xxreignmakaxx
Moderator
Joined: 08/24/2009 17:37:19
Messages: 1390
Location: Big Rapids, MI
Offline
Here are the best wishes that missed the shipping date of the wishlist. Please support it, and make comments, perhaps the Producers will consider adding these elements as well. The concepts each have a description or Video evidence of its occurance in the sport. Please Watch the Videos!!!!
TOP 5 things that didn't make the Wish list
Game play Mechanics
(In descending order)
5. Solar Plexus/Liver blow K.O's
Fights end with Knockouts, these knockouts vary from Chin Shots,
Temple shots cumulative damage and body shots. However there are two known spots on the body that are particularly vulnerable when hit that can also result in big damage or devastating Knock outs . Counter body shots while someone is punching can lead to these types of K.O's. Getting hit to the Solar Plexus/Bread Basket can literally take the air out of you. This affects your punch stamina, and could also result in flash knockdowns/Knockouts.
Liver Blow-
4. Clinch System (In Depth)
The strength of clinching should be user controlled. By tapping the clinch button while defending, you should be able to attempt a tie-up that smothers punches or changes their course of contact, when used with timing you could prevent a punch from hitting you flush. However, this is not the safest method as your guard is open and punches can get through easier and this move cost stamina to perform.
Pressing the Clinch button more rapidly makes your fighter attempt a stronger tighter clinch that limits room for inside fight. Stamina will be drained with every press, and the duration of the clinch should be determined by stamina or the referee's signal, and its strength by a specific Clinch Strength rating.
Missed punches that wrap around your opponent's neck or shoulders should provide clinch opportunities if the button is pressed to hold it.
Clinch Technique-
***Fighters can use punches, movement, or a push to free themselves at anytime, base on foot speed, agility, power and punch accuracy and strength ratings.
3. Dynamic Physics System 2.0
Fighters should have a far greater degree of physical interaction. Examples of this includes :
• Fighting "in the Pocket" (closer than normal infighting with virtually no room for punching) to smother punches, making them less accurate and less powerful unless leaning is used.
( )
• Heavier fighters leaning on lighter fighters to tire them out "Weight Factor"
• Stronger fighters pushing weaker fighters around based on "Physical Strength Rating"
• Jabs and straights rendered ineffective at close range, with smothered animations "Range Factor" w/awkward animations to show it.
• More punches tangled leading into tie-ups
• Being able to move a opponent backwards while in a clinch
• Being able to turn a fighter while in a clinch
• Range Truly affecting power in punches
• More significant Punch impacts from ANY flush punch
2. Defense As a True Focus in Boxing
Never in any Fight Night has there been a focus on defensive mastery. There have been methods that cover some
defensive aspects, however defense as a valued skill in the game is not prevalent. Fighters uses their guard, slipping, weaving , dipping, clinching, foot movement and angles to make themselves hard to hit. Fighters place their hands in a position to defend certain punches with their stance. Judges look at effective offense, and the game needs tools that represents the defensive boxing as true science in the game. With timing and skill a player should be able to make an opposing fighters offense look ineffective and tire their opponents out, priming them for a knock out.
These Fighter posess distinct styles that truely represent boxing, to hit, and not be hit.
Masters of Defense-
1. True Counter Punch system
Fight Night Round 4 Currently uses the Timed Block, Timed Duck, counter system. This only represents half of scenarios from which counters occur. What is Absent from the Fight Night series is Timed Punch Counters, and Momentum counters.
Timed Punch Counters occur when a fighter using his opponents punch rhythm and timing to land a shot by beating his opponent to the punch. Straight shots often beat Hooks and uppers, using the opposite hand is often used to counter an opponent's punch if timed correctly as well. Ex. Overhand Right vs. Left Jab. Catching an opponent before their punch connects should result in big damage, or Knock outs.
Momentum Counter Punch, is a different punch that uses the opponent's forward momentum against them, magnifying the damage done from the counter punch throw. Ex: If an opponent lunges with an Left hook, and A well time Straight Right should catch him while he closes in, and do tremendous damage, or result in a Knockout.
Counter Windows are not required as counter punching is a skill that not everyone has, the game should reflect that. There is more to making them pay, than making them miss. You can beat them by being faster...
Perfect Example of a True Counter-
More examples of True Counters-
This message was edited 5 times. Last update was at 02/12/2010 00:44:02
POETICDRINK2U
Joined: 12/06/2008 11:47:47
Messages: 6758
Location: Newark"Brick City" New Jersey & looking for Boxing Simville
Offline
I love your ideas!
Eveything needs to have a true purpose.
Real strategies in real boxing: Clinching- Pro’s-It frustrates,let's you rest, helps you when you are hurt
Con’s- You can get deducted points for doing too much of it depending on the referee. A bigger opponent could wear you down.
Clinching and punching- Pro’s -It wears your opponent down
Con’s- You can get deducted points for doing too much of it depending on the referee. A bigger opponent could wear you down
Boxing and turning- Pro’s-It keeps your opponent off-balanced and it would be hard for him to land a solid shot.
Con’s- You may not be able to land a solid punch and your stamina may be affected depending on your stamina rating
Boxing off the ropes- Pro’s-It gives you a breather and it’s doesn’t wear you out as fast. It’s also a good way to draw an opponent in to wear him out while you look for counter-shots.
Con’s- getting caught and unable to move from that spot
Pushing- Pro’s- This is used to make space between you and your opponent.
Con’s- depends on the referee
cem_ea_id.xxreignmakaxx wrote:Here are the best wishes that missed the shipping date of the wishlist. Please support it, and make comments, perhaps the Producers will consider adding these elements as well. The concepts each have a description or Video evidence of its occurance in the sport. Please Watch the Videos!!!!
