NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

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  • SUGATA
    MVP
    • Apr 2016
    • 1375

    #76
    Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

    I want to add some video explanation of defensive (DSS) and offensive (OSS) side step mechanics in concept.

    This video is taken from Virtua Fighter 5 final showdown tutorial, how to implement this side step system in EA UFC with realism i wrote above in 11), 12).

    <iframe src="https://www.youtube.com/embed/boM7T3BWewY" allowfullscreen="" frameborder="0" height="315" width="560"></iframe>

    Legends:
    OM - offensive move (OSS)
    DM - defensive move (DSS)
    ST - side turned
    G - guard block

    Timing:
    <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> 3:40 – DM
    4:00 – OM
    <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> 32:00 – Failed DM
    33:00 – Cancel Failed DM
    34:00 – Successful DM
    35:40 – Anti DM: Full-circular attacks (is CH)
    36:15 – Anti DM: Half-circular attacks (is CH)
    <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> 38:30 – Getting hit during DM is CH.
    39:00 – Anti DM: Delayed attack (is not CH)
    40:00 – Anti DM: Throws
    41:40 – OM
    <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> 1:53:00 – Side Guard (SG) and Side-Turned Guard (STG). How to go to the opponent’s side:
    1:53:15 – 1. by attack him from behind (6F for him to turning, then STG)
    1:53:25 – 2. by successful DM > then immediately (by buffering) attack (even slow attack).
    1:54:10 – 3. by OM > then immediately (by buffering) attack (even slow attack).
    1:54:40 – I get +3F more advantage from hit to ST opponent.
    1:55:25 – I get +3F more advantage from Guard my attack by ST opponent.
    1:55:40 – The side frame bonus advantage is determined by the base damage of the attack! Base damage 14 or less = +2 (P and 2P has +2F (not 3F) on ST opponent); Base damage 15 - 24 = +3; Base damage 25 or more = +6.
    1:56:25 – STACKING opponent IN STG: Continue striking opponent in STG – he will be stacked in STG (Opponent needs 12F to turning into face Guard): [considering-summering my frame advantage status] IF i hit him at 1-12F (my exe is 1-12F) – he will STG; IF i hit him (me exe is) at 13<sup>th</sup> or more frame – he will face Guard.
    1:57:40 – STG opponent can not to switch High/Low Guard against SOME Strings (Series), but can against Normal strikes.
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    • SUGATA
      MVP
      • Apr 2016
      • 1375

      #77
      Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

      Do you know what is the most frustrating thing now in Strand up Striking in EA UFC 1-2? - RANDOMNESS!

      Because we dont have Hit stun at all after first 1--3 strikes and at the same time we have strike interruption from hit on its initial state.

      Explanation:
      1P perform a combo:
      1P starts Jab, which is clear landed (clear hit, not blocked) on 2P > then 1P starts Straight with clear hit too > then 1P launches his 3rd powerful strike... but 2P immediately after getting 2nd hit launches his strike, and as he dont have Hit stun his strike launches w/o hit stun delay, i.e. during 1P 2nd strike recovery phase (hand is coming back to initial state and ready fr 3rd strike) > 1P launches his 3rd strike, but at this moment 2P's strike hits him and crushes (interrupt) his 3rd strike causing interrupt stun and breaking 1P successful series...
      I in other words, i can not to plan my series, setups because of unpredictable crushing.
      In EA UFC 1-2 ONLY FBHR (full body hit reaction) causes real Hit stun during which the opponent can not launch a strikem but FBHR is caused only by huge damage (on 3rd+ strike boosted by CM, Counter window, etc).
      Result: stand up striking in EA UFC 1-2 = closing in w hoping for luck in not crushed series until FBHR = randomness, no depth and strategy!

