| UFC 2009 Undisputed Guide       |
| Created by: Underworld Beast    |
| FAQ/Strategy Guide              |
| Copyrights 2009 Underworld_Beast|

Version History:
Version 1.01 (6/01/09)
Made some minor gramatical changes.
Updated the Flash Submissions section
Go to [v1.01] to see the updates.
Version 1.00 (5/30/09)
Guide completed with few informations not 100% tested. Next update will 
provide 100% tested infos and more infos on sparring tactics and online play.
Here's my first attempt at a FAQ. I hope my humble Guide will help you get a 
better win/loss ratio and help you learn all the intricacies of UFC 2009       
UNDIPUTED. I'm not a professional gamer (or a professional writer), so please 
forgive my intrusion in the very select world of serious gaming. I've been 
using FAQs since the launch of Diablo 2 (PC).

My favorite games on the PS2 are: Resident Evil (all) and Tekken (3-4-5-tag). 
I just bought my PS3 three months ago, so I only played Resident Evil 5 and 
UFC 2009 Undisputed. I always come on GameFaqs.com to find answers to my 
questions about gaming. I've used A LOT of FAQs throughout the years, so I 
though it was time to give back a little! Here's my modest contribution to 
this awesome site!

This guide may not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.
Please note: By no mean am I a "PRO" or a better player than you: I just spent 
a lot of time on this game and I'd like to share my knowledge with all of you 
MMA fans and gamers. I'll update the version history each time I come back to 
update this guide. Feel free to send me your questions and requests.

Here's what you'll find in this FAQ:

-A guide on how to create a powerful CAF
-A guide on how to do effective sparring sessions in career mode.
-A guide on how to perform easy submissions.
-A guide on transitions and reversals
-A guide on how to reverse slams and judo throws.

Table of Contents

|---------|UFC 2009 UNDISPUTED|----------------------------------|
|         ---------------------                                  |
|1. Introduction.......................................... [INTR]|
| * About This Guide                                             |
| * Using This Guide                                             |
| * Informations                                                 |
| * Glossary                                                     |
|2. Creating Your Own CAF in Career Mode.................. [CR00]|
| * Choosing your techniques.............................. [CR01]|
| * Spending Attribute Points............................. [CR02]|
| * Spending Skill Points................................. [CR03]|
| * Begin your career..................................... [CR03]|
|3. Training and Sparring................................. [TR00]|
| * Training Tips and Strategies.......................... [TR01]|
| * Training Camps........................................ [TR02]|
| * Sparring Tips and Strategies.......................... [TR03]|
| * Spending Sparring points.............................. [TR04]|
|4. Submissions: Hard or Easy?............................ [SU00]|
| * The Hard Way and The Easy Way......................... [SU01]|
| * Mashing or Rotating?.................................. [SU02]|
| * Escaping Submissions.................................. [SU03]|
|5. Transitions and Reversals............................. [RE00]|
| * Transitioning effectively............................. [RE01]|
| * Reversing Transitions and Ground Control.............. [RE02]|
|6. Flash Submissions: Reversing Slams and Throws......... [FL00]|
| * Reversing normal slams and trips.......................[FL01]|
| * Reversing BIG slams and throws........................ [FL02]|
|7. Miscellaneous......................................... [MI00]|
| * Frequently Asked Questions............................ [MI01]|
| * Contact Info.......................................... [CIFO]|
| * Credits/Special Thanks                                       |
|                                                                |

1.          UFC 2009 UNDISPUTED      [INTR]

About This Guide
Welcome to my first FAQ ever! That's right, I'm a noob, feel free to flame or 
laugh... But if you're looking for informations and tips on how to play UFC 
2009 Undisputed effectively or how to create your own powerful CAF, you've 
come to the right place! As this will be my first try, please be kind and 
don't point out all the flaws in this incomplete FAQ. I'll try to come back 
and update as fast as possible.

