So there's two times in this video where head kicks are thrown... 1 just before the finish and the second one being the finish. I'm Eddie for the record.
At a certain range you know the only threat is a head kick.... And if you're too close you know it's not coming. Head kicks have their own range where basically only they can land. There does seem to be a range where head kicks and body kicks can land (not sure tho) but it's very small.
I find there's many times on the game where both guys are like "oh **** head kick range... let's throw one or block his". Just feels way too predictable. Curious what others think?
So there's two times in this video where head kicks are thrown... 1 just before the finish and the second one being the finish. I'm Eddie for the record.
At a certain range you know the only threat is a head kick.... And if you're too close you know it's not coming. Head kicks have their own range where basically only they can land. There does seem to be a range where head kicks and body kicks can land (not sure tho) but it's very small.
I find there's many times on the game where both guys are like "oh **** head kick range... let's throw one or block his". Just feels way too predictable. Curious what others think?
That’s generally how it works irl lol
The only time you see it closer are when the opponent ducks or sways
The only time you see it closer are when the opponent ducks or sways
I guess you're kinda right.
Something that I've always thought would be a good idea is giving someone like Pettis a dexterity perk as he's able to kick more vertically than most other fighters and from a shorter range. I think that would be a cool way to add to his uniqueness.
His lead head kick is a nightmare.
Above is an example of how parries done correctly could make the game more dynamic. Pettis programmed Lauzon to parry his straight punches before this. Resulting in Lauzon bringing his hands down to parry and Anthony landing the head kick. That's not a possibility in this game and instead you just hold high block. It would make head kicks less predictable though.
I just think that range is currently quite dull and one dimensional.
Something that I've always thought would be a good idea is giving someone like Pettis a dexterity perk as he's able to kick more vertically than most other fighters and from a shorter range. I think that would be a cool way to add to his uniqueness.
His lead head kick is a nightmare.
Above is an example of how parries done correctly could make the game more dynamic. Pettis programmed Lauzon to parry his straight punches before this. Resulting in Lauzon bringing his hands down to parry and Anthony landing the head kick. That's not a possibility in this game and instead you just hold high block. It would make head kicks less predictable though.
I just think that range is currently quite dull and one dimensional.
I’d be okay with a guy like Pettis having a lvl 5 lead head kick that’s the same animation from UFC 2. There’s no wind up and he is THAT scary from kicking range
It's not too predictable in my opinion, because we have the ability to sprint and close distance in this game. You don't have to do a head kick, you can run in and punch.
But when something like that is predictable, that's when you have people learning that people are actually baiting them to throw from head kick range and stop failing for it.
It is vs the AI. They tend to throw a lot of body kicks at that range which are easy to dodge now that I've got the range down. Introduced a house rule to myself not to counter too often off it & not to stay too far out of range with fighters who don't do that IRL.
What was awesome was then Yoel Romero's AI did this a few times, then faked it & threw a punch combo after which caught me clean! Was very cool to see the AI use a fake & it made perfect sense too