and this needs to apply in all directions. I just also wish we could cancel dashes like UFC 2.
Outside/point fighting or movement in general?
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Re: Outside/point fighting or movement in general?
Originally posted by AydinDubstep
and this needs to apply in all directions. I just also wish we could cancel dashes like UFC 2. -
Re: Outside/point fighting or movement in general?
Its impossible to point/outside fight online in the current version of the game. Even with guys with high movement stats. Even with guys with a long reach. Anyone who says differently is either lying or hasnt faced anyone who just pushes forward non-stop.
There are ways to fight against someone pushing forward but none of them involve fighting from the outside or using movement to stay outside.
I've talked to the devs about this and they have a few ideas about how to fix this. Problem is I cant and dont know when those fixes are coming. Also, the devs and many people in the community (online ranked players primarily) are concerned that buffing movement too much could turn the primary meta to running. In fact, some were claiming that was the case before the back lunge frame change that happened last month.
It sucks for online players who fight outside though. When I saw what happened to the back lunge last patch, I just stopped playing online and focused on playing offline (which I'm having a blast doing). Alot of sim players dont care about offline though and they just want to be able to play in a variety of ways whether its inside or outside. Right now that just isnt possible.
I've watched MMA fights since the 90's. Literally anyone and everyone can blitz you with aggression in a real fight. The difference is that in real life fighters reserve this type of aggression for a fight finishing scenario because they know they risk extreme fatigue after this type of aggression.
How many times have you guys watched a fight where a fighter just went all out and then was gassed for the rest of the fight? MOST of the time this is the case in all of the fights I've watched.
However in this game everyone can throw 120 strikes per round and still be recharged to go at the same pace every round.
In solids example of a pressure fighter, that guy wasn't throwing as many strikes as I typically see. He was definitely busy, but he was just an up in your face fighter. The vast majority of the time that I fight an up in your face guy, they are also throwing almost double the strikes that I am. You can see this in his video somewhat as well. The strike output is much higher with not much of a stamina penalty.
If they cant change and buff the defensive footwork then at least penalize the already unrealistic meta that people are bringing to online fights. A stamina deficit for this type of behavior is much more realistic. If they want to fight aggressive like that than they still have that option, but they had better get the job done. The vulnerability system isn't enough to combat a fighter that just wants to brawl. I say start with a stamina system adjustment. It will help change the meta.
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Re: Outside/point fighting or movement in general?
The 3 different range on strikes was a nice idea.But it will be useless unless they fix the movement its just too easy to close distance.Moving forward needs to be slower? Lunging hooks need to cost way more stamina after the second hook even if im blocking.Moving head movement needs to cost stamina or get rid of stamina tax on lunges they basically cover same amount of distance i dont understand way u tax 1 and not the other makes no sense 2 me.Comment
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Re: Outside/point fighting or movement in general?
Originally posted by AydinDubstepWhat a short or medium range jab should look like.
No telegraph. Step and jab, that's it. No more fluff in the animation.
<iframe src="https://giphy.com/embed/xVv2qRr9l2Tru2NdcS" width="480" height="270" frameBorder="0" class="giphy-embed" allowFullScreen></iframe><p><a href="https://giphy.com/gifs/xVv2qRr9l2Tru2NdcS">via GIPHY</a></p>
What a body jab should look like. Note the legs not coming together. Faster execution.
<iframe src="https://giphy.com/embed/YiJfyAljSM6CVPTOWu" width="480" height="270" frameBorder="0" class="giphy-embed" allowFullScreen></iframe><p><a href="https://giphy.com/gifs/YiJfyAljSM6CVPTOWu">via GIPHY</a></p>
What the static front teep should look like:
<iframe src="https://giphy.com/embed/2A841gMGZLC72SZqNy" width="480" height="270" frameBorder="0" class="giphy-embed" allowFullScreen></iframe><p><a href="https://giphy.com/gifs/2A841gMGZLC72SZqNy">via GIPHY</a></p>Comment
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Re: Outside/point fighting or movement in general?
Originally posted by AydinDubstepBasically ingame at the moment, if you throw a forward moving jab, you'll do a gallop at the end of it and end up really close to your opponent, losing you precious time & distance as the animation finishes:
Spoiler
<iframe src="https://giphy.com/embed/C9U7o7SZBHIpWqyrAo" width="480" height="270" frameBorder="0" class="giphy-embed" allowFullScreen></iframe><p><a href="https://giphy.com/gifs/C9U7o7SZBHIpWqyrAo">via GIPHY</a></p>
vs
<iframe src="https://giphy.com/embed/xVv2qRr9l2Tru2NdcS" width="480" height="270" frameBorder="0" class="giphy-embed" allowFullScreen></iframe><p><a href="https://giphy.com/gifs/xVv2qRr9l2Tru2NdcS">via GIPHY</a></p>
With the body jab, your legs come together awkwardly which again throws away some distance & frames:
Spoiler
<iframe src="https://giphy.com/embed/ycfFvRdnNLgmV5ccAk" width="480" height="270" frameBorder="0" class="giphy-embed" allowFullScreen></iframe><p><a href="https://giphy.com/gifs/ycfFvRdnNLgmV5ccAk">via GIPHY</a></p>
vs
<iframe src="https://giphy.com/embed/YiJfyAljSM6CVPTOWu" width="480" height="270" frameBorder="0" class="giphy-embed" allowFullScreen></iframe><p><a href="https://giphy.com/gifs/YiJfyAljSM6CVPTOWu">via GIPHY</a></p>
What I'm proposing is keeping this style of jab but having it tied to the 100% left stick input, so it's a full forward momentum jab, which covers the most distance. Then the earlier gif is a 50% left stick input jab, or something like that, covering less distance but safer and quicker to recover from.
That jab animation is horrible tho, can you provide some actual jab gifs from irl so it shows what it should look like and whyComment
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Re: Outside/point fighting or movement in general?
so boring. Being able to pick angles, gawd who needs them when the only angle you need is 0 and to point forward.Comment
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Re: Outside/point fighting or movement in general?
Even boiler said he feels stuck in mud with many fighters. That should tell you something.
If movement in general is improved it wouldn’t just improve outside fighting. It would also give more tools for the offensive guy trying to close the distance.
For example, having the ability to quickly jump in and out of the pocket fluidly like Conor. It would just make for a quicker, more dynamic and fun game.
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Re: Outside/point fighting or movement in general?
Is it just me or does back dash not even work half the time? Am I doing it wrong?Comment
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Re: Outside/point fighting or movement in general?
I keep getting a freeze befrore i used it and am vulnerable to forward moving stirkes.Comment
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Re: Outside/point fighting or movement in general?
For right now, make sure you're lunging with the LEFT stick while blocking. The right stick lunge seems to have worse frames for some reason. As in, I get hit out of it way more.ZombieRommel on YouTube - UFC3 coverage has begun!Comment
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Re: Outside/point fighting or movement in general?
The frames for the back lunge were changed in a recent patch. There was a cosmetic issue going on that made it look funky, but the frame alteration changed the lunge utility for the worse. I've been talking to the devs and trying to get them to revert this change or at least get it to some kind of middle ground.
For right now, make sure you're lunging with the LEFT stick while blocking. The right stick lunge seems to have worse frames for some reason. As in, I get hit out of it way more.Comment
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Re: Outside/point fighting or movement in general?
i think they made a huge oversight not allowing us to do a 180 degree half circle. body kicks are too slow which creates the spam environmentComment
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