At last, THQ as released a long awaited game: UFC 2009 Undisputed. For all of 
you who are MMA fans like me, I guess you were as disappointed as I was of the
old MMA games (Pride FC anyone?) Not that the old games were bad, they were 
incomplete and lacked a little something that is hard to grasp. Well this 
time, THQ made it right! Sure, there are many flaws in this game, what do you 
expect of a first installment? In my opinion, just the extensive roster makes 
this game worthwhile, especially for UFC fans like me. The online play is also 
a winner, but it won't be complete until they patch it against relentless 
Using This Guide
This is NOT a complete Walkthrough: I wont take you step by step, explain 
every detail or even tell you how to win. You will have to learn by yourself, 
like I did. This guide is for players who wish to improve their game online or 
against the CPU. I'll cover what I think are the most important factors to 
have a successful career and to create your own CAF for effective online play. 
The goal is not to create an overrated CAF, but to maximize the overall 
potential of your CAF. (No 115 CAF in this guide unless you reload each 
sparring sessions below 144 points.) If you want a 115 overall rating CAF, 
there is a tedious way to do it, I'll explain later but wont get in the 
specific details.
Important Info
English is NOT my first language. Please be kind and don't point out every 
errors or oddly turned sentences. I'll try my best to be clear and precise. If 
you can't understand me because of my lack of English skills, you better wait 
for another FAQ...

For any questions, suggestions or comments, read the contact info at the end 
of this FAQ. Don't submit something already covered in this FAQ unless you are 
SURE it's better than what's in the FAQ. If you see an error or a wrong info, 
please be kind enough to contact me and point out what it is so I can correct 
it fast.
MMA:   Mixed Martial Arts
UFC:   Ultimate Fighting Championship
CAF:   Create A Fighter ---> The CAF is YOUR OWN CREATED FIGHTER.
BJJ:   Brazilian Jiu-Jitsu ---> a martial art focusing on grappling.
SUB:   Submission ---> a combat sports term meaning "yielding to the opponent".
GnP:   Ground and Pound ---> hitting your opponent while on the ground.
HOF:   Hall of Fame.
LS:    The Left Stick on your PS3 controller.
RS:    The Right Stick on your PS3 controller.
R3:    Pressing the Right Stick on your PS3 controller.
QT:    Quarter Turn on the Right Stick.
BGT:   Big Quarter Turn on the Right Stick (starts in the diagonal axis).
KO:    Knock Out ---> Your opponent is knocked unconscious.
TKO:   Technical Knock Out ---> The Referee stops the fight before the KO.
Off:   Offense
Def:   Defense
LW:    Light Weight
WW:    Welter Weight
MW:    Middle Weight
LHW:   Light Heavy Weight
HW:    Heavy Weight
Rock:  The Black and White animation occurs after you land a punch or a kick.
Spam:  Repeating a particular move endlessly (ex: Superman punch over and over)
Flick: A quick motion of the Left or Right stick in a particular direction.
RNC:   Rear Naked Choke: a submission---> you choke your opponent from behind.
REF:   The referee. The only guy in the cage you are not allowed to hit!

2.         UFC 2009 UNDISPUTED       [CR00]
           Creating Your Own CAF in Career Mode

IMPORTANT NOTE: There is a wonderful guide on the PS3 board to create a 
powerful CAF. The guide is called: "STICKY : Career mode tips to creating the 
best fighter" and was posted by LC46D82U. He's the one who opened my eyes on 
the CAF creation tactics and I'd like to thank him and give him credit for 
what's following. Of course, I won't copy his tips and tricks, you can find 
them at this URL:

I will use some of the info he provided and add my own tips and tricks. Be 
advised that if you want a powerful CAF, you will have to complete career mode 
in a very specific way. It will kill the career mode as it was intended to be 
played. I suggest you complete ONE career on your own before trying this 
strategy: at least you will experience career mode the way THQ intended it...

Each time I use one of LC46D82U's tips, I will mark it clearly like this: 
*_ insert LC46D82U's tip here _*

Also, when I write "More on this later...", it can mean two things: there is 
an answer later if you read the entire FAQ OR I will come back with more info 
on the subject. Most of the time, it's because the answer is incomplete or has 
not been 100% tested.

