How do you deal with “volume strikers”?

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  • Counter Punch
    Pro
    • Apr 2018
    • 949

    #1

    How do you deal with “volume strikers”?

    I faced a guy earlier (but this is not a rare occurrence), who picked Glover Texeira, and threw literally nonstop.

    The fight only lasted 7 minutes. He landed 83 out of 170 strikes total (45 out out of 90 significant strikes). His stamina didn’t appear to be affected. I used head movement and footwork to make him miss over half his strikes, and tried counter-fighting, so I wobbled him 4 times and knocked him down twice in 7 mins.

    He just kept coming forward like the Terminator. I didn’t notice exaggerated patterns in the type of strike he was throwing. I tried to work the body but his straights and hooks would track my head. I tried working in some leg kicks but he would somehow just eat them and connect with a 1-2.

    What am I doing wrong OS bros?
    ...precision beats power and timing beats speed... and realism beats meta.
  • TheGentlemanGhost
    MVP
    • Jun 2016
    • 1321

    #2
    Re: How do you deal with “volume strikers”?

    Originally posted by Counter Punch
    I faced a guy earlier (but this is not a rare occurrence), who picked Glover Texeira, and threw literally nonstop.



    The fight only lasted 7 minutes. He landed 83 out of 170 strikes total (45 out out of 90 significant strikes). His stamina didn’t appear to be affected. I used head movement and footwork to make him miss over half his strikes, and tried counter-fighting, so I wobbled him 4 times and knocked him down twice in 7 mins.



    He just kept coming forward like the Terminator. I didn’t notice exaggerated patterns in the type of strike he was throwing. I tried to work the body but his straights and hooks would track my head. I tried working in some leg kicks but he would somehow just eat them and connect with a 1-2.



    What am I doing wrong OS bros?


    I swear the top guys usually seem to say use head movement, but I never time it right and just get finished. I usually just start timing hook combos and usually have better luck with that. Problem with that is those hook combos always drain your stamina more than their pressure spam if it doesn’t actually put them out [emoji35]


    Sent from my iPhone using Operation Sports

    Comment

    • FlaccoNumba5
      Rookie
      • Nov 2016
      • 345

      #3
      Re: How do you deal with “volume strikers”?

      Movement is #1 be creative with yours. If you have a teep, use it fairly often. when they’re a bit too close, clinch them up and either hold them there or take them down and...hold them there. another thing for when they’re very close, the 1 body 3 is a nice combo. rinse and repeat

      Comment

      • VitoBurrito
        Rookie
        • Aug 2018
        • 147

        #4
        Re: How do you deal with “volume strikers”?

        Figure out what will interrupt their spam and spam it

        Comment

        • Counter Punch
          Pro
          • Apr 2018
          • 949

          #5
          Re: How do you deal with “volume strikers”?

          Originally posted by VitoBurrito
          Figure out what will interrupt their spam and spam it
          !!!!!!!!!!!
          ...precision beats power and timing beats speed... and realism beats meta.

          Comment

          • MartialMind
            EA Game Changer
            • Apr 2016
            • 321

            #6
            Re: How do you deal with “volume strikers”?

            Personally it depends on who I am using and what their move set is.

            If I have a fighter with a Teep, front leg side kick, or a spinning kick to the body and the fighter can lead with a jab into these strikes... It is stupid easy to deal with most Uber aggressive players.

            My goal with fighters with the moves I described above is to put up walls for the aggressive player to get through first. That's the first test. The wall is the Teep. Once they are in range, I focus on keeping them back with the Teep. Now I don't just throw the Teep randomly.. Its easy to catch. I sneak them in.

            Here are my set ups.
            - Stationary jab feint into forward moving Teep. I can throw this one back to back and most times the player doesn't expect it.
            - Forward moving jab feint into forward moving Teep.
            - Stationary Teep... Doubled up. This always works for me.

            If the player is even remotely good, they'll immediately start dealing with this by recognizing the set ups and either catching it... Or using either short or long side steps to evade the Teep.

            If a player is smart enough to do this... That's when I focus on body work. My goal is break down the aggressive fighter. Believe in your block. When they come in and throw a few shots, block a few and rather than go to the head, target the body with a lead hook... If you have a knee, even better. When you create a bit of space... Go back to your Teep.

