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I Played the S**t out of that game Online, I never had an issue with any punch or Spam.
If you did so, usually you'd have a counter window to throw a punch that would do a lot of damage.
There is no Defense in "Undisputed" Hold Block that's it.
Your game is dead and "Undisputed 2" is not needed or wanted.
They couldn't even just emulate a 14 year old boxing game that was successful.
It is not always possible to counterattack in time. For example, in FNR:3, when your opponent spams power attacks or spams other attacks, he can be easily punished with counterattacks. Because large windows for attacks open up. Especially when the opponent spams, he slows down and becomes open to attacks.
In FNR:3 you can't just spam power attacks because you'll be punished for the slightest mistake. The clinch was also well thought out.
As for Undisputed, you can do the same here. But not as effectively as FNR:3. For example, in Undisputed you can spam more power attacks, large windows do not open like in FNR:3. In Undisputed, you can throw out several power attacks and you will not always be punished for this with counterattacks.
True.
The parry could be improved though as it was a bit too strong.
Undisputed is an amalgamation of past boxing games.
- 6-zone offense (all Fight Night games)
- Standard 2-zone mobile defense (Fight Night 2004 the first FN)
- 6-zone defense (Fight Night Rd 2 and 3) BUT only stationary. THIS IS WHERE UNDISPUTED FAILS.
If 6-zone defense was mobile like in FNR3, there would be a huge improvement overall.
You see, the biggest mistake players make in this game is assume that the standard block is enough to defend against hooks. It is quite complicated; but it offers good skill expression.
To correctly defend against hooks you need to go either High Guard or Dutch Guard, and you also need correct lateral position. In some cases, you may also need to lean. And for Power Shots, you would be best to avoid them entirely, they are quite slow in starter frames and totally predictable when your opponent spams. You don't need to counter them everytime. A simple whiff is already punishing enough as it drains stamina.
This post patch, I noticed some really good modifications to damage. Though the power is still there, a regular block now offers better damage mitigation.
With that said, I would still appreciate a future build with 6-zone MOBILE defense and a proper (FN) CONFIG 5 controller configuration.
There is one issue that needs to be pointed out too.
Balance.
Some fighters have way too much power that their damage bleeds through the block of the lower rated fighters.
This is why I have always suggested a balancing of the roster (if only) for PVP reasons. Players need their fights fair and square.