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Old 08-19-2019, 12:50 PM   #7
Kingslayer04
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Join Date: Dec 2017
Re: What strikes do you feel need changes?(besides knee elbow)

Quote:
Originally Posted by Haz____
Overhands. We don't have a real overhand, we just have these huge looping Fedor/ Big Country giant swinging "Overhands". We need a more realistic Overhand punch that's not so extreme.

Snap Kick. We have push kicks but we don't have snap kicks or "Toe Stabs". A faster, whip like gut shot, like Conor or Silva throws.

Lead Leg Question Mark Kick. I don't know exactly what it is but the animation on this thing looks horrible. When you see guys like Ruslan or Rockhold throw it in real life it looks way smoother. This strike is very hard to land in game and just doesn't look right.
You do have the toe stab, I remember responding to someone about it some time ago, it may have even been you — just throw the kick stationary. You'll get it.

As for the question mark kick — you're not really supposed to land it "easily". I agree that the lead one looks a bit off, the rear one's pretty great though, and if you set it up well it can land. If the other guy's used to a normal roundhouse, the delay of the QM kick can catch him off guard. You can also hit it of a same-side punch I think, which most people don't expect. You obviously also have to maintain a certain distance to land it. But yeah, it's a specific strike and you can't keep throwing it the whole fight like it's a jab.

Here's one thing though — I really would like it if arcs of certain strikes are similar before the key part plays out. Like the QM kick — Rockhold kept kicking Bisping in the body before slapping him with one, because the initial arc is similar. This would work best if Martial's idea about good and bad animations is implemented so guys like Rockhold can hide it better. I remember in UFC 2 there was a jumping switch kick and the same but to the body — they were absolutely identical before the strike actually lands and it was great to keep opponents guessing.

Anyway, unfortunately the game's defense is based mostly on prediction, rather than reaction. This leads me back to Martial's idea — the better the animation, the harder it should be to reactively avoid, the worse it is — the easier.
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