"predictive" head movement doesn't work
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Re: "predictive" head movement doesn't work
This is my biggest issue with head movement right now. I can get to learn the rock,paper,scissors aspect, but it just doesn't feel good. Everything feels so clunky even when I get the right timing/movement.
In UFC 2 it was fun to just try to use head movement to throw your opponent off and make them miss, it felt great even when you messed up and got cracked, it was the same with Fight Night, the mechanic itself just felt great regardless of its effectiveness. It's like using the right stick to pull back and swing in baseball games, you may miss 75% of the time, but the mechanic feels great in itself and when you connect it;s even better.
The head movement in UFC 3 just feels clunky, sluggish, and more of a pain to use than something that I would enjoy like it was in UFC 2.Comment
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Re: "predictive" head movement doesn't work
I recall GPD stating that head movement delay is intentional based on stats. I fully agree with the first post in this thread.
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Re: "predictive" head movement doesn't work
Nog has an 89 head movement and it feels unresponsive at times.Antonio Rodrigo "Minotauro" Nogueira - UFC Hall of FameComment
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Re: "predictive" head movement doesn't work
If you could read the attacker's animations, and every fighter had head movement speed fast enough for you to be able to react and slip every strike, would the game be fun?Originally posted by AydinDubstepI'm finding that I can read the attacker's animations quite well now but it's still a toss up if my input is fast enough or not.Comment
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Re: "predictive" head movement doesn't work
Well it'd be more realistic, right? In a sense. Maybe not every single strike for the entire fight unless I'm someone with crazy good cardio. But sure, I'd have fun. Because it'd be satisfying, I read my opponent (knowing the animations so you can do that takes a bit of skill in and of itself) and was able to capitalise on the opening and counter using the fast head movement. Head movement like that though should slow down the more gassed you get. At the very least I think it should be faster with less delay/startup frames.
Aldo is a good example. Early on vs Holloway 2 he was slipping beautifully, but as he got progressively more tired, he became more stationary with his footwork (which is done well in the game), and head movement.Last edited by TheUFCVeteran; 02-05-2018, 12:53 AM.Comment
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Re: "predictive" head movement doesn't work
That's exactly how grappling is currently with these parted Red Sea wide denial windows.Antonio Rodrigo "Minotauro" Nogueira - UFC Hall of FameComment
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Antonio Rodrigo "Minotauro" Nogueira - UFC Hall of FameComment
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Re: "predictive" head movement doesn't work
Originally posted by AydinDubstepIt wouldn't make sense for CM Punk and others to be on the level of Anderson, so no, but the way you guys have implemented it could be tweaked.
If I understood correctly, there's a higher input delay depending on fighter head movement stat?
Could it be better if every fighter has the same input delay i.e. minimal, but the range of motion required to get to the safe zone be higher for some than others?
That way we have visual feedback letting us know a fighter has bad head movement and so moves slower than Anderson Silva, and don't blame it on unresponsive controls.
Also, Anderson, Conor and co could have a larger maximum distance, so their unsafe to safe zone ratio is 30 : 70 rather than 50 : 50 or something. So they essentially can lean further spending less time in danger territory.
One thing I want to check later is if the head movement moves 1 to 1 with the stick or if it's actually an input similar to a button press, where pushing the stick to x amount activates the head movement.
Having it 1 to 1 with the stick will help improve responsiveness. Combine it with the ideas above and you might just have a better version of your current system without taking it all apart.
There is no input delay.
There's speed and range of head movement affected by head movement and head movement vs opponent accuracy.Comment
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Re: "predictive" head movement doesn't work
Cool, I thought it was just me noticing the "delay" with head movements AND strikes. I find myself frustrated and button mashing much of the time. However, I think it has something to do with stats as well.Comment
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Re: "predictive" head movement doesn't work
I wouldn't even waste time arguing with Altair on this. He's in his own lane when it comes to head movement. I had to laugh when he said you couldn't dodge on reaction in Fight Night. Yeah, okay.
Now that I've gotten the mechanics together, I'm having fun with the game and you can do some good things, but the head movement system is still very poor. Let's not act like it's a step in the right direction.Comment
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Re: "predictive" head movement doesn't work
do you think every fighter should be able to use head movement to some degree, or sometimes they shouldn't even try?
what I mean is, using head movement with mid tier fighter against Diaz for example, is extremely unreliable to the point that is better not even trying.
his hooks and straight seems to always track you, even if you duck or sway in the right direction.
sometimes you are able to slip the first punch, but you are not able to counter in time, and the second punch will always hit you.Comment

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