「XRD」How to Play Leo Whitefang



Interested in trying out Guilty Gear? Unsure of where to start? I made a few guides for new players looking to get into the game, focusing on Leo Whitefang. Leo is a highly aggresive close-range character with a very scary mixup game; he also has an invincible reversal in his flashkick which can get you out of trouble if you have poor defense (like me). While Leo is not the strongest character in the game, I feel like he is the easiest to pick up and a great character for those who are unsure about the game or those who just want to play casually on the side.

Part 1 – 「XRD」Leo Whitefang Guide – BASIC

Part 2- 「XRD」Leo Whitefang Guide – INTERMEDIATE

If you have any questions, feel free to ask away in the YouTube comments or ask me directly on Twitter. And like always, if you find this kind of stuff helpful and would like to see more, consider support the Patreon!

Kazunoko Newspaper Article 6/12



An article in the Daily Yomiuri that I originally thought was a Kazunoko interview, but turned out to be more about the state of eSports in Japan. Not as interesting as I thought, but still brings up some cool points. I don’t have an editor and I forgot everything I was taught in school, so there are probably a lot of mistakes, but I hope you enjoy!

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Original Article- http://www.yomiuri.co.jp/osaka/feature/CO023571/20160612-OYTAT50007.html

Pro-Gamer: The Battle Within 1/60th of a Second

Fighting, Shooting… Using Amazing Techniques to Aim for Prize Money

“Pro-Gamers, those who make a living through gaming, are enjoying life in the limelight. Overseas they are riding the wave of popularity and have formed an organization with their sights on the Olympics. The image of “Play” has been discarded and have gaming has caught up with the modern times.” – Hiroshi Iwaisako 

May 28th; Akihabara, Tokyo. In a Tournament Space reminiscent of a Sports Bar, the burning enthusiasm of youth was overflowing.

“Whoa! It’s a drop kick!”

The commentator’s voice shakes the room. The characters these two men are controlling are fighting within the confines of a giant monitor 2 meters tall and 3 meters wide.

Whenever the players make a bold move, the crowd of 50 people huddled into the venue resounds. Just like watching the main event at a professional wrestling match, my body leans forward without thinking.

The venue is “eSports Square”; built in January 2014, it is Japan’s first specialty Gaming/Spectating establishment where tournaments are frequently held. The “e” stands for “Electronic”. “eSports” is the title of gaming when it is treated as a sport.

In April of last year, Japan’s first eSports league “The Japan eSports Association(JESPA)” was founded. In March of this year, the first “Japan eSports Athlete Tournament” was held in Tokyo with 350 players participating from around the country. More than 1000 spectators watched the event from the venue, while more than 13,000 watched online. In front of the crowd, the Association President, House of Representatives member Yasutoshi Nishimura, expressed his desire that, “In the future, eSports will be a part of the Olympics”.

You can’t just say that this is a pipe dream. The idea of “eSports” has already been accepted overseas, and the Asian Olympic Council (OCA) has already  adopted it as an official sport. The current goal of JESPA is to affiliate with the Japan Olympic Committee (JOC) and send Japanese representatives to OCA tournaments.

At the end of May, I paid a visit to a small room in a multi tenant building in the city. This is where Ryouta Inoue (28), the pro-gamer known as “Kazunoko”, does his work. In this room, which was prepared for him by his sponsor, Inoue-san spends his days and nights researching Fighting Games. In his left hand he holds the lever, and in his right hands he controls 8 buttons. He is in a world that requires precision within the speed of 1/60th of a second. There is no smile on his face. “It’s not fun. But it’s all for the sake of becoming strong.” In one day, he spends on average 9 hours intently staring at his monitor.

In January, Inoue-san signed an exclusive contract with a game streaming company and became a professional gamer. While also doing game commentary in addition to playing, he earns a monthly salary of 250,000 Yen ($2444~). At the same time, he also aims for large cash prizes in overseas tournaments. Last winter, he won a tournament in America and received  a prize of 15,000,000 Yen ($146,692~). This year as well, he is preparing for a big American tournament in July.

“By becoming a pro, I was finally freed from the feelings of guilt I had from continuing to play games.”

Born in Saitama Prefecture, he became infatuated with fighting games during his high school days; and even after graduating university, he lived as a freeter (someone who works various part-time jobs) and continued to frequent arcades. He labeled himself as “a useless member of society”.

