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Fight Night Round 4 Sliders were a nice addition and beginning 
Posted on July 4, 2009 at 01:08 PM.
I think the Fight Night series is heading in the right direction by attempting to add sliders. It's a good and needed improvement to a franchise that many fans were asking for sim like gameplay, now you can make the game you want to play. I just wish the there was a slider for arm fatigue. Here are some Sliders I hope EA puts in Round 5...yes, I'm talking Fight Night Round 5 already.This is when they do the planning and deciding what goes in the game. EA needs to give us Sliders,Tendencies, and Deeper options.

This gives the Computer AI boxers life-like actions.

Tendencies

This give the Computer AI boxers life like actions.

Tendecies

LOGIC

In-fighter(_0_)Out-fighter
Body puncher(______0______)Head hunter
Stationary (______0______ ) Punches only from Sway
Stationary(______0______)Sways Often
Plodder(______0______)Mover
Passive(______0______)Aggressive Finisher
Counterpuncher(______0______ )Aggressive
Never Lunges(______0______)Often Lunges
Single punch(______0______)Combination puncher
Never Taunts(______0______)Taunts Alot
Dirty Fighter(_0_)Clean fighter
Never Feints(___0___)Often Feints
Flurries: slow(____0___)fast
Flurries: hard(___0____)soft
Home run hitter beginning(____0____)end of round able to end or turn the fight in your favor

First Half Of Fight

Defensive (______0______ ) Aggressive
Second Half Of Fight
Defensive (______0______ ) Aggressive
First Half Of Every Round:
Defensive (______0______ )Aggressive
Last Half Of Ever Round:
Defensive (______0______ )Aggressive

WHEN HURT

1-Dance Away
2-Clinch
3-Fight Back
4-Fight Dirty

AGAINST ROPES

1-Guard
2-Fight
3-Moves Off

WHEN BEING BACKED UP

1-Guard
2-Fight Back

DEFENSE

1-Guard
2-Sway Back Left & Right
3-Sway Back
4-Sway Forward
5-Sway Forward Left & Right
6-Clinch
7-Sway Step Forward
8-Sway Step Forward Left & Right
9-Sway Step Back Left & Right
10-Sway Step Back

PUNCH PARAMETER (default setting)

OUT-FIGHTING

HEAD

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
1-Special1
2-Special2
3-Special3
4-Special4

BODY

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut

Lunging

HEAD

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut

BODY

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut

Sway Right

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Left

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Back/Right

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Back/Left

1-Jab
2-Cross
3-Left hook
4-Right hook

IN-FIGHTING

HEAD

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
7-Special:
1-Special1
2-Special2
3-Special3
4-Special4

BODY

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut

Sway Right

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Left

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Back/Right

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Back/Left

1-Jab
2-Cross
3-Left hook
4-Right hook

FAVORITE COMBOS

IN FIGHTING
1
2
3
4
OUT FIGHTING
1
2
3
4

Control vs Boxer(____0____)

Control vs. Slugger(____0____)

Chin vs. Knockdown(____0____)

Chin vs. Knockout(____0____)

Absorb Punishment(____0____)

Killer Instinct(_____0_____)

Aggressiveness(____0_____)

Fast Starter(_____0_____)


Facts

-Sliders
- Aggressiveness (pressure fighter, runner or somewhere in between)
- Guard position (where fighter carries hands)
- Stance (traditional? wide and balanced? flatfooted? always on toes?)
- Head movement (how player moves head to slip punches...(bob and weave? Big wide head movement? or ever so slight?)
- Offensive Vs Counter punching (does he throw massive amount of punches like Hatton, or is he a super efficient counter puncher?)
- Body Vs Head (headhunter or rib cruncher)
- Combo Frequency (self explanatory)
- Showboat Vs Conservative (basically for celebrations and reactions to knockdowns and upon hearing results)
- Offensive Awareness (knowing when to throw the right punch and when the time is right to finish the opponent or when to salvage a decision)
- Defensive awareness (Ability to block and dodge punches and ability to neutralize opponents main weapon)
- Ring Generalship
- Power Sliders for every punch
- Speed Sliders for every punch
- Guard Buster (Break Through an opponent's guard)
- Second Wind (Stamina is replenished late in the fight)
- Brick Wall (Nearly impenetrable guard)


RATINGS DESCRIPTION

* Power-Determines how hard your overall punches are. This also effects the individual punch stats.
EX: If Power is 80 and Cross power is 100 then the Cross will do full damage.
*Hand Speed-Determines how fast your punches are.
*Foot Speed-Determines how fast your footwork is.
*Upper body Speed-Determines how fast you can move upperbody.
*Defense-Determines how good your defense is.
*Body-Determines how well you take it to the body.
*Chin-determine if the boxer gets up from a KD.
*Durability-determines how much damage you can take before you start to visit the canvas.
*Heart-determine if the boxer "gives up" like taking a knee and not getting up, or how hard they fight when they are clearly losing.
*Technique-Determines how compact or wide your punches are.
*Stamina-determines how long it takes before you get fatigue.

I also want to thank the original starter of this tendencies list and Papinosis.


