God, I love beating up on Stephen Thompson players. The spinning **** is out of control lol.
EA Sports UFC 2 Beta Available, Post Your Impressions Here
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
God, I love beating up on Stephen Thompson players. The spinning **** is out of control lol. -
Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
Yeah this is my exact problem to a tee. I've now put in the practice. A LOT of practice and I cant block passes. Same problems you describe with the clinch. Maybe the answer is that I flat out just suck at the ground and clinch game and if that's the case then so be it haha. But i'm definitely experiencing the same frustrations that you are.
My other issue and one that I think holbert mentioned was that when in practice mode/playing offline, the computer makes no attempt at ground and pound. They just endlessly change positions and transitions until i'm finally able to get back up.
Aside from that, I think the game is awesome and has been a ton of fun to play. I can't wait to get my hands on the rest of the roster.
1) Slow down. This was the biggest issue I had when I first played the ground game. Im so used to it past games ground systems being a race to be the first person that transitioned so all I would think about is going to the next transition. Thats not the case here.
I wish I could record it to show you guys what I do but each time I go for a transition, I'm also trying to anticipate the what my opponent is going to do. The denial windows are somewhat small (I would like them to be a little longer) but if you anticipate what your your opponent is going to do, you can usually get a denial.
FYI, this is a beta so there are a few positions that have bugs when it comes to denials. The same goes with the issues in the clinch. The devs are working on fixing those before release.
2) Watch the hands: When in half guard, side control or full mount, there are pretty easy tells regarding which way they are going. If you watch your opponents hands/arms, you should be able to anticipate which side they are going.
Remember the direction your opponent is transitioning matters so you have to guess right to get a denial.
3) Use punches to get grapple advantage even when on bottom. That should help you transition easier from the bottom.Comment
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
I like how when I time a denial right with certain fighters that I'm able to get a reversal, depending on situation.Comment
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
Had a nice one with Phobia earlier as well. I can tell he'll be a handful once he gets everything down. He was definitely hanging in there on the feet.Comment
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
Walking and footwork speed needs to improve.
Currently when you have a guy hurt he can just
Walk backwards and you can't swarm him.
Overall footwork and walking feels like Being
stuck in the mud.Comment
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
There's two positions that I can't seem to defend no matter what.
1. When I'm in the opponents guard and they take my back.
2. Keeping myself out of being put into the crucifix
Any feedback here would be helpful. Is my timing just garbage on these particular moves?Comment
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
I just want to see it show up. For instance. In a 3 round accelerated clock fight, I'd like to see a major discrepancy show in stamina between a patient fighter and a guy that is throwing hard. That would open up round 3 to favor the patient fighter and then capitalize on things.
But like you mentioned, Malformed, when a guy gets stunned, the opposing fighters has to dash toward him to try and close it out. That's silly. It's like both fighters slow down when really one should and the other should be able to pounce.Being kind, one to another, never disappoints.Comment
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
Here are some quick tips:
1) Slow down. This was the biggest issue I had when I first played the ground game. Im so used to it past games ground systems being a race to be the first person that transitioned so all I would think about is going to the next transition. Thats not the case here.
I wish I could record it to show you guys what I do but each time I go for a transition, I'm also trying to anticipate the what my opponent is going to do. The denial windows are somewhat small (I would like them to be a little longer) but if you anticipate what your your opponent is going to do, you can usually get a denial.
FYI, this is a beta so there are a few positions that have bugs when it comes to denials. The same goes with the issues in the clinch. The devs are working on fixing those before release.
2) Watch the hands: When in half guard, side control or full mount, there are pretty easy tells regarding which way they are going. If you watch your opponents hands/arms, you should be able to anticipate which side they are going.
Remember the direction your opponent is transitioning matters so you have to guess right to get a denial.
3) Use punches to get grapple advantage even when on bottom. That should help you transition easier from the bottom.
