It's awesome that we have different striking animations for standing still, moving away or towards the opponent. It's what we asked for and the devs delivered, but almost everyone is used to moving towards their opponent when striking and these are some bad examples of what's making it look bad when both people are in the pocket range:
- Fighter A standing Still, Fighter B In Range to Strike normally, instead of just throwing a normal standing-still strike, he is lunging/walking forward and throwing it.
What should happen in that scenario is 2 things. Either Fighter B's forward lunge is automatically disabled and a normal strike is thrown Or if Fighter B is a highly skilled fighter, he should do an automatic push/shove/grab/range finding hand extension animation to his opponent to set up his strike. :
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Look how Silva Interacts with Sonnen on this video, semi-clinching when in the pocket range to set up strikes, instead of having a force field holding them back or some Karate Ruleset where you are not allowed to touch your opponent unless you want to tag them. (kind of a bad video example, since he is holding the shorts to set up his strike, but you get the point i am trying to make)
The Fighters Need to interact in that pocket range by touching one another, not simply standing there like there is a forbidden rule that doesn't allow people to interact with one another unless they are striking or unless they initate a single collar clinch... This is not an Arcadey Fighting Game where Fighters are only throwing specific animations of strikes. There should be a physics system in place for mechanics like this.
- Fighter A is moving Forward, Fighter B is moving forward, since they are in that pocket range, both of their lunging strikes should be canceled and have some normal, standing still strikes come off.
If Fighter A has more range the Fighter B, then Fighter A's lunging strikes should be disabled, while Fighter B's strikes should have that lunge allowed. (Mike Tyson's boxxing style, constantly lunging due to his short range)
- Fighter A is moving away from Fighter B at 180° or between 90° -180° or 180°-270° , If Fighter B wants to attack Fighter A, that's when moving forward strike animations should play out.
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To Sum It UP: If Fighter B wants to attack Fighter A, if Fighter B is in range to throw a normal standing still type of strike, the game should have that play out. If Fighter B wants to attack Fighter A, but Fighter B is not in range, that's when the moving forward strike animations should kick in.
In my Opinion, those moving forward strikes should be to close off the distance for the first 2-3 strikes or to chase down someone who is constantly running away from you.
Now if they can manage to add some animations, that have the fighters interact with one another in the pocket range instead of having an invisible force field hold them back, then the moving forward strikes should be allowed at all ranges and when someone makes a mistake and overextends in the pocket, that should make them look goofy/more vunerable or if they are a highly skilled fighter, it should allow them to automatically distance themselves by pushing their opponent or doing an automatic step back strike.

Duh me.
I'm what, 2W-30L as of now? I can only get better hahaha
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