Realistic tweak to forward moving combos.
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Re: Realistic tweak to forward moving combos.
i am not talking about animation.
i am talking about gameplay mechanics , its issues and solutions.
I understand that perpetuum mobile is not realistic.
The problem is - moving FWD combo spamming.
Primarily, NOT because it LOOKS unrealistic. but because it breaks gameplay BALANCE.
Again, how to clear input Buffer in EA UFC 3? I guess R2 will clear. Could you spam Jab-straight-click R2-Jab-straight as 2 hard combos in a row? i just not tested it.
If yes than MM solution may not fully solve the problem.
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Re: Realistic Tweak To Combos That Will Make Them Easier To Deal With!
Oh man I just found out that throwing the controller broke my headset. Now Im really pissed I loved that head set.Comment
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Re: Realistic tweak to forward moving combos.
So, not 2 combos but only 2 first combo strikes- it is right.
1) But what will stop players to spam 2 strike combos instead of 4 strikes combos? yes, those combos will be weaker but they are still a spam
2) Do we have a clear buffer tool in UFC 3 to make QUICKLY two 2-strikes combos in a row instead of one 4-strikes?
for example Jab-straight-quickly click R2 (block clears buffer)-Jab-Straight = 2 hard combos nearly w/o delay
P.S. I got the game the game recently so still learning itComment
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Realistic tweak to forward moving combos.
I could get behind this if footwork gets buffed/revamped. Without the ability to close distance with an effective forward dash into a combo it would be even easier to completely disengage the fight if that change happens.
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Re: Realistic tweak to forward moving combos.
It seems this sort of reset is not possible, yes.
1) clicking R2 after 2nd strike will cancel in into feint ... and then 3rd strike is still Hard combo'ed.
I think this must to be kept in your idea (3rd strike will be still Hard combo'ed if prev 2nd was a feint).
2) What are the cons from switching 3+ strikes into Soft combo'ed:
- slower execution
- less damage
- harder require timing input (require more skill to continue)
> harder/less profit = less spam
Good idea!
3) But i think this will not be enough.
What is the dangerous at the end of the combo? disbalance and fatique.
- fatiqiue = OK, more strikes less stamina
- but what with disbalance?
Disbalance means OPENING for punishment.
> We need to increase FRAME DISADVANTAGE (FD) after later strikes in combos (longer combo = more FD on every later strike, 3rd, 4th IF it blocked or whiffed) > i.e. need more time to return to Neutral state.
This must to be with Stationary and Moving combo, BUT with Moving combo FD must to be inmcerased by adding FD coefficient.
For ex, stationary combo 4th strike is -20 on Block, when it is on mowing FWD plus additional 15 frames (-30 on Block), moving side plus 7 (-27 on Block), moving BWD plus 5 frames (total -25 on Block).
And i think this needed to implement to BOTH combo types - Hard and Soft.
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P.S. Is it real that we are NOT able to RESET position/state in PRACTICE??
Is this a joke?!
I am forced to Exit from practice for reset! EA UFC 1 & 2 has it (by pausing Resume practice - which was not right too). Better to make reset on Touchpad clicking or L3 - LTB (L3) for total reset, RTB (L3 holded 3 sec) for stance only reset)
Last edited by SUGATA; 04-27-2018, 01:02 PM.Comment
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Re: Realistic tweak to forward moving combos.
P.S. Is it real that we are NOT able to RESET position/state in PRACTICE?? Is this a joke?!
I need to exit from practice for reset! EA UFC 1 & 2 has it (by pausing Resume practice - which was not tight too). Better to make reset on Touchpad clicking or L3 - LTB (L3) for total reset, RTB (L3 holded 3 sec) for stance only reset)
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Re: Realistic Tweak To Combos That Will Make Them Easier To Deal With!
How this topic is not top of the chat board for EA ufc is beyond me ...we should all be here addressing this .
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Re: Realistic tweak to forward moving combos.
man, i think its a great idea that should deffinetly be in the game.
but i think there is something else that should be added to the game: step in strikes.
right now we have 2 options: strike while standing still and strike while moving.
but a very important striking toll is to step in, giving you explosivenes and ability to close distance better.
if this idea by martial is implemented i think we will be a lot more neutral in our distance managment, as it will be super risky to move forward swinging recklesly.
go to 1:20. we can see robert is quite close to derek, but if he will throw a strike standing still he wont hit him. in the game our only option is the walking jab that looks slow and not good in my opinion.
