The actual system is a cheesy fest... u can be over agressive hitting the guard and u stamina will be fine... also if u have a good headmovement u will drain your opponent.U can do this loop all atack+ headmovement and u will kill your opponent... im not saying this is easy to do... but... it's just wrong...
The Stamina System
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Re: The Stamina System
The actual system is a cheesy fest... u can be over agressive hitting the guard and u stamina will be fine... also if u have a good headmovement u will drain your opponent.U can do this loop all atack+ headmovement and u will kill your opponent... im not saying this is easy to do... but... it's just wrong... -
Re: The Stamina System
I think it should be less about number of striks thrown and more about how much long term stam you used in round one.
So if you used 50% of your long term stam in round one it’ll eat 50% of your endurance pool.
Example: I have 100 total stamina to start, 100 in endurance pool for recovery.
Im reckless in round 1 and im left with 50% of stamina.
After round 1 50% of my endurance pool is shaved off. So that means I have 50 points to use in between rounds. Then the usual mechanic kicks in.
I can then take up to 50% of what’s left after the endurance penalty. So 25 points added after round 1.
Tldr version:
Fighter starts 100 stamina, 100 endurance pool
Fighter has 50 stamina after round 1 and incurs percentage based penalty to endurance pool.
After the penalty the fighter has 50 stamina + 25 stamina(half of 50 in endurance pool)
Fighter starts round 2 with 75 stamina, and only 25 left in endurance pool.
This would reward people that pace themselves so they get access to more of their endurance pool. If you go crazy then you burn into that endurance pool.Comment
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Re: The Stamina System
But I don't want an artificial stamina tax for a smart game plan, that was effective and energy efficient.
It would be nice to have more options to counter it (parries). Or, maybe more fluid interaction, so a jab doesn't always freeze me (not to say a jab isn't used in this manner in boxing and MMA), but the way jabs always stop you in your tracks implies the exact same accuracy and whatever else goes into causing that type of impact from a jab.
I'm not very good at the game, so I imagine the answer is going to be... "good players have no problem slipping jabs."
Does it make most sense (for a quick fix) to reduce block break capability of the jab? I'd rather have a jab with less block break, than a jab with more stamina tax. Just seems more realistic, despite that opinion running counter to this thread.Comment
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Re: The Stamina System
Agree. It can be frustrating, and it beats me a lot of the time.
But I don't want an artificial stamina tax for a smart game plan, that was effective and energy efficient.
It would be nice to have more options to counter it (parries). Or, maybe more fluid interaction, so a jab doesn't always freeze me (not to say a jab isn't used in this manner in boxing and MMA), but the way jabs always stop you in your tracks implies the exact same accuracy and whatever else goes into causing that type of impact from a jab.
I'm not very good at the game, so I imagine the answer is going to be... "good players have no problem slipping jabs."
Does it make most sense (for a quick fix) to reduce block break capability of the jab? I'd rather have a jab with less block break, than a jab with more stamina tax. Just seems more realistic, despite that opinion running counter to this thread.
The stamina idea I have wouldnt punish anyone based on arbitrary # of strikes tho.
Just based on overall long term stamComment
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Re: The Stamina System
Agree. It can be frustrating, and it beats me a lot of the time.
But I don't want an artificial stamina tax for a smart game plan, that was effective and energy efficient.
It would be nice to have more options to counter it (parries). Or, maybe more fluid interaction, so a jab doesn't always freeze me (not to say a jab isn't used in this manner in boxing and MMA), but the way jabs always stop you in your tracks implies the exact same accuracy and whatever else goes into causing that type of impact from a jab.
I'm not very good at the game, so I imagine the answer is going to be... "good players have no problem slipping jabs."
Does it make most sense (for a quick fix) to reduce block break capability of the jab? I'd rather have a jab with less block break, than a jab with more stamina tax. Just seems more realistic, despite that opinion running counter to this thread.
-more stamina taxes on blocked strikes
-block breaking faster
- slow down combos
right now we have an arcade combo system, arcade stamina system, arcade blocking system and "realistic" damage system and sway system... Im not gonna talk about footwork because I don't wanna se some game changers talking about how players would run if we had a decent footwork system...Comment
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Re: The Stamina System
the real point is.. blocked strikes should consume stamina... we need 3 things to put all the things in the righ patch:
-more stamina taxes on blocked strikes
-block breaking faster
- slow down combos
right now we have an arcade combo system, arcade stamina system, arcade blocking system and "realistic" damage system and sway system... Im not gonna talk about footwork because I don't wanna se some game changers talking about how players would run if we had a decent footwork system...
And you know what? We wouldn't need a strong block if there weren't the stupid arcade combos, because we wouldn't be playing a game with such an element of guessing.Comment
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Re: The Stamina System
The jab doesn't really 'break' the block in this game tho. It just redirects the block to front block.
It's based in reality, we went over this before.Comment
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Re: The Stamina System
At no point does Diaz adjust his block for the jab.
Connor is testing Diaz to see how he’ll react to the next strike.Comment
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Re: The Stamina System
The point is the block isn't 'broken', it's gets redirected from front to side or vice versa and you strike the opening.Comment
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Re: The Stamina System
But, I've seen JohnM's posts before, and he knows what he's saying... so I'm guessing this isn't new to him. I'm thinking we are probably saying something very similar here.Comment
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Re: The Stamina System
The game needs a more punishing stamina system.
Jabs redirecting or bracing the block isn't the issue here.Comment
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Re: The Stamina System
# of strikes should also be taken into account along with other factors like long term stamina depletion.Comment
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Re: The Stamina System
The actual system is a cheesy fest... u can be over agressive hitting the guard and u stamina will be fine... also if u have a good headmovement u will drain your opponent.U can do this loop all atack+ headmovement and u will kill your opponent... im not saying this is easy to do... but... it's just wrong...EA Sports UFC GameChanger
PSN: RomeroXVII
ESFL UFC 4 PS4 Champion
E-Sports Summer Series EA UFC Champion (Season 1)
ESFL UFC 4 Las Vegas 2022 World ChampionComment
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Re: The Stamina System
I hate to be that guy saying "get gud" but if you are being overwhelmed with combo's you're doing something wrong.
Lets break this down.
If someone is moving forward with strikes you have two huge advantages on them.
- They are more vulnerable to counters
- Their combos are slower than stationary combos or backwards moving combos
If they are staying in your face with stationary combos breaking your block
- They have to hit your block with the 3 strikes of the same type to land just ONE strike with no vuln damage.
- They are at a short term stamina deficit of at least 40%. Making striking continuously a bad idea because its extremely risky to strike with low short term stamina and also they deal less damage when striking with low short term stamina.
So by the time they actually break your block, they wont be in a position to where its a good idea to continue striking back immediately.
Hugging high block in an attempt to gas your opponent out should never be a viable tactic. We want to steer very clear of this.
That said, with the use of head movement, dashes, and countestriking, you have the ability to easily punish over aggression at your disposal.
Mangala is correct about the block also, we have a high/low blocking system with automatic strike conditioning. You can throw repeated straight strikes or repeated round strikes to open your opponent up for the opposite strike type.
Strike conditioning on block is pretty realistic, take a look at Yoel x Whiitaker 2. Whittaker threw 3 jabs to get Yoel to commit to blocking the front, and smacked him with a head kick.
On the contrary, we dont have the ability for the very first strike to sneak through for a devastating result, which exists irl.Half of this game is 90% mental - Tim Sylvia
Xbox GT: ZHunter90/ZackJitsuComment
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