Couldn't have said it better myself. We have an impressive amount of moves at our disposal, but they come with a warning label "use at own risk, some moves may leave you open for spammed combo multipliers after opponent walks through your strike. Physics may not apply in all circumstances"
Stand up, a hot mess.
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Re: Stand up, a hot mess.
Couldn't have said it better myself. We have an impressive amount of moves at our disposal, but they come with a warning label "use at own risk, some moves may leave you open for spammed combo multipliers after opponent walks through your strike. Physics may not apply in all circumstances" -
Re: Stand up, a hot mess.
Here's the main problem. The most vocal community by far are the dudes that take compete advantages of the horrible striking. They scream from the roof tops how wonderful it is because it's so easy for them to turtle and high block.
Striking is broken. Nearly everyone I know that was a good striker strikeri in ufc 1 would agree, dudes that were cabbage are striking in UFC 1 are loving this game and demanding the striking is best ever.
To reiterate, a lot of the gage changers are horrible at striking in the game, and a lot want the game to cater there needs. Some people widely considered top ten had the striking off a blue belt. This game currently caters to them. (Ea gamechangers, I didn't know you OS people)Last edited by Dave_S; 05-27-2016, 07:31 PM.Comment
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Re: Stand up, a hot mess.
I'm not in favor of the combo multiplier but it is what it is, learn how to use it to your advantage and hope like hell they have better striking without the bs combos in EA UFC 3. Getting hit with a combo is mainly your own mistake. Learn how to control the center of the octagon and you'll be able to walk outof a combination 95% of the time. If you are against the cage and you get wrecked by a combo there's no way for you to go but that's on you because you shouldn't be against the cage at all. I haven't had an instance yet where I dominated and get wrecked by one combo. I do agree they should take a page outof UFC UD 3's book regarding striking.
The grappling is a great concept, but as soon as a game has a slight delay it completely falls apart. Denies stop working, meters don't fill, etc. It just isn't very well catered towards online play. It also feels very turn based. It needs an overhaul. I'd rather have it where you could block transitions by just holding the direction of where they're going instead of having to time it. That way they can still go different directions but you don't need to think about delay unless you wanna reverse a transition. I kindof preferred UD3's grappling as it felt more like a chessmatch to me rather than fill this meter, wait three seconds, strike twice, deny, fill meter, etc.Comment
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Re: Stand up, a hot mess.
I'm not in favor of the combo multiplier but it is what it is, learn how to use it to your advantage and hope like hell they have better striking without the bs combos in EA UFC 3. Getting hit with a combo is mainly your own mistake. Learn how to control the center of the octagon and you'll be able to walk outof a combination 95% of the time. If you are against the cage and you get wrecked by a combo there's no way for you to go but that's on you because you shouldn't be against the cage at all. I haven't had an instance yet where I dominated and get wrecked by one combo. I do agree they should take a page outof UFC UD 3's book regarding striking.
The grappling is a great concept, but as soon as a game has a slight delay it completely falls apart. Denies stop working, meters don't fill, etc. It just isn't very well catered towards online play. It also feels very turn based. It needs an overhaul. I'd rather have it where you could block transitions by just holding the direction of where they're going instead of having to time it. That way they can still go different directions but you don't need to think about delay unless you wanna reverse a transition. I kindof preferred UD3's grappling as it felt more like a chessmatch to me rather than fill this meter, wait three seconds, strike twice, deny, fill meter, etc.
It is what it is is not acceptable. Everyone that plays into it encourages ea and is part of the problem. Progressing through ranked I'm shocked how much the higher levels suck at striking but are amazing of taking advantage of exploits. Not everyone is that way, but a lot.
In one gamechangers"advance striking guide" he stressed abusing hit stun reaction and spamming back dash.
No wonder striking is the way it isComment
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Re: Stand up, a hot mess.
It doesn't feel like there is really any kind of range to me unless one fighter has a ridiculous reach advantage. It feels like you're either in the pocket or out of range altogether with nothing in between except a sliding body kick. If I have the reach advantage, I try to stay as far away as I can get but still be able to connect but most of the time I end up taking a few strikes if I go in for a jab. It ends up just being a brawl.Comment
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Re: Stand up, a hot mess.
