[0:03] welcome back to actionpedia the show [0:05] where we look at terminology from the [0:07] gaming world and explain their meaning [0:10] history and relevance today in this [0:12] episode we're once again entering the [0:14] world of fighting games and looking at [0:15] one of the most fundamental and most [0:18] complex concepts in the genre the tense [0:20] moment where both players approach each [0:22] other and try to figure out how to land [0:24] a clean hit footsies but first a quick [0:28] disclaimer this should serve as a [0:30] satisfactory introduction to footsies [0:32] and why it's so important to the [0:33] fighting game genre if you want to get [0:35] down and dirty pick apart frame data and [0:37] build flow charts there are plenty of [0:39] resources online for that that's not [0:41] what this is about with that out of the [0:42] way we hope you enjoy our take on the [0:45] history of footsies [0:47] first we're going to have to make sure [0:48] that we're all on the same page of one [0:51] of fighting games core concepts the [0:52] neutral game in fighting games the flow [0:55] of the match is constantly changing [0:57] sometimes one player has an advantage [0:59] over their opponent other times neither [1:01] player has the upper hand this ambiguous [1:04] state where neither player has the edge [1:06] is called the neutral game typically [1:08] players will be a bit farther apart [1:10] shooting projectiles fainting [1:12] engagements and jockeying for position [1:14] as soon as one player makes a mistake [1:16] they throw out a laggy move on block [1:18] they whiff something at a bad range or [1:20] they mess up their movement then we [1:22] shift into the punish game punishes are [1:24] making your opponent pay for any [1:26] mistakes they make a punish can be [1:28] anything from a single jab to a full [1:30] combo [1:32] the objective of pretty much every [1:33] fighting game is to catch your opponent [1:35] slipping and punish them as hard as you [1:37] can [1:40] so how does one win the neutral game for [1:42] that we're going to talk about footsies [1:45] footsies is a term that originated in [1:47] arcades in the mid-1990s and was used [1:50] for games like street fighter fatal fury [1:52] king of fighters and many others in [1:55] essence footsies is the mid-range [1:57] neutral game where players are close [1:59] enough to threaten their opponent's [2:00] space with normals like punches and [2:02] kicks but not too close that attacks are [2:04] actually hitting it's sort of like a [2:06] dance where each player is testing the [2:09] waters until the temperature feels just [2:11] right and they can comfortably jump in [2:13] infill defines footsies in his fighting [2:15] game glossary as quote a complicated [2:18] often nebulous term that refers to the [2:21] battle for controlling the space in [2:22] front of you often by using good pokes [2:25] in essence you are trying to get to a [2:27] range you like while trying to deny your [2:29] opponent getting to a range that they [2:31] like how you do this varies wildly based [2:33] on the game but it often involves using [2:35] strong crouching kick attacks to pester [2:38] your opponent as they are trying to walk [2:40] around this dance of playing mind games [2:42] with your feet is the source of the [2:44] term's name [2:53] so yeah full disclosure footsies is not [2:57] an easy thing to nail down but there are [2:59] certain aspects that we can isolate to [3:01] make it easier to understand this [3:03] definition we found on quora sums up [3:06] footsies pretty nicely footsies is used [3:08] one to predict where the opponent's hurt [3:10] boxes are going to be at a given time [3:13] and control that area with your hitboxes [3:15] two footsies is used to make your [3:17] location difficult to predict so the [3:19] opponent will not be able to do number [3:21] one to you theoretically that all sounds [3:24] pretty easy so let's put these concepts [3:26] into context by looking at street [3:28] fighter 2 turbo [3:29] in street fighter 2 turbo low kicks were [3:32] essential to keeping your opponent [3:33] honest in their decision making want to [3:35] walk forward if you're not ready to [3:37] block you'll eat a kick to the shins [3:39] want to throw out a move if your hurt [3:41] box extends too far forward you'll eat a [3:43] kick to the shins want to shoot a [3:44] projectile my kick has a faster startup [3:47] and it's pointed right at your dumb [3:49] little shins [3:51] [Music] [3:52] by being able to throw out a low kick [3:54] into the space in front of you your [3:56] opponent has to respect and move around [3:58] that space to do this you need to know [4:01] what options are available to you and [4:04] what options are available to your [4:05] opponent let's say we've got a match [4:07] between two ken players since both [4:09] players are playing the same character [4:11] it's easy to know what you can and can't [4:13] do your low kick has the