            You have to make it a nightmare for them to close that distance on you and when they do, they should CONSTANTLY deal with body shots. Players in this game respect stamina loss more than they respect head damage. You work their body and eat away at their stamina and most times, players will slow themselves down.

            Next up is looking for patterns. Only very very very few players throw combos without a pattern. Most times, if they are an aggressive player, they are simply cycling through all the combos they know. Pay attention.

            How many shots are they throwing usually? And Are they ending the combo with a round or straight strike? Pay close attention to this. Lets say you notice they are throwing 3 strikes, ending mostly with a round strike... Well just wait.

            They throw their 1-2 and you sway the 3. When you sway, you can counter either with a lead Uppercut or rear uppercut and most times it is devastating.

            ALOT of times players don't pay attention to what their opponent is throwing and you have to try to start doing that and then plan. You also have to try and get better at making predictions while in the fire.

            If they are leading with a cross, followed by a left hook... Think about it... Most likely they will end with a cross. If they are constantly leading with a left hook... Most likely they will end with cross. If they throw a left hook, right cross, most likely they will end with another left hook.

            If a player throws a bunch of straights and over commits your block... Most likely he will throw a round strike to break it completely. Plan your defense and counter accordingly.

            When you think your way through a fight like this, you can start predicting what will happen and most times you will be very correct.

            Hope this helps.


            Sent from my MI MAX 2 using Operation Sports mobile app

            Comment

            • 1212headkick
              Banned
              • Mar 2018
              • 1823

              #7
              Re: How do you deal with “volume strikers”?

              When you feel yourself being backed up throw a 12 it will put you into kicking range. Also block there first strike and advanced lunged backwards. Does wonders for creating space and draining stamina. Slow them down with the clinch. Remember hook range is also clinch range. If you can touch them with your hands you can grab them.


              The lunging jab should be used as well as it’s a guaranteed stun which will give you full ya and you can shoot or you can just move away. If you kinda spam it they will move their head and you can throw a single hook and make them pay.


              A lunging jab or straight also gives you frame advantage for a Teep kick. The lunging strikes allow you a free kick of your choice to the head legs or body.

              Don’t be afraid to kick their legs as it slaps their power. Target the body for their energy and the legs for their power. The lunging jab is the most useful but yet least utilitized tool in the game.


              Someone like martial would be even more of a problem if they used these strikes more. They stop all forward movement. Can be combined into and destroy the block and body health or head health and allow you to get free takedowns

              Comment

              • Stealthhh
                Pro
                • Nov 2017
                • 516

                #8
                Re: How do you deal with “volume strikers”?

                Lunging strikes, stiff arm retreat, patient head movement, (what I mean by this is just like others have said pay attention to patterns and either sway the first strike and block the rest or block first and sway the last and counter), dipping or weaving also helps. To do this there's several ways, one is to duck and exit left or right. Another is to sway either side and duck after, so simply roll your right stick in a 90° angle. You can do this while moving if you're light on the left stick or if you simply sway first then move right after.

                Ummm there's also weaving by flicking the right stick in two directions (so duck and exit or sway and duck). And then flick the left stick after. It's quick and animation wise looks dope, maybe not as effective but it looks cool lol. You can also experiment and flick your head movement stick in one direction. So example; what I like to do is i flick the right stick forward then flick the left stick right after in any direction. If you do it semi fast its basically a fast weave if you flick the left stick up or down. So in game terms you duck and then minor lunge right after.

                Leg kicks leg kicks LEG KICKS.
                BODY SHOTS.

                I've been experimenting with this but it works much better when their stamina starts draining. So you major lunge backwards while still moving back with your left stick and strike while moving back. It actually works better than the backwards moving sway into retreat striking. So basically LB/L1 and right stick back while still moving your fighter back and punching the body or head. If they're coming forward with 1,2's major lunge back and throw a retreating jab or straight. Jab to keep at bay and straight for counters. It's all based on timing so practice in practice mode. Same goes for retreating body shots. You can do these strikes normally just by retreating, but they're more effective when you either backwards sway or major lunge back. Practice practice practice pretty much.

