Head Movement: Final Boss Thread

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  • thedeadchicken89
    Rookie
    • May 2016
    • 45

    #181
    Re: Head Movement: Final Boss Thread

    This will probably get buried as this thread is huge.

    I would love to see this happen:

    1 - Ability to move as you use head movement. Currently standing still and using the RS allows you to move your head wherever you want. Allow us to use footwork as well, perhaps with a movement penalty to emulate the difficulty of making significant head movements while utilising footwork.

    2 - Re-map RS dashes to L1 + RS

    3 - Re-map L1 + RS big dashes to L1+L2 + RS
    Last edited by thedeadchicken89; 12-23-2017, 06:28 AM. Reason: L1 not R1

    Comment

    • DaisukEasy
      Pro
      • Jul 2016
      • 577

      #182
      Re: Head Movement: Final Boss Thread

      Originally posted by thedeadchicken89
      This will probably get buried as this thread is huge.

      I would love to see this happen:

      1 - Ability to move as you use head movement. Currently standing still and using the RS allows you to move your head wherever you want. Allow us to use footwork as well, perhaps with a movement penalty to emulate the difficulty of making significant head movements while utilising footwork.
      You missed the Beta didn't you?

      Comment

      • thedeadchicken89
        Rookie
        • May 2016
        • 45

        #183
        Re: Head Movement: Final Boss Thread

        Originally posted by DaisukEasy
        You missed the Beta didn't you?
        I think you didn't understand my post.

        If you stand still and use RS, you get 360 head movement.

        If you're moving around (using LS) and press the RS in any direction you will do a either a duck, sway or lean, in a forced animation.

        If you're moving around and press L1 + RS, you do a larger movement or signature movement.

        What I want, is the ability to move my feet while using the RS to move my head, at the cost of a movement speed penalty. While using the movement animations as alternative movements, or escape movements.
        Last edited by thedeadchicken89; 12-23-2017, 06:28 AM.

        Comment

        • AeroZeppelin27
          MVP
          • Nov 2017
          • 2287

          #184
          Re: Head Movement: Final Boss Thread

          Originally posted by thedeadchicken89
          I think you didn't understand my post.

          If you stand still and use RS, you get 360 head movement.

          If you're moving around (using LS) and press the RS in any direction you will do a either a duck, sway or lean, in a forced animation.

          If you're moving around and press R1 + RS, you do a larger movement or signature movement.

          What I want, is the ability to move my feet while using the RS to move my head, at the cost of a movement speed penalty. While using the movement animations as alternative movements, or escape movements.
          What your saying is you don't want to be forced to return your head to centerline while swaying and moving? I think.

          You wanna be able to say, duck, then lean while moving, in a fluid transition like it is when your standing still?

          They wouldn't need to modify R1 for that, they'd just have to remove the forced return to centerline while moving.

          R1 is a strike modifier anyway.

          Theoretically, you can already do this, but your forced to move your head back to centerline, so you can indeed use it to escape or coming in, but you can't rely on being able.to constantly move back and keep your head off center and all times.. I assume its a deliberate choice. I don't know how I exactly feel about it. Side to side movements while moving (as in, flicking RS left-right while coming in is pretty effective if you don't over rely ob it) I'd need to play the game again to decide.
          I do lean towards being able to stay off centerline, but at a massive vulnerability risk if you do get caught.

          However. Moving sway, as far as I'm concerned, isn't a forced animation, like normal sways. You can time a counter strike during the sway. Not all strikes and going to combo out of the sway, and its contextual to the direction you sway, but I'm positive I've moving step in ducked a headkick and chained it into an uppercut.

          TL;DR Removing the forced return to centreline on moving headmovement would do the exact same thing as your asking if I'm not mistaken.

