Strikes and Combos UNBALANCES and ISSUES + How to tune it

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  • SUGATA
    MVP
    • Apr 2016
    • 1375

    #16
    Re: Strikes UNBALANCES and issues + How to tune it

    2) Issue with a COMBO Straight-Jab (2-1) for some fighters - DELAY between 2 and 1 for some fighters:

    - this Combo is NOT showing in Combo list of fighters, b/c it means that this is basic and exists for all fighters

    but

    - some fighters like Darren Till, Cruz, Nate Diaz has a significant DELAY between 2 and 1 in this 2-1 Combo - w/o any cases (Nick Diaz and Nate Diaz has both the same combo 2-1-Rounded Head kick, but Nate has a delay between 2 and 1 as this is NOT a Hard Combo at all).

    > Fix this BUG by removing delay between 2 and 1 in 2-1 Combos for ALL Fighters!
    Last edited by SUGATA; 09-16-2018, 08:32 AM.
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    • SUGATA
      MVP
      • Apr 2016
      • 1375

      #17
      Re: Strikes and Combos UNBALANCES and ISSUES + How to tune it

      What is the difference between L1+R1+rear kick and R1+rear kick of Rolling Thunder as a new strike for Justin Gaethje?
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      • metodman39
        Rookie
        • Sep 2016
        • 155

        #18
        Re: Strikes and Combos UNBALANCES and ISSUES + How to tune it

        Originally posted by SUGATA
        What is the difference between L1+R1+rear kick and R1+rear kick of Rolling Thunder as a new strike for Justin Gaethje?
        может упрощённый ввод? как для прочих ударов требующих одновременного нажатия кучи кнопок

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        • SUGATA
          MVP
          • Apr 2016
          • 1375

          #19
          Re: Strikes and Combos UNBALANCES and ISSUES + How to tune it

          Originally posted by metodman39
          может упрощённый ввод? как для прочих ударов требующих одновременного нажатия кучи кнопок

          Sent from my WAS-LX1 using Operation Sports mobile app
          no

          he has BOTH of this Rolling thunder kicks versions. They have not any differences , it seems.
          So i dont understand what is the reason to add 2 "identical" strikes with different input?..
          Full PATCH and Live tuners LIST for EA UFC 5
          EA UFC 3 integral META Guide
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          • 1212headkick
            Banned
            • Mar 2018
            • 1823

            #20
            Re: Strikes and Combos UNBALANCES and ISSUES + How to tune it

            Originally posted by SUGATA
            no

            he has BOTH of this Rolling thunder kicks versions. They have not any differences , it seems.
            So i dont understand what is the reason to add 2 "identical" strikes with different input?..
            easier to combo

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            • TheGentlemanGhost
              MVP
              • Jun 2016
              • 1321

              #21
              Re: Strikes and Combos UNBALANCES and ISSUES + How to tune it

              Just watched Holtzman vs Patrick on UFC 229, and Patrick struggled to find a combo to throw. Patrick lost badly after the 1st rd, and Holtzman wasn't exactly a combo machine either but there are simply just fighters and situations where you just don't throw combos. In UFC 3 there's no reason to not throw super combos whenever you can and there aren't fighters that are as handicapped as they should be who aren't exactly combo strikers.

              Somebody just look for that opening. I really never liked how reliant this game has been on combos throughout an entire match. It's nonstop and just should not be that way. We need combo strikers, counter strikers and one shot power strikers all recognized and added for individuality. I can practically go toe to toe against most Dodson players using Ortiz with combos when my timing is down, and I probably shouldn't.

              Combos are programmed to come out way too fast with most fighters, only so many fighters should even have this speed advantage with combos. And it feels like theres only two variations in speed (fast and super fast). I beg the dev team to rid of the combo system and just bring back combo kick speed & combo punch speed ratings, PLEASE! lbvs

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              • micmuted
                Rookie
                • Oct 2018
                • 145

                #22
                Re: Strikes and Combos UNBALANCES and ISSUES + How to tune it

                unfortunately nonstop combo rock em sock em robots is clearly the game EA wants to sell so it’s never gonna change

                Comment

                • SUGATA
                  MVP
                  • Apr 2016
                  • 1375

                  #23
                  Re: Strikes and Combos UNBALANCES and ISSUES + How to tune it

                  Originally posted by SUGATA
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                  1) SIDE LEG KICK and OBLIQUE LEG KICK:

                  + more advanced versions of Leg kick
                  + costs much less Stamina than standard Leg kick
                  + much cheaper for Feinting
                  + (the most broken part!) IF blocked (L2+R2 holding) the opponent does NOT perform a Check but an Evade animation, so:
                  1. you will not get Stamina penalty for whiffed leg kick
                  2. you will not get any Leg damage at all
                  3. The opponent will pay large Stamina tax for his evasion movement!

                  - (the only one con) increased Vulnerabily

                  > How to fix:
                  1. make Stamina tax the same as with standard leg kick - attacker must loose MORE Stamina than successfully evading leg kick defender (when against standard leg kick the defender perform more energy consuming Leg kick Check he will not lose stamina at all, only attacker looses! Where is the logic?!)

                  Fixed. Thanks devs.