                Oh and last one I forgot... Major lunge back into a straight, or forward moving straight. Actually any punch will do just experiment. And of course use the pivots or duck pivots or just lunge to the side when being pressured helps tremendously. That's all I got off the top of my head lol I'm sure there's lots more but you get the gist of it.

                EDIT: One more I just remembered. Moving sways into lunging strikes, preferably a jab or body shot. So you flick both sticks at the same time, but you flick the left stick forward and the right stick in whatever head movement you would like to do and strike right after. I like to back sway into a lunging jab, or into a lunging body jab or body straight. Cool stuff.
                Last edited by Stealthhh; 07-21-2019, 05:54 AM.

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                • Reinfarcements
                  Pro
                  • Nov 2017
                  • 633

                  #9
                  Re: How do you deal with “volume strikers”?

                  I played EA UFC 2 Single-player exclusively for the first year. I transitioned to multiplayer and to my surprise I started off really well and had a pretty good record over the next year.

                  I figured I'd try the same thing in EA UFC 3. During the beta I kid you not I had to of gone 40 - 3. I was doing great in the beta. But when the game released I decided to play Single-player for about a year (It really is where my heart is) then try multiplayer. Well when the time came to try multiplayer....lets just say it wasn't pretty.

                  Why this transition was much smoother in EA UFC 2, and why I did so well in the beta as opposed to the real game after over a year of updates, I couldn't tell you. What I can tell you is that the guys who shut me down completely in this game are these so called "volume punchers". I feel like I have to work 20 times harder than them to be the evasive player. If you ask me it just does not pay off enough. Funny thing is, it was very fun for me to face this kind of player in EA UFC 2. For some reason it was much easier for me to be an evasive type of fighter and slow the fight down.

                  Honestly at this point I think I am going to wait for EA UFC 4 to try to get back into multiplayer in the hardcore sense. I just don't think this game's multiplayer mixes well with me. Which is weird to say because on paper its better than EA UFC 2 in almost every-way (Except those sweet sweet ragdoll KOs.....I miss them)

                  Edit: I mean read Martial Minds response for crying out loud. You basically have to have complex pattern recognition and mathematical equations running in your head to deal with these guys...Meanwhile they are holding forward on the joystick and not letting go of the block button except to cycle through all their combos. I mean the brain effort required between these two play styles just does not feel balanced. I know I am biased and am probably not giving some of the "volume punchers" enough credit, I'm just laying out how it feels from my perspective. No offense is intended.
                  Last edited by Reinfarcements; 07-21-2019, 10:04 AM.

                  Comment

                  • tomitomitomi
                    Pro
                    • Mar 2018
                    • 987

                    #10
                    Re: How do you deal with “volume strikers”?

                    Originally posted by Reinfarcements
                    Edit: I mean read Martial Minds response for crying out loud. You basically have to have complex pattern recognition and mathematical equations running in your head to deal with these guys...Meanwhile they are holding forward on the joystick and not letting go of the block button except to cycle through all their combos. I mean the brain effort required between these two play styles just does not feel balanced. I know I am biased and am probably not giving some of the "volume punchers" enough credit, I'm just laying out how it feels from my perspective. No offense is intended.
                    If it makes you feel any better it used to be much much more imbalanced. I think it's okay at the moment.

                    You may wanna take what Martial says with a grain of salt because he is speaking about dealing with higher level pressure fighters. At lower levels it's much more straightforward. You can get quite far by countering 1-2s with with a slip straight and hooks by leaning back which will gradually give you a stamina advantage. However, don't be too trigger-happy with head movement. It's perfectly fine to block a few hits then lean back against the third strike.

                    If you face someone who comes forward while holding block you can use jabs and movement which quickly kills his block which then leaves him vulnerable to a combo of your own. Holding block also slows down your movement so make sure not to hold it too much.

                    You need to give your opponent a reason not to just come forward. That's how it works in real life too. You can't just hold block and backpedal infinitely.
                    ¯\_(ツ)_/¯

                    Comment

                    • Reinfarcements
                      Pro
                      • Nov 2017
                      • 633

                      #11
                      Re: How do you deal with “volume strikers”?

                      Originally posted by tomitomitomi

                      If you face someone who comes forward while holding block you can use jabs and movement which quickly kills his block which then leaves him vulnerable to a combo of your own. Holding block also slows down your movement so make sure not to hold it too much.

