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EA Sports UFC 3 Details on Damage/Stamina System, Combinations, Defense & Much More

EA Sports UFC 3

EA Sports UFC 3 Details on Damage/Stamina System, Combinations, Defense & Much More

Check out the latest EA Sports UFC 3 breakdown on what the all new Real Player Motion tech actually means for gameplay heading into the beta, scheduled to arrive on November 27. Lead Gameplay Engineer, Geoff Harrower, covers the following major in-game systems, which have all been completely rebuilt in UFC 3:

  • Damage System
  • Stamina System
  • Combinations
  • Stopping Power and Frame Advantage
  • Range Management
  • Defense

Damage System

The damage system in EA Sports UFC 3 is completely different from its predecessors.  Strikes will now deal considerably more damage, and the actions that you perform carry a very real risk due to the new vulnerability system.

In order to survive and best your opponent, it is important to understand how the damage system works.

As in past games, there are three damage regions you can target in an attempt to hurt your opponent: the head, body and legs.  Each of these damage regions have unique properties which distinguish them from the others, and understanding each is vital in strategizing your attacks.

Let me begin with the core set of rules shared by all three damage regions, providing you with a baseline to build your strategy.

You will see a damage meter show up for each of these regions. If you manage to land enough damage to fully drain one of those meters, you will cause your opponent to be knocked down.  How much damage you inflict on that final blow, relative to how much health your opponent has left will determine how severe the knockdown is.

There are four levels of knockdowns:

  • Active Knockdown: The least severe knockdown is the Active Knockdown, which is new to UFC 3.  This is where your opponent gets stunned enough to lose balance and fall, but is able to quickly (and automatically) recover and get back to their feet.
  • Alert Knockdown: The next level of severity is the Alert Knockdown.  This is where your opponent falls to the ground, but recovers their defense upon landing and is put in an immediate defensive position.  If you attack someone in this state you will enter their guard and start fighting on the ground.
  • Knockdown: The next level of severity is the Knockdown.  This is a state where your opponent does not recover as they hit the ground, and are left in a vulnerable position until they do.  If you attack your opponent in this state, you will have an opportunity to finish the fight in a dominant ground and pound position, either by throwing strikes or by attempting one of the new finish the fight submissions.  If your opponent manages to survive a knockdown from this state, you are still left in a dominant ground position from which to work.
  • Knockout: The most severe state is the Knockout.  If you manage to knock someone out, the fight is over.

Like I said before, the total damage you inflict on the final blow leading to a knockdown, relative to how much health your opponent has left, will determine how severe the knockdown is. So the question is, how much damage do you need to inflict to cause each type of knockdown?

Well the amount is varied based on your Fighter’s Chin, a new concept that has been added to EA Sports UFC 3.

Chin

Behind the scenes there is a new meter that represents your fighter’s chin.  Every time you are stunned, rocked or knocked down, your chin meter depletes.  As your chin goes down, the amount of damage to reach each of the levels of severity for the knockdown reduces.

Basically, the more times you are rocked or knocked down, the less damage it will take to knock you out the next time your health goes below zero. Depleting your chin and reducing health to zero will cause a knockout, regardless of how much damage that final blow carries.

Stun Meter

Another new concept in EA Sports UFC 3, the stun meter. This meter is hidden from the player, and represents the short term damage, or stun value, inflicted by a strike. It’s the depletion of this meter that changes the severity of the knockdown.

When you land a strike, the stun meter for that region immediately fills to match the damage inflicted by that strike. However, it drains very quickly. Once the stun value reaches a threshold, you will rock your opponent, and their health will no longer regenerate. They will start to throw ineffective strikes, and their movement will be hampered. It’s the perfect time to move in and finish your opponent.

High stun values can be achieved in one of two ways.  Either by landing multiple strikes in quick succession, typically by landing strikes in combination, or by increasing the damage of a single strike by landing a strike when your opponent is vulnerable.

Vulnerability

Just like in real life, understanding when your opponent is vulnerable is incredibly important to understand. Every time you perform an action (striking, moving, lunging, head movement, etc.) you expose different parts of your body to increased vulnerability. When a strike is landed on an opponent in a vulnerable region, the damage can be multiplied by up to six times.

Just like with knockdowns, there are multiple states of vulnerability:

  • Standing Still: When standing still, you are naturally more vulnerable on the open side of your stance, and are naturally more vulnerable on the side of your liver (right side of your body). Landing a strike to the open side, or the liver, and you’ll do more damage.
  • Moving: When you move forward you will naturally make your body, head, and legs vulnerable to attacks.
  • Side-To-Side: Moving from side-to-side or throwing a side moving attack will open up the side you are moving towards. Every strike you throw comes with some risk due to the way it opens up your body. The amount of vulnerability tied to a strike depends on the damage that strike causes. The bigger the reward for landing a strike, the higher the vulnerability risk. Example: throwing a punch with your rear right hand leaves you exposed on the left side of your head as your body moves with the action.
  • Ducking: Any strike that ducks (example: body punches and overhands) carries extra vulnerability on the bottom of the chin, leaving you particularly susceptible to uppercuts and knees.
  • Kicks: Kicks and various jumping/spinning attacks have varying vulnerability that generally follows the movement of the fighter’s head.
  • Blocking: You are left vulnerable to the body any time the arm on the side of the body is raised leaving the body exposed.
  • Legs: Any time a step is being taken, the legs become vulnerable. This is amplified when the character is moving forward.

Understanding vulnerability and predicting your opponent’s attacks gives you an opportunity to finish the fight in a single, well timed strike. Just like inside the octagon.

Health Recovery

Each damage region has a unique property from other damage regions. Just like many other aspects of the game, the health recovery system has completely changed in UFC 3, giving each region it’s own defining characteristics.

Head

Your opponent’s head is typically the highest of all damage regions. However, the head health recovers faster than all other regions. It’s important to understand that the health recovery of the head is non-linear, meaning it recovers faster the lower the current health is. There are three strategies to employ when finishing your opponent this way:

  1. Short-Term Strategy: Land unblocked strikes in quick succession, or time a strike based on your opponents vulnerability to drive health down quickly, forcing a knock down.
  2. Medium-Term Strategy: Maintain a steady assault on the head region to keep the health at a moderate level before timing a big attack to deplete their health meter.
  3. Long-Term Strategy: Chip away at their long-term health over multiple rounds until their health cannot regenerate to as high a value making it easier to mount a significant attack.

It’s important to note that landing strikes when your opponent has low current health depletes more long-term health. So a slow and steady, well timed assault can really pay off in later rounds. All three strategies are viable, and the successful fighter will typically employ a combination of all three.

Body

Body damage is usually not as high as the head, however, body damage does not regenerate as quickly. Strikes to the body also deplete both short-term and long-term stamina. The lower the short-term stamina of your opponent, the more long-term stamina and health is depleted if you land a body strike.

This means that the perfect time to land a body kick is immediately after you have successfully defended a flurry thrown by your opponent when they are low on stamina.

Legs

Leg damage is the lowest of the three, however, leg health does not regenerate at all making leg attacks the ultimate long-term strategy. If you catch someone in a vulnerable state you will do big damage that will never heal.

There is a risk to this though, as checked leg kicks deal back considerable damage. Checking two leg kicks in quick succession will cause a health event to the kicker. As your leg health decreases, the amount of power you generate with your own attacks will decrease.

So as long as you are not predictable with your leg kicks, they can be a great investment that can pay off in later rounds.

As with everything, a balanced attack between head, body and legs can be very effective.  But if your opponent ignores one of the regions defensively, exploiting that can end the fight quickly.

Stamina System

The first thing to understand with the new stamina system is that the amount of damage a strike will deal is reduced greatly as the stamina of the striker is reduced. This means that the most effective way to strike is to throw a combination, wait until your stamina has fully regenerated, and throw another combination. This ensures you land maximum damage with each strike.

When your stamina is low, you are also more vulnerable. This means that not only do you do less damage with low stamina, but you also put yourself at higher risk to vulnerability when striking with low stamina.

Every strike thrown costs you stamina. The lower your stamina then you strike, the more long-term stamina is drained.  Strikes that land cost less stamina than strikes that miss. Strikes that are evaded by your opponent cost even more stamina.

STAMINA FLOOR

The stamina floor is the lowest you can reduce your stamina to by throwing a certain type of strike. Each strike has a different stamina floor:

  • Straight Punch: A straight punch has the highest stamina floor. If you only throw straight punches, you will only drain your stamina to a minimal level. If your stamina happens to be below that level, throwing straight punches will still allow your stamina to regenerate to that level.
  • Hooks and Uppercuts: These two strikes have a lower stamina floor than straights, but still won’t allow your stamina to fully drain.
  • Other: All other strikes have no stamina floor, so throwing them in abundance can leave you fatigued and your vulnerability extremely high and your strikes extremely slow.

As your long-term stamina depletes, the stamina floor for all strikes drops until they all eventually hit zero. This makes managing your long-term stamina incredibly important.

STAMINA REGENERATION BETWEEN ROUNDS

You will be given a fixed amount of stamina in reserve at the beginning of the fight based on your endurance rating. When a round ends, you can draw up to fifty percent of that stamina to use for the next round. This means if you use too much stamina in the early rounds, you won’t have enough stamina left in reserve to regenerate anything of significance for the later rounds.

This makes stamina management much more critical in EA Sports UFC 3 as compared to its predecessors, and is a key factor to consider when building your strategy.

Stopping Power

A new concept introduced in EA Sports UFC 3 which is vital in understanding the role of each strike in your arsenal is the concept of Stopping Power. This is the ability of stopping an opponent mid-fight by landing and dealing damage with one strike of your own. The bigger the stopping power value, the later in the trajectory you can land and still shut down your opponent’s attack.

If two strikes land very close to each other in time, stopping power is nullified and a concept called Damage Muffling takes over.  In this scenario, the first strike to lands deals full damage. If two strikes land on the exact same frame, they both deal full damage, leaving the window open for double rocks or double knock downs.

On top of these baseline rules for Stopping Power, there are several exceptions specific to different strikes types that are very important to understand:

  • Any head kick or overhand punch to the head will always interrupt any strike your opponent is throwing, and will always cause a stagger if landed clean and unblocked.
  • A straight punch to the head will always interrupt a forward moving strike.
  • A standing or retreating lead hook (a check hook) will always interrupt a forward moving strike.
  • A round strike (hook, roundhouse, etc) thrown from your left side, will always stop your opponent if they are moving towards your left side.
  • A round strike (hook, roundhouse, etc) thrown from your right side, will always stop your opponent if they are moving towards your right side.
  • A front kick to the body will always interrupt your opponent’s strikes or movement, and will always push them backwards.  Front kicks are easier to evade with basic side steps, and are easily caught with a successful low block.
  • Side kicks to the body will always interrupt your opponent’s strikes or movement, and will always push you back even if blocked.  They are however, very easy to evade, and can be avoided with simple movement.

Understanding the role of stopping power in the ways described above, is vital in learning how to control your opponent’s movements around the octagon.  Using these simple rules, you can safely shut down overly aggressive opponents, create space using pushing strikes, and force a fleeing opponent’s back to the cage, pin them in and attack them while they are in a position that nullifies several of their defensive options.

Frame Advantage

Now that you have a good understanding of the importance of stopping power, and the role vulnerability plays in the damage system, it should be clear that landing a strike before your opponent can land theirs is key to a successful attack.

That’s why EA Sports UFC 3 introduces an all new framework that controls the amount of time that it takes for each of the following to occur when a strike is thrown:

  • Execution Frames or the number of frames from the time you press the button until it lands
  • Recovery Frames if you miss the strike before you can do one of the following:
    • Block
    • Use head movement
    • Lunge, move or throw a follow up strike
  • Recovery Frames if you land a strike before you can do one of the following:
    • Block
    • Use head movement
    • Lunge, move or throw a follow up strike
  • Stun Frames when a strikes lands into your block before you can do one of the following:
    • Block
    • Use head movement
    • Lunge, move or throw a follow up strike
  • Stun Frames when a strikes lands unblocked before you can do one of the following:
    • Block
    • Use head movement
    • Lunge, move or throw a follow up strike

Each of these frame values have been tuned to properly represent the risk and reward associated with throwing each technique. The results should feel intuitive, but to give a concrete example I will illustrate what this system does for two very different strikes.  A jab, and a roundhouse to the head.