Choosing your techniques [CR01]

When you start a new career and create a fighter, there are 6 techniques you 
can choose from: 3 striking techniques (Boxing, Kickboxing, Muay Thai) and 3 
grappling techniques (BJJ, Wrestling, Judo). Your fighter can only choose one 
striking technique and one grappling technique. The choice is up to you but I 
would suggest you choose your techniques according to the type of fighter you 
want: If you like to stand up, exchange in close quarters and avoid the 
ground, choose a Boxer/Wrestler. If you like to clinch and slam your opponent 
around, choose Muay Thai/Wrestler. 

If the ground is your home, Boxer/BJJ is a good choice. Kickboxing is my own 
favorite striking technique: it suits fighters who like to stay away, attack 
from range and counter punch/kick. Less powerful than boxers, but far more 
effective from long range. So Kickboxing\BJJ is a nice combination: you stay 
away when standing but if your opponent gets near or runs after you, you take 
him to the ground and dominate him with your BJJ skills. 

If you're a Brazilian fan, choose Muay Thai/BJJ to emulate your favorite 
fighter. Judo is harder to control: the clinch game is awesome but can also be 
very dangerous. I would suggest combining Muay Thai with Judo, as your clinch 
will be powerful AND you'll be able to use throws/trips. You can combine Judo 
with Kickboxing if you prefer long range fighting. 

Any combination is good when you know how to use both your techniques. I 
personally dislike boxing, but it is the MOST effective striking technique 
when you know how to use it well... Experiment, or try to create a unique 
fighter in your weight class. Ex: if there is no Kickboxing/Judo fighter in 
the Heavy Weight class, create one and use it online! 

Be aware that each technique gives you different stat bonuses when you gain a 
level (see training camps). There are 3 levels for each techniques: the first 
2 levels unlock specific moves (ex: rubber guard at BJJ lvl 2) and gives you 
small bonuses. The 3rd level doesn't unlock moves, but gives you a HUGE bonus 
(15%) on specific skills related to your style. Use this to get one or two of 
your skills up to 115 points!

Spending Attributes Points [CR02]

IMPORTANT: Attributes are Strength, Speed and Cardio. Skills are your 
fighter's skills. There are 16 different skills, you can see them when you 
create your fighter, when you view his status or when you distribute sparring 
points. You upgrade your attributes with the "TRAINING" option and upgrade 
your skills with the "SPARRING" option. (see Training and Sparring)

When you start a new career, you have a specific maximum to your attributes 
related to your weight class. Here are the maximum for each weight class:

-LW:    Strength: 80
        Speed:    100
        Cardio:   100

-WW:    Strength: 85
        Speed:    95
        Cardio:   95

-MW:    Strength: 90
        Speed:    90
        Cardio:   90

-LHW:   Strength: 95
        Speed:    85
        Cardio:   85

-HW:    Strength: 100
        Speed:    80
        Cardio:   80

As far as I know, it is impossible to reach the maximum in all 3 attributes 
for any weight class.  Instead, you must aim for the maximum you can reach 
without decreasing another attribute too much. In fact, you're aiming for the 
maximum TOTAL attribute points possible. For a LW, 75/100/100 is the max 
possible (275).  Each attribute is capped at 75: each point after 75 will 
decrease another attribute. The way they affect each other is still a mystery 
to me: suffice it to say you WILL lose points in another attribute if you HAVE 
points in the attribute. I think Stength training decreases Speed and Cardio, 
while Speed and Cardio ONLY reduce Strength. LW is the only weightclass where 
you can have Speed at 100 and Cardio at 100. HW is the only one where you can 
max Strength.


When you Start a New career and create a CAF:
- You start with 285 points and 1 point in each attribute (you can't have 0).
- Each attribute point costs 5 points and each attribute is capped to 30.
- You can have 30 in one attribute, 29 in the other and 1 in the last.
- Or, you can have 20 in each attribute.

You can also create a CAF from the Create a Fighter menu. More on this later...

