The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

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  • dfab14
    Rookie
    • Jun 2016
    • 229

    #76
    Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

    I spend a lot of time in practice mode trying to learn combos and it has paid off i find it rewarding when you land a complex combo in a match

    Sent from my SM-G950U using Operation Sports mobile app

    Comment

    • Nugget7211
      MVP
      • Nov 2017
      • 1401

      #77
      Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

      Originally posted by AydinDubstep
      Make it possible to save combos to bottom left of screen across all game modes. Maybe 5 combos max, showing the inputs you have to do to complete whichever combos you've chosen. That way we can learn on the fly!
      Or even just let us see the move list in every single player game mode, and pin the combos to the screen in practice mode, like Mortal Kombat does, really helped me learn in that game.
      **** off, Nugget7211 - GPD, 2017 & 2018
      Internet Hero - Jack Slack, 2018

      Comment

      • dfab14
        Rookie
        • Jun 2016
        • 229

        #78
        Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

        I feel like this is a game that could really use an in depth game guide

        Sent from my SM-G950U using Operation Sports mobile app

        Comment

        • Serengeti1
          MVP
          • Mar 2016
          • 1720

          #79
          Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

          Originally posted by MeowingForVengeance
          I learned how to play UFC 2 just fine by playing the game. To play UFC 3 without a constant stamina deficit I have to go into practice mode, then go into the menus, click down to the move list, find the combo I want to practice, and memorize it.

          And then any time I want to use a different fighter, I have to make sure that fighter has the combo I spent all that time memorizing.

          None of this is fun. I don't want feel like an MMA god - I just want to have fun. Not saying the combo system is bad, not saying you should change it; just trying to explain why some of us don't like it.
          Truuuuuuuu

          Comment

          • Dave_S
            Dave
            • Apr 2016
            • 7835

            #80
            Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

            Originally posted by GameplayDevUFC
            When you handicap people for not taking the time to learn the game, you get something that has actual depth where you can't just spam any random 8 piece combo and feel like you're an MMA god.
            It takes forever to learn in practice mode though, it's so hard to look up hard combos, unless......

            Hopeful for ufc 4

            Comment

            • Dave_S
              Dave
              • Apr 2016
              • 7835

              #81
              Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

              Originally posted by kush land
              I've never seen anybody in this game throw a nice 4 hit combo but u dont really see nice 5 hit combos in real life its dangerous?
              I do all the time recently, but they are only boxing combos.

              Comment

              • killakrok
                Pro
                • Dec 2006
                • 605

                #82
                Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

                Originally posted by aholbert32
                I hate the "Tekken combo" comparison that people use.

                One, in Tekken, if you dont input the combo....the fighter doesnt implement the move at all. In UFC 3, the only difference is that the combo comes out faster and smoother. Every fighter can throw a jab-jab-straight body kick even if the move isnt in their combo list. It just flows better with people who do.

                Two in Tekken, you are inputting buttons for moves that don't exist in real life and some dont work as a singular move only in a combo. That's not the case with UFC 3. You want to throw a mixup of hooks to the head and body....you already know how to do it. Its not some special combo. Its the same inputs you would use to throw hooks and body hooks singularly.
                I started thinking about the point this point then saw you brought it up.

                Since in UFC3 the combos don't include unique strikes or strings of strikes, wouldn't it be much simpler to have the differentiation in fighter's combo proficiently just be simple stat and perk differences? If combos only allow you to throw the same exact strikes, just smoother and faster, why create a whole list of hundred of combos that your fighter may or may not have, instead of just having combination speed be determined by a "combination" stat, strike speed, and/or perks?

                If two different fighters have similar single strike speed, but one is better at throwing combinations, wouldn't just giving one a better "combination" stat or higher level of the fluidity perk be enough to create a distinction without complicating everything?

                If you have a fighter who is great at combinations give them a high "combination" stat that effects consecutive strike speed, consecutive strike stamina, and consecutive strike accuracy. That way you retain the differences in fighter's ability to throw combinations without players needing to look at hundreds of combinations. You don't have to know or program who has what combos, and players can throw whatever strikes they want while being as effective as their fighters stats allow them to be, given those stats are reflective of the fighters skillset and you don't have things like punch/kick stats combined into one category.