          Comment

          • manliest_Man
            MVP
            • May 2016
            • 1203

            #185
            Re: Head Movement: Final Boss Thread

            My ideal stand-up movement controls:
            • Left Stick -> Normal Movement
            • Tap the Left Stick -> Small Lunges
            • Hold L1 + Left Stick -> Signature Jumpy/flowy movement.
            • Hold L1 + Tap Left Stick -> Big Lunges
            • Hold L1 + R1 -> Running Movement
              (Able to run sideways/forward/backwards and even completely turn around 180 from your opponent and
              in general break your fighting stance and posture just so that you can jog around the octagon under full
              freedom)
            • Right Stick -> 8 Dimensional with automatic Block Head Movement.
              (Same 4 system we have now, but the corners would be just so that counter strikes can come off faster
              depending on the angle you duck to. Also when ducking towards a corner, what determines whether you'll
              slip frontal or side strikes will be based on where you are moving towards with the left stick)
            • Hold L1(or R1) + Right Stick -> Advanced,Signature, with the Hands Down(no automatic block) 360 & Rangey Head Movement.
            Last edited by manliest_Man; 12-22-2017, 10:43 AM.

            Comment

            • Haz____
              Omaewa mou shindeiru
              • Apr 2016
              • 4023

              #186
              Re: Head Movement: Final Boss Thread

              Me after reading this thread.....




              PSN: Lord__Hazanko

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

              Comment

              • AeroZeppelin27
                MVP
                • Nov 2017
                • 2287

                #187
                Re: Head Movement: Final Boss Thread

                Originally posted by Haz____
                Me after reading this thread.....




                Just sandblast some hoes my brother, that'll turn that frown upside down.
                :P.

                Comment

                • thedeadchicken89
                  Rookie
                  • May 2016
                  • 45

                  #188
                  Re: Head Movement: Final Boss Thread

                  Originally posted by AeroZeppelin27
                  TL;DR Removing the forced return to centreline on moving headmovement would do the exact same thing as your asking if I'm not mistaken.
                  In simple terms sure, but the ability to get in and out with the forced animations (just because you can frame cancel and punch doesn't mean they aren't forced) is good enough to keep them in the game and just remap them.

                  It would change in-fighting significantly, and defensive responsiveness, adding a new level of complexity with an increased risk.

                  Comment

                  • JohnnyCobra
                    Rookie
                    • Sep 2017
                    • 33

                    #189
                    Re: Head Movement: Final Boss Thread

                    Originally posted by DaisukEasy
                    Continuing from the Stamina topic.




                    It has nothing to do with wanting to "dance" Altair. All head-movement is not created equal. You have defense, counter and offense oriented head-movement. They're not the same thing.

                    Defensive head-movement:










                    These are large swaying motions in just about every direction.

                    Pro's
                    - You're making your head as hard to hit as possible.


                    Neutral
                    Preemptive

                    Con's
                    - There's no way to setup a counter if your opponent misses unless they literally run into your punch
                    - Tiring
                    - Susceptible to leg kicks
                    - Susceptible to takedowns



                    Counter oriented head-movement:









                    These are short & fast-twitch motions that barely make your opponent miss


                    Pro's
                    - Set's up powerful counters
                    - Doesn't cost as much stamina

                    Neutral
                    - Reactionary

                    Con's
                    - Significant consequences if you fail to do it correctly
                    - Difficult to pull off


                    Case in point:





                    Offensive head-movement



                    Swaying left, right or ducking while moving forward into your opponents range

                    Pro's
                    - Loads up punches depending on which way you're swaying (hooks or overhands basically)
                    - Masks your intentions and keeps your opponent guessing (you can takedown, punch or just retreat right afterwards)


                    Neutral
                    Preemptive

                    Con's
                    - Tiring
                    If predicted:
                    - Susceptible to uppercuts
                    - Susceptible to (flying) knees
                    - Susceptible to body strikes
                    - Susceptible to leg kicks
                    - Susceptible to takedowns


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


                    In the UFC3 beta, the only thing we've got is the offense oriented head movement masquerading as the other two.

                    On top of that, UFC3's dodging mechanics are binary. Certain sways dodge certain punches 100% of the time.


                    TL;DR

                    Instead of head-movement being a dangerous game of timing and distance management like it is in real life, they've turned it into rock-paper-scissors.