Remember the maximum/weight class? *_Choose the attribute you want to max 
(ex: strength for a HW). Put 30 in the chosen attribute. _*

For a HW, I would suggest you raise the two other attributes to 15 points, but 
you can also put 29 in Cardio and leave Speed at 1 (or the contrary). Remember 
that raising an attribute over 75 WILL affect any other attribute over 1 
point. For a HW, you're aiming for 100 strength so you'll eventually reach 1 
speed and 1 cardio which ever way you go. You can't fool the system, raising 
one attribute will always affect another. There is a way to lose the minimum 
points and still get a maxed character. I don't know the perfect formula for 
each character, just assume each weight class has a maximum total points you 
can invest in attributes. The maximum possible with maxed strength is 
100/75/75 (250) for a HW.

For the sake of clarity, let's assume we create a Heavy Weight Kickboxer/Judo 
fighter with 30 Strength, 15 Speed and 15 Cardio. There is no Heavy Weight 
Kickboxer/Judo fighter in the original Roster, so he will be unique!

Spending Skill Points [CR03]

This is entirely up to you! I would suggest you max at least 6 skills (max is 
30 for each skill when you create). You start with 160 points and 15 in EACH 
skill. You could lower a skill to get more points but I wouldn't recommend it. 
Each point between 1 and 30 costs 1 point, so you really have 160 to 

For our Kickboxer/Judo HW fighter (let's call him John Deer from now on!):

- Max the first 4 skills: punch striking off/def, kick striking off/def. 

- You still have 100 points: max ground striking offense and takedown offense. 

- Max sub defense and sub offense

- You still have 40, raise every other skill to 20.

You now have 8 skills maxed to 30 and 8 skills at 20. Let's keep it that way 
and move on!

If you want to create a different fighter, use your brain: you know what your 
goal is, just follow a strict plan and don't waste points where you don't need 

*_Before finishing your fighter, don't forget to go to the clothing/equipment 

Select trunks ---> custom trunks ---> trunks layout 1 NEW ---> edit trunks 
---> customize current trunks OR change trunks and choose your favorite. 

*_Put 10 THQ logos anywhere on your trunks. This will give you 350 credit per 
fight and is good until you accept 5 camp invitations with the same camp (see 
training camps). Don't EVER go back to this menu until you get the camp 
sponsorship. _* 

You can also Create a Fighter from the Create a Fighter menu and export it to 
career. When you do this AFTER completing ONE career or more, you'll be able 
to patch a training camp logo on your trunks AT THE START. I never did it but 
I know it is possible. Gives you a huge credit bonus.

Just before you begin your career, you'll have to choose your trainer: for 
John Deer, choose the first one: 5% bonus to standing kick off/def. For a 
different fighter, use your brain again!

Begin your career  [CR03]

General Tips:

1) Play on beginner. Reload if absolutely necessary. I only reload when I get 
less than 100 points on sparring. Reload when you lose a fight if you need the 
no-touch trophy or HOF, or if you can't take a loss. You should win easily on 
beginner... At first!

2) Don't try to exchange with your opponent if your speed is below 20. Don't 
stand up if your punch and kick defense is less than 30. Your first few fights 
should be easy whatever the difficulty setting.

3) Aim for full mount: beginner opponents will rarely escape the full mount 
unless you don't block at all. Just GnP them to oblivion. You won't get any 
award for those easy victories, but it's still a Win. With 30 sub offense, you 
can submit the opponent anytime his stamina is depleted and yours is + 50%.

4) *_You don't NEED to rest before a fight or a camp._* You will waste a 
training or sparring session if you ALWAYS attend fights and camps at 100% 
stamina. If you plan your training schedule carefully, you should be able to 
compromise: even with low stamina, it's still easy to get the full mount and 
slowly demolish your opponent's face. Be careful not to get caught in a sub or 
you'll tap out in 2 seconds...

5)  *_ Don't spar in your first years. _*
That's right, you will ONLY train until you reach your max for every 
attribute. Your fighter will be weak at first, but you will thank me later 
when you start sparring!

