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Welcome to the first ever Girl Fighters Workshop.

    This workshop’s simple objective is to make female
    players conscious about fighting games. This
    workshop is aimed at female players with little or no
    experience at the genre and/or neglected by their
    male counterparts. Hopefully you girl players will
    benefit from this “self-help” workshop to gain new
    perspective as well as to increase your competitive
    ability. Fighting games are seen as male thing and
    my biggest hope from this objective is to have you
    girls open your eyes; that you must take this genre
    seriously as you would with a platform or RPG.
Topics

     › Myth: “Girls can’t play fighting games.”
     › Debunking each myth with facts.
     › Fighting game glossary.
     › Typical fighting game layout.
     › Overview of well known titles.
     › The command button issue.
     › Reasons why girls don’t play fighting games.
“Girls find them too complicated.”
1.
      “Girls just button mash away to victory.”
2.
      “Girls just stick to female characters.”
3.
      “Girls think fighting games make no sense.”
4.
      “Girls expect things to happen too fast.”
5.
      “Girls just want to pair pretty characters.”
6.
      “Girls don’t understand command issues.”
7.
      “Female players are too easy to beat.”
8.
      “Girls think fighting games are too violent.”
9.
      “Girls are offended by female characters.”
10.
“Girls find them too complicated.”
1.
No game is ever easy whether it’s platform, RPG, or in
   this case, fighting games. It takes practice to
   master them and a whole lot of patience since
   they’re required to master moves for each
   character.

   “Girls just button smash away to victory.”
2.
Not true. With patience (and strategy), they can
   succeed without button smashing away besides,
   button smashing gets old fast.
“Girls just stick to female characters.”
3.
Only at the beginning. If they master all the game’s
   females attacks, chances are they’ll try out with
   the game’s men (and they’ll master them too).

   “Girls think fighting games make no sense.”
4.
Only if they detest fighting games (and video games
   in general). Any female player should appreciate
   the genre as they would for RPG and platformers.

   “Girls expect things to happen too fast.”
5.
Only if they button smash helplessly. When female
   players want to take their fighting game seriously,
   they’ll find a way to strategize to victory.
6. “Girls just want to pair pretty characters.”
This is especially true if they’re anime fans with yaoi
   preferences. It’s nice to fan girl a male character
   but they must know his background before
   attempting anything for their fan works.

  “Girls don’t understand command issues.”
7.
And so do some males. Like I said, it takes time to
  master the basic controls. Therefore, master each
  character’s movements.

8. “Female players are too easy too beat.”
Sadly, female players aren’t seen as competitors but
  rather as a distraction. There are still female players
  who are equally good in fighting games as men.
9. ”Girls think fighting games are too violent.”
Any video game, regardless of subject matter, is
   violent in some way. Fighting games are no
   exception. Girls who think that way have their
   minds too narrowed.

   “Girls are offended by female characters.”
10.
Sadly, most of these games are done to grab male
   attention therefore, those games have highly
   proportioned females to attract male players (like
   they say “Sex sells”) while alienating many female
   players. Luckily some female players don’t pay
   too much attention to this and continue playing
   anyway. After all, the point of these games is to
   have fun. There are feminine looking males too.
The following are the basic words from each fighting game.
                  Each game has its own vocabulary.

   Punch

Done by using fists on a low, medium and/or strong range.
 Kick
Done by using legs on a low, medium and/or strong range.
 Block
Guarding against any type of attack. Some are unblockable.
 Special Move
An individual character’s special move.
 Super Move
A more powerful version of character’s special move.
 Charge
Holding itself for a brief period before executing an attack.
2D




A typical 2D layout consists of health bars, super bars (for super attacks),
 timer, points, and victory badge count for both player and opponent.
  The key to victory is to successfully drain the opponents health until it
    reaches zero. The above example is from Street Fighter Alpha 3.
3D




 A typical 3D layout consists of health bars, timer and victory counts. Super
bars don’t exist because it obstructs the 3D point of view but characters still
do super attacks. The objective of 3D fighting is the same as 2D fighting to
 drain opponent’s bar to zero. The above example is from Soul Calibur IV.
Street Fighter (Capcom)