6 years ago, he vowed “I will quit playing” to his parents who were worried about his future; but immediately after, he won a national tournament. Next he traveled to Canada where he also won, and left his foreign rivals wondering “Why don’t you become a pro?”. Around the same time, inspired by the birth of Japan’s first pro-gamer, Kazunoko decided to take the plunge and go all-in.

According to JESPA, there are about 10 pros in Japan who are making a living off nothing but fighting games. Even in other team-style games, pro teams are being formed; and this March the Ministry of Justice issued a “Professional Athlete Visa” to one foreign member of a Japanese eSports team. “The country has accepted video games as a professional sport,” became a widely talked about topic.

Inoue-san hopes, “Ideally, in the future gaming will become like the J-League(japanese soccer) or professional baseball.” However, the realization of that ideal is still far. Negative impressions of gaming such as, “Gaming is for children” or “It’s a hindrance to studying” are still firmly rooted in society; and there are strict laws in Japan regulating the amount of prize money that can be awarded at events. An official system for qualifying players as professionals has also yet to be implemented.

But even in an uncertain world like this, a flood of over 10,000 people aiming to become a part of the professional gaming world rushed to inquire about Japan’s first “eSports Program” at a technical school in the city this spring. The school had to quickly expand their facilities and staff by 5 times to meet the demand.

The sudden rise in popularity being enjoyed by eSports is not uncommon, but will it be able to hold from here on out? Tokyo University Professor, Banba Fumio, predicts-“Gaming takes the physical aspect from sports like Soccer as well as the mental aspect from sports like Chess to create a new genre of sport that requires both aspects. If you look at it’s spread around the world, I think even in Japan if will gradually permeate and take hold.”

The 100,000,000 Yen Player

There various genres of gaming, such as Fighting, Shooting, Soccer, etc. In particular, Fighting Games where you control a character and fight using special moves are especially popular in Japan. Series such as “Street Fighter” and “Tekken” are famous.

PC Games have led the evolution of professional gaming in the West and Korea. By establishing an online infrastructure, they make playing and spectating online simple; and as the fans grow, so do the prospects and businesses entering the market.

In the late 1990’s, tournaments with cash prizes became commonplace, and throughout the years the scope has magnified enormously. Last year in America, a tournament was held with a 2,200,000,000 Yen ($21~ million) prize, and there are players that make an annual income of over 100,000,000 Yen ($1~ million). There are also Professional Leagues in various countries such as America, Korea, Sweden, and so on.


Daigo Umehara’s Anti-Karin Strategy


Again, this is not meant to be a complete essay/article. Just scattered notes that Daigo went into full detail on BeasTV stream. Still some good points that can help you if you’re struggling.

My Twitter- https://twitter.com/jiyunaJP

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Sorry, I quickly put these together last night; I’ll go into more detail on the stream. Anyway, just like we did with the Nash matchup, the first thing we need to do in order to develop a strategy is to confirm each character’s strengths and weaknesses.

Ryu’s Advantages
-Meterless Reversal

Karin’s Advantages
-Fast Walk Speed
-Damage From Midrange is High
-Long Reach on her Normals

Even at close range, Karin has the advantage in damage output, so you may have the first impression that she wins at close range as well, but if you take into account the difference in health totals, there’s actually not that much of a difference in attack power. On the other hand, since Ryu has a DP, you can even say that he has the advantage at close range.

Basically, because of Karin’s advantage at midrange, the ranges Ryu wants to fight at is either outside of her normal range where you can attack with fireballs or at close range. However, if you continue to stay in fireball range then you will gradually get pushed to the corner where a real damage gap will be born, so ideally you want to fight Karin at close range.

As for getting close to Karin, Jump and Dash are good tools, but you should avoid walking. The reason why is that in addition to her longer range and faster walkspeed, there is a damage gap at mid-range, so if you attempt to approach by walking then you are playing to all of her advantages. By Jumping and Dashing, you can take away her strengths. Actually, it’s rather difficult for Karin to deal with jumping since she does not have a meterless DP.

In order for Karin to deal with jumps without spending meter, she must either walk forward to go under the jump or walk backwards to Anti-Air with normal attacks. Using fireballs is effective against both of these options, but the most beneficial tool here is sweep. Sweeping is the strongest move against walking opponents (Karin, Vega, etc.). Your opponent must be wary of your sweep which will cause them to stop walking and block low more often, which in turn gives you more chances to dash forward and stay on top of them.