6) Once you start sparring, your character's toughness will increase at the 
speed of light. After 5 or 6 sparring sessions, you're ready to have fun! 
Cripple your opponents with heavy kicks and counter punches and don't be 
afraid to "hide" in full mount if the fight gets harder.

7) Level up your techniques in 3 camps. 5 out of 7 tasks/camp should be easy, 
even in the last level. Judo seems harder at level 3 but if you know the 
ground game, you'll easily succeed 5 tasks. Every additional camp is a wasted 
sparring session, so 100-144 points gone forever.

8) *_ Never read an e-mail. _* 
Unless you like to waste your time or really care about virtual ratings of 
other fighters...

Once you win your first fight, you will be offered a couple of weak fighters 
to test your skills. On beginner difficulty, ALWAYS choose the toughest 
opponent or the one worth the more credit. Remember, you're not afraid of 
anybody when you're in full mount! The faster you get the belt, the more 
credit you'll earn and the faster you will upgrade your training equipment and 
all other things related to credit. This will change when you start sparring.

3.            UFC 2009 UNDISPUTED    [TR00]
              Training and Sparring

So you won your first fight. Welcome to the UFC! Calm down, you're not a Super 
Star yet! You still have a long way to go until you face worthy opponents, so 
get ready for some hard training and easy fights!

Training Tips and Strategies  [TR01]

- Start by training your main attribute until you reach the max. For A HW,
raise strength to 100. A LW would start by maxing Cardio instread. Any class 
in between should focus on Cardio unless they want to Max strength.

- Once you get to 75 in a particular attribute, raising this attribute further 
will affect one or both the other attributes. This depends on how many points 
you have in the other attributes. You will lose all points invested in any or 
both of the other attributes anyways. Raising strength over 75% affects Speed, 
Cardio or both. Raising Speed and Cardio will affect Strenght.

- Whenever you rest, you gain 50% stamina. You obviously need to rest 2 times 
to reach 100% stamina from 0. Increasing your Cardio will reduce the cost of
training and sparring session, so focus on Cardio once you maxed your main

- You don't NEED to rest before a fight or a camp. You CAN attend fights and 
camps below 10% stamina. Depending on your calendar and events, plan your 
training sessions to avoid wasting stamina.
- At first, choose the training regiment (Light, Moderate, Intense) that will 
bring you closer to 50% or 0% so you can rest once and train again. This will 
change when you upgrade your training machines.

EX: After your first fight, let's say you have 86% stamina.
- Do a moderate training session (Strength): it will bring you to 59%.
- Do an intense session: you get to 6%. Rest to get back to 56%. 

- Do another intense training: you get to 4%. Rest to get back to 54%.

- Do another intense training: you get to 2%. Rest to get back to 52%.

At 52% stamina, you CAN'T do an intense training. Your next fight should be 
coming in 3 weeks or so. You MUST try to get into the fight with the lowest 
stamina possible to avoid any waste. So, do 2 light trainings and 1 moderate 
training: you'll get to 3% stamina on your fight week. Remember, you don't 
need stamina to get the full mount rapidly and GnP a quick victory. Just don't 
get caught in a submission with your stamina low or you'll Tap Out instantly...

Like I said earlier, don't exchange, don't waste kicks and punches: just aim 
for full mount and GnP his face. Don't even think about submissions if you 
spent your stamina training: with your tiny stamina bar and your poor cardio, 
you wont be able to lock one... Let's assume you trained until you reached 3%
stamina on fight night.

You should win your second fight easily in the first round (GnP from full 
mount). After the fight, you'll notice you're now at 30% stamina! I guess 
you get a bonus for finishing the fight early! Anyways, at 30% stamina, your 
best option is a moderate training: you get to 2%. Rest to get to 52% and do 
like you did earlier:  2 light trainings and 1 moderate training: you'll get 
to 3% stamina. Rest to get to 53%: still insufficient for intense training: 
again, 2 light trainings and 1 moderate training will bring you to 5% on fight 

You get the basic idea: the goal is to do the most training without having to 
rest too much. When the time comes to upgrade your training machines, upgrade 
strength first and choose your second machine depending on the second 
attribute you're going to raise. For John Deer, we're going to raise Cardio 
after strength (to reduce stamina cost of training and sparring), so upgrade 
the Cardio machine next and the Speed machine last.

