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9gnj3658gia9's avatar
9gnj3658gia9
Seasoned Rookie
17 days ago

Roundhouse spam is rewarded too much in close range

One gameplay issue I think UFC 6 really needs to look at is how much the game rewards poorly timed roundhouse kicks, especially at close range.

 

I am talking about all types of body roundhouses and head roundhouses, both lead and rear side.

 

I have gone against a lot of players who are clearly inexperienced based on their movement. They will be circling left, circling right, moving awkwardly, and just throwing random roundhouses over and over. A lot of these kicks are not set up properly, they are not thrown from the right range, and they do not look fundamental at all.

 

The problem is that the game still rewards them way too much.

 

Sometimes you are literally in boxing range when these kicks land. At that distance, a body roundhouse or head roundhouse should do minimal damage, or at least not cause a major stun animation. If the kicker is jammed up and throwing a sloppy roundhouse from too close, that should be a mistake.

 

Instead, these awkward moving roundhouses still connect, do a lot of damage, and can put your fighter into a stun animation. That makes no sense from a gameplay or striking perspective.

 

A clean roundhouse from proper kickboxing range should be dangerous. If someone sets it up, manages distance correctly, and lands it clean, then yes, it should do real damage. But a poorly timed roundhouse thrown from boxing range should not be rewarded the same way, or sometimes even more than a properly timed kick.

 

What makes it even more frustrating is that you can read the kick coming, close the distance correctly, get into boxing range, and try to punish the mistake. That should be the correct answer. If someone throws a bad roundhouse too close, you should be able to step in and tee off with punches.

 

But right now, even when you make the right read and land something like a straight, their roundhouse can still connect, do damage, and stun you. So instead of rewarding the player who made the correct defensive and positional choice, the game rewards the player throwing the sloppy kick.

 

That is what feels wrong.

 

Roundhouses should be strongest when thrown from proper range and with proper timing. If they are thrown too close, they should lose power, lose impact, be easier to punish, or not cause stun animations the same way.

 

This would make the striking feel more realistic and more skill-based. Players should not be rewarded for spamming bad roundhouses from the wrong range. They should be rewarded for setting kicks up properly and using them at the right distance.

 

Right now, close-range roundhouse spam feels too effective, and it hurts the flow and balance of the stand-up gameplay.

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