About V-Gauge: Karin’s normals are very easy to confirm and V-reversal, so if you have meter then look to do so. On the other hand, at close range your fireballs and heavy attacks are also prone to being V-Reversal’d, so try not to use them. If you have full V-Gauge, then you sweep without any risk, so at this point your opponent should begin to become even more wary and sweep and begin blocking low more often. This is your chance to walk or dash forward.

When Karin has full V-Gauge, you need to watch out her Stand RH > V-Trigger cancel; however, since your projectile and jump are still effective, you just need to walk and dash forward less to deal with it.

Daigo Umehara’s Anti-Nash Strategy


Again, this is not meant to be a complete essay/article. Just scattered notes that Daigo went into full detail on BeasTV stream. Still some good points that can help you if you’re struggling.

My Twitter- https://twitter.com/jiyunaJP

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This time I would like to discuss how to develop a strategy against Nash. In order to construct an effective strategy, you must first break down the strengths of each character. In this match-up, Ryu’s advantages are:

1) Damage
2) Health
3) Invincible Reversal

Nash’s advantages are:

1) Strong Neutral/Footsies
2) The Potential of his V-Trigger/V-Reversal

In order for Ryu to overcome his disadvantage in neutral, he must close the gap, initiate a close range battle, and win through his destructive power.

“Well then, how do I get in close?” you may be asking, but generally speaking, even if you get close to Nash in the mid-screen, it’s still difficult to beat him. Since he has a very long backdash and access to the Jump Grab Option Select, it’s very difficult to keep the pressure on him at mid-screen. Therefore, it’s not enough to simply get in close to him, you must also bring him to the corner.

Because of his disadvantages in Damage and Health, Nash will often play a runaway style that will eventually bring him to the corner. But just getting him there once is not enough for Ryu to win; this is because Nash can easily use his V-Trigger or V-Reversal to escape from the corner. For this match-up you need to fight while balancing your focus between bringing your opponent to the corner and worrying about their V-Gauge, so it’s rather difficult.

First off, I would like to explain in concrete terms what to focus on in regards to your opponent’s V-Gauge. Simply put, you cannot let your opponent activate V-Trigger more than twice per round, and in order to do that there are 3 methods.

1) Seal your Hadoukens at long range. Play like Ryu does not have a Hadouken. Even at mid range, if you are at mid-screen, try not to use them.

2) Before you opponent stocks up his second V-Trigger, defeat him quickly with super. (On the stream, Daigo explained Nash has 950 Health, and taking 860~ Damage is enough to gain his 2nd Full V-Gauge if 0 meter was wasted).However, if your opponent V-Reversals more than once then feel free to super whenever you can.

3) When your opponent stocks up his first V-Trigger, do as much damage as possible before he uses it.

The first point goes without saying. If you throw fireballs from full range, then there’s a high chance for your opponent to activate V-Trigger 2 or even 3 times per round. The second point is like the Super Finish Strategy from last week. If you made Nash V-Reversal already, then there’s not much of a chance for him to use V-Trigger twice in the round so feel free to use Super even if it won’t kill. For the third point you want to do as much damage as possible while your opponent is sitting on full V-Gauge, so in order to do this you need to prevent your opponent from easily activating V-Trigger and extend the time he remains in full V-Gauge state.

If you’ve got these points down, then next I would like to explain the method of bringing Nash to corner. Bringing your opponent to the corner is a winning strategy, but if you sacrifice too much life in the process, then obviously you will not win. Therefore you must conserve your life as you bring your opponent to the corner.

The main strategy is pushing your opponent to the corner by walking forward and blocking. If you do this, you will take away Nash’s midscreen positioning and force him to respond. When battling for position, Nash will use Forward Roundhouse, Forward Dash, Moonsault, Scythe Kick; all of these moves can be defeated by Ryu’s standing Roundhouse. Use parry against Moonsault (Daigo showed that early standing Roundhouse cleanly beat everything, and you could react during the Roundhouse and parry if your opponent tried to Moonsault over.) Once your opponent’s movement becomes predictable, aim for a counter.

If you don’t keep a close range, then Nash can forward dash after throwing a Sonic Boom and regain a great amount of position so be careful. Using Shoryuken’s to anti-air from close range is difficult, so use Jump Light Punch or Parry to anti-air. If you opponent looks like he won’t do anything, use that moment to dash forward. Jumping forward is OK, but if the Nash is proficient at anti-airing then he can beat everything with j.LP so this won’t work at high levels. Once you’ve brought your opponent to the corner, you can now remove the seal on fireballs and use them again, but you can no longer jump. It often happens that a player has cornered his opponent only to jump and end up finding himself in the corner instead.

