I have a few questions...
Do excuse me if some of these points have already been addressed. I've been out of the loop for a while so I'm playing catch up here. I just need some clarity.
As someone who was highly competitive in the last game, I was pumped coming into this game. Very pumped. Hell, I speak for a few others too who share the same feelings when this game was released. However, a lot of us were disappointed at how it turned out. Thus, on behalf of myself and others, I have a few questions:
1) What is going on with the stamina?
On the ground, it's underpowered. In the last game, stamina was worked brilliantly, but now it just seems like a bore-stay-in-half-guard type stuff as no other positions can really be worked (unless you're in crucifix). I can only imagine this was nerfed to even out the competitive playing field in terms of grappling.
1.5) In stand up... If I'm not throwing much and my opponent throws hell in the first round, why are they STILL attacking with the same amount of power in the second and third round? It could be my chin is depleting, or the uppercut is that damn powerful. I just need some insight. Personally, I feel there is no incentive to play the long game because of how easily I could get caught with a uppercut-hook (look at point 2).
Furthermore, chomping at the body should be one of many routes to depleting stamina and not the only way. If someone throws a spinning kick and I block it, it should drain their stamina a lot more and they should not be able to regenerate at more or less the same rate as me. If they throw a lot of jabs and straights, I should have a considerable amount of stamina left compared to them, if all I was doing was blocking and keeping space. Instead, it's very minimal compared to before.
2) Following up from 1.5, dodge-uppercut-hook. My God, this is THE most overused combo in ranked at the minute, and I can see why. Dodge-uppercut gives ridiculous counter power and hits through the middle, whilst the hook hits through the side - you have all bases covered. The dodge-uppercut is near impossible to defend too, and should it hit, then you're in a hitstun and straight into a hook which rocks you. Egh. Nerf?
3) Clinching. Easy to break with the single leg takedown flick. No incentive, and no point. Thus, grappling to begin in this edition is more or less redundant.
4) High-block, body knee. Not much you can do to stop it, and well known against high ranked players. I don't think I need to say anything else.
5) Top mount... I'm raining down hammerfists and hooks to someone who barely has their block up, then when they transition into half guard, their block is all the way up and I have to start from status quo again. Why? How? I just knocked them down so they should still be vulnerable. Again, last game had it right, but this year they have taken that away. I don't get it.
I guess the general question to all of this is, how can I stop those little things from happening? Or just leave your complimentary/opposing thoughts down below - whatever suits. Just thought I'd air my frustrations out there.
__________________
#3 UT Player (PS4)
95%+ Win Record Overall
#14 - LEC 205
#7 - LEC 203
#3 - LEC 214
But, I'm still selling wolf tickets.
Last edited by JustBlazeM8; 02-26-2018 at 07:58 AM.
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