Many games prior to Street Fighter
  used to be beat-them-up
  scrolling type adventures. The
  debut of Street Fighter II in 1991
  defines the fighting genre we
  know today. Since then, the
  Street Fighter series has
  spawned over 15
  sequels, prequels, crossovers, spi
  n offs and updates. The series is
  known for its fast paced 2D
  game play its famous 6-button
                                       Super Street Fighter II Turbo HD Remix
  layout. Its latest release, Street
  Fighter IV, continues that
  tradition.
The King of Fighters (SNK)



The King of Fighters is actually a
   crossover of SNK’s earlier titles
   such as Fatal Fury, Art of Fighting
   and Psycho Soldier. The debut
   of KOF in 1994 creates path way
   for a series known for its plot
   driven stories released on a
   yearly basis until 2003 (98 and
   2002 are dream matches). KOF
   is famous for its fighters being
   teams of three and its simple 4-
   button layout. Its latest release,
   KOF XII, continues the 2D             The King of Fighters 98
   tradition the series is known for.
Mortal Kombat (Midway)



This US-made fighting game
     debuted in 1992 inspired by the
     popularity of Street Fighter II. The
     game caused huge controversy
     because it used blood and gore
     (known as Fatalities that involves
     cutting a person’s head off or
     burning someone to death). Its
     violent nature lead to the
     creation of the ESRB in 1994 to
     inform concerned parents
     about video game titles.
     Nevertheless, Mortal Kombat            Mortal Kombat
     continues its unique tradition
     because it spawns numerous
     sequels and spin offs.
Soul Calibur (Namco)



Soul Calibur debuted in 1996 as the
   fighting genre’s first 3D weapons
   based combat series. Soul
   Calibur is popular along with
   Namco’s other fighting game,
   Tekken. Its characters fight in
   rounded arenas so that a ring
   knock out is possible. As of Soul
   Calibur III, players can make
   their own character with custom
   weapons and stories. There are
   four sequels as of its latest
   release of Soul Calibur IV. The     Soul Calibur II
   series is widely played at
   arcades all over the world.
Lack of interest

 Inability complex
 Offended by female character traits
 Repetitiveness
 Lack of competitive need
 Intimidation
 View video games as “childish”
 Painful sore thumb after effects
Don’t be afraid to experiment.

    Customize your selection at the options menu.

    Keep your collection small unless you want to be a collector.

    Stick to a selected few characters. 5 or 6 is recommended.

    Cut the button smashing and the thumb wriggle.

    Never back off when a male gamer tells you so.

    Know every title’s characters. Always.

    Training mode is your best friend.

    Be patient. Don’t expect instant miracles. Never panic.

    Start small. Pass the game with them and experiment more.

    Try to find real life human opponents if you can.

    Practice, practice, practice!!

    HAVE FUN!!

Many girls find fighting games complicated is because of the
   command buttons. With practice, they can achieve victory
                             with ease.
 “Quarter Circle Crisis”
Quarter circle commands are the easiest to perform by simply
  imputing the require motion followed by the punch or kick
  button. The super version is simply repeat the same motion
  twice followed by the punch or kick button.
“Undercharged”

Charge moves are tricky to do but some characters depend
  entirely on them so it’s important to learn them. The required
  command is simply charge backwards or downwards for a
  few seconds before pressing the opposite direction followed
  by the punch or kick button. The time required for charge
  moves depends on the title.
“The Infamous 360 Degree Spin”

This command move is the hardest to perform because it
   requires circling the entire control pad 360 degrees. The
   super version requires 720 degrees (circle D-pad twice).
   This kind of command is used by large characters and
   they usually required to be close to the opponent. There
   are many ways of doing 360 moves. Some people start
   upwards while some prefer downwards.
   Thankfully, there’re not as important to learn as charge
   moves.
This is it. The end of the workshop. I wish I

    could cover more but this workshop only
    covers fighting game basics. There are
    many websites that cover the similar
    subject but doesn’t explain fighting games
    in simple terms for female gamers who
    doesn’t understand the genre. I’m a female
    gamer and fighting game enthusiast. I’m
    not an expert myself but I have more than
    enough knowledge to help other female
    gamers in need. I’ve been playing fighting
    games since high school and I continue to
    do so and constantly improving my moves.
GameSpot

http://www.gamespot.com
 GameFAQs
http://www.gamefaqs.com
 Fighters Generation
http://www.fightersgeneration.com
 All female gamers for reading this. Spread the word.


