What grappling positions are not in EA UFC 2 that you wish were included?

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  • Shogun474
    Rookie
    • May 2016
    • 220

    #196
    Re: What grappling positions are not in EA UFC 2 that you wish were included?

    The ability to pull guard

    Comment

    • Haz____
      Omaewa mou shindeiru
      • Apr 2016
      • 4023

      #197
      Re: What grappling positions are not in EA UFC 2 that you wish were included?

      I wanna Pull Guard so bad. lol

      ------------

      Awesome post johnmangala! A lot of stuff there.
      PSN: Lord__Hazanko

      Just an average player, with a passion for Martial Arts & Combat Sports

      Comment

      • Morgan Monkman
        North of 60
        • Apr 2016
        • 1385

        #198
        Re: What grappling positions are not in EA UFC 2 that you wish were included?

        When i am in SUB Half Guard, if i am transitioning to full guard and my opponent is posturing up, why does my transition reset, or not work at all?

        Should it not increase my transition speed?


        Also, when transitioning from SUB side control to half guard, if the opponent is already transitioning to full mount, it seems like they are given extra time to block my transition? Like, my hand will stay on his leg, he will move to full guard and then there is almost a 1 or 3 second delay where they are just rock back and forth and then he denys my transition.

        Was it really designed to work this way?
        PSNID: B_A_N_E

        Comment

        • johnmangala
          MVP
          • Apr 2016
          • 4525

          #199
          Re: What grappling positions are not in EA UFC 2 that you wish were included?

          Paw feint + Stepping strikes + Seated


          Would like to see feints be extendable so jab feints etc can be held and function as pawing, and clinching strikes when combined with the grappling stick and different setups.

          To manually & preemptively parry & block the strike paths of your opponent by initiating pawing tieups and/or controlling their lead and/or rear through standing arm traps etc. Being able to manually target arms/chest and peel block.

          Perhaps even at a high level we could simulate the swirling hand motions fighters like Anderson Silva use to distract and diffuse opponents- more manual freedom like manual switch jabs (shifts mid switch) etc and maybe more pressure sensitive inputs (light v heavy press/rapid v long press etc).

          Anyway plenty of great techniques utilized over the past couple of cards. I’ll compile more gift for some more patch hopefuls maybe some can be addressed in the coming patch.

          Comment

          • Haz____
            Omaewa mou shindeiru
            • Apr 2016
            • 4023

            #200
            Re: What grappling positions are not in EA UFC 2 that you wish were included?

            How do you find all those gifs?
            PSN: Lord__Hazanko

            Just an average player, with a passion for Martial Arts & Combat Sports

            Comment

            • johnmangala
              MVP
              • Apr 2016
              • 4525

              #201
              Re: What grappling positions are not in EA UFC 2 that you wish were included?

              Originally posted by Haz____
              How do you find all those gifs?
              I usually just search google for gifs, they come up on Reddit, ug, or sherdog pretty quick.

              Still working on that at the moment, all the way from FN91. I'll try to get it up this free week before 202.

              Comment

              • Bigg Cee
                MVP
                • Apr 2016
                • 4676

                #202
                Re: What grappling positions are not in EA UFC 2 that you wish were included?

                Originally posted by johnmangala
                I usually just search google for gifs, they come up on Reddit, ug, or sherdog pretty quick.

                Still working on that at the moment, all the way from FN91. I'll try to get it up this free week before 202.
                GOOGLE is king for gifs!

                Comment

                • SpartanZombieXD
                  Rookie
                  • Apr 2016
                  • 228

                  #203
                  Re: What grappling positions are not in EA UFC 2 that you wish were included?

                  As an Eddie Bravo fan, I would love the Lockdown and the Truck to be added The lockdown was just demonstrated at a high level in the Anderson Silva DC fight, and watch Eddie's match with Royler Gracie to see some of the offensive abilities (Silva used it defensively)

                  The truck would just make alot of sense, get a twister from there or a calf slice, person gets out they're on top.

                  Just spitballin'

                  Comment

                  • Haz____
                    Omaewa mou shindeiru
                    • Apr 2016
                    • 4023

                    #204
                    Re: What grappling positions are not in EA UFC 2 that you wish were included?

                    Originally posted by SpartanZombieXD
                    As an Eddie Bravo fan, I would love the Lockdown and the Truck to be added The lockdown was just demonstrated at a high level in the Anderson Silva DC fight, and watch Eddie's match with Royler Gracie to see some of the offensive abilities (Silva used it defensively)

                    The truck would just make alot of sense, get a twister from there or a calf slice, person gets out they're on top.