A jab is a very safe strike to throw.  Probably the safest strike in MMA.  As such, the frame values have been tuned to make it a safe strike to throw. It is safe in the sense that the speed of the jab means it will never be intercepted and stopped by another strike thrown after it.

Second, whether you land or miss the jab, you will always have time to block, slip or otherwise defend yourself before a counter strike from your opponent is able to land. Both of these properties make the jab the safest one in the game.  But as you would expect, it also deals the least amount of damage.

Contrast that with the roundhouse kick to the head.  This strike is unsafe, but deals a considerable amount of damage, and has the highest stopping power in the game. The roundhouse is a very slow strike compared to the jab.  That means that there are several strikes that could land before the roundhouse does, even if they begin after the roundhouse starts.

Due to the stopping power of those strikes, if they land early enough, they can stop the roundhouse from completing. All these properties make the roundhouse a risky technique to throw.

If you miss the roundhouse or the roundhouse is blocked, the recovery frames before you can block or slip is higher than the execution frames of some punches.  This means that failing to land a roundhouse kick can put you in a state where you are both vulnerable, and have no way of defending yourself.

This makes the roundhouse an unsafe strike to throw.

Each strike has different frame tuning values, balanced against the damage it deals and the vulnerability it exposes you to.

Any time you get in a situation where you can perform an action before your opponent can, this is called being at a Frame Advantage.  Understanding what can put you at a Frame Advantage, and what can give your opponent a Frame Advantage will make you a better fighter.

Combinations

The frame tuning system sets a solid baseline for strike timings, but combinations are a way to side step those rules and throw strikes faster than the frame tuning system would normally allow.

The combination system in EA Sports UFC 3 has been completely rebuilt from the ground up.  Gone are the generalized combo rules and combo multiplier from past titles. In their place, we have built a much more authentic combination system that encourages more realistic combos be thrown, at a more realistic pace.

Each fighter has different sets of combinations based on the strikes they can throw, and their skill and proficiency in various disciplines of martial arts.  Some fighters also have unique combinations assigned only to them, making fighters in EA Sports UFC 3 much more unique and interesting to play with.

The first step is choosing your fighter and learning their combos.  Go into practice mode with your fighter, learn their combos through the in-game menus, and practice them.  Commit them to muscle memory.  Combinations are much harder to throw in EA Sports UFC 3 due to the increased number of techniques made available in the control scheme, and practicing them in a safe environment is vital to success in real fights.

The most efficient use of stamina, and best way to maximize the potential damage dealt to your opponent, is to throw your combinations from full stamina and then allow your stamina to regenerate to its maximum again before starting another combination. Anything more aggressive than this will reduce the potential damage dealt for each strike in the combination.

Some combinations can only be thrown when a particular strike in that combination misses (missed roundhouse to spinning back fist for example).  Other combinations can only be thrown when particular strikes land (round house to rear straight combo for example).

Get familiar with the different combos, practice them, experiment with them in fights.  There is a lot to explore and adding new combinations to your arsenal can be a very rewarding experience.

Range Management

In EA Sports UFC 3, there is a new emphasis on movement thanks to the Real Player Motion Tech.  Every action you perform can be done while standing still or moving.  This opens up a whole new dimension of strategy, and understanding range management is critical to being successful with these new strategies.

There are five ranges to be aware of in the game:

  • Elbow Range
  • Punch Range
  • Kicking Range
  • Step Kicking Range
  • Out of Range

As the name would suggest, elbow range is the distance at which you can successfully land a standing elbow on your opponent. The same is true for a punch or a kick. Step Kick Range is the distance at which you can throw a kick with a forward stepping motion.

Out of Range is a distance at which you cannot land any strike, and your opponent is safe.

Each strike in the game has a range from which it can land.  Typically, the forward moving version of the strike extends the range of the strike by one, and the backwards moving version of the strike reduces it’s range by one. Forward moving strikes generally have more execution frames, and thus take longer to land than their standing counterparts.

In addition, each strike has an ideal distance where if landed from this distance it will deal maximum damage. Elbows, hooks and uppercuts are best thrown at closer range and deal more damage at close range. Straight punches, straight kicks and round kicks generally deal the most damage close to the end of their range.  Landing them too close to your opponent will deal considerable less damage.

Landing straight punches and kicks will maintain or create distance due to the pushing nature of the strike.  Hooks, uppercuts and round kicks do not share this property, and throwing them will allow your opponent to close distance on you.

A front kick to the body, or a spinning side kick to the body could get converted into a head strike at the proper range if the opponent ducks down into it either by slipping or shooting for a take down.  This can lead to devastating damage dealt due to the vulnerability that fighter is exposed to.

One final way in which range comes into play is when comparing fighters with long reach vs. short reach. Obviously, the longer reach fighter has a bigger range for their strikes as compared to that of the shorter reach fighter.  In order to balance this out, we have made the range requirements to hit maximum damage much stricter for the long reach fighter than the short reach fighter.  This variance is even more pronounced on short range strikes, where the shorter fighter will naturally shine.  This means that even though they can both achieve maximum damage, it is much more difficult to do with the longer reach fighter.

In addition, we have added an execution frame penalty to the longer fighter, to simulate the fact that their longer limbs take more time to reach their target.

The hope is that this balances out tall fighters and short fighters, making them both competitive if used the right way. As always, the best way to understand this is to go into practice mode and experiment with various techniques.

Defense

The defensive options and strategies have completely changed in EA Sports UFC 3, and understanding your defensive options is another big key to success. The biggest shock to returning players will likely be that parries are gone.

I’ll let that sink in for a moment.

Ok, now that you’re over it, let’s focus on the defensive options. Your first line of defense is blocking.  Like in the previous game, there is a high block and a low block.  High block protects your head, low block protects your body and legs. The controls for blocking have changed though, and this is important to know before going into your first fight.  High block is now the right trigger, and low block is the right and left triggers pressed at the same time.

Depending on what strike is landed, the high block may protect you from all the damage, or it may allow a baseline percentage of that strike’s damage to bleed through.  For example, head kicks have considerable bleed through, whereas jabs have none.

In addition to bleed through, the high block can be broken down quite aggressively. The block can be broken down by throwing your strikes in different left/right patterns. Alternating between round and straight strikes will eventually break down the block, as the defensive fighter is unable to continue to track the strike fast enough until one eventually sneaks through and the block is broken.

Experiment with different patterns and see what works best for you, but understand that blocking will only get you so far.  Eventually your block will be broken, and you’ll eventually want to evade a strike before it gets to that point.

Slipping

Like everything else, slipping has undergone a complete overhaul. The controls have changed, and you now slip using the right stick. You can flick the right stick to perform a quick slip and return to neutral, or to queue up a slip in combination, or you can hold the right stick to maintain a sustained slip, and quickly change directions by rotating the stick.

By moving the slipping controls to the right stick, we’ve opened up the ability to slip while moving.  Forward slipping is a great way to close the distance on your opponent, while retreating and slipping can get you out of hot water.

The new slip mechanic is now tied quite tightly to the new frame tuning system.  Any time you slip, you create a window of frames where you evade all strikes to the head from a given strike arc.  The size of that window is determined by your head movement stats.

You can slip in all four directions. However, slipping does expose you to vulnerability.

A forward slip causes your fighter to duck.  While you are in forward slip evasion frames, you will evade left and right round attacks and any straight attack.  You also mitigate damage from any body attack due to the compression of your body and the protection offered by your arms. A slip to the left or right will lean your fighter in that direction.  Side slips will evade all straight arced strikes and upwards arcing strikes aimed at the head.

The final slip direction is the back slip.  This slip evades all strikes to the head, but only if the strike would land at the edge of its strike range. This means that if a jab was thrown from punch range, a back slip would evade the jab because the head is moved from punching range to kicking range for the duration of the evasion frames. However, if a jab is thrown from elbow range, a back slip won’t work.

Similarly, if a forward moving jab were thrown from punching range, a back slip would fail to evade because of the extra range the forward moving jab covers.

It’s also worth noting that some striking techniques contain evasive frames. Once you effectively evade a strike, you have a window where you are guaranteed your opponent will not be able to land a strike.  This is your opportunity to counter.  While countering, your opponent’s vulnerability is increased, so you will deal more damage if you hit them in a vulnerable region.

Lunges

The final defensive mechanic I’d like to cover are lunges.  Lunges work similar to slips in that they can evade strikes or mitigate damage, but they cost stamina and have a different set of evasive properties.

There are three types of lunges: basic, advanced and signature.

Basic lunges: Performed by flicking the left stick. Basic forward lunges move you forward one strike range very quickly, and have no evasive properties. Basic back lunges move you back one strike range very quickly, and have similar evasive properties to the back slip. Basic left and right lunges have the same evasive properties as left and right slips, but are also able to avoid straight trajectory body strikes.  They do not evade leg kicks.

Advanced lunges: Performed by holding L1 and flicking the right stick. An advanced forward lunge moves you forward two striking ranges and has no evasive properties. An advanced back lunge moves you two striking ranges backwards, at the cost of increased stamina drain. Advanced left and right lunges evade everything the basic left and right lunges do, but they will also evade any round arced attack coming from the opposite side that you’re lunging to.  This is at the cost of increased vulnerability and stamina drain.  This is the ideal lunge to use to circle out off the cage when you have your back against it.

Signature lunges: Performed by holding L1 and flicking the left stick. Not all fighters have signature lunges. For those fighters that do have them, each fighter’s signature lunge will behave differently from those of other fighters.  There are typically signature strike combinations that chain out of these lunges as well.

Dominick Cruz has the most diverse set of signature lunges, but I will leave it as an exercise for the reader to discover who has signature lunges and how to use them.

Final Thoughts

So that covers everything I wanted to share with you in this blog.  If you’ve made it this far I applaud you.

There are still a lot of details I haven’t covered, but I hope this has given you a good foundation of knowledge to draw upon as you enter the beta.

It was a lot of work to put this together, and all I ask in return is that you give us feedback on the beta.  Positive, negative it doesn’t matter.

I’m really excited to see how people take to the new game.  We’ve been running play tests three times a week here amongst the dev team and I can say I’ve never enjoyed a game I’ve worked on as much as this one. I really hope you feel the same way.

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Discussion
  1. GameplayDevUFC
    https://www.ea.com/games/ufc/ufc-3/news/real-player-motion-tech-striking-deep-dive
    Any questions about the blog specifically, I'm happy to answer.

    Currently reading, at Range Managment right now.
    You have no idea the pure joy I feel right now. I’m so happy, so so happy. Finally. FINALLY, what we have wanted for over four years is finally here and then some!
    If I could hug you through the screen, I would.
    Thank you, and thank you to the development team for really listening to everything we had to say and bringing it on board.
    Is Frame data universal or is it affected by stats, weight classes, perks etc?
    I'm still a bit curious about the combos. Are there some standard combos that most fighters will have access to? Are they made up of strikes that are already in that fighters moveset or do they grant access to specific combo only strikes? Am I right in thinking you can still throw 2 strikes in succession with any fighter quickly but it would be quicker if it were a designated combo than if you were just throwing any 2 random strikes?
    Cheers :star:
    Also I just noticed something. None of the screenshots have motion blur, whereas UFC 2’s promotional screenshots did. Maybe nothing major but it’s got me a little more excited for the prospect of 60fps again. Either way I’ll be really happy, thanks again GPD and co. Awesome stuff.
    Oh yeah, DOUBLE ROCKS AND KNOCKDOWNS! WOOO!
    The depth is just ridiculous. I'm so happy to finally be reading a blog about the striking where everything happens with a reason. Can't wait to see it in action and hopefully give some good feedback. :y220b:
    Not going to lie, Im excited for the game but I must say, the player models dont look different at all from UFC 2, or rather very little change. I hope its just the screenshots, but its something missing in the images I see. Now im about to go read this excellent breakdown.
    1) The advanced / 2 range covering step, is it more of a lunge and the 1 range covering step just a quick dart?
    2) Can we catch straight kicks from the body block?
    3) If I flick the head movement stick to one side, then hold it, then do a U shape, does the fighter follow the U shape with his head movement i.e. he doesn't go back to centre but instead goes low then back up?
    4) Head movement stat, is this tied solely to range of motion or also speed? Does fighter individual speed play a factor too?
    5) The 1st stage knockdown thing where the fighter gets back up automatically, is there a way to stay grounded?
    6) Also, when head health is completely diminished, does finishing via a weak strike carry a huge knockout animation with it or more of a fighter wincing and giving into pain sort deal like Lawler vs Macdonald?
    That's all from me for now :star:
    emmdeekay
    Is Frame data universal or is it affected by stats, weight classes, perks etc?