                  Removed stamina tax of auto lunges that trigger when blocking a straight kick to the leg
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                  • SUGATA
                    MVP
                    • Apr 2016
                    • 1375

                    #24
                    Re: Strikes UNBALANCES and issues + How to tune it

                    Originally posted by SUGATA
                    2) Issue with a COMBO Straight-Jab (2-1) for some fighters - DELAY between 2 and 1 for some fighters:

                    - this Combo is NOT showing in Combo list of fighters, b/c it means that this is basic and exists for all fighters

                    but

                    - some fighters like Darren Till, Cruz, Nate Diaz has a significant DELAY between 2 and 1 in this 2-1 Combo - w/o any cases (Nick Diaz and Nate Diaz has both the same combo 2-1-Rounded Head kick, but Nate has a delay between 2 and 1 as this is NOT a Hard Combo at all).

                    > Fix this BUG by removing delay between 2 and 1 in 2-1 Combos for ALL Fighters!
                    Why no one is affected by this issue?

                    More examples of this bug:

                    Adesnya's Hard combo Snap Jab (Diaz) - Body front kick has a not Hard Combo'ed delay between these strikes (so this is NOT a Hard combo!), while O'Malley with the same Hard combo does NOT have this delay.

                    Upd: It seems i need to make one more awesome bug video. Enjoy!

                    IMPORTANT details:
                    1. as you can see with Adesanya - follow up front kick does NOT launched... Why? b/c this combo IS not rally a Hard combo, BUT it is written in Move list as Hard combo, so when i quickly inputted (BUFFERED) its input , the 2nd strike (front kick) is not memorized and not launched.

                    2. For Diaz brothers 2-1 both strikes are buffered but there are a significant delay between them for Nate but not for Nick while they both has this as a Hard combo.

                    <iframe width="560" height="315" src="https://www.youtube.com/embed/zkb13RTehOQ" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe>
                    Last edited by SUGATA; 10-13-2018, 07:01 PM.
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                    Comment

                    • RomeroXVII
                      MVP
                      • May 2018
                      • 1663

                      #25
                      Re: Strikes UNBALANCES and issues + How to tune it

                      Originally posted by SUGATA
                      Why no one is affected by this issue?

                      More examples of this bug:

                      Adesnya's Hard combo Snap Jab (Diaz) - Body front kick has a not Hard Combo'ed delay between these strikes (so this is NOT a Hard combo!), while O'Malley with the same Hard combo does NOT have this delay.

                      Upd: It seems i need to make one more awesome bug video. Enjoy!

                      IMPORTANT details:
                      1. as you can see with Adesanya - follow up front kick does NOT launched... Why? b/c this combo IS not rally a Hard combo, BUT it is written in Move list as Hard combo, so when i quickly inputted (BUFFERED) its input , the 2nd strike (front kick) is not memorized and not launched.

                      2. For Diaz brothers 2-1 both strikes are buffered but there are a significant delay between them for Nate but not for Nick while they both has this as a Hard combo.

                      <iframe width="560" height="315" src="https://www.youtube.com/embed/zkb13RTehOQ" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe>
                      Yep, I've noticed this as well, definitely needs to be fixed.
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                      Comment

                      • SUGATA
                        MVP
                        • Apr 2016
                        • 1375

                        #26
                        Re: Strikes and Combos UNBALANCES and ISSUES + How to tune it

                        2) FWD MOVING Jab/Straight (head or body) FEINTS issues VS FWD Lunge

                        Source:
                        https://forums.operationsports.com/f...ody-cross.html


                        Originally posted by RomeroXVII
                        The profit is closing the distance much faster due to said 'animation'.

                        Body straight has evasive properties (against the jabs and straights), whereas the forward lunge is telegraphed much easier and you run the risk of getting front kicked, and the inconsistency of the animation at one time being at a normal pace vs another pace, messes up the counter window (where you say they are vulnerable) and by you trying to preemptively counter by seeing them 'animation speed up) to you (say by using the Uppercut), you lose long term stam, which is worse than short term, and on top of that whiffed strike, they generally can land a free body hook or even another straight before the body hook, WHILE your stamina is recovering from the whiffed strike, so it does more damage + affects your stamina long term. There is more reward than risk from doing this, and it's generally the safest thing to do in this day an age.

                        This is why I say SUGATA, look, knowing all of data frames and all of that is fun, I myself take a look at the frame data that GPD posted, but to actually see how certain things and playstyles work effectively, is in a Competitive setting i.e. Ranked Championships.

                        If possible, I would like for you to fight EdParker02, and see how effective the style is + I would like for you to 'expose' where he is vulnerable with said 'useless' move

                        Sent from my SM-G965U using Operation Sports mobile app

                        Tested now.

                        You are right partially.

                        Results:

                        The best tool is FWD Moving Body Jab FEINT - it has >= Range and less ST Stamina cost than other variants of Feints (FWD Moving Jab/Straight/body Straight).

                        Lets compare FWD Moving Body Jab feint VS (not blocking) FWD Lunge
                        (Blocking Lunge is worse b/c shorter range and 8frames delay penalty before launching strike from it):

                        + bit longer range

                        + twice less ST Stamina cost (paradox! need fixing!)

                        = the same follow up strike startup (no delay before it starts) but ONLY IF follow up strike IS a part of Hard Combo (example, 1-2)

                        = almost has no evasive properties b/c i am sure body punch has it on 2nd half of its startup (not cancellable).

                        - can not to Blocking during it

                        - has increased Vulnerability, more risky

                        P.S. FWD Lunge range is scaling depends on the distance to the opponent (closer to the opponent = has more range) - btw this is WRONG too! b/c is unrealistic and makes difficult for zoning by Lunges.

                        RESUME: i agree, that it needs to be fixed (by buffering and fixing FWD Lunge and some tuning FWD Jab/straight feints too).
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                        Comment

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