big dude as far as it goes and I been MANHANDLED by 'scrawny' guys I had 80lbs.on.

That said, so much is wrong in this thread.

Take this how you want, but the same bullet points between fighting games and fighting can apply to any competitive endeavor, from golf to beer pong to underground, bare knuckled Muay Thai.
 
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Hades

Noob
Those of you saying it's completely different are looking at it i don't see how you can't see the similarities. You constantly have to be aware of your opponent changing levels (blocking high and low), you have to play footsies to get into the zone where you beat your opponent in the fight, physical fatigue as well as mental fatigue are present in both aspects, if you condition yourself properly physical fatigue isn't the problem it's mental fatigue which is the same as fighting games. These are just a few examples anyway. I think to many of you are thinking about actual fighting rather than the principles behind fighting which relate between the two. If you have an understanding of footsies and apply this principle into fighting you will be a good fighter. And it's just like mortal kombat you have to practice if you want to get better and the more you do it the better you get
 
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Darumm

Noob
The thread has two questions.

The one in the title:
Do Competitive Fighting Game and Real Fight Philosophy Differ That Much?

And the one in the Poll:
Do you think pro gamers would be good on a real life fighting if they did MA?

They have the same philosophy, the same concepts, but being good at this in a fighting game does not necessarily translate into real fighting, as the skillset required for each one is different and the rules governing each world (by this I mean what is posible to do, for example, you can't launch someone in the air and hit him with a full combo in real life) are different.

I think that the confusion is that some are answering the first question while others are answering the second one.
 

Doctor Rektangle

Think outside the Box
Hit someone with a real life vortex. Profit



But in all seriousness you can make this analogy with any 1 on 1 activity that requires concise thoughts, planning, making reads, and feeling someone out.

There's 50/50s on the line of scrimmage in football. Will he spin move? Rip? Or inside or outside slants?

In checkers. If I move here what advantageous situation would my opponent be able to get to? Can he be mind gamed into this trap?

In chess. I can sacrifice my knight for a setup to put her king in check. Like sacrificing damage for setups in fighting games.
 
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The best comparison I've heard for fighting games is "speed chess" Much more accurate.

That the characters are fighting is just a means to communicate the meta game that is really going on under the hood in a more exciting and flashy way. But that game behind the curtain has more in common with that "speed chess" example than with competitive martial arts.
 

Xx-TGODPRINCE-Xx

New Patch!!!
Never compared fighting games to life but I did compare MK to basketball except for their being 5 ppl on each team. Head to head, quick decisions, fast thinking, outsmarting, using the tools (team) you are given!
 
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CamRac

Noob
@Eddy Wang I've actually thought about this a lot in the past, and when I saw your question, I knew how people were going to take it: literally.

Of course actual fighting isn't like game fighting, but the fundamental facets are relatively similar. Spacing, countering, grabbing up close, projectiles from far away (if you're in a life and death fight and have throwing weapons/guns), mixups/confusion, etc. and the list goes on. I'm not some expert on fighting, but I have boxed and been in regular fist fights. My preferred fighting style actually does match how I *initially* approached fighting games. I'm a big guy, and so I normally go for the bigger characters, because being slower and stronger is my real life MO. However in the games, just like in real life, being big and slow is usually a neg in a real fight (particularly the whole 'slow' part). That being said, if I absolutely needed to win, I'd strike my way in looking for a chance for a pivot grab or some other grab to the pavement. The same goes for why I wanted to play grapplers - that sort of strategy made sense to me.

Anyhow, in fighting games, strength (damage) + high speed (mixups) usually makes a character really strong. The other class of strong characters are the ones with strong defense, right? This doesn't really apply to NRS games, but O.Sagat in ST comes to mind. Just try to get in on him without having armor or other cute mechanics in the game - I dare you. In real life, I guess the closest to this sort of thing would be a long-limbed rope a dope technique like Muhammad Ali's, but that doesn't really work in a street fight where you can't take many hits without getting hurt (and where you'll likely end up on the ground). In other words, strong people with speed do the best in real fights (assuming they also have technique and aren't just swinging wildly). The same applies to fighting games, from a bird's eye view. Be strong, quick and have techniques/tactics.
 

Infinite

Noob
...but fighting is a lot closer to fighting games - naturally.

I was of mind that this is a thread dedicated to improving fighting games. The way to do that, IMO, is to add more elements from real fighting.

Zoning is in most fighting games. In real fighting, its footwork, jabs, push-kicks, and ways to create extra obstacles between you and your opponent that extends beyond just your defensive reactions.

Punishes exist in both. Block advantage exists in both. Throws exist in both. Combos exist in both. What is in real fighting that isn't in fighting games from a meta perspective? If you look at it this way, you're going to surprise yourself.
Zoning and space control is a fair similarlity, but it's too abstract to apply more than conceptually. The zoning tool kit in both are outstandingly different. At best it can be an exercise in reads and mind games, which is fundamental to all competitive sports.

Punishes exist in all competitive sports as well.... But blocking in real life vs most fighting games are radically and fundamentally different as well as throws. Throws are just unblockable attacks... Don't tell me playing a grappler can give you some insight into ju jitsu cause that's silly.

What is in the fighting meta that isn't in a game? Depends on which sport and game of course. There is no pain or stamina which are being understated, additionally scoring in professional sports is not really being brought up, but playing to the judges exist. Lastly there are no first person fighters, so vision isn't the same kind of factor.

To conclude, there are similarities, visually and conceptually. But outside of a mindset that links all competitive sports, nothing really transfers.
 

buyacushun

Normalize grab immunity.
From the little I know, I would say the mind set of reading your opponent and knowing their capabilities are basically the same.

Probably because fighting games do the same thing all competitions do. There are set rules and to win you look for any advantage you can get. Longer reach, quickness, power, fireballs, teleports. If it's a competitor you face a lot you can start to figure out tendencies.