Once you have your opponent in the corner, rather than focusing on quickly defeating your opponent in a rush, put priority on preventing your opponent from escaping the corner. ( Check the stream for ways to do this.)

Daigo Umehara “The 6 Main Skills of Fighting Game Players”



Just some old notes that Daigo wrote for his stream. Not meant to be a complete essay/article, he just wrote these down so he could expand more about them on his stream. Still has some interesting points!

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“First, I’d like to speak about my thoughts on the 6 Main Skills for Fighting Game Players. They are…

1) Execution
The ability to input commands quickly and correctly.

2) Discovery Power
The ability to discover strong moves and techniques.

3) Reactions
Not just simple reaction speed, but the ability to keep up in a fast paced game world. You could also call it Thought Speed.

4) Willpower
This is not so important in everyday matches…but in tournaments or other high pressure situations, this is extremely important.

5) Memory
The opposite of Willpower…this is not so important in tournaments or other short term situations. but in long sets or casuals this is very important for maintaining a positive win rate.

6) Power to Construct Strategies
In Fighting Games, this is generally the most important skill in order to win. If you can beat your opponent in this aspect, there is no way you should lose.

For this stream, I will explain how to construct a proper strategy. Discovery Power has become somewhat of a meaningless skill with the spread of the Internet since players cannot copyright techniques or strategies. As for Execution and Reaction, their importance depends on the game; for example, in SFV execution is not a very important skill at all. Finally, Memory and Willpower are skills that every individual already possesses, so they are difficult to teach over a stream. Therefore, the best skill for any player to focus on developing is the Power to Construct Strategies, so I would like to explain that now.

First, you must seek out the correct winning strategy. The more strategies you possess, the stronger each individual strategy becomes. For example…

STRATEGY #1– Sealing your opponent’s movements by saving your meter until you bring their health down to the point where they will die to a Super Combo.

[Good Points]
1) Even if you lose the round, you will have meter for the next round.
2) You lower the chances of your opponent activating V-Trigger twice in the same round.
3) You don’t have to deal with a “magic pixel” opponent.
4) Since you are only focusing on bringing your opponent down to a certain health threshold, this is an easy strategy that anyone can implement.

1) If you win using this strategy, you won’t have any meter for the next round.
2) Since you are saving your meter for the kill, your meter efficiency will be poor (because in this game you gain meter even if you are being hit).

STRATEGY #2– Carrying your opponent to the corner then winning with throw 50/50 mixups.

[Good Points]
1) Very meter efficient.
2) Easy to aim for dizzy.
3) There’s a chance to win without letting your opponent activate V-Trigger.

1) Since it’s easy to take damage while carrying your opponent to the corner, if you fail to carry them there or let them escape, you chances to win drastically drop.

STRATEGY #3– Use fireballs in neutral to bring down your opponent’s health, seal their offense, and win. The focus of this strategy is to not let yourself be cornered.

[Good Points]
1) You can easily observe the battle while executing this strategy, so you can safely adjust and succeed in this strategy even if it’s just for the short term.
2) You can easily switch to Strategy #1 while executing this tactic.

1) If you don’t win with Super (Strategy #1), then the odds of your opponent activating V-Trigger twice in the same round are high.
2) You are more likely to end up fighting a “magic pixel” opponent.
3) There is the risk that you may be cornered then quickly lose the round.

Now that you know some strategies, you need to choose the proper one based on your opponent’s game plan. For example, against characters like Dhalsim and Nash, fighting them midscreen is difficult so you have no choice but to bring them to the corner (assuming your opponent is playing the match properly). On the other hand, bringing characters like Mika and Cammy to the corner is difficult, so you have no choice but to use Strategy #3.

After you select a strategy, you need to think about how to make that strategy succeed. How can I successfully bring my opponent to the corner? How can I successfully prevent myself from being cornered? The important thing here is that once you decide on a strategy, you need to stop focusing on doing immediate damage and instead focusing on succeeding in the strategy. For example, if you choose Strategy #2 (Corner Carry), you cannot use your Heavy Tatsu (because you will switch places with your opponent) and even if you are in range for a Shoryuken combo, you must sacrifice damage and use Medium Tatsu (for corner carry). Don’t think about opening up your opponent in neutral, just focus on making them block and bringing them to the corner. Once you have them in the corner, that’s when you focus on breaking their guard and winning.

