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In real life feints are setups for the true follow up strike, so this will be fast. > true (not feint) Strike started just after (0.5-1 sec window) must to be BOOSTED strike (faster startup like after dashes) Your successful feint becomes useless if the opponent have time to react and change his status. Why? because there are must to be an opportunity for punish and penalty for wrong timed strike! If every strike can be easily canceled on any its startup phase - then the game becomes less risk/rewarded and balanced.Ģ) Strike after the Feint is slow, NOT BOOSTED: This is the cause why i offer to make only ONE way to feint - by ANALOG G-CANCEL, which could cancel the strike early (for cancelling into block) and a bit later (to become a Feint).īut again - there are must to be strike (like powerful kicks and others) which must to be impossible or hard to cancel or feint (on very early startup) and more feint oriented strikes (basis punches or kicks). Feints diversity creates a huge opportunity for mind game and creativity. Analog diversity ( ANALOG G-CANCEL) - you can create different feints for the same strike type by cancelling it earlier or later.Ĥ. Diversity - you can create any different feints based on initial Move animationģ. Feints are rewarded but dangerous tool also = balance.Ģ. Feints duration = Counter window for the opponent (his strike landed during feint gets dmg bonus mp), i.e. after feint (G-cancel) you can not _immediately to get active Block, only after 10frames delay (for ending Feints animation and for counter balance vs feints) every strike or Clinch/TD attempt can be cancelled, BUT ONLY on its 50% of startup animation (before landed hit) - some strikes has shorter this window, others has longer, so some strikes are comfortable to feint, some are not. The best way to input Feints is to input the Move you want to feint and then immediately click R1 or R2 (block buttons) to cancel its animation and to transfer this move into feint. > G-CANCEL as FEINT INPUT (ANALOG G-CANCEL): TD feint: R2+R1+L2+RS, Body punch: R2+R1+L2+face buttons - 4 buttons together.
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To perform Feint you need to hold R1+R2 and input the command of the move.
#New ea sports ufc 3 how to#
in neutral state (no CW) use Feint to open the opponent by forcing him to use wrong Block/Parry/Dash/Sway/Stand up GB > immediately perform Strike to opened part.ĮA UFC 2 Feints issues AND How to fix/change it for EA UFC 3:ġ) The most important - not usable COMMAND INPUT: Feint is restarting the 2 sec timer and > allows during it to perform several any type Feints (no difference) even in a row and the next Strike w/o loosing gained CM damage bonus. does not create CW and even cancel my CW (cancel Counter damage bonus) do NOT use Feints when I get CW. does not create Boosted strike Strike just after Feint has normal neutral speed (not boosted) has not different animations for different types of punches and kicks (holding)R2+R1+L2 and (click) RS - Feint TD attempt (holding)R2+R1+L2 and (click) square/triangle - Feint Body punch
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Holding)R2+R1 and (click) square/triangle/cross/circle ˜ - Feint Head punch/kick This thread is one more stone, 3rd part, to the NEW complex Stand-up Striking mechanics, which elements i hope will be used by devs for UFC 3:ĬOUNTER WINDOW (CW) – 2-3 sec window, during which any one 1 st started Strike get Damage bonus multiplier (MP) I get CW after opponent’s whiffed Strike (by Dash, Sway, Parry, Moving out of his range) and denied his Clinch/TD attempt.ĬOMBO MULTILPIER (CM) – damage multiplier (MP) for the next Strike after clear Hit, IF next Strike is going under Combo rules and started during 2 sec after the previous successfully landed Strike. Feints are very important in boxing, in mma, in real life.īut unfortunately feints are not important in the game EA UFC 1-2, almost nobody uses them.īecause now Feints does NOT allow to extract enough reward from it, because of its mechanics issues.