There are different times for all denials from a post GameplayDevUFC made:
-takedown denial window is calculated based on a table similar to the one I posted about ground transitions, plus the time scaling based on stamina and attributes for the attacker. Let’s say that comes out at 60 ticks.
-what used to be input delay is calculated based on defender’s attributes and stamina. Let’s say this comes out to 10 ticks.
-two windows and three outcomes are calculated from these numbers:
1. The stuff window. If you input a denial during the stuff window, you get a stuff. This is calculated in the above example as 60-10=50. So any denial input between 0 and 50 will get a stuff.
2. The late denial window. If you input a denial during the late denial window, you will still get taken down, but you will end up in full guard. In this case, any denial input between 50 and 60 will take you to full guard.
3. No denial. If you fail to input a denial before the end of the late denial window, you will end up in half guard. In this case, once you pass frame 60.
If the guy performing the takedown has an “advantage”, then the stuff window is set to 0.
If the guy defending the takedown has an “advantage”, then a denial in the stuff window gets you a sprawl instead. If he denies in the late denial window he goes to full guard.
An “advantage” is defined as the following:
-0 points for a health event
-1 point for stamina below 10%
-2 point for none of the above
-if fighter A has a higher score than fighter B, he has the advantage otherwise there is no advantage
To balance out the single leg/double leg takedowns, the double leg has a 10% larger base denial window.
If the defensive fighter is throwing a kick, the denial window is cut in half.
If the defensive fighter is throwing a punch, the denial window is multiplied by 0.8.