what robert does is step in with the jab to quickly close dustance than fires the right highkick while standing in the new place the step in took him. if we add this to the game i think it will open lots of option for better range managment as you can time a step in strike and than get out. i think it should be one side step per combo
example: step in jab stationary straight, step in lead hook to stationary leg kick etc..
i think the martial mind idea and this idea can go well together and make the striking more realisticComment
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Re: Realistic tweak to forward moving combos.
man, i think its a great idea that should deffinetly be in the game.
but i think there is something else that should be added to the game: step in strikes.
right now we have 2 options: strike while standing still and strike while moving.
but a very important striking toll is to step in, giving you explosivenes and ability to close distance better.
if this idea by martial is implemented i think we will be a lot more neutral in our distance managment, as it will be super risky to move forward swinging recklesly.
go to 1:20. we can see robert is quite close to derek, but if he will throw a strike standing still he wont hit him. in the game our only option is the walking jab that looks slow and not good in my opinion.
what robert does is step in with the jab to quickly close dustance than fires the right highkick while standing in the new place the step in took him. if we add this to the game i think it will open lots of option for better range managment as you can time a step in strike and than get out. i think it should be one side step per combo
example: step in jab stationary straight, step in lead hook to stationary leg kick etc..
i think the martial mind idea and this idea can go well together and make the striking more realistic
Agree.
MM wrote that now we have only 2 practical defensive options:
1. Block - not too long
2. Sway - not reliable; random
WHY we dont count here a Side steps?
It seems b/c even successful Side step does not provide us enough Counter opportunity as Sway does:
+ Swaying strike starts after only 2 frames after Sway start = earlier
+ Swaying strike has 4 frames shorter startup than normal Sway = faster
+ Swaying strike launches on contact range
Current SIDE STEPS cons:
- Strike from step starts after in think 10-15 frames
- Strike from step does not have Startup speed up
- Strike from step some times harder to connect b/c of range
I wrote this 2 years ago:
1. DEFENSIVE SIDE STEP (DSS):
Click LS up/down
- will have a bit wider range that we have now
- has evasive properties against linear and half circular attacks if stepped in right direction away from the strike (check opponent’s foot position = skill).
- after well timed DSS opponent’s strike whiffed > I have SA for punish
- failed DSS (mistimed) has shorter range and animation , may be another sound (for checking)
- I think devs needs to remove Stamina level effect on DSS (lower stamina = slower DSS) to make it more stable (we have stamina depending strikes – this is enough)
Anti DSS:
- delayed strike to break his DSS timing (when evasive phase of DSS is gone)
- full circular and appropriate half circular strikes
- all grappling moves (Clinch, TD).
Effect from getting hit on failed DSS:
- increased dmg bonus as a Major counter = more hit stun.
Conditions: negative SA (to evade attacks).
More defensive tools = less spam = more gameplay depth and mind game.
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Re: Realistic tweak to forward moving combos.
Agree.
MM wrote that now we have only 2 practical defensive options:
1. Block - not too long
2. Sway - not reliable; random
WHY we dont count here a Side steps?
It seems b/c even successful Side step does not provide us enough Counter opportunity as Sway does:
+ Swaying strike starts after only 2 frames after Sway start = earlier
+ Swaying strike has 4 frames shorter startup than normal Sway = faster
+ Swaying strike launches on contact range
Current SIDE STEPS cons:
- Strike from step starts after in think 10-15 frames
- Strike from step does not have Startup speed up
- Strike from step some times harder to connect b/c of range
I wrote this 2 years ago:
> Devs, you need make the same Side step Strike buffing as you did for Swaying strikes.
More defensive tools = less spam = more gameplay depth and mind game.
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Re: Realistic tweak to forward moving combos.
I think the problem is the combo extra speed for mashing the buttons faster...combos are so fast that they are hard to counter if you are not preemptive countering... if they change combo speed to a normal speed they will get what they want, will be easier to counter and fluidity in attacks it will all come out to balanceComment
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Re: Realistic Tweak To Combos That Will Make Them Easier To Deal With!
I actually disagree with this. I believe removing permanent stamina drain from the stiff arm retreat will solve this problem.
If it doesn’t, don’t turn the third strike into a soft combo. Make it so you can’t move forward and have to plant your feet to throw the last strike.
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Re: Realistic Tweak To Combos That Will Make Them Easier To Deal With!
I actually disagree with this. I believe removing permanent stamina drain from the stiff arm retreat will solve this problem.
If it doesn’t, don’t turn the third strike into a soft combo. Make it so you can’t move forward and have to plant your feet to throw the last strike.
Sent from my iPhone using Operation SportsComment
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