TOP 5 things that didn't make the Wish list
Game play Mechanics
(In descending order)
5. Solar Plexus/Liver blow K.O's
Fights end with Knockouts, these knockouts vary from Chin Shots,
Temple shots cumulative damage and body shots. However there are two known spots on the body that are particularly vulnerable when hit that can also result in big damage or devastating Knock outs . Counter body shots while someone is punching can lead to these types of K.O's. Getting hit to the Solar Plexus/Bread Basket can literally take the air out of you. This affects your punch stamina, and could also result in flash knockdowns/Knockouts.
The strength of clinching should be user controlled. By tapping the clinch button while defending, you should be able to attempt a tie-up that smothers punches or changes their course of contact, when used with timing you could prevent a punch from hitting you flush. However, this is not the safest method as your guard is open and punches can get through easier and this move cost stamina to perform.
Pressing the Clinch button more rapidly makes your fighter attempt a stronger tighter clinch that limits room for inside fight. Stamina will be drained with every press, and the duration of the clinch should be determined by stamina or the referee's signal, and its strength by a specific Clinch Strength rating.
Missed punches that wrap around your opponent's neck or shoulders should provide clinch opportunities if the button is pressed to hold it.
***Fighters can use punches, movement, or a push to free themselves at anytime, base on foot speed, agility, power and punch accuracy and strength ratings.
3. Dynamic Physics System 2.0
Fighters should have a far greater degree of physical interaction. Examples of this includes :
• Fighting "in the Pocket" (closer than normal infighting with virtually no room for punching) to smother punches, making them less accurate and less powerful unless leaning is used.
( http://www.youtube.com/watch?v=YqOJp9Wmayo )
• Heavier fighters leaning on lighter fighters to tire them out "Weight Factor"
• Stronger fighters pushing weaker fighters around based on "Physical Strength Rating"
• Jabs and straights rendered ineffective at close range, with smothered animations "Range Factor" w/awkward animations to show it.
• More punches tangled leading into tie-ups
• Being able to move a opponent backwards while in a clinch
• Being able to turn a fighter while in a clinch
• Range Truly affecting power in punches
• More significant Punch impacts from ANY flush punch
2. Defense As a True Focus in Boxing
Never in any Fight Night has there been a focus on defensive mastery. There have been methods that cover some
defensive aspects, however defense as a valued skill in the game is not prevalent. Fighters uses their guard, slipping, weaving , dipping, clinching, foot movement and angles to make themselves hard to hit. Fighters place their hands in a position to defend certain punches with their stance. Judges look at effective offense, and the game needs tools that represents the defensive boxing as true science in the game. With timing and skill a player should be able to make an opposing fighters offense look ineffective and tire their opponents out, priming them for a knock out.
These Fighter posess distinct styles that truely represent boxing, to hit, and not be hit.
Fight Night Round 4 Currently uses the Timed Block, Timed Duck, counter system. This only represents half of scenarios from which counters occur. What is Absent from the Fight Night series is Timed Punch Counters, and Momentum counters.
Timed Punch Counters occur when a fighter using his opponents punch rhythm and timing to land a shot by beating his opponent to the punch. Straight shots often beat Hooks and uppers, using the opposite hand is often used to counter an opponent's punch if timed correctly as well. Ex. Overhand Right vs. Left Jab. Catching an opponent before their punch connects should result in big damage, or Knock outs.
Momentum Counter Punch, is a different punch that uses the opponent's forward momentum against them, magnifying the damage done from the counter punch throw. Ex: If an opponent lunges with an Left hook, and A well time Straight Right should catch him while he closes in, and do tremendous damage, or result in a Knockout.
Counter Windows are not required as counter punching is a skill that not everyone has, the game should reflect that. There is more to making them pay, than making them miss. You can beat them by being faster...
xxreignmakaxx
Moderator
Joined: 08/24/2009 17:37:19
Messages: 1390
Location: Big Rapids, MI
Offline
Thanks everyone! I was late in getting these together for the wish list submittal, because of school and work. But I figured it would be best to post them here, so the the Crew could still see them. As Poet has been saying, if enough people get behind this, anything we ask for we have a better chance of seeing in the game, the way WE want it to be.
Thanks again for the support. I hope everyone continues to read and comment.
I think what would be cool is if there was an automatic combo button feature where you can hit a button and it delivers a three punch combo that you can edit. They had this feature in Knockout Kings 2002 for xbox ( except for being able to edit it ) Each fighter had his own signature combination with the touch of one button, it was cool. I think it would help deliver combinations faster or have a special combination on hand when you need to deliver it exactly.
This message was edited 1 time. Last update was at 10/14/2009 12:14:29
MACKMOON
Joined: 04/19/2009 02:38:24
Messages: 1881
Location: Philadelphia US
Offline
Good post ReignMaka. These things are very important and should have been on the wishlist And great links about strategies on your post Poetic , you should send that to Brizzo ASAP
This message was edited 1 time. Last update was at 10/15/2009 23:27:03
xxreignmakaxx
Moderator
Joined: 08/24/2009 17:37:19
Messages: 1390
Location: Big Rapids, MI
Offline
Thanks guys, its exciting to see such overwhelming support! I just want EA to make a Complete boxing game that truly captures the essense of the Sweet Science.
I want EA to understand that Defensive Artist can provide as much excitement as a KO Artist can. Its frustrating when I know I'm good enough to make people's offense look pointless, but the game doesnt provide the tools for me to fight the way I want to.
I appreciate the addition of videos and literature you've added and I hope we can continue this.
Good defense is just amazing to me its perfectly illusturated by Wilfred Benitez in this Video Vs Tommy Hearns.