                    I don't see how anyone can defend that honestly.
                    Best damn post I've read. If it was just one thing that could be implemented post-beta this is the one. I really hope the devs recognize this post and actually tries to make it work. The freedom of movement is better than ufc 2 but still feels very limited in comparison when it comes to headmovement. Sluggish and unresponsive

                    Comment

                    • Serengeti1
                      MVP
                      • Mar 2016
                      • 1720

                      #190
                      Re: Head Movement: Final Boss Thread

                      The solution aside... I think it's important that this is looked at. We're not all making it up. Most of us feel the head movement isn't efficient enough. It definitely doesn't feel responsive enough. Solid is just blessed with amazing video game capabilities but we can't all be that good.

                      I'm not sure how much the 360 head movement will help this but it's still something that I'd love to see in the game.

                      Comment

                      • Solid_Altair
                        EA Game Changer
                        • Apr 2016
                        • 2043

                        #191
                        Re: Head Movement: Final Boss Thread

                        It's just about getting used to its speed. Not that it was perfect in the beta... some combos were too fast for some fighters' head movement, which was unfair.

                        BTW, Kenetic steamrolled me. And don't get me started on my grappling.

                        Comment

                        • DaisukEasy
                          Pro
                          • Jul 2016
                          • 577

                          #192
                          Re: Head Movement: Final Boss Thread

                          Originally posted by Solid_Altair
                          It's just about getting used to its speed. Not that it was perfect in the beta... some combos were too fast for some fighters' head movement, which was unfair.

                          BTW, Kenetic steamrolled me. And don't get me started on my grappling.
                          I could pick up the game today and start playing in whatever way is optimal with this current system. I could be the best player on the planet and casually beat everybody up. I'd still bring this up.

                          It's not about combo speed. It's not about getting used to it.

                          The game simply isn't as responsive as many of us feel it should be. How well we're able to adjust ourselves is an entirely separate issue.

                          Comment

                          • Solid_Altair
                            EA Game Changer
                            • Apr 2016
                            • 2043

                            #193
                            Re: Head Movement: Final Boss Thread

                            Not entirely separate.

                            Comment

                            • DaisukEasy
                              Pro
                              • Jul 2016
                              • 577

                              #194
                              Re: Head Movement: Final Boss Thread

                              Originally posted by Solid_Altair
                              Not entirely separate.
                              How is it not?

                              Originally posted by Me
                              Defensive head-movement:

                              *bunch of gifs*

                              These are large swaying motions in just about every direction.

                              Pro's
                              - You're making your head as hard to hit as possible.


                              Neutral
                              Preemptive

                              Con's
                              - There's no way to setup a counter if your opponent misses unless they literally run into your punch
                              - Tiring
                              - Susceptible to leg kicks
                              - Susceptible to takedowns
                              I just now noticed I made a mistake that I thought I fixed less than a minute after I posted, but somehow it didn't save (or I forgot to hit save ).

                              Full defensive head-movement is a mix between preemptive and reactionary head-movement. It's not entirely preemptive.

                              You can do it entirely preemptively and just move your head as wildly and unpredictably as you can manage, but that's generally not what people do.

                              You react to a certain strike with a full-defensive sway, then preemptively roll in a certain direction so you can pop your head up, look to see if another strike is coming and repeat the process.

                              Not necessarily exactly in that pattern, but the point should be clear. The reactionary part isn't possible.
                              Last edited by DaisukEasy; 12-24-2017, 12:09 PM.

                              Comment

                              • Solid_Altair
                                EA Game Changer
                                • Apr 2016
                                • 2043

                                #195
                                Re: Head Movement: Final Boss Thread

                                Originally posted by DaisukEasy
                                How is it not?
                                It is possible for someone to git gud and still find the game unresponsive. I think MartialMind is an example.

                                My point is that the relation between skill and feedback is still there. Players can have some bad impressions simply because they're still novices. Although it's good to have all feedback, the skilled feedback has more weight, when it comes to changing things that could affect the balance of the game.

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