    There are three sets of frame tuning data (fast, medium and slow). One set is assigned to each of the weight classes.
    Within a tuning set, each strike will have a base execution frame count, and an execution frame range.
    The execution timing for the strike will basically be be the base + range/2 * ratings + range/2 * stamina.
    So half of the range will come from strike speed ratings, half will come from stamina effects.
    emmdeekay
    I'm still a bit curious about the combos. Are there some standard combos that most fighters will have access to? Are they made up of strikes that are already in that fighters moveset or do they grant access to specific combo only strikes? Am I right in thinking you can still throw 2 strikes in succession with any fighter quickly but it would be quicker if it were a designated combo than if you were just throwing any 2 random strikes?
    Cheers :star:

    There is a base set of combos that every fighter has access to. They are mostly 2 strike basic boxing combos.
    They grow from there based on their combo level in each of the combo packages, where each package is defined by a different striking discipline.
    These define the "hard combos", which enjoy all the benefits described in the doc.
    There are also "soft combos", which don't get those benefits, but allow slightly faster chaining than strikes that don't fall into the soft combo criteria.
    A front kick to the body, or a spinning side kick to the body could get converted into a head strike at the proper range if the opponent ducks down into it either by slipping or shooting for a take down. This can lead to devastating damage dealt due to the vulnerability that fighter is exposed to.
    YES!!!!! This is so good.
    GameplayDevUFC

    There is a base set of combos that every fighter has access to. They are mostly 2 strike basic boxing combos.
    They grow from there based on their combo level in each of the combo packages, where each package is defined by a different striking discipline.
    These define the "hard combos", which enjoy all the benefits described in the doc.
    There are also "soft combos", which don't get those benefits, but allow slightly faster chaining than strikes that don't fall into the soft combo criteria.

    I actually like this aspect a lot, this will help fighters feel even more distinct from each other, which is extremely important in a game with hundreds of fighters in it.
    AydinDubstep
    1) The advanced / 2 range covering step, is it more of a lunge and the 1 range covering step just a quick dart?

    Yes. The quick dart looks more like Conor hopping in/out against aldo, the 2 range one is a move aggressive lunge.
    AydinDubstep

    2) Can we catch straight kicks from the body block?

    Yes.
    AydinDubstep

    3) If I flick the head movement stick to one side, then hold it, then do a U shape, does the fighter follow the U shape with his head movement i.e. he doesn't go back to centre but instead goes low then back up?

    Yes.
    AydinDubstep

    4) Head movement stat, is this tied solely to range of motion or also speed? Does fighter individual speed play a factor too?

    No, just the head movement stat, and a weight class variance on speed
    AydinDubstep

    5) The 1st stage knockdown thing where the fighter gets back up automatically, is there a way to stay grounded?

    No. I imagine this might bug people, something I'll be watching in the beta. The attacker can land extra strikes on the way down, but not on the way up, you can block on the way up. So it's not as bad as you might think.
    AydinDubstep

    6) Also, when head health is completely diminished, does finishing via a weak strike carry a huge knockout animation with it or more of a fighter wincing and giving into pain sort deal like Lawler vs Macdonald?

    There is no difference in the animation.
    Good read. I'm mostly worried about what you said about long reach fighters and the balancing behind it. When you mentioned the check hook i almost creamed a little bit. I cannot wait to punish bullrushing fools in the beta
    Sent from my LGLS991 using Operation Sports mobile app
    AydinDubstep
    Awesome dude! Cannot wait to try it out. You guys really may have just made the best SIM striking game ever o_O

    This is going to be a difficult four day wait.
    I was also expecting a more comprehensive breakdown of head movement. In ufc 2 you can mostly get away with randomly swinging your head around. Will that be the case in ufc3? In real life there are certain rules to head movement and i was wondering if those sorts of things will be necessary in game. Stuff like slipping jabs/straights to the outside and not the inside(if you slip to the inside you are putting your head in danger of their next punch.) we can continue on the last example, if i just leaned to the outside and slipped their jab odds are a hook or another straight is coming from the other hand. So now that your head is slipped outside thats what they are aiming for, so now i should be able to slip backwards to avoid the strike. In ufc2 i feel like there is very little rhyme or reason behind the slipping. I almost always slip inside on the jabs and straights and i feel like if thats something happening normally in ufc3 i should be murdered.
    Sent from my LGLS991 using Operation Sports mobile app
    Im not trough with the hole post but reading this makes me one thing so sad...
    Why is the beta time so short :) Can we get an extension pleaaaaase?????
    GPD, what i read sounds like the perfect standup ufc game. Big thanks for such a detailed writing!
    Edit: Will we have the intercept knee?
    lahonda
    Im not trough with the hole post but reading this makes me one thing so sad...
    Why is the beta time so short :) Can we get an extension pleaaaaase?????
    GPD, what i read sounds like the perfect standup ufc game.
    Edit: Will we have the intercept knee?

    We really need the beta to be available offline afterwards. Could give you guys a lot of feedback! 5 days is short to figure it all out :'(
    zeric
    I was also expecting a more comprehensive breakdown of head movement. In ufc 2 you can mostly get away with randomly swinging your head around. Will that be the case in ufc3? In real life there are certain rules to head movement and i was wondering if those sorts of things will be necessary in game. Stuff like slipping jabs/straights to the outside and not the inside(if you slip to the inside you are putting your head in danger of their next punch.) we can continue on the last example, if i just leaned to the outside and slipped their jab odds are a hook or another straight is coming from the other hand. So now that your head is slipped outside thats what they are aiming for, so now i should be able to slip backwards to avoid the strike. In ufc2 i feel like there is very little rhyme or reason behind the slipping. I almost always slip inside on the jabs and straights and i feel like if thats something happening normally in ufc3 i should be murdered.
    Sent from my LGLS991 using Operation Sports mobile app

    Things like that should follow from the base rules described in the post.
    If you slip to the inside and a follow up hook comes you're exposing yourself to vulnerability.
    If you slip to the outside, you are mitigating damage coming from the followup strike and putting yourself in a position where if you do get hit, you won't get a hit stun due to the mitigation.
    Slipping to the outside also sets you up for maximum vulnerability if you successfully counter with a hook.
    Slipping to the inside won't be as beneficial.
    First of all, congratulations for the good work. Can't wait to play this game !
    Can you tell us more about the last knockdown option ? What the attacking and défensive player are supposed to do ? Mini Games ?
    When the fighter is knocked out, can we still hit him even if he is already out ? Have the 'finish the fights animations been updated ? Looked robotic and unrealistic in UFC 2. Thanks Geoff !
    Thats the most important question of all time: Can we waist time in our corner with Yoel? The soldier of god could or should have the secret perk to recover full in between rounds. :)
    lahonda
    Im not trough with the hole post but reading this makes me one thing so sad...
    Why is the beta time so short :) Can we get an extension pleaaaaase?????

    That's what buying the game is for :P
    lahonda
    Edit: Will we have the intercept knee?

    If you're asking about knees interrupting takedowns then yes they do. Well-timed uppercuts are also very effective with this. Straights and hooks however, will wiff if thrown too late as the opponent is ducking down to get the leg(s).
    lahonda

    Edit: Will we have the intercept knee?

    We definitely will. It says body strikes can be converted into head strikes depending on where your opponents head is. So if they are going for a take down or leaning forward and you throw a knee to the body you will catch them right in the face!
    In regards to the combos... does that mean fighters have preset button combos for striking that you have to use if you want to throw a combo, or can you make your own combo?
    Such as, can I throw jab, lead uppercut, straight and finish with a lead push kick or take a quick step back and throw a headkick, or are you forced to throw a predetermined/generated combo that specific fighter has?
    Chibrinator
    First of all, congratulations for the good work. Can't wait to play this game !
    Can you tell us more about the last knockdown option ? What the attacking and défensive player are supposed to do ? Mini Games ?
    When the fighter is knocked out, can we still hit him even if he is already out ? Have the 'finish the fights animations been updated ? Looked robotic and unrealistic in UFC 2. Thanks Geoff !

    It should all be very similar to UFC 2, except the animations have all been updated.
    HereticGabriel
    In regards to the combos... does that mean fighters have preset button combos for striking that you have to use if you want to throw a combo, or can you make your own combo?
    Such as, can I throw jab, lead uppercut, straight and finish with a lead push kick or take a quick step back and throw a headkick, or are you forced to throw a predetermined/generated combo that specific fighter has?

    If you want the full benefits a combo gives you, it has to be a combo the fighter has assigned to them.
    There is the concept of a "soft combo" which cover basics like lead punch to back punch in the absence of a real combo, but they don't enjoy all the benefits described ion the doc and don't have the same execution frame trimming.
    GameplayDevUFC
    It should all be very similar to UFC 2, except the animations have all been updated.

    Question for the recovery animation: Can we sway if we are rocked and on the ground or how does we recover faster? Is it time effected?
    Also leg damage. Does it effect TD defense if we already executed 5-12 legkicks?
    Although its not in regards to the striking guide... with submissions, are armbar switches still going to be so common? One thing I hated about the subs were that armbars were the most common ones used to finish the difht due to the sub switch, rarely have I seen people go for the full RNC or Triangle, Kimura etc when it was much easier to just flick the stick and go for a 3 gate sub instead.
    Are there also different submissions abailable during the Finish the fight sequence depending on the position they are in, or aame sub for all?
    HereticGabriel

    Are there also different submissions abailable during the Finish the fight sequence depending on the position they are in, or aame sub for all?

    Different depending on the position, and possibly based on move sets. Can't remember if we had multiple subs from each position or not.
    lahonda
    Question for the recovery animation: Can we sway if we are rocked and on the ground or how does we recover faster? Is it time effected?

    Same as UFC 2, but some tuning done on recovery times.
    lahonda

    Also leg damage. Does it effect TD defense if we already executed 5-12 legkicks?

    Again, same as UFC 2 in the sense that leg damage affects GA. It's just leg damage is a lot more meaningful and permanent this time around.
    Just gonna rattle off some more questions if you don't mind :crazy: :
    1) Does the stun meter scale in relation to the overall health of a fighter. i.e As the fight goes on it becomes easier and easier to stun someone and they don't just go straight into being knocked down due to their low health.
    2) Is the concept of the 'Chin' meter tied specifically to head health events or is it just a generic term that applies to body rocks also.
    3)When front kicks and side kicks are described as being caught, is this a timing based counter similar to the leg check or something else.
    4) Seems like there are a lot of tools for retreating fighters to interrupt an advancing fighters attacks. Is the idea that the main benefit for an advancing fighter is to use the extra punch range afforded by advancing strikes to whittle down people retreating?
    God bless, you're the man.
    I just posted the other day that I was hoping there was bleed through of blocked strikes, but I didn't expect it. I'm so happy I was wrong about that. Let's go!
    The different knockdown states sound great. Maybe I'll actually get some submissions in this game now.
    Stamina management being more important is huge. I was already good at that, but knowing that it will have a greater effect on a gassed fighter is good to hear.
    Checked leg kicks can cause health events? What?! Oh yeah, this is what I'm talking about.
    I'm a bit bummed we'll still see opponent health, but it sounds like the system behind everything will be much better. I'll have to play the beta and see how I feel about it.
    Back to reading...
    Sent from my Z981 using Tapatalk
    Awesome! Thanks GDP for taking your time to deliver this write up for us. There's so much going on behind the scenes of EA UFC 3. Every thing has been changed for the better.
    I really like the amount of scenarios that can alter the amount of damage, based off stamina, range, timing, framing, and movement. This is alot more realistic to the sport then the combo multiplier that EA UFC 2 has.
    4 levels of Knockdowns I'm excited about that as well.
    Active, Alert, Knockdown & Knock Out. These 4 scenarios will make fights exciting seeing each one occur in a fight.
    The new stamina system is music to my ears. I've always been one to try and manage my stamina well, try to land most of my shots and make my over agressive opponents miss a lot, but in EA UFC 2 it didn't seem as much rewarding to fight that way unless you were in 5 round fights.
    Double rocks and double knockdown is a nice addition to the game as well, making mitrione vs Fedor situations possible.
    Now I'm glad to see we have three types of lunges now. But do strikes have a lunge without the flick of the left stick as it is in EA FNC. In the trailers it looks this way. I just want to make sure I'm understanding the locomotion correctly. If I'm just standing stil striking my jab or hook will just be stationary right? And if I move forward then jab or hook it will also be able to cover distance like the three left stick flick lunges having more power then a stationary strike?
    I'm skeptical on the assigned combos fighters have.
    Can you tell us the assigned combos for fighters like Khabib and Kevin Lee. Two very basic strikers but great wrestlers, do their assigned combos include takedowns?
    How rare are double knockdowns?
    How effective are the set combinations for certain fighters? Are they still vulnerable while throwing them? my only concern is that people will just throw the set combos and just recover and keep at causing big damage with them.
    Now the biggest question I have is the judging logic, since counter fighting is now a more effective option in EA UFC 3 will the judges reward a fighter who is clearly dominating a fight despite being on the backfoot. In UFC 2 you could back-up, circle, and keep your range and completely destroy your opponent, however who ever moved forward would almost always win on the judges scorecard.
    Lastly thank you GPD, this was an amazing write-up and the striking sounds amazing.
    emmdeekay
    Just gonna rattle off some more questions if you don't mind :crazy: :
    1) Does the stun meter scale in relation to the overall health of a fighter. i.e As the fight goes on it becomes easier and easier to stun someone and they don't just go straight into being knocked down due to their low health.