                The combo system may also to be why the combination of the punch/kick power and punch/kick speed into single stats feels a lot worse than it would otherwise. Not only do you have have fighters that can throw incredibly fast and powerful kick combinations that that really shouldn't be able to, they also have access to hard combos that make those combinations even better. The stat issue becomes worse because the combinations are completely separated from stats and provide an even bigger buff to fighters that shouldn't be performing those combos proficiently in the first place.

                I just don't get why the hard combo system is necessary. It seems like things just started going down this road where the game got closer to traditional fighting games with startup frames, iframes, etc., and this combo system is something that arose out of that mode of thinking and not out of the mode of thinking of translating MMA into a game.

                Comment

                • aholbert32
                  (aka Alberto)
                  • Jul 2002
                  • 33106

                  #83
                  Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

                  Originally posted by killakrok
                  I started thinking about the point this point then saw you brought it up.

                  Since in UFC3 the combos don't include unique strikes or strings of strikes, wouldn't it be much simpler to have the differentiation in fighter's combo proficiently just be simple stat and perk differences? If combos only allow you to throw the same exact strikes, just smoother and faster, why create a whole list of hundred of combos that your fighter may or may not have, instead of just having combination speed be determined by a "combination" stat, strike speed, and/or perks?

                  If two different fighters have similar single strike speed, but one is better at throwing combinations, wouldn't just giving one a better "combination" stat or higher level of the fluidity perk be enough to create a distinction without complicating everything?

                  If you have a fighter who is great at combinations give them a high "combination" stat that effects consecutive strike speed, consecutive strike stamina, and consecutive strike accuracy. That way you retain the differences in fighter's ability to throw combinations without players needing to look at hundreds of combinations. You don't have to know or program who has what combos, and players can throw whatever strikes they want while being as effective as their fighters stats allow them to be, given those stats are reflective of the fighters skillset and you don't have things like punch/kick stats combined into one category.

                  The combo system may also to be why the combination of the punch/kick power and punch/kick speed into single stats feels a lot worse than it would otherwise. Not only do you have have fighters that can throw incredibly fast and powerful kick combinations that that really shouldn't be able to, they also have access to hard combos that make those combinations even better. The stat issue becomes worse because the combinations are completely separated from stats and provide an even bigger buff to fighters that shouldn't be performing those combos proficiently in the first place.

                  I just don't get why the hard combo system is necessary. It seems like things just started going down this road where the game got closer to traditional fighting games with startup frames, iframes, etc., and this combo system is something that arose out of that mode of thinking and not out of the mode of thinking of translating MMA into a game.
                  I dont hate the idea but i have a couple of questions:

                  How do you differentiate someone who is great at boxing combos but not great kickboxing combos? I assume that a guy like Nick Diaz should only be great at boxing combos. So lets say his Jab-Straight is really fast because he has a high combo rating and punch speed.

                  Lets say you attempt a jab-straight-headkick. Now the jab-straight part should be fast but because of his low kick speed, the headkick should be slower, right?. Thats pretty much what we have right now. Right now, if you throw a jab-straight-headkick, the jab and the straight will come out fast and flow together....the headkick wont because Diaz doesnt have that combo. The only difference is its slow because he doesnt have a combo not because his combo rating is low.

                  There also is a question of how you would give a guy like Diaz's combo rating. Diaz is really great at putting together punch combos but not combos that involve kicks. So do we need separate punch and kick combo ratings for guys like him. Pettis is an example of the opposite.

                  Comment

                  • dfab14
                    Rookie
                    • Jun 2016
                    • 229

                    #84
                    Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

                    Originally posted by killakrok
                    I started thinking about the point this point then saw you brought it up.

                    Since in UFC3 the combos don't include unique strikes or strings of strikes, wouldn't it be much simpler to have the differentiation in fighter's combo proficiently just be simple stat and perk differences? If combos only allow you to throw the same exact strikes, just smoother and faster, why create a whole list of hundred of combos that your fighter may or may not have, instead of just having combination speed be determined by a "combination" stat, strike speed, and/or perks?

                    If two different fighters have similar single strike speed, but one is better at throwing combinations, wouldn't just giving one a better "combination" stat or higher level of the fluidity perk be enough to create a distinction without complicating everything?

