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List of All ITG Skills: Have a Contribution?
Old 06-21-2006, 12:27 PM   #1
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Arrow List of All ITG Skills: Have a Contribution?

TLDR Notice: The section encased by stars (***) is supporting story and can be skipped.



*********************
Last year at a boardwalk arcade, a single tip from a better ITG player (Mystik Fury) about controlling breathing shattered the 11 barrier holding me back, and I immediately passed July, Xuxa, and then Charlene for the first time. Similar, but rare, guidance in the past also helped me get ahead in DDR.

Now, while playing with friends and helping them learn, I realized that having a better player guide them has helped them learn relatively fast. In a few months of casual play everyday, they could do what had taken me at least twice as long to do learning on my own.

Below are some of my friends and how they progressed in ITG:

Will - Newbie to 6's in 2 months
Dan - 3's to 9's in 3 months
Josh – 7’s to 11’s in 4 months

So here’s the deal. To help my friends (and myself) focus on weak areas, we got together and thought of each general skill that most players begin to pick up quickly at a certain time (remember when you understood gallops or crossovers for the first time? You stutter-foot them until one day the concept and motion hits you and you dramatically “get it”. Those are the kind of skills I'm talking about).
*********************

Here is the list we put together, but I’m sure it’s missing things that I either forgot or haven’t learned yet. Also, I’m unsure whether skills like reading modifiers should be included, and doubles-specific skills aren’t complete because none of us are very good at doubles yet.


ITG Skills Sheet - - - - - Contributors: Ryo_the_III, ranatalus, Jragon, mavrik_055, RobCrazyLegs

Basic Skills
Conceptual Understanding: Hitting an Arrow
Conceptual Understanding: Musical Timing
Conceptual Understanding: Freezes
No Return to Center
Streams (reading arrows as patterns, not individually)

Intermediate Skills
Conceptual Understanding: Mines
Conceptual Understanding: Rolls
Conceptual Understanding: Hands
Gallops
Jackhammers
Double Taps/Steps (fast streams with 2 of the same arrows in a row, or bypassing crossovers)
Crossover: Down (basic LDR, RDL)
Crossover: Up (basic LUR, RUL)
Crossover: Dynamic (streams of crossovers, anything that turns you at 90 degrees)

Advanced Skills
Melting (cheating hands by quickly double stepping the arrows with your feet, finishing on beat to achieve a Fantastic, or leaving a freeze arrow to hit another arrow and returning to the freeze before it times out)
Holding freezes with hands while hitting steps with your feet
Crossover: Extended Down (ex: LDRLRDL)
Crossover: Extended Up (ex: RLURLULRULR)
Crossover: Extended Dynamic (streams of crossovers, turning you 180 to 270 degrees)
Roll-Infused Streams (streams consisting of part 16ths, part rolls)
Turns (the ability to rotate 360 degrees to make a step pattern easier or to complete freezes)
Fantastic Attacking
Movement Minimization (decreasing the distance your foot travels to increase speed)
Energy Conservation (controlling movement, breathing, exertion, sacrificing accuracy to combo short arrow bursts)
Balance/Support Technique (keeping balance with/without bar, navigating mines and jumps, dropping center of gravity for speed bursts)

Timing Skills (a player learns to read these notes as part of a pattern and understands their timing)
Understand 4ths
Understand 8ths
Understand Off-Beat 8ths (off-beat as in not just a triple or part of a stream)
Understand 16ths
Understand Off-Beat 16ths
Understand 32nds and Smaller Intervals
Understand Off-Beat 32nds and Smaller Intervals
Understand 12ths
Understand Off-Beat 12ths
Understand 24ths
Understand Off-Beat 24ths

Double-Specific Skills
Reading 8 arrows and understanding the panel position
Navigating both pads (non-crossover, non-stream)
8-panel Balance and Support Techniques (bar and non-bar techniques)
Double-Specific Jumps
Double-Specific Hands
Double-Specific Streams (needs breakdown?)
Double-Specific Crossovers (needs breakdown?)
Stretch-Jumps ("Stretch" is defined as an arrow pattern requiring you to hit arrows placed farther apart than possible in single)
Stretch-Hands
Stretch-Streams
Stretch-Crossovers

Miscellaneous Skills
Maintaining Morale (training states of mind to better playing ability)
Preparation (learning what routines or preparation before the game let you play at your best)

----------
Disclaimer: This list is by no means a walkthrough to get better and was not intended to be one. This list is just techniques most people pick up at a certain time. There is no substitute for just sheer PRACTICE, TRIAL AND ERROR (#1 way to get better).
----------

All input, additions, and criticism is welcome. This list helped some of my friends learn and helped me map my weak points so I wanted to just share it. Is anybody more experienced in doubles?

