I've stunned and knocked down Ali a few times man.
I've beaten Ali several times and I suck. A lot of times I'll throw a left hook right hook two punch combo mixing up the location, but going to the body more to avoid being countered by a head move. After the combo I'll back off and try to set up a power modified right cross.
It doesn't work all the time, because Ali is a qualified slugger in this game too.
A lot of complaints are legitimate, but a lot of them are based on trying to win a 3 round fight. If I get knocked down in round 2, but I have remained competitive so far, I'm thinking to myself that I can regroup and pull the fight deep into later rounds.
If I can do that, I very much so believe the fight will turn in my favor. One of the temptations of this demo is to try and win, where what we should be doing is setting ourselves up to win.
(unless I face a spammer and I HAVE to expose him..lol)
What? I didn't say that. I said a 10 punch combo, not 10 punches in an entire round. I've gone against guys who throw 400-500+ punches in 3 rounds and barely show fatigue. I don't think that's what we want.
I know... a pro boxer can throw a 10 punch combo in round one and not be tired. that's my point. it's called a flurry. we should be able to do that.
Boxers more or less have a punch bank. People don't get tired super fast and recover super fast, it's an accumulation. If you want to throw 3 10 punch combo's a round, then you'll get tired in the 3rd round, but to say you shouldn't be able to just unload in a flurry isn't right imo.
I've been reading about the various complaints and I have a couple of thoughts. First, I've knocked out Ali about four times over the last two days. After modifying my style from FNR4, I've had great success using Ali or Tyson. Using a combination of bobbing and weaving w/ the block, I've been able to be effective w/ both fighters.
I've also had great success using an effective jab when it is needed. The jab is meant to keep the other fighter off-balance so I use it as a timing punch once I figure out my opponents rhythm. What I've noticed about this game is that timing is everything.... At least for me.
I'm in no way a FNR4 expert but so far I'm having a blast with FNC. I like the new control scheme, like the graphics, like the new tasty cuts and bruises.
Commentary is boring as hell, but I don't really pay attention when I'm trying to give some brain damage to my virtual adversary.
As far as the online goes, I play on the PS3 and it's been very smooth for me. I try to fight as smart as possible and have yet to lose to spammers. I lost twice so far, both times to really good counter punchers, both Tyson users by the way.
Spammers really aren't a problem in my mind right now. I go to work on their body, they slow down to a crawl and then it's just a walk in the park.
I usually pick Cotto and Tyson and I have to admit that Ali is a bitch to take down. You have to pay the price to get in range, his reach is very overpowering. I usually end up knocking him out, but it's always a tough fight.
I found that a lot of Pacman users are just your usual spammers with no defense and I have yet to lose to Pacman.
Anyway, I like how fighting smart actually makes a difference. I do agree that the punch count can get a little high, but I'm sure it'll change in the full version.
I'm ok with the blocking, and I'm even ok with the footwork (kinda), but they have to make a fighter pay for throwing 400+ punches in a three round period. I don't care if you are landing them or not, you can not allow that insane amount of punches, over an accelerated 3 minute period without the fighter being exhausted.
There is definitely an issue with judging in the demo. 2 out of 3 judges gave my opponent a round just because he landed about 5 punches more than I did. I had a higher connect percentage than he did , and I hit with more power punches.
Judging needs to be fixed. People are winning rounds just because they land more punches. That is not how professional boxing is supposed to work.
The judging seems to work alright UNLESS there is a flash knockdown. If one person dominates the entire fight but the opponent happens to get a flash knock donw and does not taste the canvas themselves then the computer automatically gives the player achieveing the knockdown one of the rounds even if they clearly lost it because the demo does NOT give draws online. That really is my only major gripe. Most all of my losses have been because of this flaw, especially using Cotto against Pac cuase of his weak chin and pacs power. You can dominate the fight but still get caught with one puch that doesent seem spectacular and be dazed or go down.
Straights have oomph.....stunned and KOed Tyson with a straight punch.
boxing strategy applies to the game
but just like many have said, the cpu AI is ridiculous with the overly high amount of punches, and I'm not so sure fixing stamina alone will alleviate this cpu over-aggressiveness.
Say the game fixed the stamina and made it twice as heavy.....will the CPU fighters adjust and pick their shots? or will they carry out the same gameplan (80-100 punches a round) but more penalty on their stamina rendering them useless by the 5th round? If it's the latter.....BIG BIG problem.
Not only does stamina need to be drastically changed....the cpu ai fighting TENDENCIES need to be drastically changed.
When I'm using Tyson, the cpu Ali is the aggressor from the get go and lets go 90 punches a round (accelerated clock no less). There is NO WAY that Ali would employ this strategy if he fought tyson. I heard Phobia mentioning tendencies being able to be edited in the retail....what kind of tendencies for fighters are editable?
I don't want to change Tyson from Slugger to counterpuncher to keep his punch numbers accurate....I want to change Tyson from a steroid abusing slugger with no fatigue to a more calculated slugger with deadly hands and good power shot setups to keep his punch numbers accurate.
will we be able to do this ??? docking stamina by a lot won't do anything offline if the cpu AI tendencies stay the same. Online will be fixed however, since fighters tendencies would then be governed by a realistic fatigue model. Can that same mechanism be applied offline....i damn hope so, because FNC could be great if that were the case.