    The stun meter doesn't scale, but the thresholds for the health events do. Based on long term health.
    emmdeekay

    2) Is the concept of the 'Chin' meter tied specifically to head health events or is it just a generic term that applies to body rocks also.

    It applies to body and legs as well. It was just implemented on the head first, I called it chin, then decided it makes sense for the others but the name stuck.
    It has very different tuning for each region though.
    emmdeekay

    3)When front kicks and side kicks are described as being caught, is this a timing based counter similar to the leg check or something else.

    For round kicks it's timing based, for front kicks it's automatic with low block, no timing necessary.
    emmdeekay

    4) Seems like there are a lot of tools for retreating fighters to interrupt an advancing fighters attacks. Is the idea that the main benefit for an advancing fighter is to use the extra punch range afforded by advancing strikes to whittle down people retreating?

    Yes, exactly. And cover the extra range to counter. Imagine playing right on the edge of kicking range to bait a wiff, you'd need a forward moving strike to punish.
    Malaach
    I just want to make sure I'm understanding the locomotion correctly. If I'm just standing stil striking my jab or hook will just be stationary right? And if I move forward then jab or hook it will also be able to cover distance like the three left stick flick lunges having more power then a stationary strike?

    Yes, that's correct.
    How many hard combos exist in the game? I would imagine many fighters having the same ones. Probably going to learn them all. Not to use them, but to know what strike is coming next.
    Now im trough all the text, im really happy what i red! Those are huge improvements and i think this game will show what today CPU can calculate because its a deep complex system. UFC 2 was a big improvement in the ground game and is solid imo. 10 years back games were also fantastic so it was sad to see there was not a big improvement in the calculation. The best thing here is that the muliplier of strikes is gone and the parrys also. Instead we have different recovery frames and thats fantastic!!!! Im loving it!
    I was scared we will go arcadish but wroooong. GPD,again THANKS to all this stuff and you listened to the community and gave us something back.
    I have such a huge smile on my face and wish all to you a happy thanks giving then GPD gave us some! :)
    GameplayDevUFC
    Different depending on the position, and possibly based on move sets. Can't remember if we had multiple subs from each position or not.

    About combos, If i wanted to jab to the body then cross to the head, Jab the body then rear round kick to the head. Would a combo like that not be available without having it set? Or is using set combos just significantly better?
    Evil97
    How many hard combos exist in the game? I would imagine many fighters having the same ones. Probably going to learn them all. Not to use them, but to know what to see what strike is coming next.

    I don't know the exact number, but it's over 500.
    A lot of the low level ones are obvious and you don't really need to learn them. Like a 1-2.
    It's the 4 strike combos and combos involving kicks and spinning attacks that get very specific and not necessarily obvious.
    MysticJack541
    my only concern is that people will just throw the set combos and just recover and keep at causing big damage with them.

    Whats wrong with it? Its like IRL.
    aust9n
    About combos, If i wanted to jab to the body then cross to the head, Jab the body then rear round kick to the head. Would a combo like that not be available with having it set? Or is using set combos just significantly better?

    It wouldn't exist at all unless your fighter has it.
    I also forgot that I'm glad to see fighters will have unique combos, it reminds me of how only certain boxers in EA FNC could do better combos based off the level of their punch, and and also their combination rating.
    What exactly does this mean in EA UFC 3? What is it that was added to the game for fighters to have unique combos? If you can't speak on it until the beta or full release I understand. I'm just real curious about this.
    I'm sure movesets have a part to do with combos as it said in the blog only some combos were situational such as missing a round house then going to a spinning Backfist.
    But I also remember reading the combination McGregor landed on Alvarez is a unique combo McGregor has in the game, so is there some type of combination stat now, and do moves on the movesets list show what that move can be combined with? Or is that something we soley have to find out by practicing with every fighter.
    GameplayDevUFC
    It wouldn't exist at all unless your fighter has it.

    So what happens when you input the head kick? Does it just not throw it?
    lahonda
    Whats wrong with it? Its like IRL.

    My concern isn't them throwing the combos necessarily. My concern is whether or not they will be vulnerable while throwing them. For example if one of the combos was right straight, left hook, right straight and they keep throwing it over and over and it's predictable will their vulnerability be high?
    UT is going to be much more interesting with these (signature) new lunges, movesets etc.
    One question, are there new types of stances available in UT? For example some signature stances from different fighters like khabib or different boxing styles.?
    Evil97
    So what happens when you input the head kick? Does it just not throw it?

    If you try to queue up the head kick well in advance, like you can with hard combos, the input would time out and it wouldn't be thrown.
    If you input the head kick in the recovery frames of the cross, it would execute, but without the frame benefit of a hard combo.
    stephengreen
    Quick question, is the stun meter a direct port of the combo system from UFC 2? It sounds like it is.

    No, it has nothing to do with anything from UFC 2. All new concept.
    GameplayDevUFC
    It wouldn't exist at all unless your fighter has it.

    so "creative" combos are gone? im very sure having set combos there will be PLENTY i seen you say 500+. So pretty much when it comes to combos its gonna be learning combos and having them hardwired into your brain like mortal kombat. That'll be interesting mixing that in with the fluid striking and strategy. Set everything up until you unload that killer combo you drilled for an hour hahaha
    I can't believe I just read all that. I had no intention of doing so when I started reading it lol. Really great information though and it's all very promising. It's all geared towards realism which is great. Very intricate.
    I have 2 concerns/questions though.
    1. You said you can still drain your stamina to zero when you throw strikes that aren't straight punches, hooks, or uppercuts. Does this mean my fighter is gonna look like he's gonna feint if he throws like two head kicks in a row? I'm hoping that the animation isn't so laboured like it is in UFC 2 when you run out of stamina. Maybe that's a difficult thing to balance because you don't want people spamming but yeah. I'm hoping that a head kick thrown without stamina is just really weak.... but not so much that my fighter looks like he's just run a marathon.
    2. You said that head kicks will be much weaker if they're landed up close. Does this mean that head kicks will always land at whatever range they're thrown at?
    But yeah... well done on creating such an intricate system. I love how it's all based on realism. We're certainly getting what we asked for.
    MysticJack541
    My concern isn't them throwing the combos necessarily. My concern is whether or not they will be vulnerable while throwing them. For example if one of the combos was right straight, left hook, right straight and they keep throwing it over and over and it's predictable will their vulnerability be high?

    They will have the same vulnerability profile due to throwing the same combo.
    The magnitude of the vulnerability will go up as their stamina goes down.
    If they throw it in a predictable way it would be trivial to counter by slipping the straight and countering with a hook.
    GameplayDevUFC
    No, it has nothing to do with anything from UFC 2. All new concept.

    Alright, thanks for answering. The only thing I'm concerned about is cheesy body spamming, but that may yet be addressed by the new effectiveness of head strikes regardless of how the stun system works. Looking forward to the beta to find out for sure.
    aust9n
    so "creative" combos are gone? im very sure having set combos there will be PLENTY i seen you say 500+. So pretty much when it comes to combos its gonna be learning combos and having them hardwired into your brain like mortal kombat. That'll be interesting mixing that in with the fluid striking and strategy. Set everything up until you unload that killer combo you drilled for an hour hahaha

    Yes, muscle memory for combos is way more important in UFC 3.
    You really have to practice them.
    And don't forget about south paw vs. orthodox.
    I still haven't learned all my combos in southpaw so I always fight orthodox.
    If my lead leg health gets critical I'm forced to fight southpaw and my striking skill drops significantly.
    Something I really need to invest time in.
    GameplayDevUFC
    If you try to queue up the head kick well in advance, like you can with hard combos, the input would time out and it wouldn't be thrown.
    If you input the head kick in the recovery frames of the cross, it would execute, but without the frame benefit of a hard combo.

    Ok, thank you for the great write up and all the work. The combo stuff took me by surprise.
    Appreciate the write up, GPD. Question about the vulnerability windows. In FNC there is a presentation to the vulnerability window that lets the players know when they're in it. It felt unnatural to me and the freeze was similar to the parry even if not capitalized on. Is UFC 3 doing a similar presentation with those windows, or will it just be under the hood with no presentation ques?
    Sent from my iPhone using Operation Sports
    SMOKEZERO
    Appreciate the write up, GPD. Question about the vulnerability windows. In FNC there is a presentation to the vulnerability window that lets the players know when they're in it. It felt unnatural to me and the freeze was similar to the parry even if not capitalized on. Is UFC 3 doing a similar presentation with those windows, or will it just be under the hood with no presentation ques?
    Sent from my iPhone using Operation Sports

    Under the hood. Only way you'll know it's there is by hitting it and getting extra damage.
    I don't know if this has been asked before but is it possible to get knocked out with the first punch of the fight? For example if the other guy misses with a big strike and you land a perfect hook on the chin. Really curious about this.
    GameplayDevUFC
    Yes, muscle memory for combos is way more important in UFC 3.
    You really have to practice them.
    And don't forget about south paw vs. orthodox.
    I still haven't learned all my combos in southpaw so I always fight orthodox.
    If my lead leg health gets critical I'm forced to fight southpaw and my striking skill drops significantly.
    Something I really need to invest time in.

    So if I wanted to throw a double jab and and rear leg kick, I wouldn't be able to if it's not a set combo? Sorry if this seems like a stupid question, just want some clarification.
    GameplayDevUFC
    If you try to queue up the head kick well in advance, like you can with hard combos, the input would time out and it wouldn't be thrown.
    If you input the head kick in the recovery frames of the cross, it would execute, but without the frame benefit of a hard combo.

    Queued up strikes huh... Then can you cancel from a queued up combination (hard combo) whenever you feel like it?
    I'm a bit perplexed by the whole thing of not needing to input your combinations in real time based on the animations, but I guess I'll have to try before fully judging. Was it a solution so that sketchy looking combinations be slower in general in favor of proper real life ones based on the fighter used?
    Cause if its that, im all for it.
    MysticJack541
    So if I wanted to throw a double jab and and rear leg kick, I wouldn't be able to if it's not a set combo? Sorry if this seems like a stupid question, just want some clarification.

    from what ive taken from everything hes been saying simple combos will be universal like 1-2 or 1-3 but if you try to press multiple buttons rapidly to queue a combo it has to be a set combo. Once you queue more than 2 buttons it becomes a hard combo (im assuming)
    MysticJack541
    So if I wanted to throw a double jab and and rear leg kick, I wouldn't be able to if it's not a set combo? Sorry if this seems like a stupid question, just want some clarification.