    Workshop made by Ask What You Need (Emi), 2009.

    Do not take without permission.

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(南达科他州立大学毕业证学位证成绩单-永久存档)(南达科他州立大学毕业证学位证成绩单-永久存档)
(南达科他州立大学毕业证学位证成绩单-永久存档)
 

The Girl Fighters Workshop

  • 1.
  • 2. Welcome to the first ever Girl Fighters Workshop.  This workshop’s simple objective is to make female players conscious about fighting games. This workshop is aimed at female players with little or no experience at the genre and/or neglected by their male counterparts. Hopefully you girl players will benefit from this “self-help” workshop to gain new perspective as well as to increase your competitive ability. Fighting games are seen as male thing and my biggest hope from this objective is to have you girls open your eyes; that you must take this genre seriously as you would with a platform or RPG.
  • 3. Topics  › Myth: “Girls can’t play fighting games.” › Debunking each myth with facts. › Fighting game glossary. › Typical fighting game layout. › Overview of well known titles. › The command button issue. › Reasons why girls don’t play fighting games.
  • 4. “Girls find them too complicated.” 1. “Girls just button mash away to victory.” 2. “Girls just stick to female characters.” 3. “Girls think fighting games make no sense.” 4. “Girls expect things to happen too fast.” 5. “Girls just want to pair pretty characters.” 6. “Girls don’t understand command issues.” 7. “Female players are too easy to beat.” 8. “Girls think fighting games are too violent.” 9. “Girls are offended by female characters.” 10.
  • 5. “Girls find them too complicated.” 1. No game is ever easy whether it’s platform, RPG, or in this case, fighting games. It takes practice to master them and a whole lot of patience since they’re required to master moves for each character. “Girls just button smash away to victory.” 2. Not true. With patience (and strategy), they can succeed without button smashing away besides, button smashing gets old fast.
  • 6. “Girls just stick to female characters.” 3. Only at the beginning. If they master all the game’s females attacks, chances are they’ll try out with the game’s men (and they’ll master them too). “Girls think fighting games make no sense.” 4. Only if they detest fighting games (and video games in general). Any female player should appreciate the genre as they would for RPG and platformers. “Girls expect things to happen too fast.” 5. Only if they button smash helplessly. When female players want to take their fighting game seriously, they’ll find a way to strategize to victory.
  • 7. 6. “Girls just want to pair pretty characters.” This is especially true if they’re anime fans with yaoi preferences. It’s nice to fan girl a male character but they must know his background before attempting anything for their fan works. “Girls don’t understand command issues.” 7. And so do some males. Like I said, it takes time to master the basic controls. Therefore, master each character’s movements. 8. “Female players are too easy too beat.” Sadly, female players aren’t seen as competitors but rather as a distraction. There are still female players who are equally good in fighting games as men.
  • 8. 9. ”Girls think fighting games are too violent.” Any video game, regardless of subject matter, is violent in some way. Fighting games are no exception. Girls who think that way have their minds too narrowed. “Girls are offended by female characters.” 10. Sadly, most of these games are done to grab male attention therefore, those games have highly proportioned females to attract male players (like they say “Sex sells”) while alienating many female players. Luckily some female players don’t pay too much attention to this and continue playing anyway. After all, the point of these games is to have fun. There are feminine looking males too.
  • 9. The following are the basic words from each fighting game. Each game has its own vocabulary. Punch  Done by using fists on a low, medium and/or strong range.  Kick Done by using legs on a low, medium and/or strong range.  Block Guarding against any type of attack. Some are unblockable.  Special Move An individual character’s special move.  Super Move A more powerful version of character’s special move.  Charge Holding itself for a brief period before executing an attack.
  • 10. 2D A typical 2D layout consists of health bars, super bars (for super attacks), timer, points, and victory badge count for both player and opponent. The key to victory is to successfully drain the opponents health until it reaches zero. The above example is from Street Fighter Alpha 3.
  • 11. 3D A typical 3D layout consists of health bars, timer and victory counts. Super bars don’t exist because it obstructs the 3D point of view but characters still do super attacks. The objective of 3D fighting is the same as 2D fighting to drain opponent’s bar to zero. The above example is from Soul Calibur IV.