Perfect block is still cheese online and stamina is way too high. This game has went from a 1st day purchase to a wait and see, even then it's only because of gyms with custom sliders.
Online hasn't changed one lick! Period. It's a freaking cheese fest and I don't buy Fight Night for offline only. I'll wait til Christmas if I have to and not worry about paying for an online pass. If the perfect block thing is adjusted I won't be doing sliders on day one, lol. Even vs. the CPU it's the same - Tyson committed a perfect block and BAM, counter jab, which is what the CPU always did on GOAT in FNR4. Most of the time the jab was coming out before the block was finished getting setup.
I'm not paying for a prettier version of the same game. I know there are more boxers with punch ratings and that's awesome, it really is, but it's frustrating to face the exact same BS. Well, weave spamming isn't as prevalent but its still there, only their weapon of choice at the moment is the perfect block spam.
There is definitely an issue with judging in the demo. I 2 out of 3 judges gave my opponent a round just because he landed about 5 punches more than I did. I had a higher connect percentage than he did , and I hit with more power punches.
Judging needs to be fixed. People are winning rounds just because they land more punches. That is not how professional boxing is supposed to work.
The issue is that, professional boxing does sort of work like that. There are literally judges out there that STRICTLY will count punches. Every judge is different. My issue is that I've always felt the judges in this game are ALWAYS the same three. I'd like to have some variety and more randomness to the judges. It would make legacy mode a lot better. And it seems like it's so easy to do that it's frustrating.
In order to make the jab more effective, why doesn't EA just do something like this:
When the fighter throwing the jab is moving forward (lunging jab) and the fighter taking the jab is moving back = Jab Power/Damage Rating is INCREASED BY 25%
When the fighter throwing the jab is moving forward (lunging jab) and the fighter taking the jab is stationary = Jab Power/Damage Rating is INCREASED BY 50%
When the fighter throwing the jab is moving forward (lunging jab) and the fighter taking the jab is moving forward = Jab Power/Damage is INCREASED BY 100%
When the fighter throwing the jab is stationary and the fighter taking the jab is moving back = Jab Power/Damage is NORMAL
When the fighter throwing the jab is stationary and the fighter taking the jab is stationary = Jab Power/Damage is INCREASED BY 25%
When the fighter throwing the jab is stationary and the fighter taking the jab is moving forward = Jab Power/Damage is INCREASED BY 75%
When the fighter throwing the jab is moving back and the fighter taking the jab is moving back = Jab Power/Damage is DECREASED BY 50%
When the fighter throwing the jab is moving back and the fighter taking the jab is stationary = Jab Power/Damage is NORMAL
When the fighter throwing the jab is moving back and the fighter taking the jab is moving forward = Jab Power/Damage is INCREASED BY 25%
JABS CAN NOT CAUSE A STUN STATE. ALL OTHER PUNCHES MAINTAIN THEIR CURRENT EFFECT. JAB POWER MODIFIERS WOULD GRADUALLY DECREASE WITH STAMINA.
Now...the jab is a better setup punch for the more powerful punches. Also, jabs will now cause cuts easier for someone coming in. And if someone already has a cut and they continue to not watch the jab and STILL charge in, their cut will worsen quicker. All the other punches can stay the same but the jab would now be a weapon. But the jab would never stun or knock someone out (which has happened in boxing but would safeguard against cheesing). Also, the jab power modifier multiplers would gradually decrease with stamina, so as you get tired, the power modifier would decrease as well. So your jab becomes less effective as you lose stamina. And this would also allow the jab to not be cheesed late in fights when you're health is low and your cuts are bad.
The judging seems to work alright UNLESS there is a flash knockdown. If one person dominates the entire fight but the opponent happens to get a flash knock donw and does not taste the canvas themselves then the computer automatically gives the player achieveing the knockdown one of the rounds even if they clearly lost it because the demo does NOT give draws online. That really is my only major gripe. Most all of my losses have been because of this flaw, especially using Cotto against Pac cuase of his weak chin and pacs power. You can dominate the fight but still get caught with one puch that doesent seem spectacular and be dazed or go down.
I have noticed that there are no draws online. Hopefully, there will be draws online in the full game , so that players will not be required to deal with judges who change their cards just to avoid draws.
I just fought my 1st match since the tuner update and I thought the game played better. I was Pac against Cotto(cpu). The match ended in a Draw, which was the 1st draw I seen since I played this game. I felt like the game played pretty good, so I hope the final game will be pretty good.
Straights have oomph.....stunned and KOed Tyson with a straight punch.
boxing strategy applies to the game
but just like many have said, the cpu AI is ridiculous with the overly high amount of punches, and I'm not so sure fixing stamina alone will alleviate this cpu over-aggressiveness.
Say the game fixed the stamina and made it twice as heavy.....will the CPU fighters adjust and pick their shots? or will they carry out the same gameplan (80-100 punches a round) but more penalty on their stamina rendering them useless by the 5th round? If it's the latter.....BIG BIG problem.