    You can, you're just not getting the frame advantage if it's not a set combo
    Sent from my iPhone using Operation Sports
    MysticJack541
    So if I wanted to throw a double jab and and rear leg kick, I wouldn't be able to if it's not a set combo? Sorry if this seems like a stupid question, just want some clarification.

    You would be able to do it, but not as fast as if it was a real combo.
    And you'd have to time the inputs to get it, whereas with a real combo you can input the combo as quickly as you want, and it will queue up.
    GameplayDevUFC
    Yes, that's correct.

    Thanks GDP, I thought the new controls would allow this. Is the distance covered from forward motion striking equal or less then a basic LS flick lunge.
    Basic lunges: Performed by flicking the left stick. Basic forward lunges move you forward one strike range very quickly, and have no evasive properties. Basic back lunges move you back one strike range very quickly, and have similar evasive properties to the back slip. Basic left and right lunges have the same evasive properties as left and right slips, but are also able to avoid straight trajectory body strikes. They do not evade leg kicks.

    There are five ranges to be aware of in the game:
    Elbow Range
    Punch Range
    Kicking Range
    Step Kicking Range
    Out of Range

    If I'm at punch range is forward motion striking able to get me in elbow range, or would I still need to baic dash to get one range closer?
    If I was in kicking range I would need to advance or signature dash to get to to elbow range based off which makes sense.
    GameplayDevUFC

    For round kicks it's timing based, for front kicks it's automatic with low block, no timing necessary.

    In regards to catching kicks. Are there different animations? Will it sometimes just be swatted away and other times be actually caught? Or is it always caught 100% of the time?
    Acebaldwin
    Queued up strikes huh... Then can you cancel from a queued up combination (hard combo) whenever you feel like it?

    Correct.
    Acebaldwin

    I'm a bit perplexed by the whole thing of not needing to input your combinations in real time based on the animations, but I guess I'll have to try before fully judging. Was it a solution so that sketchy looking combinations be slower in general in favor of proper real life ones based on the fighter used?
    Cause if its that, im all for it.

    Yes.
    smokeface
    In regards to catching kicks. Are there different animations? Will it sometimes just be swatted away and other times be actually caught? Or is it always caught 100% of the time?

    New animations from UFC 2, but always caught.
    Malaach
    Thanks GDP, I thought the new controls would allow this. Is the distance covered from forward motion striking equal or less then a basic LS flick lunge.
    Basic lunges: Performed by flicking the left stick. Basic forward lunges move you forward one strike range very quickly, and have no evasive properties. Basic back lunges move you back one strike range very quickly, and have similar evasive properties to the back slip. Basic left and right lunges have the same evasive properties as left and right slips, but are also able to avoid straight trajectory body strikes. They do not evade leg kicks.

    There are five ranges to be aware of in the game:
    Elbow Range
    Punch Range
    Kicking Range
    Step Kicking Range
    Out of Range

    If I'm at punch range is forward motion striking able to get me in elbow range, or would I still need to baic dash to get one range closer?
    If I was in kicking range I would need to advance or signature dash to get to to elbow range based off which makes sense.

    Forward lunge will advance 1 range.
    Forward moving strikes cover one extra range from the standing version of the strike.
    GameplayDevUFC
    You would be able to do it, but not as fast as if it was a real combo.
    And you'd have to time the inputs to get it, whereas with a real combo you can input the combo as quickly as you want, and it will queue up.

    Ok, wheew! I thought for a second we could only throw the set combos, and couldn't create our own. Can't wait for the beta.
    GameplayDevUFC
    Correct.
    Yes.

    Thanks, and to follow on the subject of hard combos, will there be a "easy" way for you guys to add some that might have been forgotten or used in the future?
    GameplayDevUFC
    Forward lunge will advance 1 range.
    Forward moving strikes cover one extra range from the standing version of the strike.

    im really picky about the animations and some of the animations from ufc 2 were so wrong, Like spinning elbow and the rear snapping front kick to the body, Can you say if those animations that were a problem were done correctly this time around?
    Acebaldwin
    Thanks, and to follow on the subject of hard combos, will there be a "easy" way for you guys to add some that might have been forgotten or used in the future?

    Yes, they are very easy to add.
    I think there is a huge opportunity here, but I can't comment on specifics as we haven't planned out any details of where we want to go with this.
    You can use your imagination though, and we'd probably picture similar things.
    aust9n
    im really picky about the animations and some of the animations from ufc 2 were so wrong, Like spinning elbow and the rear snapping front kick to the body, Can you say if those animations that were a problem were done correctly this time around?

    Every striking animations was thrown out and recaptured.
    Ok, so 90% of what im reading is insanely awesome! ....but I see 2 giant red flags. I kinda just wanna see what your guys' take is on this..
    1) Stun Meter
    2) Pre-set combos
    -----------
    The stun meter basically just looks like "Combo Multiplier v.2.0" to me.
    What im concerned about is people coming up with ways to abuse that, by finding certain combos which can fill the stun meter in a short burst and get an instant rock for free basically.
    Combos dont need more incentive. The incentive for landing a combo, is the damage of those strikes landing. You don't need further incentive, and under the hood boosts for combos
    The problem with artificial, auxiliary systems like this, is it gives the player an opportunity to abuse these systems once they figure out how to manipulate them. These type of under the hood systems also warp the metagame by causing players to play in a very specific way, which usually isn't conducive to realism, in order to milk the most efficiency out of the system. This is why Combo Multiplier turned UFC 2 into Killer Instinct. People using and abusing the system, to manipulate it in a way it wasn't necessarily designed for.
    Again, just discussing-
    Im not complaining.
    I am very curious to see its implementation, and putting it out there, that I bet there will be cheese from this as people figure out how to manipulate it.
    -----------
    However this leads into the next thing. Pre-set combos. Maybe you won't be able to abuse Stun meter in the way i'm thinking, but that's because it seems they took away our ability to be creative and flow, and throw whatever we want.
    This one is very hard to make a judgement on without playing, but I really hope to god they arent giving us this amazing damage system, and movement, but then forcing us to memorize and throw pre set, pre determined, pre-scripted Mortal Combat combos...
    I'm extremely hesitant and worried about this one. Realistic striking should be rewarded by realistic mechanics, which it seems like the game already has. Forcing us into throwing pre-set combinations seems like an extremely weird design decision...
    My favorite moments when playing a combat sports game is when I get into the zone and just start flowing. Having to draw upon pre made, pre set combos seems like it may completely take away that ability to just flow. I'm not trying to play an arcade fighter, i'm trying to play a MMA sim.
    ------------
    Really gonna have to wait to play it to see how this stuff is implemented, but of all the incredibly awesome stuff i'm reading, these 2 stand out as kind of worrying tbh.
    GameplayDevUFC
    Yes, they are very easy to add.
    I think there is a huge opportunity here, but I can't comment on specifics as we haven't planned out any details of where we want to go with this.
    You can use your imagination though, and we'd probably picture similar things.

    Haahh damn all this makes me so optimistic about the striking. You're a helluva dev.
    GameplayDevUFC
    Every striking animations was thrown out and recaptured.

    brilliant. are timed strikes really reactive and worth it and in this sense i mean front kicking someone as they're mid spinning back kick will they lose balance or fall realistically? Also leg kicking when someones mid high kick etc
    aust9n
    brilliant. are timed strikes really reactive and worth it and in this sense i mean front kicking someone as they're mid spinning back kick will they lose balance or fall realistically? Also leg kicking when someones mid high kick etc

    Extremely worth it.
    Haz____
    Ok, so 90% of what im reading is insanely awesome! ....but I see 2 giant red flags. I kinda just wanna see what your guys' take is on this..
    1) Stun Meter
    2)Pre-set combos
    -----------
    The stun meter basically just looks like "Combo Multiplier v.2.0" to me.
    What im concerned about is people coming up with ways to abuse that, by finding certain combos which can fill the stun meter in a short burst and get an instant rock for free basically.
    Combos dont need more incentive. The incentive for landing a combo, is the damage of those strikes landing. You don't need further incentive, and under the hood boosts for combos
    The problem with artificial, auxiliary systems like this, is it gives the player an opportunity to abuse these systems once they figure out how to manipulate them. These type of under the hood systems also warp the metagame by causing players to play in a very specific way, which usually isn't conducive to realism, in order to milk the most efficiency out of the system. This is why Combo Multiplier turned UFC 2 into Killer Instinct. People using and abusing the system, to manipulate it in a way it wasn't necessarily designed for.
    Again, just discussing-
    Im not complaining.
    I am very curious to see its implementation, and putting it out there, that I bet there will be cheese from this as people figure out how to manipulate it.
    -----------
    However this leads into the next thing. Pre-set combos. Maybe you won't be able to abuse Stun meter in the way i'm thinking, but that's because it seems they took away our ability to be creative and flow, and throw whatever we want.
    This one is very hard to make a judgement on without playing, but I really hope to god they arent giving us this amazing damage system, and movement, but then forcing us to memorize and throw pre set, pre determined, pre-scripted Mortal Combat combos...
    I'm extremely hesitant about worried about this one. Realistic striking should be rewarded by realistic mechanics, which it seems like the game already has. Forcing us into throwing pre-set combinations seems like an extremely weird design decision...
    My favorite moments when playing a combat sports game is when I get into the zone and just start flowing. Having to draw upon pre made, pre set combos seems like it may completely take away that ability to just flow. I'm not trying to play an arcade fighter, i'm trying to play a MMA sim.
    ------------
    Really gonna have to wait to play it to see how this stuff is implemented, but of all the incredibly awesome stuff i'm reading, these 2 stand out as kind of worrying tbh.

    Agreed. I don't like the sound of having health bars. I mean this isn't Tekken or Street Fighter. But then again, even FNC had them so I don't know. The pre-set combos thing is worrying because there are fighters that can throw any combo they want to and don't have any set or specific ones.
    Such a clever idea, never thought of this combo thing. Fights will look much much more realistic now. A gameplan will be really important instead of these mindless side kicks. As the dev said everything has a counter, which is beautiful. Also really like the idea regarding how they balanced these tall and short fighters. It seems that it actually makes sense now to create or use a short tyson like figure in heavyweight for example. This fact alone makes the game much more diverse. There are so many ways to defeat or get beaten , really deep stuff.
    Haz____
    Ok, so 90% of what im reading is insanely awesome! ....but I see 2 giant red flags. I kinda just wanna see what your guys' take is on this..
    1) Stun Meter
    2) Pre-set combos
    -----------
    The stun meter basically just looks like "Combo Multiplier v.2.0" to me.
    What im concerned about is people coming up with ways to abuse that, by finding certain combos which can fill the stun meter in a short burst and get an instant rock for free basically.
    Combos dont need more incentive. The incentive for landing a combo, is the damage of those strikes landing. You don't need further incentive, and under the hood boosts for combos
    The problem with artificial, auxiliary systems like this, is it gives the player an opportunity to abuse these systems once they figure out how to manipulate them. These type of under the hood systems also warp the metagame by causing players to play in a very specific way, which usually isn't conducive to realism, in order to milk the most efficiency out of the system. This is why Combo Multiplier turned UFC 2 into Killer Instinct. People using and abusing the system, to manipulate it in a way it wasn't necessarily designed for.
    Again, just discussing-
    Im not complaining.
    I am very curious to see its implementation, and putting it out there, that I bet there will be cheese from this as people figure out how to manipulate it.
    -----------
    However this leads into the next thing. Pre-set combos. Maybe you won't be able to abuse Stun meter in the way i'm thinking, but that's because it seems they took away our ability to be creative and flow, and throw whatever we want.
    This one is very hard to make a judgement on without playing, but I really hope to god they arent giving us this amazing damage system, and movement, but then forcing us to memorize and throw pre set, pre determined, pre-scripted Mortal Combat combos...
    I'm extremely hesitant and worried about this one. Realistic striking should be rewarded by realistic mechanics, which it seems like the game already has. Forcing us into throwing pre-set combinations seems like an extremely weird design decision...
    My favorite moments when playing a combat sports game is when I get into the zone and just start flowing. Having to draw upon pre made, pre set combos seems like it may completely take away that ability to just flow. I'm not trying to play an arcade fighter, i'm trying to play a MMA sim.
    ------------
    Really gonna have to wait to play it to see how this stuff is implemented, but of all the incredibly awesome stuff i'm reading, these 2 stand out as kind of worrying tbh.

