The new striking mechanics are realistic and fun. The ground mechanics first introduced in UFC 2 are deep and engaging. The only remaining weak points are takedowns and the clinch.
Takedowns are greatly lacking in depth. Currently there are four options (minus the special options seen during low stamina events): single leg, double leg, single leg high, double leg high. Takedowns are either successful or not; defended or not. There is no scramble. There is no struggle or scramble.
Depth needs to be added to takedowns. For instance. Going to the ground shouldn’t be a simple successful takedown or defended takedown. There should be stages to a takedown, almost like the current submission game (but without the minigame). And the stages would be determined by the type of takedown, and when/if it is defended.
There needs to be MORE TD defense windows and subsequent TD position animations. Defending during different stages of a takedown should lead to more positions and opportunities to scramble for both fighters.
For example, if a fighter goes for a single leg takedown, the take down defense window options (and subsequent position animations) would be:
-defending very early in the window would result in a sprawl (this position is way too common in current game);
-defending early in the window would result in a push away or headlock position (push away is also too common in current game/ headlock position not available in current game);
-defending in the middle of the window would result in the over under/double under clinch (not nearly as common as it should be in the current game). Moving to from the initiated takedown to the clinch should also be an option for the fighter initiating the takedown, not just the one defending.
-defending late in the window would result in a standing and balancing on one leg position (not a position available in the current game but similar to the takedown against the cage position/quite common in real life)
-defending very late in the window can result in other new positions either standing/sitting, or on the ground. Positions that allow the fighter defending the TD to scramble back up to the feet.
-not defending or defending too late would result in a successful single leg takedown to half guard or side control, etc.
The scramble following the defended takedown would come from if/when the takedown was defended and the resulting positions that ensue; primarily either the sprawl, headlock, clinch, or standing one leg positions.
For example, as mentioned above, if a single leg takedown is defended later in the TD defense window, the fighters would end up in the standing one leg position (example below).
From here the fighter initiating the takedown would have control over the movement of both fighters (allowing them to push their opponent against the cage for example) and would use the grapple dial to:
-ankle pick and complete the takedown
-trip/sweep the opponent’s other leg to complete the takedown
-pivot or reposition the leg to complete the takedown
-complete single leg high/slam (for good wrestlers)
-drop down for a double leg (normal or high)
-release leg and move to clinch
-release leg and disengage
-throw weak punches
-etc.
From the balancing on one leg position, the defending fighter would have options to throw punches/elbows and use the grapple dial to:
-spin out and escape the takedown
-sprawl or reverse the takedown
-pull guard
-guillotine choke or other submissions
-escape into the clinch position
-throw a knee?
-etc.
This is just one example of many that would add significant depth to the takedown game. Shooting for a double leg would have different TD defense animations determined by if/when in the TD window the TD was defended.
Adding fragmentary animations, with different animations occurring after defending TDs during different stages of the TD window, would add a significant amount of depth and scramble to the takedown game that is on par with the depth seen currently in the ground game.
ALSO IMPORTANT, adding depth to the takedowns would make it easier for fighters to use takedowns to engage in the clinch, since the new striking mechanics make engaging in the clinch a risky endeavor.
I could write essays about improving the clinch, but my main complaint is that it is currently too difficult to engage opponents in the clinch because of the new/realistic striking mechanics make the “reach out and hug” clinch engagement animation disadvantageous. Therefore, playing as a grappler, especially a Greco Roman wrestler, is somewhat pointless in the current game.
Other issues with the current clinch mechanics are the lack of mobility while in the clinch, and that strikes are underpowered in many clinch positions (primarily in single collar). There is a surprising array of takedown/submission options from the clinch, but this is useless if actually getting in the clinch in the first place is risky and disadvantageous).
The easiest way to fix this issue would be making takedown-to-clinch animations far more common. The takedown against the cage animation was a good step in the right direction, but much more depth needs to be added before the takedown to clinch animations feel natural, realistic, and advantageous for grapplers in the game.
In addition to takedown-to-clinch animations, fighters should also be able to get tied up in the clinch without necessarily needing to use the analog stick to engage. It shouldn’t always require one fighter reaching out to grab their opponent (this is too dangerous and the animation is unrealistic IMO).
Don’t expect to see much in the way of changes to the takedowns/clinch for UFC 3, but these are things to think about for UFC 4 (or potential patches to UFC 3). If implemented, EA’s UFC would become the best and most realistic MMA video game franchise ever (my opinion of course).
(Also, if anyone can tell me how to attach gifs, please do. I have tons saved on my phone as examples)
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