Undisputed

Undisputed

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pablito15 Oct 11, 2023 @ 3:05am
Video: Going for the KO! (tips)
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Showing 1-8 of 8 comments
SugarKaneNosey (Banned) Oct 11, 2023 @ 5:03am 
KO's Vary greatly on the fighter, And I don't think it is as much the power, but the speed and succession of punches that Land, For example, With Canelo, Because of how fast he is, I can daze and KO an opponent with 1 of my 4 different go to combos and they work all the time,

Jab low, left hook high, right pivot hook, Right upper.

Jab high, left upper to body, left hook right upper.

And the left pivot hook, into leaping left hook, into right pivot and/or right upper.

Now If i could land these same combos with every fighter, no doubt they would be effective, but that just isn't true, trying to land all these punches in fast succession with fighters like Fury, and the slower punchers just doesn't work, they punch laboured and get caught trying to execute, So fighter selection is a thing, you can simply do things with some fighters you cannot do with others
Last edited by SugarKaneNosey; Oct 11, 2023 @ 5:04am
verlorensquirrel Oct 11, 2023 @ 7:14am 
So it was good that they made combos more effective in getting knockdowns but it was less good that they effectively made it a requirement because that handicapped fighters like Bruno who are specifically less capable of throwing combos, in favor of setting up one big shot. The game more or less became rock'em sock'em robots after that change and single-shot dazes or knockdowns seems more based on luck than anything. There's no real mechanic for setting up one good punch so much as just making sure you do enough damage in a small space of time, weighted for stamina. Again, that mechanic in and of itself is good and makes sense, but as we've discussed before, it prioritizes not being the aggressor pretty much exclusively. Or rather, it paradoxically does and doesn't because you have to throw combos, but you don't want to do it, first.

It's a perfectly fair strategy to try and punch second and let your opponent set the tempo so long as you're hitting the beats in between - and tends to be my ideal strategy - but there's pretty much no incentive to be the first one throwing punches unless you're using one of the few fighters who are OP enough to make that work. And even if they specifically designed it so that the best strategy was to wear out your opponent, they nerfed it all to hell by raising the stamina cap AND the stamina usage, rewarding sloppy players with manageable late-round energy and punishing more careful players by ensuring stamina levels are pretty much even in the championship rounds. But, we've talked about that at length, already.

I think there are a lot of elements to the damage system that are sound and make sense but the execution definitely needs work. Maybe it'll get there when everyone's traits are fine-tuned but for the moment it's still pretty wobbly. And they really need to rethink that stamina cap, and consider the kinds of players who probably asked for it.
verlorensquirrel Oct 11, 2023 @ 7:53am 
Also just want to add that it's really funny how seemingly nobody has discovered the correlation between swelling and...anything.
Darth NVious Oct 11, 2023 @ 8:09am 
Originally posted by verlorensquirrel:
Also just want to add that it's really funny how seemingly nobody has discovered the correlation between swelling and...anything.
swelling does nothing
purely cosmetic
Darth NVious Oct 11, 2023 @ 8:10am 
it does not even cause referee stoppage
no function nor utility
BiG COUCH GAMERz Oct 11, 2023 @ 11:12am 
Originally posted by verlorensquirrel:
So it was good that they made combos more effective in getting knockdowns but it was less good that they effectively made it a requirement because that handicapped fighters like Bruno who are specifically less capable of throwing combos, in favor of setting up one big shot. The game more or less became rock'em sock'em robots after that change and single-shot dazes or knockdowns seems more based on luck than anything. There's no real mechanic for setting up one good punch so much as just making sure you do enough damage in a small space of time, weighted for stamina. Again, that mechanic in and of itself is good and makes sense, but as we've discussed before, it prioritizes not being the aggressor pretty much exclusively. Or rather, it paradoxically does and doesn't because you have to throw combos, but you don't want to do it, first.

It's a perfectly fair strategy to try and punch second and let your opponent set the tempo so long as you're hitting the beats in between - and tends to be my ideal strategy - but there's pretty much no incentive to be the first one throwing punches unless you're using one of the few fighters who are OP enough to make that work. And even if they specifically designed it so that the best strategy was to wear out your opponent, they nerfed it all to hell by raising the stamina cap AND the stamina usage, rewarding sloppy players with manageable late-round energy and punishing more careful players by ensuring stamina levels are pretty much even in the championship rounds. But, we've talked about that at length, already.

I think there are a lot of elements to the damage system that are sound and make sense but the execution definitely needs work. Maybe it'll get there when everyone's traits are fine-tuned but for the moment it's still pretty wobbly. And they really need to rethink that stamina cap, and consider the kinds of players who probably asked for it.
dude the big problem that needs fixing is the punches and the sounds of a hit them getting zombie ares for a split sec b4 u cant attack ur punches miss they slide or attck u b4 they recovered but let me get mini dazed and dudes tee off on me especially when i swing 3 time and now im tired but got half a white bae. the punches are so sloppy compubox cant even tell whats a hity
BiG COUCH GAMERz Oct 11, 2023 @ 11:15am 
Originally posted by verlorensquirrel:
Also just want to add that it's really funny how seemingly nobody has discovered the correlation between swelling and...anything.
dude what correlates when in the middle of a fight u see ur opps face go from puffy bloody mess to just a cut that doesnt bleed. i almost always cut my opp
pablito15 Oct 11, 2023 @ 10:46pm 
Originally posted by verlorensquirrel:
they nerfed it all to hell by raising the stamina cap AND the stamina usage, rewarding sloppy players with manageable late-round energy and punishing more careful players by ensuring stamina levels are pretty much even in the championship rounds. But, we've talked about that at length, already.

I think there are a lot of elements to the damage system that are sound and make sense but the execution definitely needs work. Maybe it'll get there when everyone's traits are fine-tuned but for the moment it's still pretty wobbly. And they really need to rethink that stamina cap, and consider the kinds of players who probably asked for it.

Yes, especially to this bit.

I've always been critical of the base damage situation however...

If they leave base damage exactly where it is and added the following:

- More tier 2/3 traits especially for power punches.
- Power punches increase cuts, swelling, flash KDs and KOs.
- Cuts and Swelling impact performance.
- Increase power punch speed
- Increase counter damage
- Add a vulnerability system particularly linked to power punches.
- Reduced magnet block
- Reworked backstep and body upper
- Add recovery frames especially to hooks.

It could possibly work...
Last edited by pablito15; Oct 11, 2023 @ 10:46pm
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Date Posted: Oct 11, 2023 @ 3:05am
Posts: 8