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EA Sports UFC 2 News Post


For those of you lucky enough to download the EA Sports UFC 2 beta, get in a few fights and post your impressions!

FYI, for those that are asking, registration is closed for the beta.

Game: EA Sports UFC 2Reader Score: 6/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 17 - View All
EA Sports UFC 2 Videos
Member Comments
# 261 aholbert32 @ 01/31/16 06:03 PM
Quote:
Originally Posted by EzMacK15
I just got leg kicked KOed in the first two minutes. That's some BS.
I honestly love this because you have to take into account who you are facing. If they have high kick power ratings or the Attacking the Base or Tree Chopper perks, they have a higher probability of getting a leg event.

I've played maybe 50 fights at this point and the majority of people are only focused on blocking high which leaves them wide open for leg kicks.
 
# 262 FilipinoBroskie @ 01/31/16 06:03 PM
Where can I download the Beta? If I still can

Sent from my Nexus 6P using Tapatalk
 
# 263 aholbert32 @ 01/31/16 06:04 PM
Quote:
Originally Posted by redsox4evur
Are you guys positive you can't upload gameplay? Because the guys at GoodGameBro have uploaded some. And the video is still up on YT, so EA hasn't taken it down yet.
Its a risk. EA seems to be turning a blind eye to this stuff but most of the people who have been streaming or posting videos are either established websites or Gamechangers. EA still has the right to pull the video or ban someone if they choose.
 
# 264 SwedishTouch76 @ 01/31/16 06:15 PM
Quote:
Originally Posted by aholbert32
I honestly love this because you have to take into account who you are facing. If they have high kick power ratings or the Attacking the Base or Tree Chopper perks, they have a higher probability of getting a leg event.

I've played maybe 50 fights at this point and the majority of people are only focused on blocking high which leaves them wide open for leg kicks.
Ya I played a couple guys last night. They only blocked high. I was using Wonder boy. So I kept blasting him with body kicks knees and leg kicks. I actually felt like I was spamming a tad. I kept waiting for him to block low but he never did. I mean what do you expect me to do if you completely don't adjust or defend it.
 
# 265 Pappy Knuckles @ 01/31/16 06:53 PM
I'm so in love with this game that it's not even funny. I just finished fighting a Condit online and I was absolutely destroying this guy on the feet. However, he managed to backpedal his way out of several stun states, so we went to the third. In that round he must have just lost hope or something. His entire offense consisted of nothing but consecutive flying knees and spinning kicks. It was hilarious. I ended up finishing him off with a flying knee of my own.

I've yet to encounter any styles or situations online that I haven't been able to overcome. I've played a ton of games to this point, so that's a very good thing. I'm going to wear the beta out by the time the 4th rolls around. My only real issues are things that have already been mentioned in the thread. I'd like to see more finish the fight animations and have them fix the issue where you sometimes don't immediately attack a stunned opponent on the ground. I'm sure they'll get those things together, though. This game is in really good shape at this point.
 
# 266 PrynceKee @ 01/31/16 09:15 PM
Quote:
Originally Posted by EzMacK15
I just got leg kicked KOed in the first two minutes. That's some BS.
Yea, the leg kicks are a little overpowered. I haven't been tko'd from leg kicks yet, but I've been knocked down from only a few successful leg kicks way too much online. I'm pretty good at checking them now though. I just think it takes too few to damage your leg and out you in a stun state or make you fall...
 
# 267 Factzzz @ 01/31/16 09:26 PM
Quote:
Originally Posted by Pappy Knuckles
Damn, I wish we could upload videos now. I was playing a Johnny Hendricks and he was trying his hardest to get me in the clinch and with takedowns. In the second round I rocked him, and when he whiffed on his takedown, I caught him with some HBK sweet chin music for the KO. It was beautiful.

All that is well and good, but I still haven't quite figured out blocking transitions. I feel like I'm timing them right, but it's not working out. Back to the dojo, I suppose.
This is how i feel too. I think they need to widen the window for blocking transitions. It's almost to the point where you have to guess which side they're going because there's not enough time to see and react (unless the person's stamina is really low).

Because of this, it just turns into a transition fest on the ground, back and forth, especially between mount and half guard.

Quote:
Originally Posted by Pappy Knuckles
I'd like to see more finish the fight animations and have them fix the issue where you sometimes don't immediately attack a stunned opponent on the ground.
This too, most of the time when someone gets stunned, they're just able to backpedal away, i've seen a couple animations where my fighter goes into attack mode right away and the person isn't able to backpedal away, but it needs to happen pretty much every time a person is stunned.

Also, when someone gets knockdown, the attacker should automatically jump on the fighter, at least if you're pressing a strike button, because too many times after a knockdown, the person on the attack is just swinging at empty air while the guy is on the ground.
 
# 268 Pappy Knuckles @ 01/31/16 09:38 PM
I don't have a problem with leg kicks at the moment. I've stopped two guys with them so far; one of them just a minute ago. In the fight I just had, the guy was was so worried about his head that I just kept mixing it up and chopping away at his legs while he tried to recover. Eventually 'ol GSP couldn't take anymore. I'm glad that you actually have to worry about checking kicks. I've been in situations where my legs were getting ate up and I either protected them more by checking, or I took the fight to the clinch or ground to give them a break from the punishment. I've yet to be stopped by them.

