Realistic tweak to forward moving combos.

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  • xFINISHxHIMx
    Banned
    • Aug 2017
    • 747

    #16
    Re: Realistic Tweak To Combos That Will Make Them Easier To Deal With!

    Ive posted this yesterday
    Originally posted by xFINISHxHIMx
    I have no fun playing this game in fact I just threw my ****ing controller thats something that I would never do actually.

    Im starting to believe that the Hit detection and combos cant be fixed at all. Its all animated maybe thats the reason why we cant have UFC 2 Ragdoll back, idk. Combos will always have the edge and thats not MMA its Mortal Kombat.

    See ya guys im taking a break from this game a long break destroying stuff because of a stupid video game is not my style.

    Its not worth the anger.
    Im coming back when you finally listen to OP suggestions this hard combo **** is cancer.

    Comment

    • rabbitfistssaipailo
      MVP
      • Nov 2017
      • 1625

      #17
      Re: Realistic tweak to forward moving combos.

      Originally posted by SUGATA
      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.
      Once you click r2 whatever strike you have curd up or are throwing will stop ...

      Sent from my Infinix Zero 4 using Tapatalk

      Comment

      • xFINISHxHIMx
        Banned
        • Aug 2017
        • 747

        #18
        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

        • MartialMind
          EA Game Changer
          • Apr 2016
          • 321

          #19
          Re: Realistic tweak to forward moving combos.

          Originally posted by SUGATA
          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 it
          Wasn't sure so i asked one of the Gamechangers and according to Yves, the sort of reset you're referring to is not possible in the game. So you shouldn't worry about that.

          Comment

          • SMOKEZERO
            Pro
            • Apr 2016
            • 818

            #20
            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.


            Sent from my iPhone using Operation Sports

            Comment

            • SUGATA
              MVP
              • Apr 2016
              • 1375

              #21
              Re: Realistic tweak to forward moving combos.

              Originally posted by MartialMind
              Wasn't sure so i asked one of the Gamechangers and according to Yves, the sort of reset you're referring to is not possible in the game. So you shouldn't worry about that.
              Just tested.
              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.
              __________________________________________________ _____________


              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.
              Full PATCH and Live tuners LIST for EA UFC 5
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              Comment

              • Solid_Altair
                EA Game Changer
                • Apr 2016
                • 2043

                #22
                Re: Realistic tweak to forward moving combos.

                Originally posted by SUGATA
                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)
                [/B]
                For now, I go to settings and swap the Simple Submissions option.

                Comment

                • rabbitfistssaipailo
                  MVP
                  • Nov 2017
                  • 1625

                  #23
                  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 .

                  Sent from my Infinix Zero 4 using Tapatalk

                  Comment

                  • SUGATA
                    MVP
                    • Apr 2016
                    • 1375

                    #24
                    Re: Realistic tweak to forward moving combos.

                    Originally posted by Solid_Altair
                    For now, I go to settings and swap the Simple Submissions option.
                    Did you get a Hidden Trophy for that? =)

                    so many patches and still no fix for this, UNBELIEVABLE!
                    GPD we need a fix please!
                    Full PATCH and Live tuners LIST for EA UFC 5
                    EA UFC 3 integral META Guide
                    Fighting games PSYCHOLOGY Guide
                    All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads")

                    Comment

                    • port913
                      Rookie
                      • Dec 2017
                      • 85

                      #25
                      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

                      Comment

                      • SUGATA
                        MVP
                        • Apr 2016
                        • 1375

                        #26
                        Re: Realistic tweak to forward moving combos.

                        Originally posted by port913
                        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).
                        > 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.
                        Full PATCH and Live tuners LIST for EA UFC 5
                        EA UFC 3 integral META Guide
                        Fighting games PSYCHOLOGY Guide
                        All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads")

                        Comment

                        • MartialMind
                          EA Game Changer
                          • Apr 2016
                          • 321

                          #27
                          Re: Realistic tweak to forward moving combos.

                          Originally posted by SUGATA
                          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.
                          I'm so happy you're in this thread.

                          Comment

                          • bmlimo
                            MVP
                            • Apr 2016
                            • 1123

                            #28
                            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 balance

                            Comment

                            • RetractedMonkey
                              MVP
                              • Dec 2017
                              • 1624

                              #29
                              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 Sports

                              Comment

                              • bmlimo
                                MVP
                                • Apr 2016
                                • 1123

                                #30
                                Re: Realistic Tweak To Combos That Will Make Them Easier To Deal With!

                                Originally posted by RetractedMonkey
                                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 Sports
                                The problem is just the combo speed... the extra speed make headmovement useless the way it is

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