UFC 2 Headmovement fluidity

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  • Haz____
    Omaewa mou shindeiru
    • Apr 2016
    • 4023

    #1

    UFC 2 Headmovement fluidity

    There is no point I'm trying to make here, and no rhetoric Im trying to push. I was just bored the other night and looking through a bunch of old videos on my youtube. I was kinda surprised, looking back in retrospect, at how smooth some of the clips looked.

    I'm just curious what your guys' take is on UFC 2 headmovement, compared to UFC 3's. It seems like the motion itself was way smoother, but tracking seemed a bit looser as well.

    Here's a few I was looking at.


    <iframe width="560" height="315" src="https://www.youtube.com/embed/CdRg-HxzFuk" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
    This was just me in practice mode, playing around with some headmovement. Looks super smooth, imo. Can't really move like that in UFC 3.



    <iframe width="560" height="315" src="https://www.youtube.com/embed/1VsgQKJkf54" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
    Using some movement frames/modes.



    <iframe width="560" height="315" src="https://www.youtube.com/embed/LNLzf4kBth4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
    Floyd doing Floyd.



    <iframe width="560" height="315" src="https://www.youtube.com/embed/9r4KnMaQUxE" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
    I dunno, to me, this looked awesome.



    <iframe width="560" height="315" src="https://www.youtube.com/embed/9zbHWs-OYgI" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
    Whiff. Whiff. Whiff. Crackkkk.



    <iframe width="560" height="315" src="https://www.youtube.com/embed/fBJUFFuySe0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
    Just a nice little pull counter. UFC 2 had these nice step in jabs that triggered off the side lean that made these counters look real nice.




    UFC 3 has tremendously improved logic on vulnerability, but it seems like UFC 2 had more freedom of expression.
    PSN: Lord__Hazanko

    Just an average player, with a passion for Martial Arts & Combat Sports
  • Pappy Knuckles
    LORDTHUNDERBIRD
    • Sep 2004
    • 15966

    #2
    Re: UFC 2 Headmovement fluidity

    UFC 2 was definitely a lot more free-flowing. Almost too much so, but it was a lot more creative game in that aspect. Lmao @ all the debates we had about head movement around here when UFC 3 came out. It was so infuriating talking about it. It's not where I want it to be in the current game, but at least it's at a place where I can live with it.

    It just sucks that we don't have the fluidity on a lot of the minor movements in UFC 3. Slipping punches is fine, but bobbing and weaving aren't very good. A lot of times I end up pulling back into a vertical position when I just want to weave to the other side, so I don't try to do it very often. It's so clunky that you'll just look like a jerking idiot.

    Comment

    • Lauriedr1ver
      Pro
      • Nov 2017
      • 545

      #3
      Re: UFC 2 Headmovement fluidity

      Im not going to lie but seeing this makes UFC 3 look extemely sliw and sluggish, this just looks far more fluid, maybe a little to fast but it does look great.

      Comment

      • Boiler569
        MVP
        • Apr 2016
        • 2006

        #4
        Re: UFC 2 Headmovement fluidity

        I haven't played Fight Night for a decade...so take what I have with a grain of salt, because it may not be as awesome as a I remember....

        but the head movement mechanics in Fight Night Rd 4/Champion are smoother, more effective, and much more fun/satisfying than the equivalent in UFC 3.

        Frazier & Hagler were my two main fighters and MAN did I love using that Bob & Weave defensive style!

        UFC 3....not so much...feels robotic, clunky, and little margin for error. Little margin for error isn't a bad thing, if the mechanic was on point in other ways, but I still think head movement it's pretty elementary in this series.

        Part of my opinion may have been formed because of the way UFC 3 head movement launched: A total broken mess. I avoided putting head movement into my game at ALL because it was so cheezy and I knew it'd be meganerfed, so that wasn't a good foundation....

        Not sure if I have all the answers to this issue, but I would much prefer UFC 4 head movement be modeled after Fight Night than UFC 2!
        PSN: Boiler569
        Have Fun, It's Just A GAME!
        Top 10 (Fight Night Series) R.I.P. Joe Frazier
        FNR4 Gamestop Vegas Tournament Qualifier
        Ranked #1 (EA MMA)

        UFC 3 LEC: 2x Diamond; 6x Plat.
        @Boiler569 on Twitter & Twitch

        Comment

        • HereticFighter
          Rookie
          • May 2018
          • 421

          #5
          Re: UFC 2 Headmovement fluidity

          Ufc 3 forces you to play in its rules strictly. I used to be so much more creative in 2. Now its just too risky/clunky to be TOO creative. I feel like if the tools worked correctly it would be pretty balanced...

          Comment

          • Donnie_Brasco_FR
            Pro
            • Apr 2016
            • 572

            #6
            Re: UFC 2 Headmovement fluidity

            In UFC3, You have to pre sway, its hard but its works very well.

            Comment

            • rabbitfistssaipailo
              MVP
              • Nov 2017
              • 1625

              #7
              Re: UFC 2 Headmovement fluidity

              Originally posted by Donnie_Brasco_FR
              In UFC3, You have to pre sway, its hard but its works very well.
              But with the wonky tracking sometimes you can get ko'd out of nowhere

              Sent from my Infinix X604 using Operation Sports mobile app

              Comment

              • ragreynolds
                Rookie
                • Sep 2017
                • 264

                #8
                Re: UFC 2 Headmovement fluidity

                UFC 3 head movement certainly feels more clunky than UFC 2 did. As has already been said in previous posts in this thread, you essentially have to pre-sway in order for it to work well. In UFC 2 you could reactively do it. It just doesn’t feel good to use. The new controls are fantastic, and I love being able to sway while moving around, but the fluidity and responsiveness of the mechanic is certainly something that needs to be improved upon.