Last edited by RobCrazyLegs : 07-06-2006 at 12:55 AM.
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Old 06-21-2006, 01:57 PM   #2
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I'm not sure if you want to touch this issue, but playing flat footed and on the balls of your feet have different advantages. But this is a pretty good list.

For doubles, some good notes would be:

Beginner:
Reading two pad's worth of arrows at once
Crossing over from one pad to the other
Keeping balance on multi-pad jumps
Reading pad-switching jumps

Intermediate:
8th notes on pad crossovers
Not using one foot to get a stream of arrows
Doubles hands with hold on one pad and hands on the other

Advanced:
Stretch jumps (such as D on pad one and U on pad 2)
Stretch jumps with awkward hand placement
16th runs across the pad
How to properly use the bar for balance/endurance needs (optional: Depends on if you believe in using the bar)
Awkward 16th sets (Example= Little Kitty Mine Expert: Pad 2 right 4th note-RUD 16th sequence on pad 1)
Reading densly packed steps (*32nds and such) with mines (Ex: One False Move Expert)

I'm not all that great at doubles, but these are some of the problems that I'm getting over/gotten over. Hope it helps a little
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Old 06-21-2006, 02:54 PM   #3
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pretty damn good, i dont think i can add anything
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Old 06-21-2006, 05:39 PM   #4
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wow good work on this thread

perhaps add to advanced skills, Conceptual understanding: Roll infused runs (chances are we'll probably see some of these in ITG3)

and perhaps adding to the timing skills section:

Understanding 4ths (Red-Orange Arrows)
Understanding 8ths (Blue Arrows)
Understanding 16ths (Yellow-Green Arrows)
Understanding 12ths, 24ths and 48ths (Purple Arrows)
Understanding 32nds (Orange-Yellow Arrows)
Understanding 64ths (Teal Arrows)

also if your really into it, you can include the definition of all the mods, uses etc.
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Old 06-21-2006, 06:39 PM   #5
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I would add something reguarding:

*Spins
*Hands
*Hands W/ Holds (Think of Dawn)
*Gallops W/ Turns (Think of Saints Go Marching)
*Rolls
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Old 06-21-2006, 08:08 PM   #6
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Quote:
Originally Posted by mavrik_055
I'm not sure if you want to touch this issue, but playing flat footed and on the balls of your feet have different advantages. But this is a pretty good list.

For doubles, some good notes would be:

Beginner:
Reading two pad's worth of arrows at once
Crossing over from one pad to the other
Keeping balance on multi-pad jumps
Reading pad-switching jumps

Intermediate:
[...]
[...]
Doubles hands with hold on one pad and hands on the other

Advanced:
Stretch jumps (such as D on pad one and U on pad 2)
Stretch jumps with awkward hand placement
[...]
How to properly use the bar for balance/endurance needs (optional: Depends on if you believe in using the bar)
Awkward 16th sets (Example= Little Kitty Mine Expert: Pad 2 right 4th note-RUD 16th sequence on pad 1)
[...]
Thanks this is the kind of techniques for double we should look for. I omitted skills that seemed to be a combination of two or covered by something else. What do you mean "Stretch jumps with awkward hand placement"? Could you elaborate for me?


Quote:
Originally Posted by Jragon
perhaps add to advanced skills, Conceptual understanding: Roll infused runs (chances are we'll probably see some of these in ITG3)

[...]

also if your really into it, you can include the definition of all the mods, uses etc.
Like streams made partly out of rolls and 16ths? I've never seen this outside of edits but definately a skill that would be needed. I could list most of the mods and what the technique is, but I would need help on things like Invisible, as I've never tried to memorize a step pattern.

Quote:
Originally Posted by Untouchable
I would add something reguarding:

*Spins
*Hands
*Hands W/ Holds (Think of Dawn)
*Gallops W/ Turns (Think of Saints Go Marching)
*Rolls
Good thinking, but I think skills that are purely combinational could be left individual. Should combinations be listed seperately? (After learning crossovers and gallops did it take any of you significant time to combine them?)