                      You need to give your opponent a reason not to just come forward. That's how it works in real life too. You can't just hold block and backpedal infinitely.
                      A big issue is this "reason to not come forward". Often times you give them this reason and it just seems to make them more aggressive. Sure you could say to keep doing it and eventually win but here is the problem, ANY mistake I make seems to be a much bigger deal than these "reasons" I give him to no come forward. Why? Because trying to get away from these uber aggressive players requires lateral movement and often times head-movement to try to counter since if you don't counter you bet your *** their block is coming up the second they are done throwing. Lateral movement and head-movement are severely punished in this game and can easily be accidentally countered by players who are throwing every kind of strike at you in the book.

                      If I had to guess I think the issue really lies with the block and that being a MUCH to reliable tool for aggressive players to close the distance with. The main form of defense in MMA is movement and distance. Not in EA UFC 3. I understand the block was the same way in EA UFC 2 as well, but I honestly think with the much larger amount of realistic systems in EA UFC 3 in place it really highlights the issue with the block.

                      Again I don't know if that is actually the main problem, I really don't know what THE problem is for me or if its many micro problems. All I know is I just don't click with the feel of this game in multiplayer and I can't seem to do the things I want to do even with a decent amount of practice consistently like I could in EA UFC 2. Which again coming from someone who despised the large amount of cheese in EA UFC 2, this is really weird to say.
                      _____________
                      ``\__('-')__/``


                      Edit: Also tried to create my own ^, my version sucks.
                      Last edited by Reinfarcements; 07-22-2019, 06:48 AM.

                      Comment

                      • tomitomitomi
                        Pro
                        • Mar 2018
                        • 987

                        #12
                        Re: How do you deal with “volume strikers”?

                        ``\__('-')__/``


                        Edit: Also tried to create my own ^, my version sucks.
                        No gimmick infringement allowed!

                        Originally posted by Reinfarcements
                        A big issue is this "reason to not come forward". Often times you give them this reason and it just seems to make them more aggressive. Sure you could say to keep doing it and eventually win
                        Yup. That's how Anderson Silva vs Chris Leben went. We don't see instances like this often because the average UFC fighter is closer top 100 players than average online user (relatively speaking of course).

                        ANY mistake I make seems to be a much bigger deal than these "reasons" I give him to no come forward. Why? Because trying to get away from these uber aggressive players requires lateral movement and often times head-movement to try to counter since if you don't counter you bet your *** their block is coming up the second they are done throwing. Lateral movement and head-movement are severely punished in this game and can easily be accidentally countered by players who are throwing every kind of strike at you in the book.
                        Keyword is "seems". It's hard to say when we have no footage to refer to but if I had to guess you are speaking about instances where you sway/lunge and get caught doing so. I think people overemphasize the importance of RS inputs and they should be reserved for reads. Even if they block immediately then it still leaves their other part (usually body) open and that's actually one of the better ways to slow someone down as they take more damage the less stamina they have.

                        If you're facing someone who throws all kinds of "random" (they're definitely not as wild as you think) stuff then you can pretty easily bait those attacks by getting into max hitting distance then backing off and countering. Obviously you shouldn't go for lunges against someone throwing "random" roundhouse kicks.

                        If I had to guess I think the issue really lies with the block and that being a MUCH to reliable tool for aggressive players to close the distance with.
                        How though? They introduced a severe damage penalty to block health if you block while advancing. It both destroys the block health and slows them down. The block itself hampers their movement speed and their other body part is still open.

                        All I know is I just don't click with the feel of this game in multiplayer and I can't seem to do the things I want to do even with a decent amount of practice consistently like I could in EA UFC 2.
                        What sorts of things do you practice? Have you used the plethora of resources that are available that help you focus on practical aspects?
                        ¯\_(ツ)_/¯

                        Comment

                        • Reinfarcements
                          Pro
                          • Nov 2017
                          • 633

                          #13
                          Re: How do you deal with “volume strikers”?

