Whether it can be countered or not has nothing to do with it. What most of us are arguing against is the fact you can throw 120 strikes a round and come back the next fresh as ****. And this for multiple rounds.
Combo Spam
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Re: Combo Spam
The more I think about this and the more I re-read all the comments ya'll want stamina drain on the guy throwing combos just for blocking which is mental.
Anyone who wants to come try and throw 150 strikes at me and get out of the first round with over 75% stamina is free to try, just like any other mechanic in a game people will get away with it if you let them, you shoudn't be rewarded with a stamina advantage for keeping a firm hold on block.Comment
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Re: Combo Spam
The more I think about this and the more I re-read all the comments ya'll want stamina drain on the guy throwing combos just for blocking which is mental.
Anyone who wants to come try and throw 150 strikes at me and get out of the first round with over 75% stamina is free to try, just like any other mechanic in a game people will get away with it if you let them, you shoudn't be rewarded with a stamina advantage for keeping a firm hold on block.ilovejiujitsuComment
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Re: Combo Spam
My ideal set of patch notes would look like this:
- Increased stamina drain on blocked slip strikes
- Increased stamina drain on whiffed slip strikes
- Added sticky cage mechanic (cage now harder to circle laterally off of, especially in corners)
- Increased judging penalty for not holding center of the octagon
- Increased speed of teep kicks (reduced startup frames)
- Added "shove" mechanic - done by holding L1 + R2 and flicking the right stick. Shoves have a short range and can be punished on whiff. Up-close, they create space similar to how the teep does, just without damage.
- Added gradient-based head movement - slipping all the way yields more power on the counter strike. Slipping partially yields less power on the counter but is less dangerous upon intercept.
- Increased bleed-through damage on the ground
- Decreased block break on the ground
- Fixed PS4 transition fakes
- Marginally decreased net effect of top game stat
- Added larger points reward for using low-tier fighters
- Eliminated auto-run mechanic upon rock - must now be done manually
- Added "stalking" animation when opponent is rocked - "alert stance" and marginally increased movement speed.
ZombieRommel on YouTube - UFC3 coverage has begun!Comment
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Re: Combo Spam
My ideal set of patch notes would look like this:
- Increased stamina drain on blocked slip strikes
- Increased stamina drain on whiffed slip strikes
- Added sticky cage mechanic (cage now harder to circle laterally off of, especially in corners)
- Increased judging penalty for not holding center of the octagon
- Increased speed of teep kicks (reduced startup frames)
- Added "shove" mechanic - done by holding L1 + R2 and flicking the right stick. Shoves have a short range and can be punished on whiff. Up-close, they create space similar to how the teep does, just without damage.
- Added gradient-based head movement - slipping all the way yields more power on the counter strike. Slipping partially yields less power on the counter but is less dangerous upon intercept.
- Increased bleed-through damage on the ground
- Decreased block break on the ground
- Fixed PS4 transition fakes
- Marginally decreased net effect of top game stat
- Added larger points reward for using low-tier fighters
- Eliminated auto-run mechanic upon rock - must now be done manually
- Added "stalking" animation when opponent is rocked - "alert stance" and marginally increased movement speed.
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Re: Combo Spam
My ideal set of patch notes would look like this:
- Increased stamina drain on blocked slip strikes
- Increased stamina drain on whiffed slip strikes
- Added sticky cage mechanic (cage now harder to circle laterally off of, especially in corners)
- Increased judging penalty for not holding center of the octagon
- Increased speed of teep kicks (reduced startup frames)
- Added "shove" mechanic - done by holding L1 + R2 and flicking the right stick. Shoves have a short range and can be punished on whiff. Up-close, they create space similar to how the teep does, just without damage.
- Added gradient-based head movement - slipping all the way yields more power on the counter strike. Slipping partially yields less power on the counter but is less dangerous upon intercept.
- Increased bleed-through damage on the ground
- Decreased block break on the ground
- Fixed PS4 transition fakes
- Marginally decreased net effect of top game stat
- Added larger points reward for using low-tier fighters
- Eliminated auto-run mechanic upon rock - must now be done manually
- Added "stalking" animation when opponent is rocked - "alert stance" and marginally increased movement speed.
I hope we see improved clinch entries sometime.
A pawing jab for single collar (Holding it would allow us to extend and measure like the FTF sequence from EA UFC 2)
A lunge of sorts for over/under (Holding it would result in a push to create space)
Plum (Holding would allow us to pull someone in)
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Re: Combo Spam
Basically eliminate the current hand clamping clinch entry animation like it was done to the old back sway and overhands and replace it with something new.Comment
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Re: Combo Spam
My ideal set of patch notes would look like this:
- Increased stamina drain on blocked slip strikes
- Increased stamina drain on whiffed slip strikes
- Added sticky cage mechanic (cage now harder to circle laterally off of, especially in corners)
- Increased judging penalty for not holding center of the octagon
- Increased speed of teep kicks (reduced startup frames)
- Added "shove" mechanic - done by holding L1 + R2 and flicking the right stick. Shoves have a short range and can be punished on whiff. Up-close, they create space similar to how the teep does, just without damage.
- Added gradient-based head movement - slipping all the way yields more power on the counter strike. Slipping partially yields less power on the counter but is less dangerous upon intercept.
- Increased bleed-through damage on the ground
- Decreased block break on the ground
- Fixed PS4 transition fakes
- Marginally decreased net effect of top game stat
- Added larger points reward for using low-tier fighters
- Eliminated auto-run mechanic upon rock - must now be done manually
- Added "stalking" animation when opponent is rocked - "alert stance" and marginally increased movement speed.
