lenshu3ng.tbm tutorial WIP
Posting this here as a WIP just in case you guys want to help. Also, it'd be cool if we could get someone to narrate this and whatnot.
--Foreword--
I was creating a script to help newbies in the game and was looking for skilled Toribash players willing to make a tutorial for ABD, lenshu3ng, and taekkyon. Hopefully, iris (Endurance Onslaught Champion) and Static (Toribash Legend) were glad to help with this tutorial.
2. The Point System
2.1. Body Specifics
HEAD - Your head is the most vulnerable part of your body, and will give your opponent the most points.
TORSO- Up next, we have the torso, it is very important that you protect it, as it is the core of your body, and gives the second biggest amount of points.
GLUTES- The glutes are a nice little reminder that you should be careful in the way you attack your opponent. Leaving them open will leave you very vulnerable, and they also give a notable amount of points.
SHINS & THIGHS- Shins and thighs are a weird one. The amount of points they give is very unpredictable, however it can be significant.
FOREARMS & BICEPS- Your forearms and biceps won't give your opponent much points, however it is notable that they DO give points, however little it may be.
HANDS, ELBOWS, FEET, & KNEES- Hands, elbows, feet and knees. These are the parts of your body that give your opponent no points at all, meaning that ideally you would use them to strike as well as defend.
2.2 How do I use that knowledge?
It is important that you keep your head and torso as far from your opponent's range as possible, as they give the most points.
Naturally, it is recommended that you primarily use your legs to strike, and defend, due to how long and powerful they are, however, you can also use your arms for this in certain scenarios, though it is not advised because 9 out of 10 times, your head and torso will be exposed.
It is notable that your shins and thighs can give somewhat unpredictable amounts of points if struck properly. This can go both ways, whether it'd be attacking or defending.
3. General Movement
Moving is the only way you can effectively play the mod, whether it's offensively (chapter 4), or defensively (chapter 5)
Wrists, elbows, shoulders, pecs, knees, glutes, these are some of the, if not the, most important joints when it comes to moving. They are very very powerful, and if used correctly can generate TONS of momentum.
Of course, you aren't limited to moving only these joints, but they are definitely important to keep in mind.
It is also notable that the only way to generate momentum is by touching a surface, whether it's the ground or your opponent's tori, so avoid floating as much as possible, unless absolutely required, for example, to evade an attack.
3.1 Setups
Setups are one of the most important parts of lenshu, and **you must NOT ignore this.**
More often than not, setups are standardized, but this is only for the sake of consistency.
Anything can be a setup, as long as it gets you somewhere, figuratively and literally speaking.
They are more moldable than most people think, and it all depends on how you use them.
i.e.
https://forum.toribash.com/attachmen...6&d=1487378406 (frame 180)
https://forum.toribash.com/attachmen...5&d=1549545294 (frame 1700)
3.2 Comebacks
As the name implies, a comeback is when you come back to your opponent.
You must absolutely keep in mind the position you will be in by the time you meet your opponent. This is single-handedly the most important part of coming back to your opponent.
As you may assume, it is also important that you comeback fast, for a variety of reasons. Namely:
- Preventing your opponent from getting into a defensive or offensive setup;
- Making it hard for your opponent to run away with points;
- Applying pressure;
3.3 Running
As opposed to comebacks, you don't need to worry as much about being prepared for an opponent attack, because if executed properly you will NOT meet your opponent.
You can run by moving around the dojo until the frames run out, or by jumping out of the dojo without getting disqualified before frames run out.
4. How do I Attack My Opponent Properly?
Attacking is finding any way to harm your opponent, whether it's through physical damage, or by causing them to be disqualified.
Some of the fundamentals a good/effective attacker should have:
- Confidence;
- Speed and power, they go hand in hand;
- Efficiency, allowing yourself as many possibilities as you can;
- Variety, avoid being predictable;
- Understanding all the different approaches you could take, and picking the right one depending on the situation;
There are two ways to attack your opponent, objectively speaking: Striking and disqualifying.
4.1. Striking
When you strike, your main goal is to damage your opponent as much as possible, obviously while keeping the fundamentals in mind.
Advantages:
- The best way of getting points;
- Great way to apply pressure;
- Great way to mess with your opponent's position;
Disadvantages:
- Your attack can be countered, which can lead to giving your opponent points;
- Your attack can be avoided, which can put you in a bad position;
- Your attack can be deflected, which can lead to your opponent getting more points, as well as leave you in a bad position;
4.2. Disqualifying (very situational)
When you attempt to disqualify someone, your main goal is to apply pressure on them, according to the situation.
Advantages:
- Great way to punish your opponent;
- Adds another layer of pressure to opponent;
- Definitive way to end a match;
Disadvantages:
- May sacrifice point advantages;
- Can backfire, leading to self disqualification;
- Depending on the method (i.e. lifting someone out), you can be very vulnerable to dismemberments;
5. How do I Defend Myself Properly?
Defending is your only way of mitigating or avoiding damage. A good defender must be capable of adapting to the opponent's strikes accordingly. There are three ways of defending yourself: blocking, evading, and deflecting.
5.1. Blocking
Blocking consists of protecting the vulnerable parts of your body, preferably with your knees, elbows, hands, or feet.
Advantages:
- Throwing your opponent off;
- Getting points, if executed optimally;
- The ability to maintain a strong offensive position to use after the block is performed;
Disadvantages:
- It is unreliable, as you can't be sure of where your opponent will strike precisely;
- Can throw you off balance;
- Depending on the attack, could lead to getting yourself dismembered;
5.2. Evading
Evading consists of avoiding a possible bad situation by simply moving away from danger, preferably into an optimal position.
Advantages:
- Safer than blocking;
- May throw off your opponent;
- May open the way for multiple attacks afterwards;
- Good way to waste frames (good if you're winning in points);
Disadvantages:
- May waste a lot of frames (bad if you're losing in points);
- Can potentially ruin a perfectly fine position if used at the wrong times;
5.3. Deflecting
Deflecting is a bit of a mix of blocking, and evading, it is the ultimate way to defend yourself. It consists of blocking your opponent's attack, while getting out of their way, leaving them lost in most cases.
Advantages:
- Safe, not as much as a full on evasion though;
- May earn you a lot of points, making it worth doing;
Disadvantages:
- Situational;
- Hard to do at times;
6. Mind Games
Extremely situational and advanced. You may only use mind games effectively when you understand the current situation and it's possible outcomes. Take into consideration your opponent's skill level. When you attempt to do a mind game, you must understand the implied risk.
There are two types of mind games: BAITING and PRESSURING, each with their advantages and disadvantages:
6.1. Baiting
When you **APPEAR** to be vulnerable, to punish and/or exploit an enemy attack.
Advantages:
- Opportunities to punish;
- If used correctly, can waste opponent's time;
- Long term effects may be increased when using mind games, especially in 'best of' duels, but it can also be used in standard duel mode;
Disadvantages:
- If used incorrectly, can waste your time;
- Giving up safety in return for bigger rewards may be inconsistent;
6.2. Pressuring
When you put yourself in a threatening position, to force your opponent to panic or flee.
Advantages:
- Throwing off your opponent by placing them in uncomfortable scenarios;
- If used correctly, can waste opponent's time;
- Long term effects may be increased when using mind games, especially in 'best of' duels, but it can also be used in standard duel mode;
Disadvantages:
- If used incorrectly, can waste your time;
- Risk of placing yourself close to your opponent without doing anything, and consequently losing an opportunity to attack;