                          Originally posted by tomitomitomi

                          Keyword is "seems". It's hard to say when we have no footage to refer to but if I had to guess you are speaking about instances where you sway/lunge and get caught doing so. I think people overemphasize the importance of RS inputs and they should be reserved for reads. Even if they block immediately then it still leaves their other part (usually body) open and that's actually one of the better ways to slow someone down as they take more damage the less stamina they have.

                          Honestly I when it comes to body shots in close range (at a distance everyone and their mother throws body kicks just fine) I personally feel its a huge risk. For some reason even the lead hook to the body feels sluggish and the counter window for it seems super long. I feel like I've been all the way out of the body shot animation yet their late uppercut still does vulnerability damage.

                          If you're facing someone who throws all kinds of "random" (they're definitely not as wild as you think) stuff then you can pretty easily bait those attacks by getting into max hitting distance then backing off and countering. Obviously you shouldn't go for lunges against someone throwing "random" roundhouse kicks.

                          My issue here is that EVERYONE seems to throw roundhouse kicks to the body. After I lunge once or twice to escape the cage they work those things into their rotation. My complaint here is that the range they are at (they are visibly still just holding forward on the stick), the kicks shouldn't do as much damage as they currently do. Their knee cap or even thigh hits me sometimes and it does a ton of vulnerability damage.

                          How though? They introduced a severe damage penalty to block health if you block while advancing. It both destroys the block health and slows them down. The block itself hampers their movement speed and their other body part is still open.

                          Well fighters tend to use blocking less in MMA than distance and movement because of the small glove size and the sheer amount of different types of strikes that could come their way. Its impossible to have 100% faith in your guard knowing no strikes are going to get through and just walk towards someone like that to close the distance. ANY combos are super dangerous to try to block, not just...jab jab hook or whatever it is in the game, and one good feint could leave them open to the KO shot even though they are actively "blocking".

                          Now in terms of gameplay I don't really know what to suggest here. Having directional blocking never really appealed to me but I've seen others suggest it. Maybe even a system that just has a decent chance strikes make it through the block, especially combos. Honestly anything that makes it clear blocking shouldn't be a temporary 100% safe place. The only 100% safe place in the game should be outside of kicking range.


                          What sorts of things do you practice? Have you used the plethora of resources that are available that help you focus on practical aspects?

                          I just play a ton of quick matches, sometimes against the same guy who beat me over and over if he is willing. Same thing I did for EA UFC 2. I'm just seeing much much much less progress this time around. Like I said, on paper this game is way better than EA UFC 2 in almost every way, just for some reason it doesn't "feel" right to me and I don't click with it like I did for EA UFC 2 or Fight Night Champion. I know there is very little substance behind that, its just what I am experiencing with the multiplayer.

                          Responses in red

                          Comment

                          • tomitomitomi
                            Pro
                            • Mar 2018
                            • 987

                            #14
                            Re: How do you deal with “volume strikers”?

                            Originally posted by Reinfarcements
                            Honestly I when it comes to body shots in close range (at a distance everyone and their mother throws body kicks just fine) I personally feel its a huge risk. For some reason even the lead hook to the body feels sluggish and the counter window for it seems super long. I feel like I've been all the way out of the body shot animation yet their late uppercut still does vulnerability damage.
                            Body knee is a pretty safe alternative. Body cross works as well. It could also be that you are being too predictable with body shots so instead you could go for a slip if you think they wanna counter-uppercut and then counter their counter.

                            My issue here is that EVERYONE seems to throw roundhouse kicks to the body. After I lunge once or twice to escape the cage they work those things into their rotation. My complaint here is that the range they are at (they are visibly still just holding forward on the stick), the kicks shouldn't do as much damage as they currently do. Their knee cap or even thigh hits me sometimes and it does a ton of vulnerability damage.
                            I can't really comment on the damage part but I'd assume it's related to vulnerability. If someone is throwing body kicks from close distance then it is up to you to punish that and throw bombs at them if they go for a kick. As I mentioned in my previous post, I'd suggest avoiding lunges etc unless you are extremely confident that it will work. Ill-placed lunges/sways are a great way to lose matches. Oh and I'm also assuming that they actually set the kicks up with punches as you should be able to catch naked body kicks unless there's some 200 IQ mind games going on.

                            I'm not really too interested in talking about how blocking should work because that's not gonna change for UFC 3. I am purely talking about how block works in the game as of now.