                Comment

                • Boiler569
                  MVP
                  • Apr 2016
                  • 2006

                  #9
                  Re: UFC 2 Headmovement fluidity

                  Ya I think the pre-sway aspect of things is what has turned me off.

                  I feel like in Fight Night, most sways I performed as Frazier were with a purpose and were reactionary. I obviously "pre-swayed" and tried to read and time my opponent, like in UFC 3, but it was more Reaction than Guessing, or so it felt like.

                  Part of it might be that I"m getting old and losing my reaction time lol....but on the other hand, I've had very little LAG in UFC 3 whereas Fight Night 4 in particular, a lot of fights were laggy, and just about every fight had an appreciable delay...but I still felt that head movement was smoother in FN
                  PSN: Boiler569
                  Have Fun, It's Just A GAME!
                  Top 10 (Fight Night Series) R.I.P. Joe Frazier
                  FNR4 Gamestop Vegas Tournament Qualifier
                  Ranked #1 (EA MMA)

                  UFC 3 LEC: 2x Diamond; 6x Plat.
                  @Boiler569 on Twitter & Twitch

                  Comment

                  • 1212headkick
                    Banned
                    • Mar 2018
                    • 1823

                    #10
                    Re: UFC 2 Headmovement fluidity

                    This game forces you to keep your head on the center line. Head movement needs buffed and blocked strikes AND whiffed strikes need further stamina tax

                    Comment

                    • HereticFighter
                      Rookie
                      • May 2018
                      • 421

                      #11
                      Re: UFC 2 Headmovement fluidity

                      Originally posted by 1212headkick
                      This game forces you to keep your head on the center line. Head movement needs buffed and blocked strikes AND whiffed strikes need further stamina tax
                      Nah whiffed strikes are already huge stamina tax. If anything the stamina on whiffed should be dialed back slightly, but all other strikes, blocked included, should be a bit higher base stamina tax. I still think all movement needs the stamina tax slightly reduced as well.

                      If the problem is volume and pressure, huge stamina tax on whiffed only means that you have to work way too hard to gas guys in your face. It also punishes range fighters badly as each missed strike, even jabs thrown at range as feelers/distraction are taxed heavily. Guys in your face the whole fight are mostly just going to hit your block.

                      Especially with movement, you put yourself at maximum vulnerability whenever you use many of the options available. This means that while it may be possible to use movement effectively to avoid most things, it only requires one or two mistakes, even against a poor player, to lose all the work you did avoiding double the strike output of your own.

                      Comment

                      • Creamofwheat
                        Rookie
                        • Aug 2016
                        • 94

                        #12
                        Re: UFC 2 Headmovement fluidity

                        Classic EA Sports, ruining gameplay with every new release. WOW I forgot how fluid UFC 2 was. My goodness the striking and head movement were much more responsive and faster than UFC 3. This makes me not want to look forward to UFC 4 honestly. I pray another game company develops a new MMA game with Bellator or another boxing game, we need a breath of fresh air. EA has clearly been downgrading their gameplay.

                        Comment

                        • rabbitfistssaipailo
                          MVP
                          • Nov 2017
                          • 1625

                          #13
                          Re: UFC 2 Headmovement fluidity

                          Maybe I'm bugging but I haven't played UFC 2 since 3 was launched ...but for me I remember head movement mainly consisted of the pull counter .

                          What really helped defence was limits to mobility when striking and the time it took wear down your opponents block which could be by passed creative mix ups and level changes when attacking .

                          You couldn't go nipple to nipple in UFC 2 ...there seemed to be an invisible wall between both fighters unlike UFC 3 were foot work was buffed and you can move forward while striking .

                          Remember the blitz animation in UFC 2 .

                          Then again I started playing UFC 2 in the second year after it's release so I could be wrong .

                          Sent from my Infinix X604 using Operation Sports mobile app

                          Comment

                          • Haz____
                            Omaewa mou shindeiru
                            • Apr 2016
                            • 4023

                            #14
                            Re: UFC 2 Headmovement fluidity

                            Originally posted by rabbitfistssaipailo
                            What really helped defence was limits to mobility when striking...

                            You're partly correct. What we need is a middle ground on how moving strikes are handled. You move far to fast, cover far to much ground, and do it way too easily, while striking and moving in UFC3. That's just not how striking in real life works. You can't just run forward throwing non stop combos in real life. The mechanics of how to throw a strike just doesn't work that way.

                            Martial has already broken down how to fix this, but it has yet to be implemented.
                            Last edited by Haz____; 02-08-2019, 01:40 AM.
                            PSN: Lord__Hazanko

                            Just an average player, with a passion for Martial Arts & Combat Sports

                            Comment

                            • Haz____
                              Omaewa mou shindeiru
                              • Apr 2016
                              • 4023

                              #15
                              Re: UFC 2 Headmovement fluidity

                              I though it would be a good idea to do a UFC 3 headmovement fluidity video, for comparison to the UFC 2 fluidity video I made. This is just in practice mode playing with the movements themselves.

                              Here's what we got:


                              EA UFC 2 Headmovement
                              <iframe width="560" height="315" src="https://www.youtube.com/embed/CdRg-HxzFuk" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>


                              EA UFC 3 Headmovement
                              <iframe width="560" height="315" src="https://www.youtube.com/embed/U3O5p1CJzog" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>


                              Honestly I feel like the videos speak for themselves... But Im not sure how anyone could defend UFC 3s headmovement as not a giant step backwards in terms of fluidity and smoothness of motion. It just looks, and plays so herky jerky.

                              Obvious leaps ahead in terms of Vulnerability logic, but that's about it. 1 step forward, 2 steps back IMO.
                              PSN: Lord__Hazanko

                              Just an average player, with a passion for Martial Arts & Combat Sports

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