A few simple ways to better balance this:
* Short-Term Stamina regenerates more slowly. If you bust out two consecutive 4-strike combos, your short-term stamina drop a lot, and STAY lower for a protracted period of time.
* Stamina should MATTER more! Oftentimes by the 3rd round I can get someone down to 50% permanent stamina ... but they are still throwing insanely accurate, fast, and powerful 4+ strike combos. Low-stamina strikes should be MUCH SLOPPIER and set someone up for big counters....rather than laser-guided missles lol
* Better hit detection - simple enough. If I'm throwing 75 strikes in the first round and my opponent is throwing 120, it's pretty obvious that poor hit detection will hurt me much more than it will hurt him.
So many times I've avoided/slipped/blocked 2 strikes of a combo .... "landed" a huge uppercut or hook at perfect range and perfect vulnerability window which should have flatlined my opponent ... only for it not to register. I'm sure a few times I "think" it lands and it really didn't ... but there are many many times it SHOULD have landed but did not, trust me! I'm bias, but not totally insane! lmao .... of course, after my perfect counter does not register, I am left totally helpless and get blasted by strikes 3 thru 6 of his goofy combo. Sad face.
Please Devs please please please work on stamina & hit detection





P.S. being able to queue strikes is....not ideal......you should have to input each strike in real time not queue up combos ... button mashing galore
That's why I loved total punch control and total strike control and wish they permanently replaced buttons for striking in all combat sports games .... you actually had to push the stick in unique directions for each punch, not just spam buttons and queue 5-strike combos w/ mashing. Throwing a well-timed 3-strike combo was a thing of beauty. But I digress!

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