                    If you have a fighter who is great at combinations give them a high "combination" stat that effects consecutive strike speed, consecutive strike stamina, and consecutive strike accuracy. That way you retain the differences in fighter's ability to throw combinations without players needing to look at hundreds of combinations. You don't have to know or program who has what combos, and players can throw whatever strikes they want while being as effective as their fighters stats allow them to be, given those stats are reflective of the fighters skillset and you don't have things like punch/kick stats combined into one category.

                    The combo system may also to be why the combination of the punch/kick power and punch/kick speed into single stats feels a lot worse than it would otherwise. Not only do you have have fighters that can throw incredibly fast and powerful kick combinations that that really shouldn't be able to, they also have access to hard combos that make those combinations even better. The stat issue becomes worse because the combinations are completely separated from stats and provide an even bigger buff to fighters that shouldn't be performing those combos proficiently in the first place.

                    I just don't get why the hard combo system is necessary. It seems like things just started going down this road where the game got closer to traditional fighting games with startup frames, iframes, etc., and this combo system is something that arose out of that mode of thinking and not out of the mode of thinking of translating MMA into a game.
                    What unique strikes are you referring to cause they have combos that end with spin kicks and suck

                    Sent from my SM-G950U using Operation Sports mobile app

                    Comment

                    • dfab14
                      Rookie
                      • Jun 2016
                      • 229

                      #85
                      Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

                      Originally posted by dfab14
                      What unique strikes are you referring to cause they have combos that end with spin kicks and suck

                      Sent from my SM-G950U using Operation Sports mobile app
                      Meant to say such not suck damn fingers

                      Sent from my SM-G950U using Operation Sports mobile app

                      Comment

                      • Dave_S
                        Dave
                        • Apr 2016
                        • 7835

                        #86
                        Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

                        Should I try it?

                        Comment

                        • Solid_Altair
                          EA Game Changer
                          • Apr 2016
                          • 2043

                          #87
                          Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

                          Originally posted by Morgan Monkman
                          I hate the combos and always will.

                          being a MMA fighter is about mixing it up however you see fit.

                          Saying the combos stop people from throwing 8 piece combos and being "mma gods" makes no sense what so ever because that is what people are already doing with these dumb combos.
                          So... you want the combos to get dumber? :o

                          Comment

                          • Solid_Altair
                            EA Game Changer
                            • Apr 2016
                            • 2043

                            #88
                            Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

                            Originally posted by Nugget7211
                            The MK and Tekken comparison has always been hilarious. There's no quarter circles on the D-pad, there's no 8 frame windows to cancel things into other things, there's no juggling and the combos have way fewer inputs even at their longest. I'm more experienced with MK, so I'm going to throw out a Cyrax combo.

                            A pretty standard Cyrax combo would be forward triangle square, down back square R2, forward forward (dash), Circle, back forward square, down down triangle, forward (step), circle, down back triangle, back back (dash), circle, down down triangle, jump back X, back triangle, circle, down back circle.

                            That's one combo with 35 inputs for one character (the other cyborgs share some strings, but they have different uses) that don't apply to anything else in the game. UFC 3 isn't even approaching that IMO and it's a bizarre comparison to make.

                            Anyway, that's that tangent done.
                            Yeah, man.

                            I tried Skullgirls recently and felt like an old lady holding a controler for the first time.

                            Comment

                            • Nugget7211
                              MVP
                              • Nov 2017
                              • 1401

                              #89
                              Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

                              Originally posted by Solid_Altair
                              Yeah, man.

                              I tried Skullgirls recently and felt like an old lady holding a controler for the first time.
                              I don't really branch out from the netherrealm games (MK and Injustice) and a little bit of street fighter, everything else intimidates the hell out of me.
                              **** off, Nugget7211 - GPD, 2017 & 2018
                              Internet Hero - Jack Slack, 2018

                              Comment

                              • johnmangala
                                MVP
                                • Apr 2016
                                • 4525

                                #90
                                Re: The Complex Combos. People Aren't Using Them. I Think They're Too Difficult.

                                Originally posted by Dave_S
                                Should I try it?

                                Lol are you trolling or are these modular controllers for real?

                                I tried looking for them but couldn't find anything, but maybe I searched the wrong terms.

                                Comment

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