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Submissions use the same direction based system as the original game with some chain submission options added on for those with quick reflexes.
EA UFC 2 REDDIT FULL
Ironically it is now harder to escape from positive positions than it is from underneath mount or full guard, if you want to sprawl and brawl your way to victory you will find it tougher than it needs to be to keep the fight standing. You can still escape from underneath full mount in a single transition, but ground and pound seems more effective and stamina management now matters in the ground game. Unfortunately several flaws from the original grappling engine remain, such as the ability to reverse or escape dominant positions in one transition. The clinch is much better off for the simplified transition system and is a deadly place to be against the wrong opponent, but little action takes place there compared to the ground. Switching transitions from quarter circle commands to ‘charge’ moves is a welcome change that means you can no longer just style on an opponent with transitions, denying them a chance to react, and it better allows stamina and attributes to influence the grappling. Grappling and particularly counters really could have used some better tutorials, you need to identify the transition your opponent is attempting, the direction you need to flick to stop it and then time the move successfully. This is a welcome addition but keeping your eye on the transition meter as it fills up as well as the action itself to time a potential counter proves challenging. The biggest change between iterations is the simplification of the grappling commands from quarter circle movements to simply “hold a direction” with on screen prompts informing your exact options. It is still satisfying to punish somebody who throws slow, flashy kicks from a mile away by cracking them with a hook and an uppercut, but that shouldn’t be rewarded less than using the finger dislocating block and parry mechanics, which are slightly expanded from the original.
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Parries and dodges are timing based and rewarded with powerful counter opportunities but “natural” counter opportunities where you use the basic movement to make an opponent miss (or they simply misjudge a strike and leave themselves open) are not afforded the same rewards. The stand up game is good and mostly just polishing the original mechanics with improved collision physics, better stamina management and a preference to “rock” a fighter with strong, unexpected blows in place of flash knockouts. If you liked the original EA Sports UFC, you’ll like UFC 2.įor those who missed the near console launch first game, those drawn to mixed martial arts by highlight reel knockouts will also find a lot to like in UFC 2. The standup fighting is largely the same and still entertaining, while grappling has been simplified somewhat. Those graphics come at a cost, and it would not surprise me if a large portion of the nearly two years between UFC releases was spent beefing up the fighter roster from 100 to over 250. UFC 2 captures authentic television broadcast presentation better than any other sports title, and graphically it looks incredible. In some cases not a lot needed to change. The sport of mixed martial arts moves at a rapid pace, but looking at EA Sports UFC 2 you would be forgiven for thinking not much has changed. Ronda Rousey, Cain Velasquez and Anthony Pettis were unbeatable champions, Jon Jones was not yet in trouble with the law and the women’s strawweight division didn’t exist. The Conor McGregor era was in its infancy, his defining victory against Diego Brandao on Irish soil was still a month away. EA Sports UFC arrived at a time where fighters could still wear shorts plastered with tacky, sometimes inappropriate sponsors, before Reebok homogenised (and butchered) fighter uniforms.