  • 12. Street Fighter (Capcom)  Many games prior to Street Fighter used to be beat-them-up scrolling type adventures. The debut of Street Fighter II in 1991 defines the fighting genre we know today. Since then, the Street Fighter series has spawned over 15 sequels, prequels, crossovers, spi n offs and updates. The series is known for its fast paced 2D game play its famous 6-button Super Street Fighter II Turbo HD Remix layout. Its latest release, Street Fighter IV, continues that tradition.
  • 13. The King of Fighters (SNK)  The King of Fighters is actually a crossover of SNK’s earlier titles such as Fatal Fury, Art of Fighting and Psycho Soldier. The debut of KOF in 1994 creates path way for a series known for its plot driven stories released on a yearly basis until 2003 (98 and 2002 are dream matches). KOF is famous for its fighters being teams of three and its simple 4- button layout. Its latest release, KOF XII, continues the 2D The King of Fighters 98 tradition the series is known for.
  • 14. Mortal Kombat (Midway)  This US-made fighting game debuted in 1992 inspired by the popularity of Street Fighter II. The game caused huge controversy because it used blood and gore (known as Fatalities that involves cutting a person’s head off or burning someone to death). Its violent nature lead to the creation of the ESRB in 1994 to inform concerned parents about video game titles. Nevertheless, Mortal Kombat Mortal Kombat continues its unique tradition because it spawns numerous sequels and spin offs.
  • 15. Soul Calibur (Namco)  Soul Calibur debuted in 1996 as the fighting genre’s first 3D weapons based combat series. Soul Calibur is popular along with Namco’s other fighting game, Tekken. Its characters fight in rounded arenas so that a ring knock out is possible. As of Soul Calibur III, players can make their own character with custom weapons and stories. There are four sequels as of its latest release of Soul Calibur IV. The Soul Calibur II series is widely played at arcades all over the world.
  • 16. Lack of interest   Inability complex  Offended by female character traits  Repetitiveness  Lack of competitive need  Intimidation  View video games as “childish”  Painful sore thumb after effects
  • 17. Don’t be afraid to experiment.  Customize your selection at the options menu.  Keep your collection small unless you want to be a collector.  Stick to a selected few characters. 5 or 6 is recommended.  Cut the button smashing and the thumb wriggle.  Never back off when a male gamer tells you so.  Know every title’s characters. Always.  Training mode is your best friend.  Be patient. Don’t expect instant miracles. Never panic.  Start small. Pass the game with them and experiment more.  Try to find real life human opponents if you can.  Practice, practice, practice!!  HAVE FUN!! 
  • 18. Many girls find fighting games complicated is because of the command buttons. With practice, they can achieve victory with ease.  “Quarter Circle Crisis” Quarter circle commands are the easiest to perform by simply imputing the require motion followed by the punch or kick button. The super version is simply repeat the same motion twice followed by the punch or kick button.
  • 19. “Undercharged”  Charge moves are tricky to do but some characters depend entirely on them so it’s important to learn them. The required command is simply charge backwards or downwards for a few seconds before pressing the opposite direction followed by the punch or kick button. The time required for charge moves depends on the title.
  • 20. “The Infamous 360 Degree Spin”  This command move is the hardest to perform because it requires circling the entire control pad 360 degrees. The super version requires 720 degrees (circle D-pad twice). This kind of command is used by large characters and they usually required to be close to the opponent. There are many ways of doing 360 moves. Some people start upwards while some prefer downwards. Thankfully, there’re not as important to learn as charge moves.
  • 21. This is it. The end of the workshop. I wish I  could cover more but this workshop only covers fighting game basics. There are many websites that cover the similar subject but doesn’t explain fighting games in simple terms for female gamers who doesn’t understand the genre. I’m a female gamer and fighting game enthusiast. I’m not an expert myself but I have more than enough knowledge to help other female gamers in need. I’ve been playing fighting games since high school and I continue to do so and constantly improving my moves.
  • 22. GameSpot  http://www.gamespot.com  GameFAQs http://www.gamefaqs.com  Fighters Generation http://www.fightersgeneration.com  All female gamers for reading this. Spread the word. Workshop made by Ask What You Need (Emi), 2009.  Do not take without permission.