It isn't from me not understand how the denial works because I ran thru all the challenges and did practice mode for a while. The system isn't very complicated but doesn't seem to matter so much on stick skill. Even if you land a denial correctly there is still a larger chance the pass will happen no matter if you timed the denial right.
Clinch - Now moving on to clinching, I got in a hell of a workout last night with one guy. He did one single tactic and I will explain it.
He would walk me back till I was near the cage, grab in clinch, push against cage, throw knee strike, I'd hold R2 to block any strike coming from legs of opponent, I'd immediately pummel, he would push off break clinch, while I was stuck in animation to break out, he would clinch again and repeat.
If he attempted to pummel his left arm under my right arm, I'd hold R2+RS Right. He would pass to Thai clinch every time. So I said hummm maybe its R2 + RS Left......nothing, still passed to thai. So then I remember the challenge saying something about R2+RS Up so I tried that....nothing. This went on for 3 rounds so I got in one hell of a clinch workout and I wasn't stressing winning. I was just taking my time and attempting to learn how to block the passes......nothing would work so I was baffled.
Stand up -Now from a stand up standpoint the game functions very nice. The head movement is smooth, punch accuracy is beautiful with plenty of glancing blows, lunges are much smaller which is nice, and power seems to be correct. My two issues currently with the stand up is stamina reduction from missed strikes is WAY WAY to low and like Dave commented on. When you have a guy rocked two things happen which sucks, 1) they can retreat faster than you can close 2) Swarm animation never triggers correctly, I'd say somewhere around 1 out of 5 times it MIGHT trigger into the fast punches.
All in all I'm loving the beta and will spend more time with it tonight. I'm still fairly certain I will have the same issues with the ground game tonight. I'd love to run some matches with you tonight Aholbert so we could do some labbing on the ground.
Edit: One other complaint I just thought of.
Parries - Parries are still extremely easy to hit and this isn't necessary a bad thing considering how easy it is for the striker to go high or low. Since now blocking is using both R1 and R2 depending on the location of the attack to parry it isn't quite as bad as UFC 1 with being a parry fest. Yes I will parry every 3 or 4 strikes in a succession but several will land glancing or square in-between the high/low attack sequence.
My complaint stems more from the fact counter strikes off the parry do NOT do enough damage. It feels safer to just regular block then strike out of the block. 1) you don't accidently throw a strike attempting to parry which then opens you to some shots you didnt mean to take 2) There is not much of an incentive to go for the parry and after so many rounds online parrying then landing a body shot over and over, the benefit to drawback seems to lean more towards a drawback.Last edited by Phobia; 02-03-2016, 10:54 AM.Comment
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
Is it March 15th yet? No? ****.
I Ko'd someone with a straight for the first time last night. That was nice to see. I'm dying to get my hands on the rest of this roster right now. Guess I'll just have to get my fights in before the beta ends.Comment
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
Any idea when the game "goes away"? I know today, but I'm wondering how long I can play it tonight.
thanks!Comment
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
http://www.operationsports.com/forum...uary-28-a.htmlComment
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
There's two positions that I can't seem to defend no matter what.
1. When I'm in the opponents guard and they take my back.
2. Keeping myself out of being put into the crucifix
Any feedback here would be helpful. Is my timing just garbage on these particular moves?
The crucifix one in the beta is deny down, but I'm going to change that to be the same as the side saddle/north south transition as people find the tells too similar to have it be a different direction.
As a general rule, go to practice mode and use the defensive HUD to learn denial directions.Comment
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Re: EA Sports UFC 2 Beta Available, Post Your Impressions Here
Don't hate, man lol. I'm all about the spinning body kicks when guys don't feel the need to low block. As soon as they forget to high block from the body kicks, knock em down with the spinning back kick.Originally posted by MoJust once I'd like to be the one they call a jerk off.Originally posted by MoYou underestimate my lazinessOriginally posted by Mo**** ya
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