![]() ![]() Pushing forward and doing damage? You’ll have the advantage to go for a takedown.įinally grappling is the most similar element to the last game. A ‘grapple advantage’ bar shows where you should or shouldn’t try to do certain things based on momentum. Position is important to maximise advantage in the cage or against it, as well as defending attacks. Now it’s a few button taps and is a dynamic moving tangle of bodies throwing all sorts of fists, knees and elbows. Exploring these gaps with momentum around the Octagon is a super important component of the stand-up game and makes for a lot of strategies.Ĭlinching used to be done by a laborious grapple control. Is the difference important? Yes, because one is quick and flows nicely into the combo, the other if missed means you’re open. ![]() L1, R1 and triangle will do a spinning back fist (if your fighter has this move) whereas holding triangle does a spinning heel kick. With all of those combinations, you have to press and hold actions. Trying to explain it to someone is a mind-melter though. This control scheme allows for the complexity and combinations of moves in a real-life MMA fight. The good news is that it works well, and plays well once you get the hang of it. Face buttons control a limb each, a trigger is a modifier for body hits, there’s another for technical, a bumper for specialist strikes, and one for blocking high. The stand-up fighting, the clinch, and grappling. There are essentially three elements to mixed-martial-arts (in video game format). Steadily the games have been getting better, but as seems par for the course for EA these days there are some steps forward, and some back. UFC 4 is more of an evolution than a revolution. So, a complete overhaul to the control scheme for UFC 4 made my brain do all kinds of crazy things and I hated it at first. A couple of runs through the career mode, including the highest difficulty and when I checked my online games, it totally nearly 5,000 games over the two and a half years it was out. ![]()
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