How would gradient-based head movement be controlled? And surely the shove would be punished if the shoved person is striking because to shove someone you are effectively taking your hands away from your face and that means all strikes would land.
Sent from my iPhone using Operation SportsComment
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Re: Combo Spam
How would gradient-based head movement be controlled? And surely the shove would be punished if the shoved person is striking because to shove someone you are effectively taking your hands away from your face and that means all strikes would land.
Sent from my iPhone using Operation Sports
The gradient head movement would be controlled as it was in FNC, by how far you push the stick. Push it say 60% or less, you get the "small" head movement. Push it above 60% and you'd get the full-commitment head movement we have now.
You'd be able to make tradeoff decisions of safety vs risk/reward.ZombieRommel on YouTube - UFC3 coverage has begun!Comment
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Re: Combo Spam
Yeah, I put in there "Shoves have a short range and can be punished on whiff." Basically meaning if the person isn't in phone-booth range, the shove would whiff and you'd be open to be hit. Someone could also probably get in your face and then back lunge right before the shove to make you whiff it.
The gradient head movement would be controlled as it was in FNC, by how far you push the stick. Push it say 60% or less, you get the "small" head movement. Push it above 60% and you'd get the full-commitment head movement we have now.
You'd be able to make tradeoff decisions of safety vs risk/reward.**** off, Nugget7211 - GPD, 2017 & 2018
Internet Hero - Jack Slack, 2018Comment
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Re: Combo Spam
I agree with almost everything Zombie said.
Only things I’d like to add. I hope the “sticky cage” is less pronounced against high footwork guys. Cruz, Thompson type dudes should never feel stuck.
And I love the head movement idea
I just think it should be set up so larger slips have more evasive frames and more recovery frames. Generally they are the safer option for getting out of striking range. The smaller slips would have less evasive/recovery frames but give you the ability to counter faster.
So essentially larger slips are low risk-low reward and smaller slips would be high risk-high reward.Comment
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Re: Combo Spam
Keep up the good work ZR, those are some damn good prospective patch notes, I'll pray for your successPSN: Boiler569
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@Boiler569 on Twitter & TwitchComment
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Re: Combo Spam
I agree with almost everything Zombie said.
Only things I’d like to add. I hope the “sticky cage” is less pronounced against high footwork guys. Cruz, Thompson type dudes should never feel stuck.
And I love the head movement idea
I just think it should be set up so larger slips have more evasive frames and more recovery frames. Generally they are the safer option for getting out of striking range. The smaller slips would have less evasive/recovery frames but give you the ability to counter faster.
So essentially larger slips are low risk-low reward and smaller slips would be high risk-high reward.
But I do sympathize with players tired of the head spam face huggers, and it's also hard to safely fight them.
The head movement would have to be tested out. I do get what you're saying. But wouldn't you be able to load up with more power on a duck uppercut if you crouched all the way down first? Or more power on a hook if you leaned all the way to one side?
The way I envisioned it, someone playing safe would just nudge the stick a little and throw and get only a small counter bonus but also be less prone to some devastating intercept for leaning the wrong way.ZombieRommel on YouTube - UFC3 coverage has begun!Comment
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Re: Combo Spam
Exactly. You stated it here better than I did.
Thank you!
Well I suggested sticky cage in tandem with better frames for teep kicks and a shove being added. At the moment, if someone really knows what they're doing online, it's a bit too easy to just flee to the cage, plant when the aggressor comes in, and then keep on circling without much recourse at all. The way the lateral backward movement works, it becomes extremely difficult to reach people with any punches at all. You can throw kicks and hope to get lucky (not get checked/caught/ducked) or go for clinches, but that's about it.
But I do sympathize with players tired of the head spam face huggers, and it's also hard to safely fight them.
The head movement would have to be tested out. I do get what you're saying. But wouldn't you be able to load up with more power on a duck uppercut if you crouched all the way down first? Or more power on a hook if you leaned all the way to one side?
The way I envisioned it, someone playing safe would just nudge the stick a little and throw and get only a small counter bonus but also be less prone to some devastating intercept for leaning the wrong way.
As far as the counters go you’re off balance when you commit that hard in one direction so it’s difficult to generate as much power. Your hips are where the power comes from and once you extend your upper body beyond them your strikes will become weaker. Theoretically you could duck down and explode up into an uppercut but that’s just kinda awkward and dangerous strike to throw. Plus there would be no range on it if you wanted the extra power from your lower body(How it should be in game currently lol).
Fundamentally you’d wanna fire back as you return to center vs while your balance is off.
I have some links to articles detailing head movement(with gifs!) if you’re interestedComment
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Re: Combo Spam
I’m cool with the sticky cage being added in general. I guess I like the fact that you cant really trap a Wonderboy or Cruz against the cage. But I understand what you’re saying from a balance perspective.
As far as the counters go you’re off balance when you commit that hard in one direction so it’s difficult to generate as much power. Your hips are where the power comes from and once you extend your upper body beyond them your strikes will become weaker. Theoretically you could duck down and explode up into an uppercut but that’s just kinda awkward and dangerous strike to throw. Plus there would be no range on it if you wanted the extra power from your lower body(How it should be in game currently lol).
Fundamentally you’d wanna fire back as you return to center vs while your balance is off.
I have some links to articles detailing head movement(with gifs!) if you’re interestedZombieRommel on YouTube - UFC3 coverage has begun!Comment
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