      How it should be:

      2P get Hit stun (strike disadvantage) - i.e. his strike will be delayed because of it > but he could to block immediately to regain Striking advantage > 2P block 1P strike so 2P strike will be launched earlier.
      I.e. 2P when getting hits must to think about defense not about striking! In EA UFC 2P starts his strike - and get success by crushing opponent's fast strikes, nonsense!

      This is a striking mechanics fault.
      On my successful combo opponent's strike launches earlier than mine 2nd or 3 rd ( and interrupts mine) because he does not get hit stun but my successful strike going back (recovery phase) so my follow up strike launches later.
      There are must to be Hit stun for ALL strikes always ( hit stun duration depends on strike total dmg)!
      The main option for the opponent after he got hit must to be a DEFENSE (by block or more advanced Parry, Sway, Dodge, Side step) BUT NOT striking in response!! He is in disadvantage after getting hit!
      This is the BASIS of any real striking game! And this is THE MAIN FAULT of EA UFC2 striking game. Strike interruption by other strike (stopping power) is useless w/o Hit stuns - we have interrupts but don't have Hit stuns = RANDOM!
      Last edited by SUGATA; 08-25-2016, 04:37 PM.
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      • TheSouthpaw
        Rookie
        • Apr 2016
        • 114

        #78
        Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

        Excellent post Sugata! Not only was it a well thought out, well written post with cool ideas but it was able to get the attention of the devs and community alike. Hopefully these ideas get implemented into EA UFC 3.

        More Striking Ideas For EA UFC 3


        1.) Accounting for Range

        The striking meta would be revolutionized by putting an emphasis on landing the right strike at the right distance. Each strike has an optimal distance/trajectory in which it lands for maximum damage.

        Let's use my favorite strike (the left straight) as an example, if I'm too close and my arm is bent when I connect, I won't generate nearly as much force as if I'm at a distance where my arm can straighten and my knuckles twist into my target. Of course there are exceptions like a spinning back kick which is pretty dangerous at a variety of ranges, but most strikes have a sweet spot in which it's most effective.

        If this is currently in the game it is no where near as noticeable as it should be.
        This additional logic could solve so many of the problems the striking meta currently has:

        (A.) Shorter fighters won't be at such a major disadvantage in the striking meta as they currently are because once they get inside on the taller fighter they'll have an advantage.

        (B.) Improved logic for hit stuns/knockdowns/ko's

        (C.) Single strikes become much more effective without the randomness. Now the meta can become less combo dependent because precision/accuracy/timing is just as important. As you know not everyone is a volume striker in the UFC, let's give AJ, Woodley, Hendo, Lombard, Romero, etc. a viable way to employ their style of striking.

        2.) Variety of Animations

        This is pretty unanimous request from the community. More animations would go a long way in regards to fighter uniqueness.

        Having different styles of jabs, straights, hooks, etc. (Think punch styles in FNC)

        Also have lesser strikers would have more stiff and sloppy strike animations while elite strikers have more crisp, fluid animations

        3.) Strike Cancels

        This is a must.
        It's a pretty simple idea too. Any strike can be cancelled during startup by hitting either high or low block. However, once you reach a certain point in the startup you can't cancel anymore. This also requires a much lower degree of execution than feints currently do.

        It would be nice if just tapping really fast block allowed you to strike cancel and follow-up with another strike without a block animation happening in between. (If that's even possible). This would allow for fluid combos employing both strikes and feints.

        4.) Fluidity Between Striking & Grappling

        The aim should be to have clinch attempts and takedown attempts mesh so well with strikes that they feel almost like they're a part of the combo. This would be a huge improvement in the feel of the stand-up.

        5.) Parries

        Eliminate the freeze, meaning:
        P1 throws a jab-cross > P2 parries the jab > P1's cross will still connect if it isn't defended.

        Now parrying takes real skill because the follow up strikes don't just go away. You have to anticipate your opponent's actions and react appropriately.

