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Volume punching and Counter/ defensive fighting

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Old 08-27-2016, 07:57 PM   #1
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Volume punching and Counter/ defensive fighting

You should be able to win as a volume puncher or a counter/defensive striker in this game. There needs to be a balance for this. You should be able to master one of the styles and be able to win. Game caters to volume striking and that is just not right. There should be a huge struggle when the two styles clash and both people are good at there style.
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Old 08-28-2016, 03:27 PM   #2
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Re: Volume punching and Counter/ defensive fighting

Quote:
Originally Posted by bcelts
You should be able to win as a volume puncher or a counter/defensive striker in this game. There needs to be a balance for this. You should be able to master one of the styles and be able to win. Game caters to volume striking and that is just not right. There should be a huge struggle when the two styles clash and both people are good at there style.
You can be a defensive counter striker. Watch Martial Mind on YT.
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Old 08-28-2016, 04:52 PM   #3
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Re: Volume punching and Counter/ defensive fighting

Quote:
Originally Posted by bcelts
You should be able to win as a volume puncher or a counter/defensive striker in this game. There needs to be a balance for this. You should be able to master one of the styles and be able to win. Game caters to volume striking and that is just not right. There should be a huge struggle when the two styles clash and both people are good at there style.
We fought the other day and I am a counter fighter.
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Old 08-28-2016, 06:24 PM   #4
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Re: Volume punching and Counter/ defensive fighting

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Originally Posted by Bonezy
You can be a defensive counter striker. Watch Martial Mind on YT.
Usually what this means in this game, is moving away all the time and spamming parries and lunges, all 3 of which are broken, unbalanced mechanics.

Quote:
Originally Posted by bcelts
You should be able to win as a volume puncher

That said, when you want to be aggresive in this game, you have to:

- Pick the most OP beefy fighter in the class(Robbie Lawler,Anthony Johnson).

- Hold High Block and chase after your opponent.

- Have 100 body health and 100 head health in order to not react to the strikes that hit you and in order for your strikes to be uninteruptable.

- You go after your opponent, you wait for him to throw the first strike, regerdless if it lands or not, your OP fighter won't be bothered, so you spam straight-jab/1-2s.

- The opponent gets a stroke and gets paralized momentarily.

- It opens you up for your tekken combos where you mash buttons and unload everything, until you have reached 0 stamina or until your opponent gets a health event.


- You move back with your 100 movespeed stat and long range/legs and your opponent is unable to touch you.

- Your stamina replenishes and you repeat.

Last edited by manliest_Man; 08-28-2016 at 06:27 PM.
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Old 08-28-2016, 06:28 PM   #5
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Re: Volume punching and Counter/ defensive fighting

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Originally Posted by manliest_Man
Usually what this means in this game, is moving away all the time and spamming parries and lunges, all 3 of which are broken, unbalanced mechanics.




That said, when you want to be aggresive in this game, you have to:

- Pick the most OP beefy fighter in the class(Robbie Lawler,Anthony Johnson).

- Hold High Block and chase after your opponent.

- Have 100 body health and 100 head health in order to not react to the strikes that hit you and in order for your strikes to be uninteruptable.

- You go after your opponent, you wait for him to throw the first strike, regerdless if it lands or not, your OP fighter won't be bothered, so you spam straight-jab/1-2s.

- The opponent gets a stroke and gets paralized momentarily.

- It opens you up for your tekken combos where you mash buttons and unload everything, until you have reached 0 stamina or until your opponent gets a health event.


- You move back with your 100 movespeed stat and long range/legs and your opponent is unable to touch you.

- Your stamina replenishes and you repeat.
its becoming the same boring cycle.
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Old 08-29-2016, 12:17 AM   #6
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Re: Volume punching and Counter/ defensive fighting

Defense/counter fighters don't normally win decisions in mma unless they land a fair amount of good strikes or control the fight elsewhere.

This game caters to volume on the feet I think. I throw a lot of strikes but most i throw with the intention of them not landed. I like head knockouts and all the strikes I throw are normally just trying to set up a good clean overhand or other powerful strike.

I don't like body tko's so everything I throw at body is just to get you to drop high block.
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Old 08-29-2016, 01:51 AM   #7
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Re: Volume punching and Counter/ defensive fighting

Quote:
Originally Posted by manliest_Man
Usually what this means in this game, is moving away all the time and spamming parries and lunges, all 3 of which are broken, unbalanced mechanics.




That said, when you want to be aggresive in this game, you have to:

- Pick the most OP beefy fighter in the class(Robbie Lawler,Anthony Johnson).

- Hold High Block and chase after your opponent.

- Have 100 body health and 100 head health in order to not react to the strikes that hit you and in order for your strikes to be uninteruptable.

- You go after your opponent, you wait for him to throw the first strike, regerdless if it lands or not, your OP fighter won't be bothered, so you spam straight-jab/1-2s.

- The opponent gets a stroke and gets paralized momentarily.

- It opens you up for your tekken combos where you mash buttons and unload everything, until you have reached 0 stamina or until your opponent gets a health event.


- You move back with your 100 movespeed stat and long range/legs and your opponent is unable to touch you.

- Your stamina replenishes and you repeat.
Yes, this is the BIGGEST problem with this game right now. All of this would take care of itself if strikes had appropriate stopping power instead of fighters punching through head kicks like coked out monsters. There's simply not enough punishment for spamming strikes in this game right now.
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