    Pretty much hit the nail on the head, those are my only concerns. I don't wan't the game to end being who can land the most effective combos cleanly, if I want to dominate a fight using my jab as my primary tool (Of course setting it up and throwing other strikes) I want to be able to do that. Like GSP vs Kos 2. I'll reserve judgement till I play the game though.
    GameplayDevUFC
    Extremely worth it.

    i had really high level striking on ufc 2 not because i spammed parries or body but i was good at finding the windows and holes, The timing, Setting things up and making traps, Make you think im using the rear leg for leg kicks and body till i switch kick to the head. So im sure ill destroy this game. Huge potential and extremely excited for it. I signed up for beta 30 minutes after they tweeted the beta so im ready for it already lol
    .
    Haz____
    Ok, so 90% of what im reading is insanely awesome! ....but I see 2 giant red flags. I kinda just wanna see what your guys' take is on this..
    1) Stun Meter
    2) Pre-set combos
    -----------
    The stun meter basically just looks like "Combo Multiplier v.2.0" to me.
    What im concerned about is people coming up with ways to abuse that, by finding certain combos which can fill the stun meter in a short burst and get an instant rock for free basically.
    Combos dont need more incentive. The incentive for landing a combo, is the damage of those strikes landing. You don't need further incentive, and under the hood boosts for combos
    The problem with artificial, auxiliary systems like this, is it gives the player an opportunity to abuse these systems once they figure out how to manipulate them. These type of under the hood systems also warp the metagame by causing players to play in a very specific way, which usually isn't conducive to realism, in order to milk the most efficiency out of the system. This is why Combo Multiplier turned UFC 2 into Killer Instinct. People using and abusing the system, to manipulate it in a way it wasn't necessarily designed for.
    Again, just discussing-
    Im not complaining.
    I am very curious to see its implementation, and putting it out there, that I bet there will be cheese from this as people figure out how to manipulate it.
    -----------
    However this leads into the next thing. Pre-set combos. Maybe you won't be able to abuse Stun meter in the way i'm thinking, but that's because it seems they took away our ability to be creative and flow, and throw whatever we want.
    This one is very hard to make a judgement on without playing, but I really hope to god they arent giving us this amazing damage system, and movement, but then forcing us to memorize and throw pre set, pre determined, pre-scripted Mortal Combat combos...
    I'm extremely hesitant and worried about this one. Realistic striking should be rewarded by realistic mechanics, which it seems like the game already has. Forcing us into throwing pre-set combinations seems like an extremely weird design decision...
    My favorite moments when playing a combat sports game is when I get into the zone and just start flowing. Having to draw upon pre made, pre set combos seems like it may completely take away that ability to just flow. I'm not trying to play an arcade fighter, i'm trying to play a MMA sim.
    ------------
    Really gonna have to wait to play it to see how this stuff is implemented, but of all the incredibly awesome stuff i'm reading, these 2 stand out as kind of worrying tbh.

    You can be as creative as you want, but the hard combos will simply be more fluid due to the fighters real life technique you're playing as.
    I see hard combos as the fighter's go to combinations in real life that you see more often, the ones he practiced in gym for countless hours to be as intuitive as possible when it comes to competing.
    GameplayDevUFC
    Extremely worth it.

    One thing i have to know, MartialMind said when he played Darren till wasnt in the game ive been so anxious about this because he has such potential to be an AMAZING fighter to play as. The movement and striking would be insane on this game
    Acebaldwin
    You can be as creative as you want, but the hard combos will simply be more fluid due to the fighters real life technique you're playing as.
    I see hard combos as the fighter's go to combinations in real life that you see more often, the ones he practiced in gym for countless hours to be as intuitive as possible when it comes to competing.

    I personally don't practice preset combos in real life. A true striker should be able to put together any combination and be able to fight in any way they want. But I know there are fighters that do what you said. It's just that if you don't have any specific set pattern of strikes or whatever that you use and can instead adapt it according to the situation, you'd be more unpredictable and effective.
    GDP my hats off to you ...just to think that a couple of months ago ...I was on the fence about getting UFC 2 ( had to watch koffi from wwe 's gaming channel to pick it up ) . I used to think I was good at it . Till I noticed that online versus mode you can't see your opponent's options e.g transitions , subs , throws etc ( in my country not a lot of people are into MMA and the internet here sucks for the most part ) so it's mostly couch co - op for me . I think this is definitely going to be a good game . I hope stats of fighters will be changed accordingly to real life events a la FIFA ( online ) . For the most part will wait to February .
    Thanks once again .
    Just finished the long read and then had a look through the thread... Bang up job sir. Detailed and mostly easy to understand... My body is ready.
    Absolutely brilliant write up Geoff, thanks!
    I know it's not part of the striking but I'd love to know more about the finish the fight submissions. Are these 1-2 gate subs that give the attacker a big speed advantage?
    For your career character, can you sign signature lunges and combos?
    Not_Entertained
    I personally don't practice preset combos in real life. A true striker should be able to put together any combination and be able to fight in any way they want. But I know there are fighters that do what you said. It's just that if you don't have any specific set pattern of strikes or whatever that you use and can instead adapt it according to the situation, you'd be more unpredictable and effective.

    Lol if only. Nah, most if not all professional fighters have practiced preset combinations in the gym since the beginning and will till the end of their career. Improvising can still be done by anyone, but the combinations that have been repeated hundred, thousand of times will always show the fruit of their labor at the end of the day. Hell some unorthodox fighters that you might think improvise all fhe time, I bet you they've trained it more times than you possibly can think in the gym.
    I can't believe I just read all that. I had no intention of doing so when I started reading it lol. Really great information though and it's all very promising. It's all geared towards realism which is great. Very intricate.
    I have 2 concerns/questions though.
    1. You said you can still drain your stamina to zero when you throw strikes that aren't straight punches, hooks, or uppercuts. Does this mean my fighter is gonna look like he's gonna feint if he throws like two head kicks in a row? I'm hoping that the animation isn't so laboured like it is in UFC 2 when you run out of stamina. Maybe that's a difficult thing to balance because you don't want people spamming but yeah. I'm hoping that a head kick thrown without stamina is just really weak.... but not so much that my fighter looks like he's just run a marathon.
    2. You said that head kicks will be much weaker if they're landed up close. Does this mean that head kicks will always land at whatever range they're thrown at?
    But yeah... well done on creating such an intricate system. I love how it's all based on realism. We're certainly getting what we asked for.
    Already posted this but you missed it I guess.
    Diakiese uses a Tae Kwon Do two touch kick, this kick can be used in different ways. The way Diakiese throws it is the safest way with the lead leg, but this same kick can be set up from the rear leg as well. The follow up kick can be a heel kick, back kick, or hook kick. It can also be used to throw a second body kick as well. It's not a common kick in MMA but I'm glad it's in.
    I'm just curious if the way we see Diakiese use it in the trailer is the only way it can be thrown or can it also be used to go to the body as well? The Technique is very quick because it's two kicks in one. How do frame rate reactions work with this kick?
    GameplayDevUFC
    Yes, muscle memory for combos is way more important in UFC 3.
    You really have to practice them.
    Something I really need to invest time in.

    So...welcome to EA Mortal Kombat? =/
    MysticJack541
    My concern isn't them throwing the combos necessarily. My concern is whether or not they will be vulnerable while throwing them. For example if one of the combos was right straight, left hook, right straight and they keep throwing it over and over and it's predictable will their vulnerability be high?

    Just time your strikes right and u can end them. Fighters will always be vulnerable u just need to time your strikes, u can counter combos in many ways. Think about it.
    Sent from my LGMS550 using Operation Sports mobile app
    Acebaldwin
    Lol if only. Nah, most if not all professional fighters have practiced preset combinations in the gym since the beginning and will till the end of their career. Improvising can still be done by anyone, but the combinations that have been repeated hundred, thousand of times will always show the fruit of their labor at the end of the day. Hell some unorthodox fighters that you might think improvise all fhe time, I bet you they've trained it more times than you possibly can think in the gym.

    This is what I learned from talking to fighters and in our sessions with Robin Black as well. Main reason I felt this was the way to go.
    Also has some big benefits to fighter individuality and gameplay tactics.
    I expected people to mourn the loss of free form comboing, but based on complaints about unrealistic combos in the past, and how well this ties to real life, I really do think this is a better choice.
    Serengeti95
    I can't believe I just read all that. I had no intention of doing so when I started reading it lol. Really great information though and it's all very promising. It's all geared towards realism which is great. Very intricate.
    I have 2 concerns/questions though.
    1. You said you can still drain your stamina to zero when you throw strikes that aren't straight punches, hooks, or uppercuts. Does this mean my fighter is gonna look like he's gonna feint if he throws like two head kicks in a row? I'm hoping that the animation isn't so laboured like it is in UFC 2 when you run out of stamina. Maybe that's a difficult thing to balance because you don't want people spamming but yeah. I'm hoping that a head kick thrown without stamina is just really weak.... but not so much that my fighter looks like he's just run a marathon.
    2. You said that head kicks will be much weaker if they're landed up close. Does this mean that head kicks will always land at whatever range they're thrown at?
    But yeah... well done on creating such an intricate system. I love how it's all based on realism. We're certainly getting what we asked for.
    Already posted this but you missed it I guess.

    1. No, you won’t gas that quickly at all. There is a fatigued state if you drain your stamina but it doesn’t last long.
    2. No, head kicks from close range morph into a less powerful body kick that lands in the upper chest area.
    rabbitfistssaipailo
    So if this sounds stupid ...I'm guessing that now your grappling control options aren't mapped to your right analog stick anymore ??? So how will this be done in ufc 3 ?
    Sent from my Infinix Zero 4 using Operation Sports mobile app

    Grappling controls are still done with the right stick.
    Serengeti95
    I can't believe I just read all that. I had no intention of doing so when I started reading it lol. Really great information though and it's all very promising. It's all geared towards realism which is great. Very intricate.
    I have 2 concerns/questions though.
    1. You said you can still drain your stamina to zero when you throw strikes that aren't straight punches, hooks, or uppercuts. Does this mean my fighter is gonna look like he's gonna feint if he throws like two head kicks in a row? I'm hoping that the animation isn't so laboured like it is in UFC 2 when you run out of stamina. Maybe that's a difficult thing to balance because you don't want people spamming but yeah. I'm hoping that a head kick thrown without stamina is just really weak.... but not so much that my fighter looks like he's just run a marathon.

    When you are fully gassed, they are way slower and more labored. Not the same animations as UFC 2, but similar concept. You really just don't want to get into that state ever, and just a little awareness, and it won't happen.
    Serengeti95

    2. You said that head kicks will be much weaker if they're landed up close. Does this mean that head kicks will always land at whatever range they're thrown at?

    If you throw them in range, they will always land. But a crowded head kick will very often land to the body or shoulders.
    Nekrotik
    So...welcome to EA Mortal Kombat? =/

    Welcome to the world of real life striking.
    You don't think fighters have to drill techniques and combos into muscle memory to perform them the way they do?
    Might be a stupid question but i have to ask: say that i make a hard combo of 3 strikes, i do this while moving forward. Do i have to keep moving forward when the fighter does the combo? What happens if i lunge to left or right while in the middle of this combo? Will it cancel the combo because the feet move in a different direction? Or does it continue and the striking animation will proceed ? If it continues, what are ways to cancel te combo?
    First of all, I am very surprised that EA UFC3 have an incredible mechanic than i had thought. Its really impressive to me. You guys have done an amazing job again. thank you all for a job well done, GPD.
    I remember that fixed combo system has been Undisputed 2009 was good to me. Its very fun. I heard that there are over 500 combinations in the game. I think, It wont be different what your set up for free combo.
    but this part makes me worried.
    "High stun values can be achieved in one of two ways. Either by landing multiple strikes in quick succession, typically by landing strikes in combination"
    it seems like another combo multiplier.
    GameplayDevUFC
    This is what I learned from talking to fighters and in our sessions with Robin Black as well. Main reason I felt this was the way to go.
    Also has some big benefits to fighter individuality and gameplay tactics.
    I expected people to mourn the loss of free form comboing, but based on complaints about unrealistic combos in the past, and how well this ties to real life, I really do think this is a better choice.