        6.) Kick/Punch Catches

        Most of the parries for kicks I would like to see replaced with a catch animations. But if you want to keep the parry animations in, there is an alternative:

        R1+RS(Up) Catches any head strike
        R2+RS(Up) Catches any body/leg strike

        Catches should be possible at any time but fairly hard to do
        But much easier when the opponent's stamina is low. This will help punish kick spammers.

        7.) Canon of Combos

        This is tricky to explain but I'll try my best.

        So many people use combos that you would almost never see in real life to devastating effect in this game. Stuff like 4 or 5 uppercuts in a row, 4 or 5 body hooks in a row, etc. How can players be made weary of using these kinds of cheesy combos?

        Well what if a few seasoned strikers met with the devs and came up with a list of realistic/acceptable combinations. These combinations would have the speed, fluidity and the damage bonus that combos currently have. However, combinations outside of this canon would not have nearly the same speed and fluidity, wouldn't get the combo multiplier bonus, and would use more stamina too.

        This could really be a game changer for eliminating cheese.

        8.) Spinning Kicks

        Nerf the tracking on spinning heel kicks, capoeira kicks, tornado kicks, etc.

        It should take serious precision to land cleanly. Defenders should be able to crowd these kicks as well. The only kicks that shouldn't be nerfed for tracking is the spinning side and spinning back kicks because they are sometimes used to get someone to circle in the other direction.

        9.) Leg Kicks

        Damage to kicker if kick is checked.
        Damage to kicker if their foot hits the opponent's knee.
        Replace fall caused by kicking one-legged fighter with a stumble.
        If leg is too damaged kicks are weakened and cause minor damage to kicker.
        Buff damage.

        10.) Teeps

        Buff push back from teep
        Teep should shut down most opponent's kicks if it connects in startup frames
        Rare chance of knocking one-legged opponent down

        11.) Roundhouse Kicks

        Nerf lead high kick speed
        Buff stamina drain
        Buff damage

        When used by strong kickers:
        Should have major strike priority
        Should wear the arms down if blocked
        Should have a chance to rock through block

        12.) Movement Speed Modifier

        Eventually this has to be addressed, dashing and backpedaling are as much a part of the sport as a jab. Fighters explode into combinations and fighters backpedal away from strikes all the time. This is where a speed movement modifier comes into play.

        By clicking in the left stick your fighter will now move quickly in any direction. Run forward, backpedal backwards and shuffle laterally.

        When in this mode you can also karate blitz with punches however you take increased damage from counters in this mode and burn through stamina as well.

        Being able to close distance explosively is a missing feature in this game and would be an excellent addition.

        13.) Accounting for Explosiveness

        This is another area of the striking meta that could use improvement. Trying to simulate guys like Romero or Woodley without replicating their explosiveness is a major oversight.

        Sure you can give them the heavy hands ability and the max power stats, but how good is that really if they can barely ever reach there opponent before there opponent reaches them? Part of what makes a guy like Woodley dangerous is that he excels at closing the distance, he can be well outside the taller man's reach but still close the gap and do damage and clinch before the taller man can begin to mount an offensive.

        14.) Finishing The Fight

        Now with ability to close distance quickly there's just a few more things to add to get TKOs right.

        Change stamina properties during health events
        Example:
        P1 rocks P2 > P1 stamina will go down after a much slower rate while P2 is rocked but endurance will continue to go down normally > This gives P1 the option to aggressively hunt for the finish but has to weigh the risk of being at a cardio disadvantage if P2 recovers.

        Smooth out the transition from standing to striking a knocked down opponent

        Have the referee actually get in between the fighters and stop the fight. Maybe even add animations of hurt fighter trying to wrestle the referee after the fight is waived off.

        Standing TKOs

        Conclusion

        Hope this helped, if anyone has any questions I'd be more than happy to elaborate. Let me know what you guys think.