I had hoped after 18 months they would make the simplest of changes. Adjust permanent stamina drain to a more realistic sim like state. People don't want to play realistically. Fine. Force them too. I certainly won't be spending 90 bucks on the hopes there's no multiplier. On the hopes there's one strike stopping power. On the hopes there's a sim mode. I've supported the 1st two go around. But when I see a simple thing like moveset be so laughably off it tells me some of the ppl working on the game either aren't very knowledgeable or passionate about the sport. Have they fixed fighters that have elbow perks but don't throw elbows?I'm not in favor of the combo multiplier but it is what it is, learn how to use it to your advantage and hope like hell they have better striking without the bs combos in EA UFC 3. Getting hit with a combo is mainly your own mistake. Learn how to control the center of the octagon and you'll be able to walk outof a combination 95% of the time. If you are against the cage and you get wrecked by a combo there's no way for you to go but that's on you because you shouldn't be against the cage at all. I haven't had an instance yet where I dominated and get wrecked by one combo. I do agree they should take a page outof UFC UD 3's book regarding striking.
The grappling is a great concept, but as soon as a game has a slight delay it completely falls apart. Denies stop working, meters don't fill, etc. It just isn't very well catered towards online play. It also feels very turn based. It needs an overhaul. I'd rather have it where you could block transitions by just holding the direction of where they're going instead of having to time it. That way they can still go different directions but you don't need to think about delay unless you wanna reverse a transition. I kindof preferred UD3's grappling as it felt more like a chessmatch to me rather than fill this meter, wait three seconds, strike twice, deny, fill meter, etc.
Sigh....Comment
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Re: Stand up, a hot mess.
Originally posted by 81chrissoExactly this! I think GC and the Top 100 guys would have cried too much if they've kept the one shot ko's. They want total control. Game would be so much more fun with more elements of danger! It's just boring the way it is now. Same for me: I don't play the game for weeks and when I play I have enough after 2 fights. Just boring.
Agreed. To actually make it HARDER for people who pick their shots and use timing and movement to get a win is absurd.
Why does playing realistically in EA UFC 2 not matter? Because timing a one shot KO doesn't work, EVER.
EA completely neutered sim players in this regard. You HAVE TO button mash and exploit stun combo's.
I got a 5 hit combo that's a guaranteed win, EVERY TIME. Drops the opponent on the 5th shot and they can't recover. But, it would be nice to also have the option of timing my strikes for a one hitter.Comment
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Re: Stand up, a hot mess.
This is techically the best MMA game ever made.
But I stopped playing it after 2 months so something about it isn't right and I played every MMA/Fight night game pretty much 1/2 years.
Some one summed up this game perfectly earlier...infuriating.
And when stuff doesn't register.
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Re: Stand up, a hot mess.
I've played both games extensively. My opinion is that EA UFC 2 is light-years better than UD3.Absolutely not. The striking and balance in THQ UFC3 on sim mode was much better than this. Sim mode was unbelievable and made that game fantastic but they did the most idiotic thing ever and made the causal mode ranked. Just made no sense and ruined the longevity of that game. This game looks better and the animations can look better but in that game you actually could perform what you set out to do and be successful mixing it up in different ways.Comment
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Re: Stand up, a hot mess.
Striking isn't but other than that I agree although i think UD3 definitely felt more realistic of the two. Both have their plus points, the grappling on this one is great, Subs, graphics and some of the animations.Comment
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Re: Stand up, a hot mess.
There was no fluidity though. The main problem with the striking this game is the hit stuns and reactions. They are the same. So you can do the same combos over and over like it was an arcade game. The hit reactions need to be less dramatic unless it is a counter. Even then, it should be based on stats and stamina. You see those body kicks last night? They didn't cause the hit reaction these do. You only get that kind of reaction when they are hurt. The hit stuns/reactions need toned down in certain areas so the unrealistic combos don't work. Who ends a 5 strike combo with a spinning head kick? No one. Those have to be set up. I would like to see a small hit reaction from a body strike, but not enough to effect your blocking for the next incoming strike. The head ones seem fine except for the ones that allow a loop. There should be no loops.
