Friday, April 27, 2012

What type of control scheme are you hoping for?

(Xbox 360, right handed fighter)
L stick = player movement (tap to quick step, double tap and hold to run)
R stick = up to block head
down to block the body and legs (CPU will auto check kicks if its a leg kick)
forward to body clinch
away to block body clinch/takedowns
L bumper = advanced grappling modifier (+ R stick forward = takedown)
L trigger = movement modifier (upperbody movement like FN)/strike modifier (punch/kick)
R bumper = advanced strike modifier (signatures and other advanced strikes)
R trigger = clinch modifier (+ R stick forward to Muay thai clinch (must hold R trigger to maintain clinch)
d pad up = taunt 1
d pad down = switch stance
d pad right = touch gloves
d pad left = illegal blows (i dont like them but they're in FN so I'm assuming they'll put them in this too)
Standup:
Punches:
X = L jab, + L stick forward = L hook hook
Y= R straight, + L stick forward = overhand R
A = L jab to the body, + L stick forward = L hook to the body
B = R straight to the body, + L stick forward = R hook to the body
X + A = L uppercut
Y + B = R uppercut
Kicks:
L trigger + X = L headkick
+ Y = R headkick
+ A = L inside legkick
+ B = R legkick
+ X + A = L bodykick
+ Y + B = R bodykick
Special strikes:
Punches:
R bumper + X = L elbow
+ Y = R elbow
+ A = lunging L hook
+ B = spinning backfist
+ X + A = L superman punch
+ Y + B = R superman punch
Kicks:
L trigger + R bumper + X = knee stomp (see A. Silva vs T. Leites)
+ Y = push kick
+ A = jumping headkick
+ B = lunging knee
+ X + A = spinning back kick
+ Y + B = flying knee
On the ground
B = bottom
T = top
L stick = player movement (B - up to lean forward/T - up to posture up, B - down to lean back/T - down stack, B - tap left to move hips to the left, B - tap right to move hips to the right)
R stick = up to block head
down to block the body
B - 9' to 12' to wrap your opponents R arm up/T - 9' to 12' to free R arm up
B - 3' to 12' to wrap your opponents L arm up/T - 3' to 12' to free L arm up
L bumper = advanced grappling modifier (+ R stick in qrt circles = transitions/sweeps)
L trigger = locks the guard
R bumper = advanced strike modifier (signatures and other advanced strikes)
R trigger = clinch/submission modifier (B - grabs opponents arms, + R stick up grabs opponents head (must hold R trigger to maintain grip, if opponent postures up then R stick up will grab opponents wrists)
Punches:
X = L jab, + L stick forward = L hook hook
Y= R straight, + L stick forward = overhand R
A = L jab to the body, + L stick forward = L hook to the body
B = R straight to the body, + L stick forward = R hook to the body
X + A = L elbow, + L stick forward = L hammerfist
Y + B = R elbow, + L stick forward = R hammerfist
Kicks:
L trigger + X = L upkick
+ Y = R upkick
+ A = L inside legkick
+ B = R legkick
Submissions:
Basically you'll have to use the sticks to position yourself and the triggers to lock in the subs.
ex. Armbar - Your opponent is in your guard and his arms are on your chest. To trap one you need to push the R stick to the left for your left arm or right for your right arm. Then hold R trigger to grab with that arm. Lets say you pushed the R stick to the right and then held the R trigger. This means your right arm is now trapping his left. Holding drains alot of stamina so you cant hold on for long so your next move needs to be almost immediate. You then would push the L stick (lower body movement) to the right to move his hips to the right. Then qrt circle to the right and up (3' to 12') to swing the leg around the head. Once the leg gets over the head you then have to hold the L trigger (while still holding the R trigger) to make your legs and arms squeeze and extend for the armbar.|||I would have to use the control scheme in game to get a feel for it. Still a great idea and well thought out.
Honestly, i would hate to be the control scheme guy for this game.|||I thiink thats a pretty good layout you got there for the controls,
I'd be happy with that..
I'm with dirrty, I'd hate to be in charge of the controller config |||i think its definatly a good layout, i will pt out 1 thing though... u have the left trigger used for upperbody movement and a kick modifier, how would that work??? maybe hold the left trigger and use the left analog stick for body movement?? even with that it would be weird imo, jus cuz if u wanted to lunge in to do a leg kick your body would lean forward, am i right or confused lol???|||


i think its definatly a good layout, i will pt out 1 thing though... u have the left trigger used for upperbody movement and a kick modifier, how would that work??? maybe hold the left trigger and use the left analog stick for body movement?? even with that it would be weird imo, jus cuz if u wanted to lunge in to do a leg kick your body would lean forward, am i right or confused lol???

Yes when you hold the L trigger the L stick becomes upperbody movement. As far as a lunging leg kick, couldnt that just be one of the special strikes? I see what you're saying tho. I changed it up. Does it seem better now? I also switched the bumpers bcuz I felt it was uncomfortable to use the R trigger and R bumper at the same time to pull off a special strike.|||In terms of the kicks, I'd swap head kicks to X+A and Y+B. Those are the big power shots, so you probably shouldn't be able to keep tapping X or Y to spam them. Other than that, not bad.|||


In terms of the kicks, I'd swap head kicks to X+A and Y+B. Those are the big power shots, so you probably shouldn't be able to keep tapping X or Y to spam them. Other than that, not bad.

