Honestly, i like EA MMA and Boxing ANALOG STICK STRIKING for sim games much more than Face buttons striking (BUTTONS STRIKING). Why?
BUTTONS STRIKING:
- up to 4 inputs for one strike
- more inputs = more possible conflicts with other moves (like sways, for ex)
- more inputs = more % of wrong non controllable fail = more random / frustration
- harder to learn/ not intuitive
- not realistic feel
+ release Right analog stick for some one also like Swaying (but as a solution we can make RS Swaying through button modifier like Block button R2 for ex).
ANALOG STICK STRIKING
+ less inputs for one strike
+ less inputs = less problems in combining different elements of the game
+ less inputs = less % wrong non controllable fail = less random / frustration
+ easier to learn/more intuitive
+ can have more depth - by bringing analog value (full tilt = strong strike version, but tilt = weak version)
+ more variability - by not only directions but also quarter/half circle patterns for some unique types of strikes.
+ more realistic feel, b/c tilting/rotating Analog stick IS like trowing/arcing your Hand or Leg. not just press button.
+ more realistic results, b/c better and faster input skill (from training in practice) "feeling the flow of movement" will launch faster the strike/combo. More skill value
+ more fluidity of Combo from Sways for ex by R2+RS sway, then release R2 and keep holding RS as a correct strike.
ANALOG STICK STRIKE CONCEPT:
LS - Locomotion
RS - Striking (here may be different ideas of patterns, we could take it from other games or open to discuss here).
R2 - High block
R2+RS - Swaying (no Blocking during Sway)
L2 - Low modifier for Low Block (L2+R2) and Strikes
L2+ A/B/X/Y - appropriate Grapple block
L1 - Legs modifier:
L1 + LS - advanced Lunges and other Footwork special
L1 + RS - Kicks.
R1 - Special (Technique) modifier. Also dont forget that we could have 2 types for every strike directon - full or half tilted RS; also RS circling patterns (quarter circle, half circle) could become another strike types).
So it is possible to make MAX 2-3 input for the most difficult strike: Body Jumping Knee as L2+L1+RS
also
Not 2 buttons by ONE finger for Uppercuts - this is the MOST complaining thing.
X - SC Clinch attempt (holding for filling up TM, R1 makes a Powerful version)
Y - MT Clinch
A - SL TD
B - DL TD
On the GROUND:
RS - Striking
LS - Transitions/Grappling moves (instead of RS as we have now in EA UFC 3, now we use LS on the ground very few)
FighNight Champion Analog striking layout:

This is still a rough concept of Analog striking for the next EA UFC 4 game. If the idea will have enough attention from Devs, then here with community help we can summarize and finalize the Analog striking LAYOUT with ALL details and fixes.
There could be possible to 2 TYPES of SCHEME in the game, the same way as they already exists in OTHER EA Titles:
1. Classic - strikes on face buttons as we have now in EA UFC 3.
2. Alternative - Analog stick striking.
As i remember Fight Night has similar setting.
So, everyone could choose the best for him type of controls.
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> Feel free to comment, complain, asking about any though issues and conflicts with this Analog types of Striking.
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