                    Just spitballin'
                    Absolutely love it.

                    I suggested this before as well!!
                    PSN: Lord__Hazanko

                    Just an average player, with a passion for Martial Arts & Combat Sports

                    Comment

                    • WhoDatNinja
                      Rookie
                      • May 2016
                      • 100

                      #205
                      Re: What grappling positions are not in EA UFC 2 that you wish were included?

                      Id like to see the ability to like shift your weight in all positions. One thing frustrating about this game is KNOWING something is coming and you still cant stop it. Like half gaurd sub, you know they're going to mount but a lotta the time they get it without even a struggle. If you could use LS to sort of get leverage against that it would be sweet, it could work in conjunction with GA/momentum. So while you have GA against the mount transition they could easily slide out to side control. Itd be high risk/reward and you could play without ever using it, but at least you'd never be sitting there "hes gonna go for rubber gaurd, here it comes....damn, he got it, i didnt think i could be on it any better." This could work with both top and bottom, and add a ton of strategy and better ground struggles.

                      Could also use it to add things like body triangle in back control without having to decide if it's worth a whole new transition, probably a lot of positions actually.

                      Comment

                      • SpartanZombieXD
                        Rookie
                        • Apr 2016
                        • 228

                        #206
                        Re: What grappling positions are not in EA UFC 2 that you wish were included?

                        Originally posted by Haz____
                        Absolutely love it.

                        I suggested this before as well!!
                        Hoping it makes it into next game, Silva DC should seal it, I know how much the devs like to see real top level fighters using moves in the actual UFC before they add them lol

                        Comment

                        • johnmangala
                          MVP
                          • Apr 2016
                          • 4525

                          #207
                          Re: What grappling positions are not in EA UFC 2 that you wish were included?

                          The past couple of cards really hammer on that head & hand fighting really need special attention, hopefully this shows that this needs to be looked into for the next game- pawing standing arm traps maybe via extended feints + clinch tie ups during collisions.

                          Posting arm trap (down parry trap)- peeling block and opening up a clear shot for a clean one strike clinch uppercut KO.




                          UFCFOX21 had a great night of fights again, compiling some more techniques. This week kick catch positions seem to be prominent, transitioning into takedowns and scoring opportune health events etc from wild shots in the scramble- Lauzon even transitioned a caught kick into a leg lock attempt. Would like to see full fledged kick catch positions along with punch catch clinch positions (clinch parries- arm traps/wrist control etc).

                          A colliding into clinch mechanism worked in would be functionally deep, maybe would work well with a new dashing/stepping mechanism that allows for more diagonal or more angular freedom (more fluid pivots in the pocket etc)- tying this together with fluid head movement and mobile footwork could give more manual utility to head positioning in the clinch grind.

                          Finally hope this opens the way for the return of manual switch strikes or shift techniques (fluidly performing techniques during/before/after a stance switch)

                          I guess I would distinguish shift techniques from switch techniques that shifts change the stance before/during/after the technique while a switch technique would land you back in the stance you started in. For example switch jab- lands you back in orthodox; shift jab- lands you in southpaw and shifts the jab into a southpaw straight.

                          Having such functionality in the clinch would open up a lot as pawing for arm traps is a way to tie together parrying and feints. The ability to extend feints into a measuring paw that can extend into the clinch when combined with parries etc. In other words a manual touch gloves mechanic that allows us to grab and clinch opponents arms for peeling block, blocking rear/lead hand, preemptive parry, post, trap etc.


                          Pawing wrist control (standing arm traps/ preemptive parry|hand/wrist trap, whizzer(overhook) and clinching strikes with finishing power (clinch punch health events & KOs)


                          Possibility?