Not only does stamina need to be drastically changed....the cpu ai fighting TENDENCIES need to be drastically changed.
When I'm using Tyson, the cpu Ali is the aggressor from the get go and lets go 90 punches a round (accelerated clock no less). There is NO WAY that Ali would employ this strategy if he fought tyson. I heard Phobia mentioning tendencies being able to be edited in the retail....what kind of tendencies for fighters are editable?
I don't want to change Tyson from Slugger to counterpuncher to keep his punch numbers accurate....I want to change Tyson from a steroid abusing slugger with no fatigue to a more calculated slugger with deadly hands and good power shot setups to keep his punch numbers accurate.
will we be able to do this ??? docking stamina by a lot won't do anything offline if the cpu AI tendencies stay the same. Online will be fixed however, since fighters tendencies would then be governed by a realistic fatigue model. Can that same mechanism be applied offline....i damn hope so, because FNC could be great if that were the case.
PHOBIA.....any insights???
Wish I could answer straight off the bat Philly. But to be honest I did not write down the tendencies. I will e-mail Cash, because he went over the tendencies more than I did. See if he wrote them down so I can supply them. I will get back to you guys on this.
I'm still hoping the demo grows on me, and trying to better acclimate to all the new things. I wanted to ask you guys a couple of questions.
First, a question about the new "auto-block" as it has been dubbed on these boards, haha. What exactly do you do to get the "perfect block" that opens a counter window? Do you hit block as soon as your opponent starts to throw a punch? Do you hit block as soon as the punch is about to make contact with you? Or is it something else entirely?
Secondly, I saw a couple of people reference a tuner set. Is that confirmed? Is this tuner set for the demo itself, or are people talking about something EA changed in the full game before it's release? Lastly, if the tuner set is confirmed, and is in the demo, what did it do? Is there a list anywhere?
I've probably logged 150 fights or so, I'm really trying my best to get into the game, and tonight I feel as though I like the game a little bit better. I'm not sure if this is the tuner set or what.
I'm not sure if this problem only lies with me, but at times I have an issue telling what punches are connecting. If I'm blocking, even if I've literally just started blocking. It seems as though some of them are breaking my guard. By the time the CPU finishes throwing a 5 punch combo, I have no idea if I've been hit or not. Unfortunately this is also due to the boxers not reacting to 95% of landed punches except for ones that cause a stun state, flash KD, or fight ending flash KO. There are also some sound cues, but hearing those over the commentary and any background noise isn't always reliable.
It's just really hard to tell when your block strength has been widdled away, when it's full, what's connecting, what isn't, etc. I'm not saying it's impossible to tell. I'd say about 70% of the time I know which ones are connecting. But that leaves nearly a third of the time when I'm not sure if I need to keep my block up, let go of my block and regroup, etc.
Please do not take any of these questions as me having faults or issues with the game. I have some gripes, certainly, but not with the things I'm asking questions about. Truth be told I'm asking these under the assumption that with every ? I asked, there are simple solutions that are staring me right in the face but I'm just overlooking them.
Wish I could answer straight off the bat Philly. But to be honest I did not write down the tendencies. I will e-mail Cash, because he went over the tendencies more than I did. See if he wrote them down so I can supply them. I will get back to you guys on this.
thanks for the reply and I hope you can provide more information on the fighters' editable tendencies. Hope it can fix the insane amount of cpu ai punching.
If that can be fixed.....this will be a really solid game simwise....
thanks for the reply and I hope you can provide more information on the fighters' editable tendencies. Hope it can fix the insane amount of cpu ai punching.
If that can be fixed.....this will be a really solid game simwise....
I hope there is variation of aggressiveness between fighters but I'd rather them not take drastic steps in reducing the CPU's punch output so the A.I. doesnt end up as passive and easy to dominate with punch output as it was in FNR4 on the 2nd highest difficulty (GOAT was too cheap with the counter windows the CPU got off every other punch)
I have been enjoying fighting the CPU on the demo more than any other boxing game in recent memory since the A.I. presents a pretty good challenge. By dictating the pace of the fight and moving well I can keep them to 70-80 punches a round most of the time, which is acceptable to me.
I hope there is variation of aggressiveness between fighters but I'd rather them not take drastic steps in reducing the CPU's punch output so the A.I. doesnt end up as passive and easy to dominate with punch output as it was in FNR4 on the 2nd highest difficulty (GOAT was too cheap with the counter windows the CPU got off every other punch)
I have been enjoying fighting the CPU on the demo more than any other boxing game in recent memory since the A.I. presents a pretty good challenge. By dictating the pace of the fight and moving well I can keep them to 70-80 punches a round most of the time, which is acceptable to me.
Are you inside my mind?? lol In FN4 the highest difficulty was just cheese so i stayed away. The champion difficulty(2nd highest) was just like you stated; not aggressive enough.
I really like the aggressiveness and the difficulty the demo A.I. displays.
I'm curious if it is exclusive to the demo since fighting that aggressive for the whole fight might cause a boxer to gass out.