    This is definitely the way to and I am extremely EXTREMELY hyped for this , I train in a MMA gym in chicago and I see fighters using combos that other fighters don't know how to do properly or at all . So I love this addition, really realistic.
    Sent from my LGMS550 using Operation Sports mobile app
    GameplayDevUFC
    Welcome to the world of real life striking.
    You don't think fighters have to drill techniques and combos into muscle memory to perform them the way they do?

    Oh, I understand the logic behind it, don't get me wrong.
    I just worry that online gameplay will consist of people throwing the same combo over and over as they do now, except with more rewards for doing so.
    Of course, I haven't seen the game, so I don't know what exactly to expect just yet :P
    johnmangala
    Can we lunge and strike while switching stances like fighters like T.J. Dillashaw- shifting?

    This was answered some pages back.
    GameplayDevUFC
    With some fighters (TJ Dillashaw for example) yes.
    Nekrotik
    Oh, I understand the logic behind it, don't get me wrong.
    I just worry that online gameplay will consist of people throwing the same combo over and over as they do now, except with more rewards for doing so.
    Of course, I haven't seen the game, so I don't know what exactly to expect just yet :P

    The difference now is that if people do the same thing over and over in predictable ways it's quite easy to punish them for it.
    The successful fighter will have to mix up their approaches to avoid being predictable.
    Skufflz
    This was answered some pages back.
    That was answering if we can lunge and switch stances, not if we can lunge and strike while switching stances like T.J. Dillashaw etc.
    johnmangala
    That was answering if we can lunge and switch stances, not if we can lunge and strike while switching stances like T.J. Dillashaw etc.

    Ah... Gotcha.
    Nekrotik
    So...welcome to EA Mortal Kombat? =/

    U can still throw your basic combos but with REAL COMPLETE HARD COMBOS u need to earn that and train for that in the game and in real life. Everyone can't throw the same thing and everyone has there own combos That everyone can't throw properly or at all because the fighter that does the combo has built that into the muscle memory so its like natural for them , think about it 💯 can khabib throw combos like cerrone or barboza ,no he can't I mean he try but he's going to have to develop that in his muscle memory. This is the perfect approach ,the REALISTIC ONE 👍 every fighter has there own combos but basic combos everyone can do ,its the more complex ones that not every one can throw. I don't want khabib throwing the same **** that cerrone is throwing ,its not realistic 💯
    Sent from my LGMS550 using Operation Sports mobile app
    Is there some sort of maximum of different combos assigned to each fighter? If this is the case then it would be quite good for balancing of different fighters i think.
    Sirsunny2
    Is there some sort of maximum of different combos assigned to each fighter? If this is the case then it would be quite good for balancing of different fighters i think.

    There is no hard limit to the number of combos an individual can have.
    It is limited to the strikes in their move set, and the combo levels they have in the various disciplines.
    GameplayDevUFC
    You would be able to do it, but not as fast as if it was a real combo.
    And you'd have to time the inputs to get it, whereas with a real combo you can input the combo as quickly as you want, and it will queue up.

    This is cool as ****. I was trying to work out if I liked the idea of it at first but it makes sense. Fights are going to play out so much more realistically now from the sounds of it. I'd imagine the strikes thrown per round are gonna be significantly decreased. This all sounds amazing on paper.
    four levels of knockdowns looks great. I have a question about that. That means that knockout is the game over and Never gonna recover from it, right?? I am very worried cuz In ea ufc2, someone fall down on the ground, it looks like knocked out animation but the recover meter appeared on the screen and wiggled the analog stick for fill up circle. Is that gone or still in there?
    I have a couple minor questions.
    Are the trips off of leg kicks as frequent as UFC 2? AKA, will leg kicks have guys flying through the air?
    Also, do you know if there are auto taunts still? Say a put my controller down for 3 seconds. Will my fighter just chill, or will he taunt my opponent out of no where?
    Can landing more strikes during an Active Knockdown animation trigger a more severe health event?
    Are there also new health events? Or just a new knockdown type?
    I can see the implementation of hard combos is going to make the offline community quite happy. I'm sure the A.I. is developed with the new combo system.
    Please, can we access the move list in modes other than practice this time?
    Sent from my iPhone using Operation Sports
    The new controls is part of what makes us have to remember combos. As well they recaptured over 5,000 animations, and redesigned fighter movesets to allow more individuality. Which is more realistic, many fighters in EA UFC 2 had off the wall techniques they shouldn't be able to do since we never seen them use it such as Pettis showtime kick being accessible to many roster fighters besides Pettis.
    EA UFC 1 & EA UFC 2 you had to remember combos as well because not every fighter had that strike you are looking to use. Recently on EA UFC 2 I've been using Bobby Green and he does not have body kicks and knees with both legs, so I have to remember I can't use certain combos with him like I would if I was using Donald Cerrone.
    Remembering combos is not new. It's more so remembering the moves we have access to. The same could be said about the clinch and ground game as well for all 3 EA UFC games. It's just going to be more noticable this time because everyone won't have all kinds of crazy kicks or punches this time around. If you played UFC Undisputed this also isn't something new. Some fighters couldn't throw any kind of head kick if or any Technique Punch like Chael Sonnen if you remember that.
    EA UFC 2 I had a problems with fighters not having access to basic strikes with both limbs, some fighters couldn't throw body kicks or elbows or body knees with both limbs because the control scheme prevented it. EA UFC 3 I don't see that being a problem with R2/RT being also a knee/ elbow modifer, and L2/LT a body modifer. With those modifers every fighter should know have elbows knees, and body kicks with both arm or leg.
    Remembeing combos is simply remembering moves our fighter has access to that way we know what moves can be chained together.
    The new controls and mechanics will also prevent people from throwing 6-12 body uppercuts in a row as well which was an unrealistic combo.
    That or body 1-2 combo to sliding head or body kick I don't feel will be as effective in this game. Vulnerability will put an end to that or any other exploit like combos. I like the changes I already bought my copy I'm ready for the game.
    Nekrotik
    Can landing more strikes during an Active Knockdown animation trigger a more severe health event?

    Yes, and I love this aspect of the game personally.
    It means scoring a KD early in a combo has real benefit over the last strike in the combo.
    And it looks awesome when it happens.
    Nekrotik

    Are there also new health events? Or just a new knockdown type?

    No new health events outside of the new KDs.
    GDP this is off topic but I meant to ask this a while back when I seen it in a article is it true the new woman's weightclasses aren't in the game? I know cyborg is in the game but is she just a feather weight that exist at Bantamweight like it was in EA UFC 2?
    GameplayDevUFC
    Yes, and I love this aspect of the game personally.
    It means scoring a KD early in a combo has real benefit over the last strike in the combo.
    And it looks awesome when it happens.
    No new health events outside of the new KDs.

    Oh sweet, that sounds awesome.
    No new health events is kinda disappointing, but with all the other additions, probably not as big a deal.
    Thanks a ton for putting in the time to answer all these questions, BTW. And great job on the write-up.
    GameplayDevUFC
    Yes, and I love this aspect of the game personally.
    It means scoring a KD early in a combo has real benefit over the last strike in the combo.
    And it looks awesome when it happens.

    In regards to the active knockdown, does that mean if it happens against the cage like in the trailer with McGregor and Diaz, if we are quick enough you can punch them against the cage while they’re on their *** and start getting back up?
    Nekrotik
    Oh sweet, that sounds awesome.
    No new health events is kinda disappointing, but with all the other additions, probably not as big a deal.
    Thanks a ton for putting in the time to answer all these questions, BTW. And great job on the write-up.
    Does that mean clinch punches won’t cause health events?
    Morgan Monkman
    Ok wait a minute.....
    Combination strikes? Seriously?
    Certain strikes can only be thrown in combination?
    Who decided on this wack idea?
    Do you know which strikes can only be thrown in combinations? I didn’t know this.
    GameplayDevUFC
    No........

    Some combinations can only be thrown when a particular strike in that combination misses (missed roundhouse to spinning back fist for example). Other combinations can only be thrown when particular strikes land (round house to rear straight combo for example)
    Doesn't that mean what i said?
    Morgan Monkman
    Ok wait a minute.....
    Combination strikes? Seriously?
    Certain strikes can only be thrown in combination?
    Who decided on this wack idea?

    You are misunderstanding. Certain strikes are more effective when thrown in the specified combination assigned to the fighter. You know, like how certain fighters practice specific techniques and they get really good at those techniques. You can still throw those strikes outside of the combo they just won't achieve maximum affect.
    Morgan Monkman
    Some combinations can only be thrown when a particular strike in that combination misses (missed roundhouse to spinning back fist for example). Other combinations can only be thrown when particular strikes land (round house to rear straight combo for example)
    Doesn't that mean what i said?

    You can throw a spinning backfist as a single strike, not in combination.
    If you want to throw a roundhouse to spinning backfist combination, you can only do it if the roundhouse misses.
    The reason why should be obvious.
    Same with a roundhouse to spinning heel kick combo.
    And numerous others.
    I think they mean to say combinations like roundhouse to spinning backfist, require you to miss the first strike to land the second, not that you can only through certain strikes within a combination.
    GameplayDevUFC
    You can throw a spinning backfist as a single strike, not in combination.
    If you want to throw a roundhouse to spinning backfist combination, you can only do it if the roundhouse misses.
    The reason why should be obvious.
    Same with a roundhouse to spinning heel kick combo.
    And numerous others.

    Ok i get that.
    Does that mean if we miss a rou dhouse 100% of the time your character will spin in a circle?
    Morgan Monkman
    Ok i get that.
    Does that mean if we miss a rou dhouse 100% of the time your character will spin in a circle?

    Not 100% of the time no.
    I think a forward moving lead one does, standing lead one doesn't, standing and forward moving back one doesn't.
    GameplayDevUFC
    Not 100% of the time no.
    I think a forward moving lead one does, standing lead one doesn't, standing and forward moving back one doesn't.

    I can't throw a jab followed by spinning back fist?
    Morgan Monkman
    You said earlier you cant throw a spinning backfist in combination

    I never said that. I said you could throw a single spinning backfist not in combination. As in a single strike, on it's own. Because you were worried there were strikes you could only throw in combination.
    This all sounds fantastic. GPD is the man for the write up and answers in the thread.
    Im not too keen on the hard combo idea, but guess will have to see how it all fits in with the rest of the . hopefully lots of questions will be answered in the beta.
    Fingers crossed.
    GameplayDevUFC
    I never said that. I said you could throw a single spinning backfist not in combination. As in a single strike, on it's own. Because you were worried there were strikes you could only throw in combination.

    Ok i get you now.
    Thanks for answering my questions.
    Skufflz
    Reading all of this is going to make me more heartbroken if I don't get in the beta. Lol

    I'm going to be refreshing my email once every 30 seconds on Monday.
    Nice writeup, seems well thought out, this has the potential to be the best striking game ever topping FNC. A got a few questions:
    If i throw a head kick at elbow or punch range what happens? can it land?
    Does GA still apply to certain headmovement positions when a takedown is attempted or defended like ea ufc 2?
    when denying a clinch/takedown what range management do you end up in? do different clinch/td attempts change the positions?
    What happens if your stamina floor drops to zero you cant strike anymore? how often can this happen if you decide to play aggressive?
    What are the benefits from chewing up someones leg? Are leg rocks/stuns still possible?
    MysticJack541
    I see what GPD is saying. It's almost a momentum situation. Rafael fejaio caught Yoel Romero with a missed headkick followed by a spinning backfist that landed.
    Sent from my SAMSUNG-SM-G870A using Operation Sports mobile app

    This... It makes perfect sense to me though. It's all a natural flow of movement.
    Trillz

    If i throw a head kick at elbow or punch range what happens? can it land?

    Yes, but it will land to the body at reduced damage.
    Trillz

    Does GA still apply to certain headmovement positions when a takedown is attempted or defended like ea ufc 2?

    Should be the same as UFC 2.
    Trillz

    when denying a clinch/takedown what range management do you end up in? do different clinch/td attempts change the positions?

    Although the ranges for TD and clinch attempts has been tuned, we didn't go in depth on range management as it pertains to them, above and beyond what was in UFC 2. I think there's a lot of future potential here.
    Trillz

    What happens if your stamina floor drops to zero you cant strike anymore? how often can this happen if you decide to play aggressive?

