Bro what a list. Allow me to comment on some of the bigger points you made:
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Add a larger denial window to the standing guillotine
Yeah 150%. A simple, satisfactory solution to a very big problem.
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Reduce total knockdowns needed for KO
Yeah definitely man - wasn’t this supposedly addressed recently? Or what am I thinking about? Anyways yeah 100%. Gets a tad ridiculous - the match will be over 3 minutes before it’s over.
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Fix GA not affecting takedown denials
Ehhhh. Mechanically it’s a rational plight but I’d be more than OK with this specific problem being left unaddressed. This could make TDs surprisingly harder to obtain. Doesn’t seem to have a prevalent, reproducible impact on competitive gameplay.
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Add bigger denial window to the backpack
You sure? Why? Is there some tactic I’m unaware of? Doesn’t seem necessary to me. Even division 12 players deny it consistently
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Lower damage on redirected body uppercuts
What? What’s a redirected body uppercut?
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Fix teeps/front kicks converting to knees even when thrown at proper range
Yeah totally, gets very frustrating. I’d prefer it be tuned too far the OTHER WAY - so you can throw front kicks while TOO CLOSE - as opposed to throwing knees from too far.
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Fix leg kick feint to body kick speedup and FWD moving body kick feint to head kick speedup
Yeah I can tell you’re a top player. No clue this was a thing. Actually though, is it a problem? Sounds like a realistic thing tbh - fighters do prime their kicks in such a manner.
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Lower ST stamina drain when getting walked in a headlock
Pshh or remove it entirely. At least until it’s tuned to allow options for the defender. It’s not fair that my stamina should drain from a position where my controller inputs are locked. Besides how much stamina can 3 seconds in a head lock really drain.
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Allow for takedowns to be chained after combinations more fluidly
Yup 100%. And allow for combinations to be chained after failed takedowns more easily (whether bc you shot from too far away, or faked the shot).
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Slow down walking recovery after whiffing a big strike in the pocket (exiting range after whiffing)
Probably wouldn’t be the most realistic thing, although I’m all for any changes which increase Stamina Tax for striking - whiffed, landed or blocked.
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Slightly buff triangle choke from guard
Is it weak right now? Keep in mind it’s a pretty low percentage sub these days.
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Add a fast up transition from side saddle (into back side?)
Interesting idea. For some reason, despite there only being 2 directions for the SUB player, I never viewed this as a particularly OP position, or a position that’s overly easy to hold all day. But perhaps it is. Oddly, backside seems to be the easiest position for me to hold all day, despite their being 4 directions.
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Reduce ST stamina drain for getting a straight slipped in GnP
Ground and pound is so ugly in this game, as it was in UFC 3. I’d argue UFC 4’s a step backwards. The whole thing’s bad. The visuals and mechanics of the punches themselves - which just feel stiff and robotic, and look less realistic than Undisputed 2009. The lack of elbows. The defensive options, which feel very limited and forced. The way posturing works is just horrible. Your fighter just freezes into a motionless position to throw a few robot arm punches. The defensive player has no direct control over their fighter - they can’t even transition. Breaking posture is an automatic function after blocking a few strikes. Occasionally you’ll automatically reverse your opponent or scurry free and have literally no idea why.
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Add 20% ST stamina advantage requirement for SUB ability to roll to back sitting when DOM is trying to take back mount
What’s the point of that? SUB isn’t really benefiting from this scramble in the first place... back sitting is a bad position to end up on. Why require a stam advantage to end up in a bad position. Maybe I’m misunderstanding.
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Slightly slow down half guard posture up[/quote]
It is fast come to think of it. But the problem is that bottom player can easily stall for a standup from bottom HG and having a fast posture makes this harder. Forces them to actually get up by playing the game... as opposed to sitting there and denying everything for 30 seconds. Twas a major problem on UFC 4. Ending up in HG was just an instant stalemate and ref standup since strikes from postured down HG don’t reset the timer and every transition has easy tells and denies, even with fakes.