I've made a thread with detailed analysis of the current EA UFC 2 Striking mechanics, Combo multiplier and Hits stuns/FBHR situations:
http://www.operationsports.com/forum...s-how-use.html
How to use this table:
1st example:
You SIDE STEPped/BWD dash/successful SWAY opponent's strike (i.e. he missed/WHIFF) > you have Counter bonus window for 3 sec duration; as i think its multiplier is 1.5 > you can make Elbow (with 3.5 dmg) with 1.5-1.6 mp = 5.25 > so one strike at the beginning of the fight w/o SA will cause opponent FBHR 1-2 level (hit stun).
2nd example:
You made clear hit by Left Jab then Superman punch (3.75), i think mp from hit (COMBO MULTIPLIER) is 1.4 and increasing with every follow up hit > your Superman punch = 5.25 > will cause FBHR 1-2 level.
3rd example:
You have STAMINA ADVANTAGE (SA) over the opponent, i think it gain dynamically changing dmg MP > so you strike will get 1.1 - 1.6 MP > and i strike may cause a huge FBHR when you are full but opponent is fully exhausted of stamina.
But as official EA Sports forums are gone i think i need to repost the Strike's damage and stamina cost table, which was posted long ago by GPD for EA UFC 1 and is still actual in its most part. This table is crucial in building your Combo and causing FBHR to the opponent:
Base damage per strike & Base stamina drain per strike (patch 1.04):
Final damage amount is calculated by:
- my Stamina and Ratings (Stamina is responsible for only half of your damage. So, when gassed (0% Stamina) - you deal half the damage).
- opponent’s Stamina and Ratings
- combo multiplier
- counter Strike status
> This data just gives you a base from which you can do some high level cost/benefit analysis of the different strike types.
Strike type (Base damage - Stamina tax per strike):
http://forum.ea.com/eaforum/posts/list/10185112.page#33637684
1) Stand up:
BRUCE_LEE_BACKFIST (0.75 – 2)
STRAIGHT (1 – 3)
POWER_STRAIGHT (1 – 3)
HOOK (2 – 4)
POWER_HOOK (2 – 4)
UPPERCUT (2.5 – 5)
POWER_UPPERCUT (2.5 – 5)
SILVA_612ELBOW (3.25 – 5)
CRUZ_OVERHAND (3.25 – 6)
CRUZ_STRAIGHT (3.25 – 6)
JONES_ELBOW (3.5 – 4)
WEIDMAN_OVERHAND_ELBOW (3.5 – 4)
OVERHEAD_HOOK (3.5 – 6)
POWER_OVERHEAD_HOOK (3.5 – 6)
SPINNING_BACK_FIST (3.5 – 6)
DOS_SANTOS_OVERHAND (3.5 – 6)
HENDRICKS_HOOK (3.5 – 6)
SUPERMAN_PUNCH (3.75 – 6)
JONES_SPINNING_ELBOW (3.75 – 6)
TEAP_KICK (2.75 – 5)
INSIDE_LEG_KICK (2.75 – 6)
FRONT_KICK (3 – 6)
HENDERSON_STANDING_KNEE (3.25 – 5)
KNEE (3.25 – 5)
LUNGING_KNEE (3.25 – 5)
SIDE_KICK (3.25 – 5)
AXE_KICK (3.25 – 6)
LEG_KICK (3.25 – 6)
JONES_OBLIQUE_LEG_KICK (3.25 – 6)
ROUNDHOUSE (3.25 – 6)
BRUCE_LEE_KICK (3.25 – 7)
INVERTED_KICK (3.5 – 6)
INWARD_HEEL_STOMP (3.5 – 6)
HENDERSON_ROUNDHOUSE_LEG_KICK (3.5 – 6)
JONES_ROUNDHOUSE_KICK (3.5 – 7)
SILVA_FRONT_KICK (3.75 – 6)
SPINNING_SIDE_KICK (3.75 – 7)
ALDO_ROUNDHOUSE_LEG_KICK (3.75 – 7)
MUAY_THAI_LEG_KICK (4 – 6)
DUCKING_ROUNDHOUSE (4 – 7)
SILVA_SPIN_KICK (4 – 7)
SWITCH_LEG_KICK (4 – 8)
ALDO_SPINNING_SIDE_KICK (4 – 8)
ST_PIERRE_SWITCH_KICK (4.25 – 6)
CRANE_KICK (4.25 – 8)
SWITCH_ROUNDHOUSE (4.25 – 8)
GUSTAFSSON_JUMPING_FRONT_KICK (4.25 – 10)
JUMPING_SWITCH_ROUNDHOUSE (4.5 – 7)
DODSON_JUMPING_SWITCH_KICK (4.5 – 8)
JONES_JUMPROUND_KICK (4.5 – 8)
MACHIDA_CRANE_KICK (4.5 – 8)
FLYING_KNEE (5 – 9)
ALDO_JUMPING_DOUBLE_KNEE (5 – 9)
AERIAL_KICK (5.5 – 7)
_540_HOOK_KICK (5.5 – 10)
CAPOEIRA_KICK (5.5 – 10)
CARTWHEEL_KICK (5.5 – 10)
SPINNING_BACK_KICK (5.5 – 10)
SPINNING_HEEL_KICK (5.5 – 10)
DOS_SANTOS_SPINNING_HEEL_KICK (5.5 – 10)
MCGREGOR_360_ROUNDHOUSE (5.5 – 12)
MCGREGOR_HANDPLANT_ROUNDHOUSE (5.5 – 12)
LEAD_HEAD_FATIGUED_KICK (1.5 – 6)
LEAD_BODY_FATIGUED_KICK (1.5 – 6)
LEAD_LEG_FATIGUED_KICK (1.5 – 6)
BACK_HEAD_FATIGUED_KICK (1.5 – 6)
BACK_BODY_FATIGUED_KICK (1.5 – 6)
BACK_LEG_FATIGUED_KICK (1.5 – 6)
2) Cage:
CAGE_SUPERMAN (5.25 – 8)
CAGE_FLYING_KNEE (6 – 10)
CAGE_SPINNING_HOOK_KICK (6 – 10)
CAGE_ROUNDHOUSE_KICK (7 – 12)
3) Clinch:
CLINCH_SHOULDER (1 – 3)
CLINCH_HOOK (2 – 4)
CLINCH_UPPERCUT (2.5 – 4)
CLINCH_ELBOW (3 – 5)
CLINCH_STOMP (1.5 – 3)
CLINCH_KNEE (4 – 7)
4) Ground:
GROUND_STRAIGHT (0.75 – 3)
GROUND_HOOK (1.75 – 3)
GROUND_HAMMER (2.5 – 4)
GROUND_ELBOW (2.75 – 5)
GROUND_KNEE (3 – 5)