                          Open guard clinch (southpaw vs orthodox clinch position where we don't automaticaly switch stances to clinch in open guard, changing opponents stance in clinch should be advanced transition while you should be able to change own stance without changing opponents stance etc so clinching in open guard should initiate its own open guard clinch position)


                          Entry to back from dominant ground positions (full/half/quarter guard, mount, sprawl etc)

                          Clinch punch health events
                          Collision clinch
                          Scrambles
                          Octogonal grapple hud usage (8 directional transitions)
                          Submission positions (front headlock, 50/50 etc)

                          Transitions to position (Body triangle, knee on belly, hooks, lockdown, etc)
                          Pawing (probe, post, up/down/side/clinch/preemptive parry)
                          Picks (ankle, knee tap etc)

                          Low single/JBJ crawl
                          Guard pull
                          Flop
                          Clinch defense stance
                          Diagonal dashes

                          Multistep lunging, side steps, pivots (stepping through strikes and being able to fluidly step, sway, shift, strike mid action)
                          Strike cancel + more feints (hooks, uppercuts etc)

                          Shifts
                          Fighters don't automatically turn along to face you so you can obtain greater angles and access back with active maneuvering
                          TDs/subs against cage
                          Double/under default cage clinch

                          Standing arm traps (wrist control & overbook/whizzer)
                          Standing TKOs, ref stoppages
                          Butt scoot

                          Mobile head movement, striking, parry (head movement on rs with modifier and footwork with ls)
                          Substanstial increase to intercept strikes for more stopping power and more single strike utility
                          Increase consistent damage to uppercut intercept strikes to body 1,2s

                          Block peel
                          Lunging strikes that cover close to as much distance as high level takedowns (like Fabers double, or superman punch in eaufc1)
                          Philly shell slips

                          Increased damage for moving into strikes so there is more respect for distance and covering it would require more skill.
                          Moving backwards should be slower than moving forward but experts should be able to move as fast backwards and more fluid than average etc
                          Lean back should way more open to body/leg shots counters and clinch/tds etc.
                          Feint slip (setups for pull counters/rockback etc for distance deception)

                          Chopping lead body kick (like Bisping, Henderson etc irl) + knee/shin shield lead leg kick (like Rockhold) more like the rear body kick and a whipping rear body kick (like McGreggor snap body kick) to complement the current whip like lead body kick.

                          Power straight, rear backfist, body oblique kick (like Larkin), flying sidekick, leg teep, spinning side kick to head, high knee etc

                          Clinch transition to dominant sprawl (like Ferguson snapdown)
                          Full guard back control (back sitting lying back)

                          Manual finish the fight strikes and shifts (ftf strikes should be distinguished by being faster, more damage, and cover more distance)

                          Manual sprint (sensitivity to various movement paces)
                          Manual strike speed (extended feints and pulling strikes)

                          Deeper stamina penalty (heavy hooks, high kicks etc have little stamina drain)/sim stamina
                          HUD free ranked

                          Stacked half guard, postured side control, flattened backside
                          More half guard subs dom and sub both
                          Being able to fight closer in the pocket and fight in open clinch range (+ head & hand fighting)
                          Clinching strikes

                          Increase head damage but make head easier to defend, increase body durability and body strike parry window
                          Manual square stance
                          Single strike KOs

                          Striking in submissions
                          Clinch kicks
                          Over/Under, double under whip
                          Dominant and submissive single collar and over/under (non neutral single collar wrist control, and whizzers)

                          Variable grappling so grappling doesn't feel like fixed animations and outcomes, whereas striking in this game has more domain for creativity and experimentation (chaining combos contribute to far more unique possibilities whereas chaining grappling feels immediately finite).

                          Grappling feels like its only ultiility is to stiffle and nullify striking in this game when in reality grappling should be just as much as a canvas for exploration and experimentation.

                          Something like total strike control from eamma retooled for grappling might help bring the real time dynamism of striking in this game to grappling and make grappling more gripping in real time.

                          The grappling is already on the rs but more kinds of swoops combined with chain grappling transitions/subs to feel like combinations standing so its less about start-stop filling meters and denials and plays more like the stand up.

                          In hopes the transitions between striking and grappling become completely seamless.


                          Merging TBS, the submission mini game, and TSC input for grappling (TGC- Total grapple control).
                          Instead of the current linear meter fill up hud based grappling system I would like to see a dynamic submission position TBS grappling system (octagonal grapple hud directions) based on advancing transitions through manually controlling aspects such as leverage, momentum etc.

                          This can be done through making transitions like advancing gates in subs but can be done without the hud through feel, vibration feedback etc. Advanced transitions/submissions can be performed with TSC like stick swoops etc. So then the fluidity of eammas striking on the stick can be integrated to incorporate the dynamic real time feel of the striking to the grappling.

                          You should be able to strike, sway, grapple, move, block at the same time, i.e. strike with one hand block with the other vice versa, extended one or both for cover blocking hooks/kicks etc. Shoulder roll for the appropriate fighters by blocking during a sway etc.

