![]() ![]() Supposedly uses a "leg stamina" although I'm unsure of its actual effects (further testing required)Ĭreates a "cinematic" counter opening when punch is missed (similar to a sway where the camera zooms in for a moment) One of the main obvious to ways to counter in this game. Moving backwards of course all punches miss from a standing opponent but invites powerful lunging punches that can stun easily if not guarded and corner you even if they are for a more dangerous situation.Ī: Stepping: Flicking the left stick in the 4 cardinal direction creates a step.Ĭan be chained. (Not impossible) same for the circling to the right. ![]() Ie circling to your the left (aka up on the stick) from a specific distance makes left handed punches from the the opponent more difficult to land cleanly. Circling actually does create angles for punches. Movement from holding the stick in a certain direction without block will help maintain distance and maximize the speed of your fighter. Footwork/angles This does not mean stepping a sepererate section. Or When drawing in outside fighter to counter on the backend of their punches.Ģ. Inside fighter: used in tandom with the weave in order to close distance and cut off the ring relatively safely. When against ropes To limit damage in order to clinch or sidestep and angle off to get back into proper range Outside fighters Center of ring to use alongside sway in order to counter relatively safely B: to stand ground vs pressuring fighter and set up a circling opportunity off of a blocked strike There is more research and testing to be done for this one) Not to mention with certain block styles. (I put a ?* There because I dont Truly know the full effects of parry because it is REALLY hard to just the counter potential of it. ¹Parry?* Time block with punch to fully nullify strike Creates a small opening but opponent is still able to throw punches in sequence. Any input from the the community is greatly appreciated as well.ġ.Blocking: RT/R2 blocks Hold to cover up Effectiveness weakens over time movement is slowed There are portions that may be more theory and Ive marked them as (further testing required) or something similar. And this is MAINLY a collaboration of things ive personally noticed in fight night champions on GOAT as well as one or 2 cents worth of online tips as H2H is not really my cup of tea. Am I the best defensive player ever? Hell no! But I do notice things. This is and indepth guide specifically on defense and defensive strategies. Well why wait for it to be done when you can do it yourself I say! So it saddens my soul to see the people of the community deprived of a proper guide for this ocean disguised as a hot tub of a boxing game. Way deeper than I ever gave it credit for way back when. Fight Night Champions is SHOCKINGLY deep. but for some reason when I look up a guide on something for FNC I get the basics everyone in the fight night community knew going on 12 years. I like that shit, and I dont even play Tekken 7 that much. ![]() As an example look up "thatblastedsalami" on YouTube and you will see hour long videos on the mechanics and nuances of a single character in Tekken 7. And no body REALLY explain things in the amount of detail that I personally enjoy. This was meant to just be a post on the nuances of blocking comparing it to real boxing. ![]()
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