If you choose Strategy #1, even if you have the opportunity to land your Super Combo, you should not use it unless it is going to kill.”

(End of notes. Check the stream for the more conclusive ending.)

6/17 Tokido Interview


Article in The Nikkei (the world’s largest financial newspaper) featuring Tokido and Dr. Ishikawa. Ishikawa is a big fan of gaming and has done speeches/lectures with Daigo in the past. It’s a weird interview where they seem to be talking at each other instead of to each other at points; but there are some interesting things brought up. I don’t have an editor and I’m just doing this for fun, so if there are any mistakes then…too bad!

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Original Article- http://bizgate.nikkei.co.jp/article/109211013.html

Going to Todai so People Won’t Complain

Ishikawa: When talking about Japanese pro-gamers, Daigo Umehara is the first name that comes to mind. He was Japan’s first pro-gamer, as well as Tokido’s senpai when they played on the same team. Actually, when I was in High School, I played a match again Daigo…

Tokido: Oh, really?

Ishikawa: Yes, of course I lost, but I had no idea the reason why…up until then, whether I had won or lost, I always understood the reason why. “Man, this is hopeless” I thought, and decided to change my “battlefield” to a different game (laughing).

Tokido: What game did you play?

Ishikawa: Do you know, “Waniwani Panic”? It’s a game where crocodiles pop out from rocks and you hit them.

Tokido: Yes. It’s a pretty crazy game (laughing).

Ishikawa: I called it “WaniPani” (laughing). Games really are incredibly fun, but there were lots of times when I thought, “If I continue playing games, what will happen to my future?” and in the end I didn’t have faith in myself to be able to continue playing games so I quit. Tokido, why did you decide to become a pro-gamer?

Tokido: I’m always asked this, but answering is difficult. Ever since I was a kid, I always played games, and even now I feel like I want to continue playing games. I have a very childish mind (laughing). My feelings for entering Todai(Tokyo University) were, “If I go there, then even if I play games there will be no one who can complain”. That was one reason, but I also wanted to change the way the world looked at gamers. “There are gamers like this, too.”

Ishikawa: When you were a kid, what kinds of games did you play?

Tokido: I always played Fighting Games. And just a little, I also played RPG’s like “Dragon Quest”.

Ishikawa: What kind of playstyle did you have? I mean, when adults look at children playing games, it seems to them like all kids are enjoying games the same way, but I think there are lots of individual ways for players to enjoy games.

Tokido: For example?

Ishikawa: Well, in the case of Dragon Quest, there’s the “First I’ll max my level and make sure I’m strong enough, then fight the boss”-type and the “Well, I’ll just go!”-type. I feel like female players tend to lean more towards the “Prepare well, then go” type. Regarding that, and this is just a generalization, but it is said that if females don’t have confirmation that “You can do it!”, then it is difficult for them to proceed forward.

Zuckerberg is the Hero of Dragon Quest?

Tokido: I see, I think that’s true.

Ishikawa: To build on that, I believe that the reason females tend to avoid Management positions is based around that reason. If they don’t truly have confidence in doing something, then they can’t take action. On the other hand, if you ask a man “Can you do it?”, he will immediately respond “I’ll do it!”. It’s cute (laughing).

Tokido: I understand that mindset.

Ishikawa: As for me, when I played Dragon Quest, I was fascinated by the fact that the Hero was the main character. What I’m saying is, the Hero starts off as a weakling, right? He can’t use magic and doesn’t have any special powers. All he has is a vague dream. Something is happening in the world. He doesn’t know what, he just knows that something is happening. Therefore, he decides to go on a journey. For me, I thought “Maybe this is the same as the Heroes in the real world?”. Speaking of now, Facebook founder Mark Zuckerberg probably started off the same way.

Tokido: You think too much (laughing).

Ishikawa: It would be nice if I became the Hero, but actually I’m not that type of person. Therefore, If I didn’t become friends with the Hero, then I’d never be able to leave on my journey. But, will I notice when the Hero calls out to me, what should I do if I don’t notice and miss my chance…I was incredibly worried about these things (laughing).

Tokido: You really thought a lot about this (laughing).

Ishikawa: Therefore, I never really had any interest in raising my level and defeating the bosses. If I could make a discovery on my own, then I was satisfied. What style did you play games, Tokido.