What they can do though with this game remains to be seen. We might have to wait for next game for something different. There is just too much that needs changed to the stand up. More stamina drain, more perma stamina drain, more exaggerated animations for no stamina. Slower movement while sitting on block. Arm fatigue for sitting on block. Parries tied to the timing of when the block starts. Combo multiplier tuned so the last strike has more power, but not as much as it has right now. (The multiplier is actually a good thing if implemented right.) Certain strikes stopping takedowns. (This is obviously harder to fix than we think because we complained about this last game and it is more than likely physics based and not just as simple as making them not knock you down or not stop a takedown.) Longer lasting damage. If you watched the fights last night, you know that fighters tire the longer a fight goes on. This isn't just from stamina. This is also from damage taken.
There is plenty wrong with the stand up. However, the rest of the game makes up for it. The clinch is great. The ground is amazing, except against high level guys. But hey, the ground sucked against them on every game.@bikingforjesus on InstagramComment
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Re: Stand up, a hot mess.
There was no fluidity though. The main problem with the striking this game is the hit stuns and reactions. They are the same. So you can do the same combos over and over like it was an arcade game. The hit reactions need to be less dramatic unless it is a counter. Even then, it should be based on stats and stamina. You see those body kicks last night? They didn't cause the hit reaction these do. You only get that kind of reaction when they are hurt. The hit stuns/reactions need toned down in certain areas so the unrealistic combos don't work. Who ends a 5 strike combo with a spinning head kick? No one. Those have to be set up. I would like to see a small hit reaction from a body strike, but not enough to effect your blocking for the next incoming strike. The head ones seem fine except for the ones that allow a loop. There should be no loops.
What they can do though with this game remains to be seen. We might have to wait for next game for something different. There is just too much that needs changed to the stand up. More stamina drain, more perma stamina drain, more exaggerated animations for no stamina. Slower movement while sitting on block. Arm fatigue for sitting on block. Parries tied to the timing of when the block starts. Combo multiplier tuned so the last strike has more power, but not as much as it has right now. (The multiplier is actually a good thing if implemented right.) Certain strikes stopping takedowns. (This is obviously harder to fix than we think because we complained about this last game and it is more than likely physics based and not just as simple as making them not knock you down or not stop a takedown.) Longer lasting damage. If you watched the fights last night, you know that fighters tire the longer a fight goes on. This isn't just from stamina. This is also from damage taken.
There is plenty wrong with the stand up. However, the rest of the game makes up for it. The clinch is great. The ground is amazing, except against high level guys. But hey, the ground sucked against them on every game.
Yeah, I agree it wasn't very fluid but that was more a product of the times thats why I left it out. The stand up is all over place simply because it is unbalanced compared to the other aspects of the game.
Then you have GC's encouraging spam and cheese by passing it off as realistic and encouraging people to actively try get hit stuns so you can do Mortal Combat combos.
I don't think we will see change in this one but UFC 3 I think we will see alot of changes, hopefully we see the end of game changers aswell although some of them are cool cats.Comment
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Re: Stand up, a hot mess.
Striking is really just button mashing jabs until someone throws an overhand in. You can't pick your shots because you'll take at least 2 or 3 in return every time. It's a straight brawl every fight and then a stalling match on the ground against the higher level players.Comment
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Re: Stand up, a hot mess.
That was a product of their design. Fight Night series was fluid. EA MMA was more fluid.@bikingforjesus on InstagramComment
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Re: Stand up, a hot mess.
I get much more of a sim striking experience from EA UFC2 than I ever did from UD3.
Much easier to use movement and pick your shots. It's still robotic, but much smoother than UD3, in terms of stringing strikes together. Head movement needs work, but is much better than it was in UD3.
I'd like to see the hit reactions, especially to the body reduced. To Fish's point, landing the same combination shouldn't always or more often than not produce the same reaction from the fighter getting hit.
Being able to throw strikes while moving would be nice, but I 100% do not want auto lunging.
Would like to see more variation in animations for basic strikes/unmodified punches especially.
Complete removal of the parry would be nice.Comment

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