My bad then dude. They were closer to each other than these though? Like a hook off head movement in UFC 3 gets blitzed by a hook combo from the other guy e.g. lean back and hook instead of lean back and cross, or side slip and hook instead of side slip and cross, gets beaten by the other guy's combo it seems.
Compared to the head movement, the combos feel a lot faster, whereas in FNC, it was much easier to make people miss, although the blocking while moving head played a part in this too, as head movement alone would get you in trouble sooner or later. It felt smoother to chain head movement in your combos and come up from different angles.
However, the great thing about combos I love in UFC 3 are the kick chains and kicks at the end of combos. They are beautiful and make a lot of sense. The ones I don't like are the punches. They are fast as heck but carry serious damage. If someone through punches that fast IRL, would they be able to shift that much weight into each strike? I'm not sure.
By consistency in the footwork, what I'm referring to in particular is the jolting in and out. It's hard to predict how much distance your opponent can cover when he's throwing a shot as they can teleport towards you to get the strike to land. Part of this is the magnetism. The other bit about consistency are the small back steps and side steps. I find these to be effective for dodging a single shot but two shots are very difficult to pull off, as sometimes the guy is able to cover a lot of ground easily vs my quick shuffles backwards and the side ones don't move far enough to buy you enough angle, space / time it feels. Edit: plus they feel quite laboured, as if your guy is moving around a sandbag. On FNC you felt more in control of your distance and fighting a tall guy felt very different from fighting a guy your height which was different than a short guy because of this distance control.
The hit stuns were better. By this what I mean is the speed at which you recovered from eating a shot. You could keep flowing with the fight unless you got absolutely smashed. In UFC 3, it halts the action when you eat shots, even a jab up close, causing your guy to hobble around. When I turn the damage down, this doesn't happen as much and it's more back and forth however then the damage system feels wrong when big strikes land. Perhaps the light strike vs heavy strike would remedy this somewhat.
The sudden stamina drain I'm referring to the short term one. It's heavily tied to damage, so a short combo with a few more punches on the end suddenly gets you in a very dangerous position in terms of counters. When that danger should be more based on what the other guy is throwing, rather than how much you've depleted your temporary bar. It should be more focused on trying to catch him coming in, which you already have built in, and maybe less penalty for emptying the temporary bar and greater long term penalty.
That said, I get around this now by turning off stamina recovery and just cranking down the stamina tax lots so it's okay in terms of custom fights.
The fist tracking vs 1/0 discussion we had 100+ pages on. Don't really need to delve into that much as people are still split on it. I can use the head movement here fine tbh, but I still prefer the other way.
All in all though, your system has come together well imo but for the next one, there are some fundamental pillars that you could change around, if it makes sense to you guys as it does to me and a few others here.