                            I just play a ton of quick matches, sometimes against the same guy who beat me over and over if he is willing. Same thing I did for EA UFC 2. I'm just seeing much much much less progress this time around. Like I said, on paper this game is way better than EA UFC 2 in almost every way, just for some reason it doesn't "feel" right to me and I don't click with it like I did for EA UFC 2 or Fight Night Champion. I know there is very little substance behind that, its just what I am experiencing with the multiplayer.
                            This is perfectly fine and I'm not trying to shame you or anything. As I said, I was very vocal about how rudimentary pressure fighting was much easier to execute than rudimentary defensive fighting back when the game came out so I do understand where you are coming from.

                            However, I feel that the skill floor equilibrium is much more balanced now (it still favors aggression slightly) because of the changes the devs implemented in addition to better understanding of the mechanics (that the game does terrible job explaining). There are lots of good resources like my boi Romero and Martial Mind's videos are also great.

                            Again, it's hard to give concrete advice when there's no footage but I would recommend learning about the fundamentals of the game (basic combos, slip straight, takedown GA etc) and then playing matches where you only focus on one thing until you get the hang of it. So for example, if you struggle with guys who just walk forward holding block work on moving jabs then firing properly when their block is low. Then another day you can focus on timing ankle pick takedowns when guys back away after hitting you. It's much more efficient to have a focus rather than just playing for the sake of playing if you want to improve.
                            ¯\_(ツ)_/¯

                            Comment

                            • oshighwayman
                              Rookie
                              • Apr 2016
                              • 357

                              #15
                              Re: How do you deal with “volume strikers”?

                              Originally posted by Reinfarcements
                              I played EA UFC 2 Single-player exclusively for the first year. I transitioned to multiplayer and to my surprise I started off really well and had a pretty good record over the next year.

                              I figured I'd try the same thing in EA UFC 3. During the beta I kid you not I had to of gone 40 - 3. I was doing great in the beta. But when the game released I decided to play Single-player for about a year (It really is where my heart is) then try multiplayer. Well when the time came to try multiplayer....lets just say it wasn't pretty.

                              Why this transition was much smoother in EA UFC 2, and why I did so well in the beta as opposed to the real game after over a year of updates, I couldn't tell you. What I can tell you is that the guys who shut me down completely in this game are these so called "volume punchers". I feel like I have to work 20 times harder than them to be the evasive player. If you ask me it just does not pay off enough. Funny thing is, it was very fun for me to face this kind of player in EA UFC 2. For some reason it was much easier for me to be an evasive type of fighter and slow the fight down.

                              Honestly at this point I think I am going to wait for EA UFC 4 to try to get back into multiplayer in the hardcore sense. I just don't think this game's multiplayer mixes well with me. Which is weird to say because on paper its better than EA UFC 2 in almost every-way (Except those sweet sweet ragdoll KOs.....I miss them)

                              Edit: I mean read Martial Minds response for crying out loud. You basically have to have complex pattern recognition and mathematical equations running in your head to deal with these guys...Meanwhile they are holding forward on the joystick and not letting go of the block button except to cycle through all their combos. I mean the brain effort required between these two play styles just does not feel balanced. I know I am biased and am probably not giving some of the "volume punchers" enough credit, I'm just laying out how it feels from my perspective. No offense is intended.

                              i have more fun watching M.Mind youtube videos than playing this game.
                              UT is total failure and playing it everyday was giving me brain cancer.
                              easiness of queuing combos versus difficulty of proper defense is really imbalanced
                              i still dont understand how u re supposed to counter strike from sway, when my right thumb is holding right thumbstick for sway and to try press punch buttons with index finger it just doesnt feel right for my muscles
                              but whatever


                              i see nothing will change for UFC4 as UFC2 and UFC3 failed to do anything about pressure fighting or stamina consumption, combos autotracking u everywhere, combo queue n lag etc.


                              man i adore M.Mind said it right there, "it s easy" of course it s easy for top players
                              and UFCdev is not gonna listen to me or you, filthy casuals or bad players or whatever whoever wants call it


                              that s ok, i am just not gonna play game or games anymore, because it s just not fun for me personally


                              and seeing swiss libax racking up wins in ricky j tournaments.. i dunno whatever

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