Been awhile since I made one of these topics with suggestions. Some of my ideas have been implemented before so Im hoping something here sticks as well. These are just ideas that do not require any additional animations or new inputs.
Lots of words involved TL;DR will be at the bottom in bold
1) Create the battle for controlling the outside foot.
This is something that’s a lot more subtle in real life but also could be in game. If you’re stepping to the outside of your opponents lead foot(minor lunge or just regular steps) their rear strikes should do less damage. I know this applies to rounded strikes already but it should apply to all rear strikes because your opponent is being forced to move off the center line to chase it’s target. A successful minor lunge to the outside should create a small damage bonus due to the angle created as well as offer GA. Making takedowns harder if you've angled away and also easier for you if you're forced your opponent to circle towards you.
2) Have the power/strike speed of lateral/backward moving strikes scale with a fighter’s footwork rating. We’ve all experienced it and do it ourselves. People like to throw lateral moving uppercuts, body kicks, combos in general.
You don't see that in real life because it takes precise footwork to maintain balance and transfer power while moving any direction but forward. In the above gif TJ waits until he cuts Barao off then plants to throw. The majority of combos in MMA are thrown either planted or moving forward. Allowing a fighter’s footwork rating to determine power/speed/stamina drain in these instances would remind fighters that planting for strikes is the way to go. My suggestion would be to have footwork affect those ratings the same way switch stance works for fighters in their opposite stance.
3) When one fighter stands still and the other fighter pushes forward at elbow range have the forward moving fighter perform an auto push. This helps with the aesthetic because it just looks bad when two dudes are face to face.
It also gives some utility to an added feature that doesn't get used much.(
Credit for this next idea goes to Macgowan. Gif also created by him) If both fighters move forward/throw forward moving strikes from punch range or closer initiate an auto clinch. Either single collar or over under depending on strikes thrown.
4) To balance number 3 we’d need the clinch to become more chaotic and easier to escape.
Increase locomotion speed in clinch, remove stopping power for movement against strike attempts. Remove stopping power for strikes against transitions. Allow momentum transitions in the clinch. Also allow muscle modifier for clinch escapes. Notice in the above gif Cormier is striking while both fighters are moving. Who ever breaks the clinch will have priority in the first strike thrown afterward. So another immediate clinch attempt or TD attempt can be met with a strike. (Immediate uppercut would beat the TD since they'd duck into it, immediate straight would beat another clinch attempt)
Moving backwards would increase the speed of all clinch breaks.It would also increase the speed of your opponents trips. Pulling your opponent laterally increases speed of trips and leg grab. Pushing your opponent forward increases speed of opponent’s hip tosses and your sweeps.
5) Allow the current push input to become a guard peel against someone holding block. If against changing the push, then we could use the current stiff arm retreat input, just use it coming forward.
Credit for this idea goes to Johnmangala
The pre-deny for TDs just looks like a lower guard primarily with the lead hand. Have the animation reach out(we have that with the single collar) and secure a wrist before pulling the opponent guard down to look like the pre-deny. Allow it to be sway countered /clinched/ and have same vulnerability as a jab. This add some depth for attacking an opponent's guard. You'd have another option besides just throwing a combos to get through the guard. Could also be a simplistic form of hand fighting.
If Fighter A paws and fighter B is holding block ->Guard is broken
Is Fighter A paws, and fighter B paws second -> He knocks away fighter A
s hand(breaks fighter A's guard) and gets strike priority. It can be swayed/lunged similar to a block counter.
If fighter A feints the peel, and fighter B reacts and paws, he will be open to a counter paw and his guard being broken.
You can also just come over the top so it's not a viable strategy against someone attacking.
6) Allow submissions on all non mount postured strikes(if your fighter has the submission of course).
The way it works in stacked guard is beautiful. You should have that as Werdum or Anthony Pettis. Have the arm trap animation to start and immediately go into the submission transition like triangles, kimuras, guiotines. Make them 2-3 gates only. This would help submission specialists feel more dangerous while keeping them from being OP. You'd open yourself up to their game if you take risks and try to damage them on the ground.
7) Add momentum based/contextual submission attempts.
If I use the full guard transition (or rubber guard fake) allow my triangle submission attempt or armbar to not only be faster but have one less gate. If I'm in full mount postured and you block my arm bar submission attempt should be faster and have one less gate. Half guard arm trap sweep could be countered with a D'arce choke.The 2 on 1 back mount sitting transition should be counterable with an armbar This would help sub specialist be more dangerous via setting up different submissions. It gives the opponent an opportunity to recognize the different setups and either predeny or transition out of their current position.
8)Allow us to throw semi postured up strikes from a canceled posture up animation. Also allow strike feints on the ground to bait submission attempts/arm trap attempts. Have the arm trap logic recently added to back mount apply across all positions.
This would allow much more realistic ground n pound. Guys in real life usually try to maintain control and will posture up for a second then come back down with a heavy strike. To balance it allow all of these (except mount)strikes to be arm trapped(both regular and for subs). Also it would still give GA to bottom escape for full guard sub. Provide the ability to just "hold" someone like we can from Full mount sub. This gives us a more balanced approach towards ground n pound instead of either fully posturing up and sacrificing control or forcing us to land baby strikes just for GA.
9) Allow blocking while swaying
I believe this animation is in the game already because I remember a glitch earlier on allowing it. This can be balanced the same as lunging while blocking. Severe block damage (long and short) if you sway into a strike, limited countering ability. Should also cost much more stamina. This could be a good tool for noobs to survive onslaughts when rocked. Anyone dumb enough to spam it won't gain much since you can't really counter as well from it and it will chew stamina up pretty fast if chained.
10) More ranges added. I already have a detailed post about this.
https://forums.operationsports.com/f...85&postcount=1
TL;DR
1) Create the battle for controlling the outside foot.
2) Have the power/strike speed of lateral/backward moving strikes scale with a fighter’s footwork rating.
3)Allow an auto push if too close, or auto clinch if both fighters move forward when too close.
4)Create a more chaotic clinch. Faster, more momentum involved, and allow clinch break strikes.
5)Add a guard peel for guys camping on block
6)Add more strike catch subs from bottom positions.
7)Add momentum based/contextual submission attempts.
8)Allow us to throw semi postured up strikes from a canceled posture up animation.
9)Add blocking while swaying
10)Add more ranges
It's a lot and I don't expect anything to be added(if even anyone even reads it all lol). But just hoping maybe some of the GameChangers or Devs like even one idea presented here.