In-fighter(_0_)Out-fighter
Body puncher(______0______)Head hunter
Stationary (______0______ ) Punches only from Sway
Stationary(______0______)Sways Often
Plodder(______0______)Mover
Passive(______0______)Aggressive Finisher
Counterpuncher(______0______ )Aggressive
Never Lunges(______0______)Often Lunges
Single punch(______0______)Combination puncher
Never Taunts(______0______)Taunts Alot
Dirty Fighter(_0_)Clean fighter
Never Feints(___0___)Often Feints
Flurries: slow(____0___)fast
Flurries: hard(___0____)soft
Home run hitter beginning(____0____)end of round able to end or turn the fight in your favor

First Half Of Fight

Defensive (______0______ ) Aggressive
Second Half Of Fight
Defensive (______0______ ) Aggressive
First Half Of Every Round:
Defensive (______0______ )Aggressive
Last Half Of Ever Round:
Defensive (______0______ )Aggressive

WHEN HURT

1-Dance Away
2-Clinch
3-Fight Back
4-Fight Dirty

AGAINST ROPES

1-Guard
2-Fight
3-Moves Off

WHEN BEING BACKED UP

1-Guard
2-Fight Back

DEFENSE

1-Guard
2-Sway Back Left & Right
3-Sway Back
4-Sway Forward
5-Sway Forward Left & Right
6-Clinch
7-Sway Step Forward
8-Sway Step Forward Left & Right
9-Sway Step Back Left & Right
10-Sway Step Back

PUNCH PARAMETER (default setting)

OUT-FIGHTING

HEAD

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
1-Special1
2-Special2
3-Special3
4-Special4

BODY

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut

Lunging

HEAD

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut

BODY

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut

Sway Right

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Left

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Back/Right

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Back/Left

1-Jab
2-Cross
3-Left hook
4-Right hook

IN-FIGHTING

HEAD

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
7-Special:
1-Special1
2-Special2
3-Special3
4-Special4

BODY

1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut

Sway Right

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Left

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Back/Right

1-Jab
2-Cross
3-Left hook
4-Right hook

Sway Back/Left

1-Jab
2-Cross
3-Left hook
4-Right hook

FAVORITE COMBOS

IN FIGHTING
1
2
3
4
OUT FIGHTING
1
2
3
4

Control vs Boxer(____0____)

Control vs. Slugger(____0____)

Chin vs. Knockdown(____0____)

Chin vs. Knockout(____0____)

Absorb Punishment(____0____)

Killer Instinct(_____0_____)

Aggressiveness(____0_____)

Fast Starter(_____0_____)


Facts

-Sliders
- Aggressiveness (pressure fighter, runner or somewhere in between)
- Guard position (where fighter carries hands)
- Stance (traditional? wide and balanced? flatfooted? always on toes?)
- Head movement (how player moves head to slip punches...(bob and weave? Big wide head movement? or ever so slight?)
- Offensive Vs Counter punching (does he throw massive amount of punches like Hatton, or is he a super efficient counter puncher?)
- Body Vs Head (headhunter or rib cruncher)
- Combo Frequency (self explanatory)
- Showboat Vs Conservative (basically for celebrations and reactions to knockdowns and upon hearing results)
- Offensive Awareness (knowing when to throw the right punch and when the time is right to finish the opponent or when to salvage a decision)
- Defensive awareness (Ability to block and dodge punches and ability to neutralize opponents main weapon)
- Ring Generalship
- Power Sliders for every punch
- Speed Sliders for every punch
- Guard Buster (Break Through an opponent's guard)
- Second Wind (Stamina is replenished late in the fight)
- Brick Wall (Nearly impenetrable guard)


RATINGS DESCRIPTION

* Power-Determines how hard your overall punches are. This also effects the individual punch stats.
EX: If Power is 80 and Cross power is 100 then the Cross will do full damage.
*Hand Speed-Determines how fast your punches are.
*Foot Speed-Determines how fast your footwork is.
*Upper body Speed-Determines how fast you can move upperbody.
*Defense-Determines how good your defense is.
*Body-Determines how well you take it to the body.
*Chin-determine if the boxer gets up from a KD.
*Durability-determines how much damage you can take before you start to visit the canvas.
*Heart-determine if the boxer "gives up" like taking a knee and not getting up, or how hard they fight when they are clearly losing.
*Technique-Determines how compact or wide your punches are.
*Stamina-determines how long it takes before you get fatigue.

I also want to thank the original starter of this tendencies list and Papinosis.

Add ons from fans:
Tendency to go to the body ---------- Tendency to go to the head

Tendency to go to the body early in the fight ---------- head

Tendency to go to the body late in the fight ---------- head.

Boxer aggressiveness after knocking his opponent down(0---------------0----------0)

Boxer tendency to fight back after being knocked down(-----------0------------)

Boxer tendency to fight off the ropes(-----------0----------)

Boxer clinching(-----------0----------)

% of punch used to fight(CPU AI) You should be able to set the tendency amount you throw punches

Jab(---------0---------)
Right(------------0--------------)
L.Hook(----------------0-------------)
R.Hook(------------0--------------)
L.Uppercut(---------------0----------)
R.Uppercut(---------------o------------)
flurry(----------0--------)
L.Bodyshot(-----------0------------)
R.Bodyshot(-------------0-------------)
Overhand(---------0----------)

walking down your opponent (________ 0________)

Stalking your opponent(___________0_________)

How much a boxer bounces(________0_________)

Skip walk(Ray Robinson like) (__________0________)

Fight Tall(___________0__________)

Fight Short(__________0_________)

Clinch Hurt(__________0________)

Clinch Tactic(________0_________)

Aggressiveness after you Hurt a Opponent(__________0_________)

Leaping with punch(__________0_________)

Type of leaping punches: Straight Right Hand-Strong Jab-Short Hook-Wide
Hook-Short Uppercut-Long Uppercut

SUPPORT THE WISHLIST!
http://forum.ea.com/eaforum/posts/list/246873.page
Comments
# 1 Mr. Fascinating @ Jul 4
I'll try these out.
 
SHAKYR
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