Tokido: I enjoyed defeating the bosses then talking with my friends about how they defeated the bosses. As for Fighting Games, I played with the feeling of “There’s no way I’m going to lose to you!”. The reason why is that out of all my friends, I played the most. Therefore If I lost, even though I practiced the most, I would think “Why did I lose? Why am I bad?” and get angry.

Ishikawa: As expected, you have a lot of fighting spirit (laughing). Compared to other pro-gamers, I think what sticks out about you is the wide variety of games you play. You could be called an “Omnipotent Type”, or maybe a “Jack of All Trades”. Do you not want to lose, no matter the game?

Tokido: That’s right. Speaking frankly, on becoming a pro, I could not forgive Daigo for becoming a pro before me. I thought “Why not me! I’m stronger than he is!”. At that time, I still did not understand how incredible Daigo was. But recently, just like you said earlier, I began to find joy in discovering things through games rather than just winning. I realized that this is a more important technique than just playing for a long time, so I’m trying to focus more on discovery.

I Was Satisfied Just Winning

Ishikawa: Are “Playing to Win” and “Playing to Discover” different?

Tokido: If you play just for the sake of winning, then you will eventually reach a plateau. You won’t be able to win against truly strong Top Players. You may wonder what’s different and ask others for help, but the problem is that you were so focused on “Winning Constantly” and “Winning Soon”, that you became satisfied with yourself while you were winning. Because of this, you became unable to do important training that is necessary for the future. You stopped searching for a superior winning pattern.

Ishikawa: That’s very interesting. Once they find a pattern, people have a general tendency to only notice things that match with that pattern; this is called “Cognitive Bias”. To put it simply, people tend to see only what they want to see.

Tokido: I see.

Ishikawa: (My head hurt trying to translate this so I’m skipping it. His point is just that the best scientists are able to remove their own bias when performing experiments to make sure the results are accurate.)

Tokido: “Am I lacking something?” or rather “Was I lacking something?”, that’s it. Once you find a winning pattern, you tend to think “With this I’ll be able to win for a little while” and relax.

Ishikawa: While watching your matches, I noticed something.

Tokido: Oh, what could it be!?

Ishikawa: You are very strong at the start of the match. But in the latter half, there are many times where you lose that momentum. I think this is not a problem of strategy, but rather a mental problem. In the beginning you focus too much, then in the latter half you become exhausted. I think you understand the method to make yourself focus, but you don’t know how to make yourself relax.

Tokido: It’s just as you say.

Ishikawa: Speaking of games, about how long does a match take?

Tokido: In the normal FT2 set, about 5 or 6 minutes.

Ishikawa: Even then, only about 4 or 5 minutes of that is actual playing time. If one is able to switch between “ON” and “OFF” during the break time in the match, they will be able to focus until the very end; but Tokido, I noticed you focus the entire time so you concentration power drops off in the latter half.

Tokido: Now that you say it, it’s true that I focus the entire time.

Ishikawa: Actually, there’s one more thing I noticed.

Tokido: What is it!?

Pro-gamers are “Masters of Goal Setting”

Ishikawa: I noticed this the other day when I was measuring your mental state while your playing.

Tokido: You’re talking about the glasses that measured Focus Power and Relaxation Levels, right? (They did an experiment earlier with Daigo where they wore glasses that measured things like Blinks, Eye Movement, Eye Speed, etc.)

Ishikawa: Even though you had the advantage, when your opponent did something unexpected and escaped, you would shake violently (laughing).

Tokido: It’s because I have a plan and when it doesn’t work out I get so disappointed with myself. “Even though I practiced so much, what am I doing…” Something like that.

Ishikawa: When things don’t go well, whether you put the blame on yourself or on something else has a big change of the outcome, doesn’t it.

Tokido: “During the match, don’t blame yourself for things” is something I’ve recently come to understand. You can always reflect and practice once the match is over.

Ishikawa: Because athletes and gamers have a very quick Winning and Losing cycle, they can quickly learn and improve through failure and adversity, but they can also quickly run into walls. If I had to say pro-gamers were masters of anything, then it would be “Masters of Goal Setting”. They don’t just play by habit, but rather in the span of a short match, they are constantly making goals that they must meet in order to improve.

Tokido: Certainly, the good point of games is that you can quickly find things then apply them in your next match.