Basically, anytime you are below 54% but over 46% stamina, you can do 2 light 
and 2 moderate training to get back between 0% and 8%. Try to find your own 
combinations to get the most out of your schedule and training regiment. 
Remember: when you upgrade your training machines, INTENSE trainings become 
much more profitable. You should fit in more INTENSE sessions as you upgrade 
your equipment. Rinse and repeat.

*_ NEVER attend a promotional event and ALWAYS refuse surprise fights, they 
mess up your schedule and are absolutely irrelevant to your CAF... _*

You should receive your machine upgrade and your first training camp 
invitation after your third fight. Once you upgrade your first training 
machine (strength), you'll notice the cost in stamina and the gain in strength 
points is different. Just use your math skills to figure out the best schedule!

Normally, a light Strength training will now cost 21% stamina, so they will 
come less often than moderate and intense trainings. Whenever you're able to 
fit an intense training session to maximize your gain: do it!

A moderate training will cost 41 so whenever you're at 82 or more, you should 
do 2 moderate instead of an intense sessions. Intense sessions will be used 
before fights or events, when you don't want to waste any stamina. Try to plan 
your schedule carefully and you should be able to max your strength by your 
sixth of seventh fight! Sometimes, you wont be able to go to a fight with less 
than 10% stamina because there is a camp 2 weeks before and you need to rest 
after the camp. Don't worry, it wont happen too often, just stick with your 
strategy and watch your calendar carefully.
You can also choose to do an intense training two weeks before a fight if you 
have enough stamina. That way, you'll rest after the session and go into the 
fight with high stamina instead of less than 10%. Do this if you can't win a 
particular fight you can't afford to lose. If you finish the fight early, you 
wont lose much stamina anyways. You better rest before tough fights but really 
don't need stamina to complete camps.

*_ The higher your Cardio is, the less stamina you need to train or spar. _*

That's right! Raising your Cardio first will ultimately give you more time to 
train and spar. In other words, you won't need as many stamina with higher 
cardio. Just remember that if you raise Cardio first and wish to have a strong 
character,you're wasting your time. Raise your strength to 100 and THEN raise 
your cardio to 75. 

Once you maxed your strength (or any other attribute you max), start investing 
in Cardio. Remember: the highest your Cardio, the lowest the stamina cost for 
training. A LW should raise Cardio to 100, Speed to 100 and finish with 
strength. More on this later...

*_The stronger you are, the more KOs and Rocked State you will get._* 
Those are worth a lot of points in sparring sessions. If you're a submission 
artist, raise your sub offense, forget your sub defense until your last year 
and raise your ground striking. In fact, I suggest you raise your ground 
striking for ANY fighter, it's quite effective for the online play later! 
Even better, your sparring partner will get rocked faster if your ground 
striking is high.

Training Camps [TR02]

Many people have problems with training camps. First of all, when you get a 
camp invitation, you get to choose the training camp you will attend. 
---> *_Choose the same training camp 5 times in a row to get the sponsorship 
and patch their logo on your trunks. You wont have to go back to this awful 
menu EVER again!_*
Once you choose your camp, it is placed on your calendar: a week is 
highlighted in green with an octagon logo in one of the day. 
---> You MUST choose ACTION on camp week to attend the camp invite. Don't 
waste any camp invite and ALWAYS level up your techniques in 3 camps MAXIMUM. 

For John Deer, we will choose the Kickboxing camp to increase his Kickboxing 
technique. We don't care about defense with our GnP strategy... Don't forget, 
you DON'T need stamina in a camp, so try to get there with less than 10% to 
avoid wasting precious stamina on easy training camps.


