Here are the best wishes that missed the shipping date of the wishlist. Please support it, and make comments, perhaps the Producers will consider adding these elements as well. The concepts each have a description or Video evidence of its occurance in the sport. Please Watch the Videos!!!!
TOP 5 things that didn't make the Wish list
Game play Mechanics
(In descending order)
5. Solar Plexus/Liver blow K.O's
Fights end with Knockouts, these knockouts vary from Chin Shots,
Temple shots cumulative damage and body shots. However there are two known spots on the body that are particularly vulnerable when hit that can also result in big damage or devastating Knock outs . Counter body shots while someone is punching can lead to these types of K.O's. Getting hit to the Solar Plexus/Bread Basket can literally take the air out of you. This affects your punch stamina, and could also result in flash knockdowns/Knockouts.
Liver Blow- http://www.youtube.com/watch?v=Uq2LF...eature=related
4. Clinch System (In Depth)
The strength of clinching should be user controlled. By tapping the clinch button while defending, you should be able to attempt a tie-up that smothers punches or changes their course of contact, when used with timing you could prevent a punch from hitting you flush. However, this is not the safest method as your guard is open and punches can get through easier and this move cost stamina to perform.
Pressing the Clinch button more rapidly makes your fighter attempt a stronger tighter clinch that limits room for inside fight. Stamina will be drained with every press, and the duration of the clinch should be determined by stamina or the referee's signal, and its strength by a specific Clinch Strength rating.
Missed punches that wrap around your opponent's neck or shoulders should provide clinch opportunities if the button is pressed to hold it.
Clinch Technique- http://www.youtube.com/watch?v=29fzAT2NkdQ
***Fighters can use punches, movement, or a push to free themselves at anytime, base on foot speed, agility, power and punch accuracy and strength ratings.
3. Dynamic Physics System 2.0
Fighters should have a far greater degree of physical interaction. Examples of this includes :
• Fighting "in the Pocket" (closer than normal infighting with virtually no room for punching) to smother punches, making them less accurate and less powerful unless leaning is used.
( http://www.youtube.com/watch?v=YqOJp9Wmayo )
• Heavier fighters leaning on lighter fighters to tire them out "Weight Factor"
• Stronger fighters pushing weaker fighters around based on "Physical Strength Rating"
• Jabs and straights rendered ineffective at close range, with smothered animations "Range Factor" w/awkward animations to show it.
• More punches tangled leading into tie-ups
• Being able to move a opponent backwards while in a clinch
• Being able to turn a fighter while in a clinch
• Range Truly affecting power in punches
• More significant Punch impacts from ANY flush punch
2. Defense As a True Focus in Boxing
Never in any Fight Night has there been a focus on defensive mastery. There have been methods that cover some
defensive aspects, however defense as a valued skill in the game is not prevalent. Fighters uses their guard, slipping, weaving , dipping, clinching, foot movement and angles to make themselves hard to hit. Fighters place their hands in a position to defend certain punches with their stance. Judges look at effective offense, and the game needs tools that represents the defensive boxing as true science in the game. With timing and skill a player should be able to make an opposing fighters offense look ineffective and tire their opponents out, priming them for a knock out.
These Fighter posess distinct styles that truely represent boxing, to hit, and not be hit.
Masters of Defense- http://www.youtube.com/watch?v=JPjl1PUngPI
1. True Counter Punch system
Fight Night Round 4 Currently uses the Timed Block, Timed Duck, counter system. This only represents half of scenarios from which counters occur. What is Absent from the Fight Night series is Timed Punch Counters, and Momentum counters.
Timed Punch Counters occur when a fighter using his opponents punch rhythm and timing to land a shot by beating his opponent to the punch. Straight shots often beat Hooks and uppers, using the opposite hand is often used to counter an opponent's punch if timed correctly as well. Ex. Overhand Right vs. Left Jab. Catching an opponent before their punch connects should result in big damage, or Knock outs.
Momentum Counter Punch, is a different punch that uses the opponent's forward momentum against them, magnifying the damage done from the counter punch throw. Ex: If an opponent lunges with an Left hook, and A well time Straight Right should catch him while he closes in, and do tremendous damage, or result in a Knockout.
Counter Windows are not required as counter punching is a skill that not everyone has, the game should reflect that. There is more to making them pay, than making them miss. You can beat them by being faster...
Perfect Example of a True Counter- http://www.youtube.com/watch?v=JH5wEEFfer0&NR=1
More examples of True Counters- http://www.youtube.com/watch?v=4Gx_E...eature=related
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