Ishikawa: In comparison to that, for a Businessman to know if his work was good or bad, he must wait to hear feedback which takes time. Therefore, people tend to just get through their workdays just by habit rather than by setting goals. I’m the same way. Tokido, I think it’s amazing how you are able to win in multiple games as well as play one game for a long time- the amount of practice you do must be a lot.

Tokido: I play for 8 hours a day. If I had to say why I play this much, it’s because up until now I still have never been #1.

Ishikawa: Hm? What do you mean?

Tokido: In my mind, there has never been a moment where I thought, “I’m the best in the world!” No matter how many tournaments I win, somewhere in my heart there’s a side of me that is thinking, “The one who is actually strong is him.” I’m not satisfied at all.

Ishikawa: When did you notice the fact that you weren’t satisfied?

Good, but not the Strongest

Tokido: Rather recently. There is someone close to me that can confidently say “I’m the strongest.” It’s Umehara-san (laughing). When I came to understand Daigo’s mindset, I felt sad but at the same time I felt a very strong desire of, “I want to know what this sensation is like!”

Ishikawa: You were good, but not the best.

Tokido: Exactly. It was like, “Just because you win a lot of tournaments, doesn’t mean you’re strong.”

Ishikawa: Then the topic changes to, “What does it mean to be the Strongest?” Kind of like Miyamoto Musashi in Inoue Takehiko’s “Vagabond” manga.

Tokido: I have every volume (laughing). By the way, Umehara-san thought about this idea when he was 14 years old. 14 years old! I felt a sense of hopelessness. I thought, if I can’t surpass this person then there’s no way I can be the strongest.

Ishikawa: For the sake of becoming the strongest, did you change the way you practiced?

Tokido: Rather than just reflecting on matches, I began to realize the importance of discovering new things. Understanding the reason why you lost is simple. Even when you win, there are things to discover. Up until now, I wasted my time by being satisfied with my victories. These days, I’m putting great effort into discovering new things, even if they are small. Or bringing things back from the past and applying them today.

Ishikawa: In the Martial Art and Tea Ceremony world, there is a saying “Protect, Detach, Transcend”. First, you obey the teachings of your master, then break away from them, finally you separate yourself and stand on your own. Research is the same way, first you gain knowledge in your field, then you begin to solve problems. Then one day you are ready to proceed to the next stage and begin to think of your own questions. When you begin to think of your own questions, you are bound to make mistakes, but you are doing something no one else has done so this is the reason you must search for questions. This is your niche.

Tokido: This happens a lot in games as well.

Ishikawa: How should you make your questions? I think the guide to that will be your emotions. What do you think is interesting? What makes you feel anger? Delve deeper into those things is what I was taught at university in the West. At first I didn’t understand, but after all this time I’ve finally gotten the hang of finding questions in the emotions I encounter in my daily life.

Tokido: Why is it important to establish your own emotions as your base?

Ishikawa: Things that you are curious about are things that you will be able to research for a long time. If you do things just because no one else has done it, you will get tired of it along the way. Even in games, things that you find interesting you will be able to expand on and easily make new discoveries, right?

Tokido: I bet in just a single Daigo match there are a lot of things you notice.

Ishikawa: That’s right. Why are there so many things to notice? At the risk of being misunderstood, I think it’s because for Daigo, he has no interest in the immediate victory. His viewpoint is “What does it mean to be good at this game?”, therefore there are a lot of things to notice about his play.

Tokido: I understand what you’re saying.

Ishikawa: The moment when you notice something mysterious about the commonplace, you encounter a number of great questions. Like how Newton discovered gravity from the common act of apples falling straight down to the ground. In Street Fighter, there are various people thinking of various fighting styles. Relying only on their thoughts, they continue to come up with new ideas within the boundary of the game. Isn’t this the reason for playing games?

Tokido: Fighting Games all end up like this. As the players increase, so does the amount of knowledge shared. In order to win under this situation, you must think about a new and different strategy.

Ishikawa: In my last discussion, Shogi player Nakamura Taichi also said something similar. In Shogi, computer programs can search far and wide through various plays to find a new strategy and win. However, that play will only work once, and if all you do is rely on this style to win, then you will face a dilemma because you won’t be able to gain a strong sense of intuition or deep thinking power.

Tokido: I also had the same trouble before. In the past, I played a lot of games and had strategies for many different characters so I was able to win with my “wide and shallow” knowledge. In the early days, many tournaments were decided by Best of 1 matches, so I won many of my matches with surprise attacks or sneak attacks designed just to beat one specific opponent. However, luck is also a big factor in Best of 1 matches, and as I began to play more and run into the same people, I became unable to win. My lack of variety and knowledge was exposed as my weakpoint.