I don't know about the transitions. I'm having issues, but I'm going against guys that are denying my stuff at a decent clip. I feel like I'm doing something wrong right now. The ground on the last game was pretty basic, so maybe I just have to get new habits. I'll just have to wait and see if I figure it out.

As far as improvements, I thought about one more thing while I was playing. Why doesn't this game have replays like Fight Night? In those games you could view clips from different angles and it was a very nice feature. I think a system like that in this game would be especially nice. I'm not sure how much work goes into putting something like that together, but I'd really like to see that.
 
# 269 oakevin @ 01/31/16 11:55 PM
So is the clinch broken? There seems to be no way to block any knees or even get out. O_o
 
# 270 kisstopher5 @ 02/01/16 12:25 AM
After playing all weekend, I love it and need March to hurry. But, here are the things I'd like to see addressed (may have already been since it's a beta):

- The finish animations on TKO's are weird and glitchy, I'm guessing that's for sure going to be fixed.

- Blocking transitions on the ground is very difficult. Maybe I just don't get that part of the ground game yet, but I feel like you literally have to guess what the other person is doing or just hold the block button (R2) and just wait. Only change I'm not a big fan of so far.

- I love that when you back away from your opponent or vice versa, the fighters have some default animations, but I dislike that some are taunts. If I'm Gunnar Nelson, he shouldn't automatically start doing the "bring it on" animation on his own. That's what the taunt button is far. Now, shaking his arms out, fixing his glove, or whipping the blood/sweat off his face, those are cool to see.

- Finally, the rolling spin kick HAS to go. No one in the UFC does it and it's a terrible spam move. It sucks when you accidentally do it because you're still learning the movesets and Erick Silva does some 360, Breakdance Kick. It destroys the realism of the game and if we can't edit fighter moves in the real version, I wish they'd replace the kick with something fancy, but a bit more realistic.

Those 4 small things are about the only gripes I have with the Beta. And that's a good thing because none of those are game-breakers.
 
# 271 pdandy @ 02/01/16 12:31 AM
Quote:
Originally Posted by oakevin
So is the clinch broken? There seems to be no way to block any knees or even get out. O_o
Block all knees with R2 while in the clinch.

Once you get that down, you should be able to build up a lot of GA. That will make your Break request execute much faster.
 
# 272 oakevin @ 02/01/16 12:42 AM
Quote:
Originally Posted by pdandy
Block all knees with R2 while in the clinch.

Once you get that down, you should be able to build up a lot of GA. That will make your Break request execute much faster.

I feel stupid right now but what is GA? I am aware of blocking with R2 but it was just wasn't happening for me I guess. Thank you!
 
# 273 Alibaba @ 02/01/16 03:19 AM
Definitely agree about blocking transitions (both while on bottom and top). It could get easier as time goes on, but as of now, the times I've been in ground battles, it's just a ton of transitions. Sometimes I think for sure i'm holding the stick in the correct position, but I still can't deny. Instead of battling through 1 or 2 positions for extended periods, you get 2 guys scrambling nonstop.

Also, sometimes, R2 doesn't block knees in the clinch. There was a fight where I was holding R2 but still got knocked down with 1 knee. And this happened 4 times in a row...luckily my character (The Donger) survived. Must be something I'm missing...could be related to stamina / damage??

Finally, I'm liking the damage strikes do, I actually hope they don't tone it down. I like being able to stop the fight early in the 1st if I'm legitimately landing hard shots that aren't defended. Didn't people complain that in the first game guys just walked through strikes?
 
# 274 travis297 @ 02/01/16 06:01 AM
love the game. thai clinch is way over powered though
 
# 275 ManiacMatt1782 @ 02/01/16 07:11 AM
Which way do you deny the mount getup? I can see it coming, but it seems neither left or right deny it.
 
# 276 ManiacMatt1782 @ 02/01/16 07:19 AM
Quote:
Originally Posted by travis297
love the game. thai clinch is way over powered though
Go back a couple pages. I answered this earlier. In my opinion they made a small problem with knee animations bigger by changing the controls over the animations. Basically they felt that knees to the body and knees to the head look too similar. (Yet flying knees to the body pose the same problem and are still in?) So instead of adjusting the animation which is harder to program, they remapped the controls while in the clinch. All elbows and punches must be head blocked, all knees must be body blocked. I don't like this. It creates a bigger problem of ruining the uniformity of the controls. Now you have to head block body uppercuts, and body block knees to the head. The clinch is only over powered because you have to change the way you block and throws off your muscle memory with the controls.
 
# 277 aholbert32 @ 02/01/16 08:27 AM
Quote:
Originally Posted by ManiacMatt1782
Which way do you deny the mount getup? I can see it coming, but it seems neither left or right deny it.
You press down.
 
# 278 teebee @ 02/01/16 10:44 AM
So uh, this happened last night, what is going on? Did i have a bad acid flashback to Nam?
 
# 279 teebee @ 02/01/16 10:47 AM
more of "Blue Man"; no idea how this guy was edited like this but he was a force.
 
# 280 Simaofan-20 @ 02/01/16 11:15 AM
Why are takedowns not being credited in fight statistics? the past 3-4 fights I've had about 4-5 takedowns in each and I get credited for none of them. Regardless if it was single or double leg takedowns. That's pretty game breaking
 


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