Martial mind posts combos that abuse hit stun

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  • WhoDatNinja
    Rookie
    • May 2016
    • 100

    #76
    Re: Martial mind posts combos that abuse hit stun

    I dont think hit stun should be able to stop blocking. There always has to be some counter to every move for balance i think. The hit stuns causing guys to stand there hands down like in a rocky movie feels exploitable and is. Combine this with combo multiplier and you sit there getting just juggled around the ring with what seems like no real way to stop it. To me, blocking feels like its a relatively neutral thing and should always be available, especially with high/low delayed input block scheme.

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    • TheShizNo1
      Asst 2 the Comm Manager
      • Mar 2007
      • 26341

      #77
      Re: Martial mind posts combos that abuse hit stun

      I feel like sliders would solve a lot of these issues.

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      • fishingtime
        Handling it
        • Aug 2013
        • 1738

        #78
        Re: Martial mind posts combos that abuse hit stun

        I posted in a thread about one strike rocks, and think there might be something that the team could do with stamina dips to make more vulnerability windows. What if certain strikes, and times after a strike, where your stamina just dips to like 0 for a frame or two. Then bounces back up to where it normally would be if no strike is landed. I think this would allow those windows to be added just by tweaking the stamina.

        Here is that video again in case you don't want to click on that link showing two of these windows.

        <iframe width="560" height="315" src="https://www.youtube.com/embed/NtZ9xC2T8r8" frameborder="0" allowfullscreen></iframe>
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        • WhoDatNinja
          Rookie
          • May 2016
          • 100

          #79
          Re: Martial mind posts combos that abuse hit stun

          Originally posted by fishingtime
          I posted in a thread about one strike rocks, and think there might be something that the team could do with stamina dips to make more vulnerability windows. What if certain strikes, and times after a strike, where your stamina just dips to like 0 for a frame or two. Then bounces back up to where it normally would be if no strike is landed. I think this would allow those windows to be added just by tweaking the stamina.

          Here is that video again in case you don't want to click on that link showing two of these windows.
          This is a pretty sweet idea. Kinda feel like itd break the combo system, but if put in right could be used to neutralize combo multiplier. if it was like a 3 frame window you cant really complain about perfect timing.

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          • fishingtime
            Handling it
            • Aug 2013
            • 1738

            #80
            Re: Martial mind posts combos that abuse hit stun

            Originally posted by WhoDatNinja
            This is a pretty sweet idea. Kinda feel like itd break the combo system, but if put in right could be used to neutralize combo multiplier. if it was like a 3 frame window you cant really complain about perfect timing.
            Exactly. It has to be done right. They could also adjust the windows to be smaller on certain strikes and larger on others.

            This would likely help with takedowns as well since they could add a window like this with kicks. Which means the denial window would be smaller during the kick with the added stamina drain and possibly help with takedowns as well.

            Hell, if the stamina meter goes down with each time it hits 0 or goes down so far, this could actually help with the perma-stamina as well.
            @bikingforjesus on Instagram

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            • WhoDatNinja
              Rookie
              • May 2016
              • 100

              #81
              Re: Martial mind posts combos that abuse hit stun

              Really good. Normal stamina cost is where it recovers to. i think itd have to be multiple frames so that theres just that 1 peak frame where it could be lights out, but would have to recover by the time the strike thrown is landed so to not mess up strike power. Itd really add that sense of the fight could end at any time though, and add some danger to the walk forward and throw combos style.

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              • EJ_Manuel
                Banned
                • Jul 2008
                • 464

                #82
                Re: Martial mind posts combos that abuse hit stun

                Originally posted by fishingtime
                See, this is the problem. They are very easy to set up, and you could basically program a controller to have a sequence and play it out and it would work every time if you landed the first strike and went to another area with the next one. Jabs/straights are so easy to start off a combo with 6 of them. That is basically why Kenetic was compared to Ip Man. He gets off like 10 strike combos because of the speed and inability to block after certain strikes land.

                Jab/straights are way too powerful for what they are. They should also have a different stamina depletion depending on where they land. Ones to the body are the same as ones to the head. Even though using these low takes more stamina because you basically have to lean in, turn your hips, etc.
                That is the main problem. Jab's and straights are just way OP for the lack of stamina depletion. You can throw 160 of them in a round and almost have a full stamina bar. It's utterly stupid and makes the game look like rock em sock em robots.

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                • cernac
                  Rookie
                  • Apr 2016
                  • 164

                  #83
                  Re: Martial mind posts combos that abuse hit stun

                  Question for the Dev team: Before designing UFC 2, did your team make a diligent effort to play all previous versions? Some versions have some nifty characteristics that should remain.

                  This is the fourth iteration I have played, and by far my favorite. I especially like the submission system. The practice mode needs to be more robust because so much of this game remains hidden.

                  It seems like people would like to see the hit stuns kept, but that they shouldn't happen 100% of the times that are attempted, and possibly having a greater variety of animations associated with the same strikes. Programming wise, is this possible, and would it make the game better?


                  Sent from my iPhone using Tapatalk

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                  • DoWork
                    Rookie
                    • Sep 2011
                    • 66

                    #84
                    Re: Martial mind posts combos that abuse hit stun

                    Originally posted by Supreme_Bananas

                    I think a big step towards real sim-style gameplay would be slowing the game down a lot. Most people throw more strikes in a single round (on an accelerated clock) than real fighters throw in a whole fight. Getting rid of the combo multiplier, decreasing the strength of the block and increasing single strike damage a lot would make slow power hitters like Mark Hunt much more viable

                    Everything you said is spot on. I really hope the devs work on those things for the next patch, it would make the game much more realistic and fun to play. The question is what do the devs want UFC 2 to be more of an arcade style fighting game or a sim mixed martial arts style game? What we have right now is more of the former. I'm hoping we go towards more of the later with the next patches.

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                    • killakrok
                      Pro
                      • Dec 2006
                      • 605

                      #85
                      Re: Martial mind posts combos that abuse hit stun

                      Originally posted by Lake the striker
                      The games biggest issue by far is how ridiculously limited it's training mode is. I like the fact that we have different AI options, that’s great, but there is no optional frame data display, no optional CPU response mode, no optional damage output display, no optional record mode e.t.c. no nothing.

                      Right now you can only test guaranteed damage, counter damage and punishment in training if you have two controllers and someone else is willing to test the mechanics of the game with you, which is incredibly inconvenient and time consuming.
                      Having these things would skyrocket the quality and value of this game and entire franchise for me.

                      This would allow anyone to learn exactly what they want, when they want, and develop skill progressively.

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                      • killakrok
                        Pro
                        • Dec 2006
                        • 605

                        #86
                        Re: Martial mind posts combos that abuse hit stun

                        Originally posted by Supreme_Bananas
                        I think a big step towards real sim-style gameplay would be slowing the game down a lot. Most people throw more strikes in a single round (on an accelerated clock) than real fighters throw in a whole fight.
                        I love heavyweight and avoid the lower weight classes because of this. The spam is way less and I'm not dodging spinning headkicks for 3 rounds.

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