Ishikawa: But I think you’ve been a very strong thinker from the beginning.

Tokido: No, in the end I wasn’t thinking at all. My battle style was just my own pattern; I aimed just to hit my opponent and get a cheap win. I could win against people I could hit with my pattern, but I couldn’t win against those that I couldn’t. When my opponent was able to escape from this pattern I didn’t think about how to deal with it, I just kept pursuing a style that would be able to hit more people. In other words, it was like I was fighting against the computer the whole time, I never thought about my opponent’s mind. However, there will always be people who can escape your pattern, so you will always end up losing.

Ishikawa: Having a pattern that can beat many people is incredibly powerful, I think; but by solely chasing that pattern you ended up running into your limit. That’s a really interesting story.

Tokido: Yeah, after a long time, I finally noticed the problem. I thought, “What a shallow thing I’ve been doing…” and became disappointed with myself. On the other hand, even if Daigo found a winning pattern, he would immediately look for ways around it. Furthermore, if he had an idea, he would test it in an actual battle. Usually, it wouldn’t be successful…but he doesn’t fear failure.

Rather Than Winning, Prioritize Deepening One’s Knowledge

Ishikawa: Daigo would occasionally zone out for about 5 seconds after the start of a match. Why would he go through the trouble to do something so wasteful? It seems it’s because he wanted to know what he would feel when he got beat up by his opponent. More than playing to win, he was prioritizing deepening his own mental state.

Tokido: As a rule of thumb, I think if you do something because it’s interesting to you, you can eventually turn that into a strength.

Ishikawa: Even if you don’t understand why, for now just do it. In the research world, we say that if you pile up all your failures you’ll be able to find your discovery. Therefore, we have a culture where we value our failures. If you don’t fail, you’ll be able to pursue “Small Ideas”, but you won’t be able to chase after any “Big Ideas”.

Tokido: Speaking like that, then I am “Mr. Small Idea”, huh (laughing). The “Strongest” on the other hand, that’s a pretty “Big Idea”. I really do want to become the strongest.

Ishikawa: For that sake, then I guess you really need to think about what it means to be the strongest, and furthermore how can you prove that you are the strongest? At the present time, how do you define the strongest?

Tokido: I wonder, hmm… One thing I think about, is up until now I worried too much about the eyes of those around me; the eyes of those around the world. I thought if I won a lot of tournaments, those around me would view me as strong. But recently, I noticed that the ones close to me, the ones that I know well, have acknowledged me; I feel like this is one step closer to becoming the strongest.

Ishikawa: The ones looking at Tokido have changed.

Tokido: Yes, now I’m told “You played well” or “You were good”. Well, “Then what did you think about me up until now?” I want to say (laughing). Streaming and video technology has progressed, so now there’s gaming content with hundreds of thousands of people watching simultaneously. Now that we’ve finally entered the world of gaming, I want to pursue a way to make those watching enjoy themselves. If I simply just try to win, or just aim to put up results, then I feel like I would have contributed more to society by continuing along the path of an engineer or researcher after graduating college.

Ishikawa: I didn’t believe in myself as a gamer, so I ran away to my studies (laughing).

Tokido: (Unsure on the start) As for Japan’s pro-gamer scene, I’m truly glad that someone like Daigo is at the top. If it was just someone strong, or a short-sighted person, then we never would have come as far as we have.

Ishikawa: Recently, you can pull out your smart phone and play games anywhere, but there is the question “Are they playing games because they actually feel like playing games?” If they say “Yes”, then that’s great; but those that say “No”, why are they playing games? It may be that thinking about what they want to do is troublesome, so they decide just to kill time by playing games; that’s kind of sad, I feel. But then it’s also difficult for them to think “Do I really feel like playing games right now?”

Tokido: “What kind of person am I?” is such a fascinating thing to think about. Earlier, I said I wanted to become the strongest, but at the same time I also have the feeling of “If I achieve that goal, will I really be satisfied?” Is that really my goal, or am I just doing it because it’s a simple goal to chase?

Ishikawa: Youtubers and many other lifestyles are steadily increasing; the era of just following one straight path through life is over.

Tokido: We can’t choose the world we are born in; so it’s important for us come to terms with our feelings and desires.