                          This should counter act the unbalance created by this 'meta' which gives fighters God chins and glass bodies. Chins should by default be more vulnerable to damage than body shots unless precise shots to organs etc.

                          Accordingly defending the head should be easier but striking in general the body in particular leaves your chin vulerable unless actively blocking; ducking into intercepting uppercuts should receive a consistent damage boost like intercepting lunging. While swaying/striking opens up the head/body unless actively blocking accordingly etc.

                          Switch punches and kicks and strikes in general should have variable speed. Anderson Silva can do the switch straight (which was removed for him even tho it's a signature) slow and in reverse/going backwards or forward, however Barboza has lightning fast lead switch kicks to the body but the one in the game is very slow. Cruz and the fighters above vary the pace of their strikes throughout but this is not possible, unless through gassed strikes.
                          Last edited by johnmangala; 03-03-2017, 01:45 AM.

                          Comment

                          • Flint925
                            Just started!
                            • Dec 2016
                            • 3

                            #208
                            Re: What grappling positions are not in EA UFC 2 that you wish were included?

                            This may have been said previously, but intermediate submission positions should be grappling positions that you transition to. The big one that comes to mind is triangle from guard.

                            I can't tell you how many times I've found myself in caught in that position but able to fend off the choke in Jiu Jitsu (I am a white belt to be fair). As it is right now in-game, once the choke is defended, you are immediately thrown back to closed guard. In real life, more often than not, you can defend the choke but get stuck in the triangle. Often this is used in MMA to deliver punches and elbows from the bottom a la Neil Magny vs Johnny Hendricks last night.

                            As far as gameplay mechanics are concerned, this should be the primary submission position from bottom. Closed guard should have options, especially for advanced BJJ players, but the triangle should be your setup for triangle chokes, armbars, and omoplatas like it is in real life. Additionally, strikes from the bottom should do a moderate amount of damage. However, the bottom should not be able to sweep from that position (this is possible in real life, but difficult to pull off), and the top should get side control immediately if he can transition out of the triangle. The bottom should get a very small reversal opportunity into a mounted triangle for said transition.

                            Submission spamming from closed guard seems to be an issue thanks to the ease in which you can set triangles and armbars up. I think this would help eliminate that. There would be a certain risk-reward for the triangle position.

                            Comment

                            • johnmangala
                              MVP
                              • Apr 2016
                              • 4525

                              #209
                              Re: What grappling positions are not in EA UFC 2 that you wish were included?

                              I agree something like submission positions would be a good addition. Subs and TDs against the cage,manual transitions on rocked opponents, extended feints, technique pull, 50/50, front headlock, etc.

                              Would really like to see clinching strikes- hanger/posting jab/lead and clothesline/casting rear strikes. Wraps and traps, pawing etc. Clinch defense stance.

                              Huge improvement to accuracy tracking, making offense more challenging and thereby when landed should be more impactful. An accuracy stat would be good.

                              A new grappling mechanism that combines the current sub gate mini game, transistion based submissions, and total strike control from EAMMA for grappling- having grappling entries and setups feel like fluid striking combinations with unique swoops and patterns and sequences.

                              + mobile headmovement with strikes/grappling and footwork.

                              e: Shift techniques
                              Guard pull
                              Clinch parries
                              Grounded mobility, prone crawl
                              Steers and pivots
                              Open guard clinch
                              Ref stoppages, standing Tko
                              Lean back fix, fnc had it look right.
                              Lead body kick variety
                              Head and hand fighting
                              AI has improved greatly more realistic and fun than most online- would like to see style presets, rule modifiers, training sliders. Making the practice mode a smart sparing partner you can adjust to train individual martial arts, techniques, combinations, sequences etc.
                              Diagonal dashes
                              Sim stamina and durability.
                              Clinch punch health events
                              Nice shot taunt and no taunt ( like Jouban etc)
                              Moveset editor
                              Diaz v Cerrone great template- clinching strikes etc.
                              Last edited by johnmangala; 02-19-2017, 11:49 PM.

                              Comment

                              • Haz____
                                Omaewa mou shindeiru
                                • Apr 2016
                                • 4023

                                #210
                                Re: What grappling positions are not in EA UFC 2 that you wish were included?

                                Back Turtle Attacks

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                                PSN: Lord__Hazanko

                                Just an average player, with a passion for Martial Arts & Combat Sports

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