Small skills and tips
G'day all in this tread i would like to compile a list of hints and tips for aikido. This will be aimed at beginners to help fix common errors.
I would like to have a master list in this post that outlines the timing and/or situation the tip is usually said ingame. This will be used in my teachings ingame.
General tips
Get grabs early
Achieving grabs will aid in balance and will dictate what types of throws are avaliable.
Be aware of self grabs.
self grabs cause stress on your joints. when your joints are stressed its easier to get dm and fraced bu uke.
One leg at a time.
try to have at least one foot in contact with the ground.
Replant after the kick
if you do not replant after you kick you are more vunerable sweeps and leg attacks.
beware of the contracted pec wrist and elbow.
Don't jump
Trees and rocks are heavy like you should be and they don't jump.
Ungrab to save
check to see if ungrabbing and posting out is an option or was an option if you are checking your replays.
did you know there is a sarcasm font.
quality of life stuff
you can ctrl+z to undo your clicks to the start of the turn.
when you type someones name in a room if you press tab it will auto complete the name.
movement components
turing into and awa from your opponent.
turning in and away are fundamental skills for setting up throws and being heavy. i use pecs. most of my throw set ups for full throws start with me turning away and setting up my base. after i remove their ground control i use chest hips and abs to turn them towards the ground. Pecs are used if they are sitting heavy. to finish i try to use them to complete my base and put my weight on them like an extra leg.
taking a step
Contracting abs when taking a step will help your knee clear the ground keep the back knee extended and ankle contracted.
stepping backwards confuses the ghosts while the leg is in the air. the place where it looks like they can take you down is covered by a replant.
Opening Stance
when finding your own opener i recommend an asymmetrical stance
this doubles the amount of moves you have access to. and can exploit weakness in your opponents openers
Grab Stuff
Get custom grab colours
this will aid in telling you who has the grab control.
Watch the open hand
If only your colour grab colour is showing up and you both have grabby hands. he can still grab you funny places and ruin your day.
v is the hot key if you can't find your hands to ungrab.
Grab types
hand to hand
neutral position. Bushido games happen from this position.
inside grabs on one or both side
Refers to having your hand on the front facing part of uke's wrist/forarm. having your hand inside helps put uke in between the ground and you.
hand and elbow
having an elbow can lock out an opponents arm. keep the wrist bent. or then can grab the outside of your elbow... unless thats what you want. its also a good position for transfering to another type of grab on the elbow side.
and keep in mind the hand is free to try ruin your day.
wrist and collar/lapel
a very powerful set of grips that gives you access to a lot of judo style throws. Makes it alot easier to turn uke to offbalance or complete throws.
head grabs.
alot of fun if you can get this.
where the head goes
the body follows.
two on one
hand and overhook of arm.
uncommon
hand and over the shoulder
good position for a sprawl if you still have ground control.
hand and underhook.
makes it alot easier to remove uke's floor control but can leave you open to head shots. i sometimes get a side grab then ungrab to hook my arm up and try to grab the opposite shoulder.
single hand
where you want to be if you are a striker.
Ground control
relaxed ankles are good for when you are firmly or semi firmly in touch with the gound they can mostly take care of them selves.
extended the ankle you push off of helps prevent slipping. not too much or your shin is in danger of DQ.
ground control is the time after removal of their base before ground impact
keep an eye on their free arm. That is where power for turnovers and posting happens. work to remove the post if you have a free limb. keep your weight low and on the other side of their centre of gravity to make life hard on the joint. A single bent knee can not support the weight of two toris if there is no momentum helping it. though the ankle and abs joints can be used to help stabilise the bottom position.
base riding is the art within an art of Borrowing opponent base.
While on top i try to make giant tripods. either with active posting and using my arm to make the third pint of contact or I base ride and use them as my third point of contact.
Loss of ground contact still vertical
Shoulders shouldn't raise in the air
when you have been lifted and your opponent has Ground control raising your shoulders will send your feet further away from the center of the ring. unless you extend both pecs and contract your wrists at the same time. let your legs dangle when you do this and they will be in a more vertical position and easier to regain ground control with. its very much a trial and error thing when it comes to what to do with the legs. sometimes its better to hold them. but very rarely would i extend them if i have lost a lift battle the turn before. better to position for your landing for next turn.
F.AQ
what opener should i use?
at the start noob clap. then once you have worked out how to do a few moves try to find an opener that makes the moves you know easier. A good opener should do at least some of these things. Get a grab, protect pecs, set up your move,
establish your base, give you a chance against shoveles. Asymmetrical openers are an interesting place to explore.
How do you do all the flippy stuff?
Try here starting here
http://forum.toribash.com/showthread.php?t=475354
or refer to the how to do question
find a move you think looks cool or that you think looks like something you already do and figure out turn by turn what needs to happen. save a few copies of the replay and edit them at different times to see what needs to stay and what is changed depending on what happens.
then any additional questions post in the thread. but it boils down to figuring out what mechanics group the moves together. if you find moves that you can group together you can aim to find a set up for the group and you'll end up with multiple options
How do you control your tori?
i use hot keys and the mouse. i learnt how all the muscles worked by playing single player in ufcoctogon.tbm for 1000 frames 10 frames per turn 30frame dq. then alternating between tori and uke. i did this because i didn't have internet but it seemed to help alot when i got to multiplayer. if forces the learning of offence and defence. and how to pin someone/escape.
how do you kick/punch/throw/what ever move is mentioned.
first break it down into its components. a punch for example has three main components. winding up for the blow, throwing the blow then retracting. Act out the motion and focus on different parts of your body as you throw the punch. it start with the most obvious ones and try to translate those in first should give you the quickest results don't worry if you miss exactly what you aimed for. Just save then edit the replay at the turn before impact and play around with the smaller muscles like the lumbar or abs and see what they do to the trajectory of the shot. once you understand your punch/kick what ever you just deveoped have a look at other peoples ones. see how they solved the problems you encounted. figuring out a move yourself helps you understand the mechanics behind the move and teaches you how to make adjustments. Its not the quickest way to learn but i think it develops a more complex web of ideas in your head
Last edited by monkeyishi; Apr 20, 2018 at 03:18 PM.
Reason: more stuff