        *Disclaimer I'm a novice striker irl and not anything special in the game. So if there is something technical I missed please correct me.
        Last edited by TheSouthpaw; 08-26-2016, 12:25 AM.
        Check Out The Submission Thread!
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        Comment

        • SUGATA
          MVP
          • Apr 2016
          • 1375

          #79
          Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

          Originally posted by bcelts
          After landing a strike especially kicks if you input block it takes too long to respond. The block animation is too slow and it seems like your opponent can get a free strike. Does anyone else think this? I also think more strikes are not registering. I land a lot of kicks that don't register. Really frustrating. Is it possible to fix this in a patch?
          http://www.operationsports.com/forum...scussions.html

          Every strike consists from 3 follow up stages:
          1. startup
          2. hit phase
          3. recovery phase - yr leg returns back after hit
          You can not to Block during all 3 phases until ends of recovery phase.
          Animations of some kicks are very long, so be careful

          The main problem of the game now - is that even after getting Hit (w/o Full body hit reaction i.e. "hit stun") an opponent can launch his strike IMMEDIATELY and this strike will be GUARANTEED because it lands during yr recovery phase when yr are helpless.
          This is the terrible ISSUE of the current striking mechanics, which must ti be fixed in EA UFC 3.

          > If you successfully land ANY strike you NEVER can not be getting hit during this your strike Recovery phase. This is the rule!
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          • Domi
            Banned
            • Sep 2016
            • 20

            #80
            Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

            Uhh perhaps for once we can get FLASH KNOCKDOWNS, which happen ALL the time irl.

            In this game you have to rock someone before you can knock him down. Tonight for instance we saw Overeem knock down Stipe with the first punch he threw in the fight.

            Comment

            • JustBlazeM8
              Rookie
              • Apr 2016
              • 408

              #81
              Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

              All constructive contributions to this post have been absolutely phenomenal. It's great to see how people are investing their time and knowledge to something that is seen as a hobby. Just, absolutely incredible. I can't wait for UFC 3 if some of these changes are implemented!
              #3 UT Player (PS4)
              95%+ Win Record Overall

              #14 - LEC 205
              #7 - LEC 203
              #3 - LEC 214

              But, I'm still selling wolf tickets.

              Comment

              • SUGATA
                MVP
                • Apr 2016
                • 1375

                #82
                Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                Originally posted by Solid_Altair
                I think penalizing the speed and power of taller fighters would do the trick and would be a simpler solution. I wouldn't try to mess with stopping power in that way. Not only is it hard to guarantee that it would translate well in the meta (what if the taller guy ses shorter strikes and retains his stopping power?), it would be just harder to tune in general.

                And can you link the thread you mentioned, please?
                Implementing an AMPLITUDE into new striking mechanics is very easy - by coefficient (dmg multiplier) for every strike which is changing over the limb is going straight (over the distance).

                Originally posted by SUGATA
                5) SHORT REACH VS LONG REACH fighters (balance):
                In real physics: shorter hand > less time for it to straighten to its full length/strength (less startup then for long reach fighter the same strike type) > short reach fighters will have more faster the same strike types than long reach fighters, but also the shorter distance.
                But on low stamina short reach fighter will loose his speed advantage.
                Short reach fighter has SA on short distance, Long reach fighter – on long distance.
                http://www.operationsports.com/forum...scussions.html

                Originally posted by SUGATA
                I am fully agree w yr idea, even more - I've created 2 years ago a thread about how to implement this into the game for more realism and especially for more balance (pros & cons) between short and long reach fighters by Strike AMPLITUDE:
                In real life the strike needs enough space for it. More space = more strike' efficiency (power). Short reach fighters (short limbs) needs less space for getting max strike efficiency- this is their pro. Long reach fighters (long limbs) needs more space for getting max strike efficiency - this is their con, but they can reach the opponent on the safe distance while they can not be reached by them - this is their pro.
                Now in UFC1-2 long reach fighter has only pro w/o con, short reach had only con w/o pro, so "Jones" are abusabke in online mode, this is the issue of current Striking mechanics. And amplitude element can solve it.
                Long reach fighter has long hands which needs more space to straight and gain full power
                Short reach fighter has shorter hands so he gain full strike power on shorter space
                So we will have balance: close distance for short reach fighters, long for long reach fighters.