I will update the list and give credit to contributers, feel free to disagree with any changes or omissions.
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Old 06-21-2006, 08:18 PM   #7
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cheating on hands/holds

hold freezes with hands while hitting steps with your feet

honestly though, a sort of guide for this would be difficult to make and could potentially make it harder for people to learn. Everyone progresses in different ways at different speeds, and has certain things they'll be better at.

Overall this may make a good list of things to learn at one given level of skill to be able to adequately progress, but I think the best way to learn how to do something is by trying and failing, not waiting until you think you have all the of prerequisite skills down. That's what causes people to be able to ** 9s but not pass 11s.
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Old 06-21-2006, 08:32 PM   #8
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Quote:
Originally Posted by ranatalus
cheating on hands/holds

hold freezes with hands while hitting steps with your feet
Thats what I meant by melting, I'll use that in the description. As far as holding freezes with hands and hitting with feet, I'll just insert that "as is" for lack of a term ^_^

Quote:
Originally Posted by ranatalus
honestly though, a sort of guide for this would be difficult to make and could potentially make it harder for people to learn. Everyone progresses in different ways at different speeds, and has certain things they'll be better at.

Overall this may make a good list of things to learn at one given level of skill to be able to adequately progress, but I think the best way to learn how to do something is by trying and failing, not waiting until you think you have all the of prerequisite skills down. That's what causes people to be able to ** 9s but not pass 11s.
I wholeheartedly agree with you. This list is by no means a walkthrough to get better and was not intended to be one. This list is just techniques most people pick up at a certain time. There is no substitute for just sheer PRACTICE, TRIAL AND ERROR (#1 way to get better). I will insert a disclaimer, thanks a lot.
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Old 06-21-2006, 08:35 PM   #9
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for holding freezes with hands and hitting other arrows with feet, you could call it "needlessly awkward"
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Old 06-21-2006, 09:24 PM   #10
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Quote:
Originally Posted by RobCrazyLegs
What do you mean "Stretch jumps with awkward hand placement"? Could you elaborate for me?
I might be doing it wrong, but a jump hold that has hands that feel a bit uncomfortable to do. The only example i can really give off the top of my head would be Hustle Beach Expert, with a hold on LD on pad one, with hands on R of Pad 1 and L of pad 2.

Stretch jump was a bad word for that, its more of a stretch hand(?).
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Old 06-22-2006, 05:55 AM   #11
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I don't know if it's a skill or not, but being able to get hands by reaching around the back and blindly hitting the arrow is a mountain itself to climb. It's actually pretty fun when you get the hang of it.

See also:
Dawn expert
Dynamite Rave light (freestyles I've seen people do)
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Old 06-26-2006, 09:23 AM   #12
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Wow, ladies and gentlemen, I don't think that there's anything that I could technically add without being redundant. I think i'll just print this out and hang it on my arcade wall by the dancing games. Mozeltov!

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Old 06-26-2006, 11:03 AM   #13
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I think I can add a few things before I head off for school.

One skill you need to pick up is an understanding of nutrition. To sum up what I learn, try to eat healthy and carry a lot of water bottles and bananas. (water and bananas help stop cramps)

Another skill that you may or may not need is mindset that will ignor pain. It helps a lot becuase you can push yourself futher and gives you a better understanding about you body's actual limit.
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Old 06-26-2006, 03:56 PM   #14
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If you haven't done any type of exercise before playing and your legs become tired, then stretch them out. Don't pick an easier song or stop playing.
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Old 06-27-2006, 10:55 AM   #15
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Quote:
Originally Posted by Ryo_the_III
One skill you need to pick up is an understanding of nutrition. To sum up what I learn, try to eat healthy and carry a lot of water bottles and bananas. (water and bananas help stop cramps)
I am going to disagree with a skill for understanding nutrition, as it is far from being just related to dance games. However, specific preparation may be important to ITG itself. Players usually learn what kind of shoes/clothes work for them, as well as how their eating habits before gameplay affect them.



Quote:
Originally Posted by Ryo_the_III
Another skill that you may or may not need is mindset that will ignor pain. It helps a lot becuase you can push yourself futher and gives you a better understanding about you body's actual limit.
Personally, this issue has come up many times for me. Sometimes being able to psych yourself up, or just having good morale during gameplay, can REALLY pull through in the end. It was being able to disregard failure-quality pain and lack of breath in the final 15 seconds of Delerium that let me pass it for the first time. I f***ing hurt like hell afterwards, but I still passed, lol.


For now, I will add a general catagory for preparation and controlled morale/psych, thx.
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