I love how Ping Pong the Animation, an anime about high school ping pong tournaments, cares so deeply about its subject matter. It introduces characters by their grip and style, even their paddle rubber. Makoto Tsukimoto: right shakehand grip, pips-in/long pips-out, attacking chopper. Kong Wenge: right Chinese penhold grip, pips-in rubber on both sides, counter driver.
Standing outside of my first ever fighting game tournament—a little promotional jam for Rising Thunder—I’m imagining the anime splash screens of the players mulling about with their sticker-covered fight sticks. HORI Real Arcade Pro VX, left pinky/ring finger joystick grip, default Chel, Kinetic Advance. Mine would give me away as a scrub: Cherry MX Reds, custom keyboard layout, default Vlad, Kinetic Advance.
My keyboard looks silly among all these fight sticks. I’m starting to regret putting my name down. But a keyboard is what I’m comfortable with, and I remind myself that Seth Killian, one of Rising Thunder’s creators, plays on a keyboard. I’ve been taking his advice since I started playing. If this were an anime, Killian would probably be a retired pro who runs an unconventional dojo, always at odds with his old rival from the authoritarian dojo down the street.
He does give me a pointer as I practice at one of the rigs set up for the event, but it’s another flick to my nerves. I didn’t even know you could cancel Vlad’s Clobbering Rush into his super, and that this is new information to me settles it: I am going to lose. I knew that going in, but now I really know it.
Before the tournament starts, I turn around to see Killian following a dog that has wandered to the back of the event space at the Folsom Street Foundry. So I also know that this definitely is an anime.
I love how Ping Pong the Animation, an anime about high school ping pong tournaments, cares so deeply about its subject matter. It introduces characters by their grip and style, even their paddle rubber. Makoto Tsukimoto: right shakehand grip, pips-in/long pips-out, attacking chopper. Kong Wenge: right Chinese penhold grip, pips-in rubber on both sides, counter driver.Standing outside of my first ever fighting game tournament—a little promotional jam for Rising Thunder—I’m imagining the anime splash screens of the players mulling about with their sticker-covered fight sticks. HORI Real Arcade Pro VX, left pinky/ring finger joystick grip, default Chel, Kinetic Advance. Mine would give me away as a scrub: Cherry MX Reds, custom keyboard layout, default Vlad, Kinetic Advance.My keyboard looks silly among all these fight sticks. I’m starting to regret putting my name down. But a keyboard is what I’m comfortable with, and I remind myself that Seth Killian, one of Rising Thunder’s creators, plays on a keyboard. I’ve been taking his advice since I started playing. If this were an anime, Killian would probably be a retired pro who runs an unconventional dojo, always at odds with his old rival from the authoritarian dojo down the street.He does give me a pointer as I practice at one of the rigs set up for the event, but it’s another flick to my nerves. I didn’t even know you could cancel Vlad’s Clobbering Rush into his super, and that this is new information to me settles it: I am going to lose. I knew that going in, but now I really know it.Before the tournament starts, I turn around to see Killian following a dog that has wandered to the back of the event space at the Folsom Street Foundry. So I also know that this definitely is an anime.
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