So here you are, your first training camp! You can choose LEARN to get an 
overview of your special techniques. When you're ready, choose TASKS and read 
the TASK LIST carefully. Some of the tasks can be accomplished simultaneously, 
so plan your training session wisely.

Ex: If you have a task like "land any 5 kicks to the body" and another like 
"land 3 spinning back kicks", the 3 spinning back kicks WILL count as kicks to 
the body: you just have to land two more kicks to complete 2 tasks. The 
same thing is true for every other techniques: there WILL be a way to complete 
tasks simultaneously. Plan your training camp wisely! 

With John Deer, we chose the Kickboxing camp. Try to combine the tasks that 
can be done together. The goal is to succeed minimum 5 task per training camp. 
Each task is worth 10 points and you need 150 points to level up your 
technique. Extra points don't carry over once you reach the next level. Don't 
waste time, don't get stuck on the ground or in the clinch and watch your 
stamina: it will be low so you'll gas every 10 seconds or so. Try to wait for 
your stamina to be full when you attempt BIG kicks or BIG punches.
In fact, you better use normal kicks and punches, unless the big kick or punch 
is in a specific combo you must succeed. Remember: you can bring up the task 
list at any time by pausing the session, and you can view how to complete the 
task by selecting it with the D-panel and clicking X to view details. Pay 
close attention to the RANGE: if a combo must be performed from striking 
range, don't stay close to your opponent, the combo will NOT work.

After you raise your first technique, you can level it one more time or choose 
the other technique. This depends on the kind of fighter you want to create: 
if you want a submission machine, you better forget about the striking 
technique and raise your BJJ technique instead. Wise choice, you'll be able to 
submit your sparring partner up to 3 times when you get your sub offense over 
60-70. Plan in advance and keep in mind that your goal is to spar effectively 
on your FIRST sparring session and until you retire your fighter.

There are 7 tasks for each training camp. Try to succeed the most tasks you 
can in one session so you can relax on the next session. The third session 
always seems harder, but if you get there with 140 points, it's a piece of 
cake! If you manage to level up both your techniques completely (LVL 3 full), 
you'll get a nice bonus (15% in 4 skills/technique) and will clean up your 
training schedule. You wont have to attend camps anymore: it will give you 
more time to spar. Remember, 100-144 per sparring session...

More on this later...

Sparring Tips and Strategies  [TR03]

*_Don't start sparring until ALL your attributes are maxed._* You want to 
utterly destroy your sparring partner or at least score 400 more points than 
*_Always spar with maximum stamina for better results._* Don't waste a week to 
get from over 85% to 100% though, just spar at 85% and do your best 
(60-100 points). Once you start sparring, you should be able to rest to 100%, 
spar once, and rest to get back to 100% for another sparring session. You can 
deviate from this course when your calendar gets messed up...

Ex: You spar, rest, spar, until fight night. 2 weeks before the fight, you are
at 100% stamina. Spar 2 weeks before, then spar AGAIN before fight week. You 
will spend stamina but if your sparring is good, you'll get 60-100 points
anyways. Finishing the fight fast will give you a stamina bonus.

- With the training strategy, you should begin sparring when your partner is 
still level 4 or just reached level 5. The higher your partner is, the better 
multiplier ratio you get.

- The ideal setting for maximum points is: Partner LVL 5, Stamina 100%.

- Try to score in EVERY possible category. Get at least 1 takedown, 1 
knockdown, 1 rocked state, 1 sub attempt, etc.

- If you time a jump in the guard precisely when your opponent is getting up, 
you get a takedown! If you manage to knock him down, wait for his move and 
jump in his guard when he tries to get up. To jump in the opponent's guard, 
perform a quick step with a punch when you're near the grounded opponent.

- Whatever you do, don't let your partner score too many points! The 
difference is what matters, not your own total. It's better to score 440 vs 25 
than 750 vs 450, if you see what I mean...

- Again, don't be afraid to reload your session if you don't get 100 points. 
Some people will reload any sessions below 144 points, but it can get tedious 
and very frustrating. Once your striking skills (standing and Ground) are 
high, you should be able to easily rock your opponent twice, which is enough 
to earn you 100 points if you don't get beat up in the process.

