I am hoping we see tuning in 2010 closer to how 2009 was Pre-Patch. Flash KOs, Flash knockdowns, and overall better chances of hurting opponent. 2009 Post patch did away with alot of the flash KOs. They are very rare now. Which granted should not be common. But they went to extreme post patch. You can stand hands at your face and just let someone punch you in the face for far far to long before it has any chance of flash KOing you.
I was playing my buddy this past weekend at his house. Pre-patch. I was Swick and he was Alves. I was dominating and I mean complete destroying Alves on the ground. No stamina left, mine was near full. He managed to get back to his feet. I went for a overhand cross and he landed a left head kick right as I went to throw. It caught me right on the neck. Boom flash KO. It was this kind of ability of you are never out a fight that 09 had great BEFORE the patch. Now online I can spend literally three rounds landing shots on guys faces unguarded and finially after he is near beating to a pulp do u get a KO. But it does not feel like it can come at any point. It feels as if you must pound on them and wear them down wayyy to much.
Muay Thai Clinch/ Wrestling slams
2009 version the Thai clinch and wrestler slams were to much of a guessing game of preventing. If you got unlucky enough of getting caught in either then you were highly at the disadvantage. You could have a little ol small wrestler vs big ol powerful Brock Lesnar. But if Brock was on the defensive side of the slam. 99% of the time he would get slammed. Countering these two abilities were complete guessing games. You had to guess at the exact moment they do the flick. You have to hold LB and flick the OPPOSITE way they were flicking. Zero rating based and pure luck if you reversed it. Which many can most likely count on one hand how many times they have reversed a slam.
2010 should improve on this with the clinch work being done the same as the ground transitions. Minor and major passes. Lets just hope the preventing and reversing still lies with the hold right stick and not timing a flick.
Body Damage
In 2009 we saw a huge amount of people body spam. Mainly cause it was effective for two reasons. 1) When a punch is connected with it stuns and stops any punch you were throwing. So you were stuck in a hit animation. Then they could proceed to land multiple shots before you either catch clinch or manage to find a gap to hold RT for a low block. 2) The second reason body spamming was so effective is the amount of stamina it took off. You can watch literally chunks getting taken away with each body shot. Granted some shots SHOULD take off good amount of stamina. It was just the combination of these two that lead to large amount of people focusing on the body.
2010 should improve on these areas because of a couple reasons. 1) There is no more stuck in a animation if you are being punched. So now if someone wants to stand and try and body spam me. FINE, I will land some heavy hooks to the head as you stand there. 2) The second reason it should be fixed is the inclusion of 2 stamina bars. One for overall stamina and the other for temp stamina. This will help in spamming in general as spamming will deplete your temp stamina. So while they might remove some of your overall stamina they can only land so many with power.
Reversing ground transitions.
In 2009 anyone and everyone can reverse almost at will if you are good enough with this system. Which this crowd seems to be divided. Some know how to use it and others just never really bother. I tend to fall into the abuse it crowd. I know how it is done and the timing is almost second nature now once you reverse each position a few times. You know what to look for and once you learn your opponents timing of transitions.
Seeing someone like Brock Lesnar reverse Frank Mir from his back gets disgusting after it happens 10 or so times in a match. Granted I can see Brock getting lucky maybe once in a match. But over and over is not realism.
In 2010, I hope it is more rating based. I like the flick system of reversing transitions. But they should include a reverse rating OR just tie it to their ground defensive and ground offensive ratings. This way someone like Brock who is great on the offensive on the ground can almost pass at while on people. So he should be great at reversing from the offensive position. But being that he is not great on his back in a defensive position. He should struggle getting out of that position and have a very small chance of reversing someone from his back.
Range
In 2009 the game was so rangy. There was very few times you can go into a fight with someone online and get into a true striking match. Most resolved around step punching. Everyone trying to stay in that probing range. So lunging hooks, lunging jabs, flying knees, spinning back fists or superman punches ruled the fight. This was the case because the attacks were so lighting fast compared to the standard stand up game.
2010 we have seen looks to fix this issue with sways. They also said that the rangy attacks have been shortened and also slowed to fit better with the speed of the game. Hope this gets tuned so we have more of a realistic stand up game.
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