Is the physics engine similar to UFC 2, or do knockouts have less ragdolling? A huge problem with UFC 2 is that once the punch or kick follows through on a KO or knockdown, the ragdoll physics take over and send the downed fighter flying unrealistically. Do clean shots to the chin do more damage like a real fight? It just seemed like the fighters entire body would swivel, rather than just their head.
How do fighters respond to being rocked? Do we have some throw hellacious bombs to get space and some cower and try to recover? How effective are follow-up shots?
Any flash KOs or any modes that allow us to have a more realistic experience?
How fluid are strikes?
Is damage a lot more impactful? Is that clock adjusted to account for the actual amount of strikes a fighter can absorb in a fight? It seemed like there would be 150 strikes thrown every round in UFC 2, and there was no legitimate damage dealt.
Universe/Matchmaker mode. Are we gonna get something special here and see a Dana White type of experience, or is that a pipe dream?
Round-by-Round scoring criteria. I could lose a round pretty convincingly and then dominate the rest of a fight, then receive a 30-27 or 50-45 unanimous. Is there any changes from UFC 2 in the judging criteria department?
AI predictability/new striking system. It just seemed like UFC 2 was a consistent smash of the AI even on the hardest difficulties. What new is coming to the table to change that up and make fighting harder for us challenge seekers?
Also, at what rate do AI press forward and initiate action? Sometimes I want to Woodley my way through fights and just throw when openings occur, but AI will often initiate slugfests rather than have tentative strategies that would relate to their real life counterpart. Woodley v Maia becomes Woodley backing up and Maia throwing crane kicks in my experience.
Excited for your feedback, man. Best of luck playing around with the game.