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Input available for block + sway

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Old 04-15-2019, 05:04 PM   #9
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Re: Input available for block + sway

Quote:
Originally Posted by Haz____
You can use headmovement while blocking in Fight Night and it feels balanced just fine to me.
It's balanced in Fight Night, and in Fight Night you can't Leg kick, body knee, body kick, clinch, shoot takedowns, etc.

It would be balanced just fine.
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Old 04-15-2019, 05:25 PM   #10
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Re: Input available for block + sway

In Fight Night, blocking while swaying limited your range of motion, head movement speed and counter speeds afaik. It was slightly more defensive than just swaying naked, which was all about fast counters.

Here you could do a similar thing, where blocking while swaying is a more defensive option rather than counter striking per se.

What we need are head slots. Like, a dude might block, sway and dip his stance, to get closer and inside, then crank a huge body shot.

IRL, you would slip outside cross with your right arm glued like holding the phone, while cutting a slight angle and getting to the opponent's side to throw a body hook with the opposite arm. This would require less strict timing too because you've already changed headslots, you have your hand covering the area from which a counter is most likely to come.

Imo, swaying with no guard is for dudes who have the timing down and want crisp counters. Swaying with a guard is to negate the importance of timing by defending in advance. Pre-emptive defense vs reactionary defense.

Of course there are still counter opportunities against the pre-emptive defense, but you've at least removed a few options.

Back to the headslots thing, it would be interesting if there were a way to stay in a different headslot for longer, without necessarily tying it to the current head movement system. Irl, changing headslots doesnt kill your stamina like it does ingame. Like, it's something you do idle when you get good at it, especially shorter dudes with crisp boxing.

Edit: I think FNC head movement did have head slots. Like you could hang in one position for as long as you wanted. Here your stamina dies if you do.
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Old 04-16-2019, 02:20 AM   #11
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Re: Input available for block + sway

Quote:
Originally Posted by AydinDubstep
In Fight Night, blocking while swaying limited your range of motion, head movement speed and counter speeds afaik. It was slightly more defensive than just swaying naked, which was all about fast counters.

Here you could do a similar thing, where blocking while swaying is a more defensive option rather than counter striking per se.

What we need are head slots. Like, a dude might block, sway and dip his stance, to get closer and inside, then crank a huge body shot.

IRL, you would slip outside cross with your right arm glued like holding the phone, while cutting a slight angle and getting to the opponent's side to throw a body hook with the opposite arm. This would require less strict timing too because you've already changed headslots, you have your hand covering the area from which a counter is most likely to come.

Imo, swaying with no guard is for dudes who have the timing down and want crisp counters. Swaying with a guard is to negate the importance of timing by defending in advance. Pre-emptive defense vs reactionary defense.

Of course there are still counter opportunities against the pre-emptive defense, but you've at least removed a few options.

Back to the headslots thing, it would be interesting if there were a way to stay in a different headslot for longer, without necessarily tying it to the current head movement system. Irl, changing headslots doesnt kill your stamina like it does ingame. Like, it's something you do idle when you get good at it, especially shorter dudes with crisp boxing.

Edit: I think FNC head movement did have head slots. Like you could hang in one position for as long as you wanted. Here your stamina dies if you do.
Yeah, stamina in FNC only really went down if you spammed a lot of different directional changes or whirlybirded.

Often at the start of fights I'd kind of crouch my head down and wait there like a gorgoyle with Tyson. Sometimes as a taunt, sometimes just as a way to "observe" and see what the guy did, like how Jon Jones will sometimes crawl on all fours around the cage. You could hang your head out for them to swing at and then move it away and make them miss, and you could do it in 360 degrees.

That's flatly not possible in UFC3 and the digital calculation system also means it's a lot less organic and more dangerous to do.

I do think that if slip-blocking is added, we'll need to get rid of or dramatically decrease the body health mitigation from crouching. FNC only had one universal "pump block" and you could shield your body more by crouching and blocking.

But in the EA UFC games, we have two blocks, high and low, so IMO it would make less sense to allow crouching to mitigate body damage in conjunction with high block. If people want to get tricky with head movement in conjunction with blocking, then their body should be open unless they guard it deliberately. I also think that if someone starts guarding their body while moving their head (like a troll attempt), people's head movement should probably slow down a lot. But if they don't guard at all and use head movement (Anderson Silva style), it should speed up.
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Old 04-16-2019, 03:36 AM   #12
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Re: Input available for block + sway

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Originally Posted by johnmangala
You haven't supported the bolded claims. What evidence do you have for the points 1 & 2?

Blocking sway = evasion + best counter opportunity + no delay for seating strike (like in Blocking step) + mitigating Damage (even w/o block) hugely + costs much less stamina than steps + has high stamina floor so could sway and regen stamina when exhausted + chance for pivot w much more counter opportunity + have also minor sway for neglecting risks landed opponent’s strike on block gives you Frame advantage = become the best and the only true def tool = OPed.

You can tell we will try to balance it by: as wrote above - Blocking Sway does not allow to counter for ex.... but in sway series for ex first Sways you hold block and release it when u r going to strike w/o delay... as yr opponent I will not see this moment b/c Sways are much faster than steps and practically you can not recognize fast enough this danger. Blocking sway willl blow opponent ‘s mind w/o conscious ability to counter it!

Last edited by SUGATA; 04-16-2019 at 03:44 AM.
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Old 04-16-2019, 07:38 PM   #13
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Re: Input available for block + sway

Quote:
Originally Posted by SUGATA
Blocking sway = evasion + best counter opportunity + no delay for seating strike (like in Blocking step) + mitigating Damage (even w/o block) hugely + costs much less stamina than steps + has high stamina floor so could sway and regen stamina when exhausted + chance for pivot w much more counter opportunity + have also minor sway for neglecting risks landed opponent’s strike on block gives you Frame advantage = become the best and the only true def tool = OPed.

You can tell we will try to balance it by: as wrote above - Blocking Sway does not allow to counter for ex.... but in sway series for ex first Sways you hold block and release it when u r going to strike w/o delay... as yr opponent I will not see this moment b/c Sways are much faster than steps and practically you can not recognize fast enough this danger. Blocking sway willl blow opponent ‘s mind w/o conscious ability to counter it!
This is mostly conjecture with no concrete evidence.

Everyone above has already provided reasons why it can be balanced, no need to rehash further.
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