That could work too but I dont see how that would be any different. X + A can be spammed in the same manner. I basically set it up as high/low attacks instead of weak/strong. I think power shots should be determined by the fighters stats anyway. As far as spamming, I'm not worried about it unless they make it like the uppercut or MT elbow in Undisputed.|||i was hopin they would make the power shots more difficult, like maybe incorporating tpc jus for the power shots, like high kicks and power punches, and leave the buttons for weaker jabs and kicks... like start a combo with the buttons, and finish your combo off with a power shot using tpc... i think that would be more realistic, jus cuz it shouldnt be so easy to throw some of the more difficult strikes in the game, like high kicks, spinning back fist/superman punches|||


i was hopin they would make the power shots more difficult, like maybe incorporating tpc jus for the power shots, like high kicks and power punches, and leave the buttons for weaker jabs and kicks... like start a combo with the buttons, and finish your combo off with a power shot using tpc... i think that would be more realistic, jus cuz it shouldnt be so easy to throw some of the more difficult strikes in the game, like high kicks, spinning back fist/superman punches

i like that idea, i hated in the UFC game ppl would do nothing but high kicks and superman punches.|||


i was hopin they would make the power shots more difficult, like maybe incorporating tpc jus for the power shots, like high kicks and power punches, and leave the buttons for weaker jabs and kicks... like start a combo with the buttons, and finish your combo off with a power shot using tpc... i think that would be more realistic, jus cuz it shouldnt be so easy to throw some of the more difficult strikes in the game, like high kicks, spinning back fist/superman punches

Yeh definatley agree with you on that Ryan....It should be more difficult to pull off power moves such as kick kicks, so that when they land they do a alot of damage.
Because in a real life MMA fight just "1" solid head kick is enough to rock anyfighter for a short period of time, and have an overall effect on the fight, you shouldn't just be able to throw head kicks for fun and eat 10 in a row before they hurt bad like in the "other" MMA game out ATM.|||I agree. I hope TPC is incorporated to some extent for the complex kicks and punches. It would feel rewarding when you make that hit. That was the biggest thing I loved about Skate. I did a complex trick and it felt rewarding because I did the trick.|||TPC no doubt, alot more fun chaining combos together that way compared to pressing buttons.
Doubt it will happen though, people find it too difficult for some reason.
But on the other hand, playing Street Fighter 4 that makes you memorize the sickest moves is no problem at all :)
But yes I like the thoughts of the "harder to execute" stronger moves aswell, ingame there is a counter to the kick. But I think its even more fun if you need to have some momentum to perform it on the controller.|||I liked TPC in FNR4, but I'm not sure if it would apply as well here, because of the grappling requirements. That said, you could have a system whereby you start of with left analogue (L) as movement, right analogue (R) for your TPC. Then...
STANDING
L1: Head movement modifier for L
R1: Block modifier for R
L2: Takedown modifier for L / Clinch Grappling for R
R2: Kick modifier for R
Click L: Change stance
Click R: ??
GROUND
L: Transitioning (makes sense, as it is your movement on the ground)
R: TPC
R1: Block Modifier
L1: Body movement modifier (what L does in UFC 2009) for feinting transitions, changing position etc.
R2: Slams modifier :) (for special occassions)
L2: Submissions Modifier
Transitions in general should require more work to see through AND defend.
Transitioning should require either 180 or 360 turns on L (depending on whether you want a minor/major transition, and in the overall direction of movement)
Transition blocking and countering should only be possible in that second after the opponent attempts their action. Blocking requires you to hold away on L, and to counter a transition, you have to turn a 180 degree or 360 degree on L (again, all in that split second gap)
180 counter gives a more beneficial position, while 360 counter could give you a full sweep.
This system could also allow you to strike mid-transition, as clumsy as it might be, and if they could combine struggling for a transition while still throwing hits, and vice versa, that would be awesome.
SUBMISSIONS
Submissions are no doubt the trickiest part of the control system to figure out. But here's a shot at an Americana:
In Mount Down Offense:
L2 + 360 on L (towards the side on which the arm you want to isolate is)
L2 + 180 on L (opposite direction, to lock it in)
L2 + rotate R continuously to apply pressure
During any of these stages, the opponent can attempt to counter or escape, their success depending on their stats, stamina, counter/blocking timing, and even striking.
In order to make the game in any way accessible though, the submission controls to submit it need to be pretty consistent, but I like L360 one way> L180 the other way > R applies pressure. The move that's done depends on position, as well as fighting style/techniques learned. Changing up the directions could potentially mean each fighter/CAFs could have two subs from each position...
Anyway, I've kind of elaborated more than I intended to, but God bless those EA boys! They've got a hell of a job on their hands.
|||Actually, thinking about it, it might allow more options this way...
STANDING
L1: Defense Modifier (Head movement modifier for L, Block for R)
R1: Special Striking (for your Superman punches, etc)
L2: Takedown modifier for L / Clinch Grappling for R
R2: Kick modifier for R|||



Because in a real life MMA fight just "1" solid head kick is enough to rock anyfighter for a short period of time, and have an overall effect on the fight, you shouldn't just be able to throw head kicks for fun and eat 10 in a row before they hurt bad like in the "other" MMA game out ATM.

Ugh, I miss the flash knockouts in UFC. It actually seemed dependent upon counter attacking and whether or not your opponent was circling into your strong side. I rarely got flash KOed but too many button mashers did so they changed it.

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