same range as [4:16] their low kit your hadouken has the same [4:18] frame data as their hadoken so playing [4:20] footsies in this kind of setting is [4:22] simple you know that if they jump at an [4:24] unsafe angle you can punish with an [4:26] anti-air or shoryuk but where ftse [4:28] starts to become more complex is when [4:30] two players are playing different [4:32] characters if you are playing ken and [4:34] your opponent is playing del sim [4:36] suddenly you have to account for the [4:38] long range of his stretchy limbs on the [4:40] flip side if they're playing zangief you [4:43] can no longer just block when your [4:45] opponent approaches because you might [4:46] get grabbed and eat some serious damage [4:49] suddenly every matchup requires a new [4:51] set of knowledge and a new game plan of [4:54] how to play footsies but footsies is [4:56] more than just knowing options and [4:58] responding like a robot although there [5:00] are certain interactions which can be [5:01] quote unquote played perfectly on paper [5:04] any fighting game player worth their [5:06] salt will tell you that there are a lot [5:08] of situations where you're just not 100 [5:10] sure of what's coming next which brings [5:13] us to our final core concept the mix-up [5:16] mix-ups epitomize the mental side of [5:18] fighting games this is where you take [5:20] all of your knowledge of the game and [5:21] combine it with your knowledge of the [5:23] person next to you it's deception it's [5:25] confusion it's sun tzu's art of war well [5:29] not really but it is the art of [5:31] conditioning a person to expect one [5:33] thing and catching them off guard by [5:34] doing something else in the context of [5:36] footsies mix-ups are how you expose [5:39] openings are you noticing that every [5:40] time you throw out a low kick your [5:42] opponent neutral jumps maybe this time [5:44] you can approach make it look like [5:45] you're going to low kick and dp to catch [5:47] them in the air got a knock down [5:49] condition them to block by throwing out [5:51] jabs as they get up and then mix them up [5:53] by grabbing instead anything to keep [5:55] your opponent guessing mix-ups are [5:57] essential to conditioning your opponent [5:59] to think one thing and then exposing [6:01] them by doing something else can't [6:03] really spam the specials anymore but [6:04] he's got extra range bruh [6:08] the pressure oh my god yo the pressure [6:12] the depth of learning and understanding [6:14] match-ups in fighting games is why [6:16] they've survived for so long and as [6:18] players began to master older simpler [6:21] fighting games developers wanted to make [6:23] it harder for them to solve their games [6:25] towards the end of the 1990s and into [6:27] the early 2000s some fighting games [6:30] began pushing players to be more [6:31] aggressive in an effort to speed up [6:33] gameplay and make things more exciting [6:36] one game that is a perfect example of [6:38] this is guilty gear one of the goals of [6:41] its creator daisuke ishiwatari was to [6:44] create a more aggressive action-packed [6:46] game in guilty gear x the tension gauge [6:49] was introduced which rewarded players [6:51] for choosing aggressive options like [6:54] throwing out attacks and walking forward [6:56] over defensive options like back dashing [6:58] and blocking the incentive to be more [7:00] aggressive fundamentally change the risk [7:02] reward of playing footsies as now you [7:04] could go in hard eat a couple of hits [7:07] and be rewarded with meter to make your [7:09] next combo hit harder the primary [7:11] objective was no longer to avoid getting [7:13] hit at all costs on top of this for [7:16] players and spectators alike [7:17] rushdown-centric gameplay can be much [7:20] more exciting than watching two shoto's [7:22] low-kicking at each other for an entire [7:24] round while not really a mainstream game [7:26] at the time guilty gear is an example of [7:29] games moving away from slow meticulous [7:31] gameplay in favor of offense and [7:34] aggression and this idea of overwhelming [7:37] opponents with brute force is best [7:39] illustrated by our next title [7:42] marvel vs capcom 2 [7:45] new age of heroes [7:50] marvel vs capcom 2 is a game which plays [7:53] very differently than most traditional [7:55] fighting games there are a number of [7:57] reasons for this but one of the most [7:58] notable is the introduction of [8:00] directional air dashes in most [8:02] traditional fighting games jumping is a [8:04] big commitment if you jump in place you [8:06] will land in the same place you started [8:08] if you jump forward you can't alter your [8:11] trajectory [8:12] so if you get red you'll be eating an [8:14] anti-air for breakfast while marvel vs [8:16] capcom 2 wasn't the first game to have [8:18] air dashes in it games like dark [8:20] stalkers had it back in 1994 mvc 2 [8:23] popularized it like no other now jumping [8:26] wasn't necessarily a dangerous [8:27] commitment but rather a fundamental part [8:30] of how some characters worked take storm [8:32] for example storm is an eight-way air [8:34] dasher this means that after a jump she [8:37] can air dash in any of the eight [8:39] directions you can hold the joystick so [8:40] rather than a jump being a 100 [8:42] commitment storm can jump and then throw [8:45] in a mix-up will she do a regular [8:46] jumping attack jump into a backwards air [8:48] dash to stay safe a triangle jump to try [8:51] and cast you off guard with an overhead [8:53] air dashes open up a lot of [8:54] possibilities and complicated the game [8:56] of footsies like no other now an [8:59] opponent who is in the air has several [9:01] options and mix-ups to choose from and [9:03] simply throwing out ashore you when you [9:04] see them jump won't cut it anymore there [9:07] are those who lamented its fast pace and [9:10] offense first gameplay jokes about [9:12] quote-unquote marvel footsies being [9:14] mashing jab until something lands or [9:16] marvel players getting washed in any [9:18] other fighting games aside mvc 2 is an [9:20] example of a game which fundamentally [9:22] changed the way that footsies is played [9:25] [Music] [9:30] today oh my god [9:34] oh my god [9:37] this trend towards complication was only [9:39] getting started in the early 2000s as [9:41] anime fighters began to get more popular [9:43] mostly for their high speed and [9:44] notorious difficulty titles like [9:46] blazblue and guilty gear xrd epitomized [9:49] speed and aggression on top of that [9:51] roster sizes skyrocketed across the [9:53] board with games like ultra street [9:55] fighter 4 having 44 playable characters [9:58] tekken 7 having 54 some of whom will [10:01] have nearly 200 unique moves and smash [10:03] ultimate having 89 characters that's a [10:06] lot of matchups to learn but not all [10:08] games want to be harder or faster or [10:10] more complicated than whatever came out [10:12] before it and one game at the forefront [10:15] of making games simple again is an indie [10:17] game aptly named footsies the game's [10:20] description says quote footsies retains [10:22] the fundamental feeling of the fighting [10:24] game genre where spacing hit confirms [10:27] and with punishes are key to achieving [10:29] victory [10:30] oh come on i got the i hit the load [10:34] forward i held forward there there's no [10:36] air dashing no projectiles no 69 hit [10:39] combos just two players with the same [10:41] options and clearly defined rules of how [10:43] to beat the other person alright spammer [10:48] me versus spammer alright look spammer [11:00] all right i see why he's called spammer [11:02] in order to win in footsies you have to [11:04] be really good at footsies controlling [11:06] your own space with hitboxes punishing [11:08] your opponent for overextending and [11:10] knowing how to hit confirm are [11:12] fundamental aspects of all fighting [11:14] games and ftse strips away all of the [11:16] excess to give a lesson in fighting game [11:18] fundamentals [11:26] and some of the big names in the genre [11:28] have tried to revert back to a simpler [11:30] formula as well street fighter 5 and [11:32] guilty gear strive are two examples of [11:34] games which are a little bit easier than [11:37] their predecessors [11:39] regardless of what fighting game you're [11:41] playing footsies is gonna be a part of [11:43] it colin north describes it best in his [11:45] article for gigi noob where he says [11:48] quote the concept of footsies is so huge [11:51] that you can't really pin it down in a [11:53] specific way it encompasses all of the [11:55] important fighting game ideas spacing [11:58] baiting zoning with punishes corner [12:01] pressure the list goes on and on your [12:03] understanding of footsies will only grow [12:05] as you continue to learn and master [12:07] various aspects of fighting games and if [12:10] all of this sounds overwhelming then one [12:12] thing you should take away from this [12:13] video is that the core of fighting games [12:15] boils down to one thing and one thing [12:17] only who amongst your friends is the [12:20] best at kicking shins [12:25] this video is made possible thanks to [12:27] our wonderful patrons massive thank you [12:29] to everyone on this list and shout out [12:30] to jason b brendan cubie foxy mauve [12:33] pachanas sierra shampoo spartacus and [12:36] yashichi for being platinum supporters [12:38] and an extra special shout out to steven [12:41] noodles and marco for being diamond [12:43] supporters thanks for sticking with us [12:45] check us out on instagram link in the [12:47] description if you want to support our [12:48] channel and get info on unreleased [12:50] videos check out our patreon if you want [12:52] to help us out in a different way [12:54] leaving a like subscribing and hitting [12:56] the bell to stay up to date is also [12:58] appreciated my name is jonah thanks for [13:01] watching