                More details here in my thread on EA forum:
                Welcome to EA Forums, where you can chat about games with other players, help each other out, share feedback, and report issues you’re having with EA games.


                GPD, please, could restore this my thread concept post from EA forum or it's gone forever?(
                It would be very important element for my New stand up Striking mechanics thread (I will add this there).

                How to program this in the game - very simple:
                Optimal distance for max strike power = 100% of dmg,
                Shorter distance = less % of strike damage proportionally.

                One this thing will open for gamers a huge gameplay depth!
                Effects from implementing amplitude for strikes:
                1) you need to choose right distance for the reach of yr fighter
                2) you need to use opponent's disadvantage distance against him (go close against long reach fighters to nerf his strikes)
                3) you need to choose yr strikes appropriately to the distance to the opponent (kicks on long distance , elbow on short to get their full power)
                4) You will need to change yr strike patterns depending on changed distance
                5) You will need to use (combine) yr Striking w yr Footwork more smart and conscious to get max power from yr Striking and to nerf opponent's Striking .
                > all these will dramatically increase gameplay depth and skill level on high ranks for the win!
                http://www.operationsports.com/forum...ussions-2.html

                Unfortunately this thread on old EA forums is gone and even GPD could not to restore it, because old EA forums are permanently cleared.
                I could re-create it, this thread is based on Amplitude and F=m*a real life principles, which as i said can be easily enough implemented into new striking for UFC 3.



                > This AMPLITUDE feature is easy in implement.
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                • SUGATA
                  MVP
                  • Apr 2016
                  • 1375

                  #83
                  Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                  Originally posted by Solid_Altair
                  Is the amplitude about the length of the hit stun? If so, would the atatcks always cause some hit stun?
                  Amplitude is about the strike's power (dealing dmg), which is changing over the distance as Striking limp becomes more straight or take enough distance before contact with the opponent.
                  The final dmg has direct effect on Hit stun size (its duration). More powerful strike large dmg dealer to the opponent > more Hit stun size > more Striking advantage for my next action, more disadvantage (delay) for the opponent and his follow up action.
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                  • zeric
                    Pro
                    • Aug 2016
                    • 700

                    #84
                    Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                    I havent read the whole thread so im not sure if it has been addressed but one of the biggest issues with striking with this game is the fact you cant move towards your opponent while striking, you move forwars and the second you strike you stop moving. You cant really catch an opponent who is backing up in this game. Some will scream for a nerf to backpedaling WHICH IS NOT THE ANSWER. BACKPEDALING AND MOVING AWAY IS REALISTIC. THE LACK OF STRIKIKG WHILE MOVING FORWARD ISNT

                    Add a moving while striking mechanic, you can catch opponents backing up but at a risk of being caught by a counter more easily
                    Last edited by zeric; 01-18-2017, 04:22 PM.

                    Comment

                    • Solid_Altair
                      EA Game Changer
                      • Apr 2016
                      • 2043

                      #85
                      Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                      Originally posted by SUGATA
                      Amplitude is about the strike's power (dealing dmg), which is changing over the distance as Striking limp becomes more straight or take enough distance before contact with the opponent.
                      The final dmg has direct effect on Hit stun size (its duration). More powerful strike large dmg dealer to the opponent > more Hit stun size > more Striking advantage for my next action, more disadvantage (delay) for the opponent and his follow up action.
                      I think the big mistake is basing the hit stun on damage. If you care about the aftermath (who can act first after what), you gotta tune the hit stun according to the recovery of the attack that was thrown. This allows you to determine who can act first and how sooner. This is how it is done in arcade games. It's not about damage at all.

