Good thing there are training modes in every fighting game you pick up... but one more thing to add to what you said, Tom. A lot of it is memory and sound cues... but it's also important to keep track of where you are on the screen. This is why I'm a decent SF player... because I can bait my opponents into coming in near me where I can do the most damage. If a move moves you to the other side of the screen, it's important to know that. If a move moves you back from your opponent or pushes them back out of your range, it's enough to know that, as well...

At 08:26 PM 19/11/2010, you wrote:
Hi,

And I'd also like to add, if this hasn't been said already, that the
games that we can play require a lot of time, practice, and a good
deal of doing things from memory.  For example, since menus don't
speak you might write it down, braille it up, etc but sooner or later
you are going to just want to remember the menus to navigate them
faster. In game play if you are playing a game it helps to commit to
memory certain game sounds so you can successfully block an attack,
and can counter it quickly. Unfortunately, you don't have a handy
sound descriptions menu right there so you pretty much are on your own
figuring out what sound means what. In short, what I'm saying is it
does take both a lot of time and a lot of patients learning and
getting good at any mainstream game because it pretty much boils down
to playing based on nothing more than your own memory and sound
queues.

HTH


On 11/19/10, Clement Chou <chou.clem...@gmail.com> wrote:
> This is true. Those of us who are into mainstream games realize that
> at some point, we're going to have to ask sighted people for help...
> it's a fact of life.

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