    You play a fatigued version of the strike which is extremely slow and leaves you very vulnerable.
    How often if you play very aggressive? As in only throwing kicks? And not allowing your stamina to regen at all? It would happen all the time. But it's extremely easy to avoid with even a modest amount of awareness of your own stamina.
    Trillz

    What are the benefits from chewing up someones leg? Are leg rocks/stuns still possible?

    Reduced power on their strike, GA, easier health events (including interruption) on landed leg kicks.
    Leg rocks/stuns are still possible, and we've added a leg KD state as well.
    Wow wow hold on, when we throw a headkick if moving forward and miss, we may end up doing a spin like what actually happens? What about leg kicks? If moving forward and we throw a hard kick that misses, can we end up spinning around as well like you see fighters actually do sometimes?
    The combo stuff is really intriguing I can't wait to try it out, sounds like a really good way of differentiating fighters and incentivising more realistic playstyles.
    Do any combos animate in different ways or is it just the normal moves combined without/with fewer recovery frames?
    Would you mind going into detail about the specific benefits of throwing hard combos. I understand that strikes will link together more quickly but apparently that's the same for soft combos too?
    emmdeekay

    Do any combos animate in different ways or is it just the normal moves combined without/with fewer recovery frames?

    Yes, there are quite a few that animate differently.
    Body-body combos all animate differently.
    Lead body hook to lead head hook animates differently.
    The wiffed roundhouse to spinning backfist I mentioned earlier animates differently.
    Too many to list.
    emmdeekay

    Would you mind going into detail about the specific benefits of throwing hard combos. I understand that strikes will link together more quickly but apparently that's the same for soft combos too?

    -faster than soft combos
    -the damage you deal in each strike is calculated using the stamina you had when the combo started
    -you can queue up the inputs, making them easier to throw quickly
    johnmangala
    I really hope clinch punches can cause health events, if not may it be patched in because it happens IRL-

    The ability for clinch punches to cause health events is the same as UFC 2.
    GameplayDevUFC
    The ability for clinch punches to cause health events is the same as UFC 2.
    Please patch this in or something.
    It happens IRL and can be used to break out of the clinch too-
    GameplayDevUFC
    Yes, there are quite a few that animate differently.
    Body-body combos all animate differently.
    Lead body hook to lead head hook animates differently.
    The wiffed roundhouse to spinning backfist I mentioned earlier animates differently.
    Too many to list.
    -faster than soft combos
    -the damage you deal in each strike is calculated using the stamina you had when the combo started
    -you can queue up the inputs, making them easier to throw quickly

    :appl:
    My goodness this is beginning to sound super spicy.
    Last one for the meantime (I promise :D)
    So say there's a combo that starts with a higher risk strike and ends with a lower risk one (like say a roundhouse into a straight for example). Does that open the possibility of making certain moves "safe" at the expense of the extra stamina needed to finish the combo? And are you worried about that at all?
    The depth sounds incredible.
    Seeing that punches can connect at the same time, can these two combos be possible?
    1) One fighter is knocked out, the other is knocked down?
    2) Both fighters are knocked out at once?
    emmdeekay
    :appl:
    My goodness this is beginning to sound super spicy.
    Last one for the meantime (I promise :D)
    So say there's a combo that starts with a higher risk strike and ends with a lower risk one (like say a roundhouse into a straight for example). Does that open the possibility of making certain moves "safe" at the expense of the extra stamina needed to finish the combo? And are you worried about that at all?
    The depth sounds incredible.

    I think this is where the finite nature of the combos will help. If I know my opponent has a roundhouse to straight combo, if he lands the roundhouse I'm not going to be eager to counter strike right away.
    If I know he doesn't have the combo, then I know I'm safe to do so.
    If I'm not sure if he has the combo, he can hold off using it all fight to bait you into a false sense of security, then pull it out at the opportune moment.
    Also, slipping a strike in the combo will still give you a safe counter, so that's always an option.
    But yeah, it's something to keep an eye on.
    No way we'd get rid of it though, because some of those combos are awesome.
    TheVirus
    Seeing that punches can connect at the same time, can these two combos be possible?
    1) One fighter is knocked out, the other is knocked down?
    2) Both fighters are knocked out at once?

    1) Yes
    2) No unfortunately, and only because we don't have the presentation assets to support it.
    GameplayDevUFC
    I think this is where the finite nature of the combos will help. If I know my opponent has a roundhouse to straight combo, if he lands the roundhouse I'm not going to be eager to counter strike right away.
    If I know he doesn't have the combo, then I know I'm safe to do so.
    If I'm not sure if he has the combo, he can hold off using it all fight to bait you into a false sense of security, then pull it out at the opportune moment.
    Also, slipping a strike in the combo will still give you a safe counter, so that's always an option.
    But yeah, it's something to keep an eye on.
    No way we'd get rid of it though, because some of those combos are awesome.

    Matchup knowledge, counter-play and layers of mind games; it's like you're trying to seduce me :woot:
    Just so you know your confidence in your game has gotten my hype to peak levels I don't think any game could ever satisfy. Gonna be a long 4 days...
    emmdeekay
    Matchup knowledge, counter-play and layers of mind games; it's like you're trying to seduce me :woot:
    Just so you know your confidence in your game has gotten my hype to peak levels I don't think any game could ever satisfy. Gonna be a long 4 days...

    OK, let's bring it back down to reality.
    The game is awesome. Really fun to play.
    But I can almost guarantee the beta will expose some problems.
    So lets all keep calm for now, until we get a few days into the beta.
    If nothing catches fire, we can all breathe a big sigh of relief.
    If anything goes sideways, I've got a busy couple of weeks ahead of me.
    Fingers crossed!
    Aside from the cool things like double knockdowns and the signature combos and lunges, the best thing I read was the fact that you can queue slips into your combo. If it's what I think that means, you can throw a jab, straight, slip a counter they've been throwing and land a left hook. But input the control before you even need it just like a strike. Very cool.
    I have a question if one of the devs can answer: in the past games you could generally only throw left-right-left-right combos. You would usually get a penalty on speed or combo multipliers for throwing two strikes in a row from the same side. If anyone has high level experience in a striking art, you know that mixing in a strike from the same side you just threw from is key to breaking patterns your opponent is used to.
    With the new system, can I throw a jab - left head hook combo efficiently?
    PapaLemur
    Aside from the cool things like double knockdowns and the signature combos and lunges, the best thing I read was the fact that you can queue slips into your combo. If it's what I think that means, you can throw a jab, straight, slip a counter they've been throwing and land a left hook. But input the control before you even need it just like a strike. Very cool.
    I have a question if one of the devs can answer: in the past games you could generally only throw left-right-left-right combos. You would usually get a penalty on speed or combo multipliers for throwing two strikes in a row from the same side. If anyone has high level experience in a striking art, you know that mixing in a strike from the same side you just threw from is key to breaking patterns your opponent is used to.
    With the new system, can I throw a jab - left head hook combo efficiently?

    There are a bunch of same side combos, yes. I don't think they are in the default set though.
    Jab-lead hook
    Jab- lead upper
    Lead body hook-lead head hook
    are the ones that I've sued myself that I can remember.
    GameplayDevUFC
    OK, let's bring it back down to reality.
    The game is awesome. Really fun to play.
    But I can almost guarantee the beta will expose some problems.
    So lets all keep calm for now, until we get a few days into the beta.
    If nothing catches fire, we can all breathe a big sigh of relief.
    If anything goes sideways, I've got a busy couple of weeks ahead of me.
    Fingers crossed!

    Oh of course! My comment was slightly tongue in cheek, I've been playing these types of games long enough to know there's always something that needs ironing out.
    I think a lot of people however are willing to forgive issues if they feel the game is aiming in the right direction. Everything I've read and heard so far I'm massively behind in terms of design philosophy.
    Hope all goes well, good luck for the beta and thanks for indulging my far too specific questions! :y220b:
    GameplayDevUFC
    If I know my opponent has a roundhouse to straight combo, if he lands the roundhouse I'm not going to be eager to counter strike right away.
    If I know he doesn't have the combo, then I know I'm safe to do so.
    If I'm not sure if he has the combo, he can hold off using it all fight to bait you into a false sense of security, then pull it out at the opportune moment.

    Is there any worry that the stand up will be too complex for a lot of players? I mean this doesn't effect me as I'll put the effort into mastering it. The biggest gripe of the ground game was that it was too complex for a lot of people to get the hang of so a lot of players don't like going to the ground (I particularly notice this when I'm on my account that I'm in low divisions in).
    emmdeekay
    Oh of course! My comment was slightly tongue in cheek, I've been playing these types of games long enough to know there's always something that needs ironing out.
    I think a lot of people however are willing to forgive issues if they feel the game is aiming in the right direction. Everything I've read and heard so far I'm massively behind in terms of design philosophy.
    Hope all goes well, good luck for the beta and thanks for indulging my far too specific questions! :y220b:

    Ha ha, no problem.
    A general word of advice. Feedback on what's not working in the beta is extremely important.
    But so is positive sentiment on what is going in the right direction.
    Both will be looked at, and it will make it a lot easier for me to keep this thing pointing in the right direction if those aspects are celebrated as much as the short comings are denounced.
    M3nt4L81
    What about fakes? Fake strikes, fake takedowns and fake transitions.

    Pretty much if not every strike in the game can be faked via strike cancels, by holding block after starting the strike. This will also empty anything currently in your queue so you can enter something new after the fake if you end up changing your mind.
    Skynet
    Pretty much if not every strike in the game can be faked via strike cancels, by holding block after starting the strike. This will also empty anything currently in your queue so you can enter something new after the fake if you end up changing your mind.

    And just to clarify this, not all strike cancels made it into the beta due to time constraints.
    But they will all be in the final release.
    All basic strikes can be cancelled in the beta though.
    MysticJack541
    How rare are double knockdowns?
    How effective are the set combinations for certain fighters? Are they still vulnerable while throwing them? my only concern is that people will just throw the set combos and just recover and keep at causing big damage with them.
    Now the biggest question I have is the judging logic, since counter fighting is now a more effective option in EA UFC 3 will the judges reward a fighter who is clearly dominating a fight despite being on the backfoot. In UFC 2 you could back-up, circle, and keep your range and completely destroy your opponent, however who ever moved forward would almost always win on the judges scorecard.
    Lastly thank you GPD, this was an amazing write-up and the striking sounds amazing.

    The judging has been very much re-worked from UFC 2. Sadly there are a couple bugs in the beta that have since been found and fixed for release(working on another right now!), but the logic behind it has been altered to be in-line with the new unified rules. Or at least our best interpretation of them.
    There will always be people who disagree with the decision, but we've had notably fewer of those this time around, and the data behind the scenes is looking good.
    Skynet
    Pretty much if not every strike in the game can be faked via strike cancels, by holding block after starting the strike. This will also empty anything currently in your queue so you can enter something new after the fake if you end up changing your mind.

    Excellent!!! How about fake takedowns and transitions/submissions?
    Acebaldwin
    Lol if only. Nah, most if not all professional fighters have practiced preset combinations in the gym since the beginning and will till the end of their career. Improvising can still be done by anyone, but the combinations that have been repeated hundred, thousand of times will always show the fruit of their labor at the end of the day. Hell some unorthodox fighters that you might think improvise all fhe time, I bet you they've trained it more times than you possibly can think in the gym.

    It's not very efficient or clever though. Rather than having a certain number of combos that you excel at, why not master all the individual strikes so that you can put any combo together effectively at any time?
    Not_Entertained
    It's not very efficient or clever though. Rather than having a certain number of combos that you excel at, why not master all the individual strikes so that you can put any combo together effectively at any time?

    “I fear not the man who has practiced 10,000 kicks once, but I fear the man who had practiced one kick 10,000 times.”
    Skynet
    The judging has been very much re-worked from UFC 2. Sadly there are a couple bugs in the beta that have since been found and fixed for release(working on another right now!), but the logic behind it has been altered to be in-line with the new unified rules. Or at least our best interpretation of them.
    There will always be people who disagree with the decision, but we've had notably fewer of those this time around, and the data behind the scenes is looking good.

    Are there any new taunts? Please tell me there are lol
    GameplayDevUFC
    “I fear not the man who has practiced 10,000 kicks once, but I fear the man who had practiced one kick 10,000 times.”

    Okay, you have me beat there. Well played!

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