                      Comment

                      • SUGATA
                        MVP
                        • Apr 2016
                        • 1375

                        #86
                        Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                        Originally posted by Solid_Altair
                        I think the big mistake is basing the hit stun on damage. If you care about the aftermath (who can act first after what), you gotta tune the hit stun according to the recovery of the attack that was thrown. This allows you to determine who can act first and how sooner. This is how it is done in arcade games. It's not about damage at all.
                        In arcade fightings hit stun duration (+ on hit) is based NOT on recovery (after hit phase), but on its RISK-REWARD:
                        - slow strike is risky (easy to interrupt) but has large dmg on hit so causes more hitstun
                        - also there are quick enough strikes with large dmg but are very punishable on block because has huge disadvantage on block

                        Of course, basing hit stun duration (striking advantage) on Risk-reward is more precise but needs more work in balancing strikes,
                        on dealing Damage is more easy way if risk-reward will require too much work.
                        Irl usually the most damaged strike has also longer execution, except may be Bruce Lee inch strike (but its nature is more about Ki than physics).
                        Also irl physics strike resistance (aka "Hit stun") is more depends on incoming kinetic force (power=dmg).
                        Usually, more dmg = more hit stun (striking advantage) in fightings if makes thing more simple.
                        Dont forget we are talking not about arcade fightings, but more about irl fight simulation.
                        Last edited by SUGATA; 01-18-2017, 02:23 PM.
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                        • Solid_Altair
                          EA Game Changer
                          • Apr 2016
                          • 2043

                          #87
                          Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                          What will determine if a strike is positive on hit? It's not just the hit stun it causes. It's about a subtraction between the hit hit stun and the recovery. This is why I'm saying it should be based on the recovery. What I mean is that it should be based on the aftermath you want to have, based on risk and reward. You already have the recovery... so you gotta tune the hit stun accordingly.

                          You are correct when you say that making it based on damage takes less work. But the results are chaotic.

                          Comment

                          • SUGATA
                            MVP
                            • Apr 2016
                            • 1375

                            #88
                            Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                            Originally posted by Solid_Altair
                            What will determine if a strike is positive on hit? It's not just the hit stun it causes. It's about a subtraction between the hit hit stun and the recovery. This is why I'm saying it should be based on the recovery. What I mean is that it should be based on the aftermath you want to have, based on risk and reward. You already have the recovery... so you gotta tune the hit stun accordingly.

                            You are correct when you say that making it based on damage takes less work. But the results are chaotic.
                            I dont get your thougts now...
                            The current game has not hit stuns at all.
                            Hit stuns must to be after every landed strike, Hit stuns will change frames gaps between players = Striking advantage.
                            1P Hit stun duration - 2P (attacker) recovery phase (returning time to 0 status) = Striking advantage if positive.
                            Last edited by SUGATA; 01-18-2017, 03:42 PM.
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                            • Solid_Altair
                              EA Game Changer
                              • Apr 2016
                              • 2043

                              #89
                              Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                              Yes. Of course.

                              But do you understand why it shouldn't be based on damage?

                              Comment

                              • SUGATA
                                MVP
                                • Apr 2016
                                • 1375

                                #90
                                Re: NEW Stand-up STRIKING mechanics for EA UFC 3 (concept, ideas, discussions)

                                Originally posted by Solid_Altair
                                Yes. Of course.

                                But do you understand why it shouldn't be based on damage?
                                As I said 2 posts earlier there are 2 ways by which can be build Hit stun/Striking advantage values:
                                1. More complicated - based on every concrete strike Risk-reward properties. But this is very hard to balance in short time. Arcade fighting requires several years to polish the balance
                                2. More easy and fast way - on Damage or Damage/stamina cost rating (simply using the list from my Base dmg thread but only for UFC3 which devs will have). Less precise, but more fast and easy, ... and anyway will be much more better than that chaotic and random strikes exchange as we have now which has less strategy and skill and more button mashing.
                                Last edited by SUGATA; 01-19-2017, 02:08 AM.
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