With a Judo practitioner like John Deer, we will use trips and throws to score 
even more points. It would be a good idea to raise your Judo technique before 
sparring. We will try to Rock him standing with a head kick or a counter 
punch. If we manage it, we will knock him down with a punch combo and jump in 
his guard to get a takedown. From there, we'll try to rock him again with a 
hammerfist. If successful, we'll transition or reverse our way to full mount 
and try to rock him a last time before time expires. 

Block his transitions to earn 10 points each time. Use reversals instead of 
transitions, they count as blocked transitions! If your partner's stamina gets 
depleted, don't be afraid to submit him when there's at least 30 seconds left! 

If we can't rock him standing before the last minute of the session, we'll use 
a Judo Throw to get dominant ground position and make our way to full mount. 
Let's use hammerfists to rock him and don't forget to block his escapes!


You will be aiming for a minimum of 100 points in each sparring session. The 
trick is to create a BIG gap between the points you score and your opponent's 
score.  More than 400 points difference will earn you 144 points total with 
partner level 5 and 100% stamina. It's very important to read the stats at the 
end of the sparring session and try to score in every category. 120 point is 
what you get for a nice session with less than 100% stamina.

EX: Here's ONE way to get 144 points:

After knocking him down with a combo, jump in his guard, reverse your way to 
full mount, rock him with a hammerfist and submit him with an armbar. If 
there's still time, try to rock him again or knock him down. Here's a quick 
example of what the stats might be:

punch landed: 16 - 28 pts
kicks landed: 3 - 9 pts
elbows/knees: 1 - 7 pts
damage done: 547 - 50 pts 
opponent rocked: 1 - 50 pts
knockdown: 1 - 50 pts
transitions blocked: 11 - 110 pts
takedown: 0 ---> I didn't time my jump in his guard perfectly...
throws/trips: 0
blocked takedown: 0
sub attempt: 1 - 5 pts
near sub: 1 - 30 pts
successful sub: 1 - 150 pts

Total points: 489 VS 25
Difference: 444 = 100 points
X 1.2 (partner lvl 5) = 120
X 1.2 (stamina 100%) = 144
= 144 points!

(this is only ONE of my 144 sparring sessions...)

The goal is to score at least 400 more points than your partner: I'm not sure, 
but less than 400 might be 60 points and over 400 might be 100 points (before 
stamina and partner modifiers). As far as I know, it is not possible to get 
more points: 144 is the maximum TOTAL (after stamina and partner modifiers). 
I reached a difference of over 1000 points with my sparring partner and still 
got 144 points. I'll update this information when I'm 100% sure...

You can achieve the 400 points difference by Rocking your partner successively 
instead of submitting him. Just avoid knocking him out: you get a small bonus 
for a KO but you wont be able to rock him again if you knock him out. When in 
full mount, use punches to the body after rocking him to avoid knocking him 
out. Wait for the grey screen to end or you'll get a TKO. You can rock your 
opponent up to 4 times in a session, but 2 times is more realistic and is 
enough to earn you 100 points.

Once your partner is level 5 and your attributes are maxed, you don't need 
credit anymore. I would suggest yous start LOSING fights! That's right, when 
you lose, you get weaker opponents. Weak opponents means a weak sparring 
partner. A weak sparring partner means MORE chance to get 144 points!

Remember, ALWAYS spar with full stamina unless there's an upcoming event: in 
that case, add a sparring session even if it's not as rewarding, 60 points is 
still more than 0, and you don't want to waste your precious stamina in a camp 
or a fight. More on this later...

Spending Sparring points [TR04]

How you spend your sparring points will determine what kind of a fighter you 
are. There is a number of different combinations, but only two major 

1- Killing Machines

2- Sub Machines

The Killing Machine will have high striking skills. He doesn't need as much 
ground grapple and sub def/off. He should invest in takedown defense to 
prevent getting pinned down on every attempt. The killing machine will rely on 
strength and speed. He will prevent takedowns by force and even escape subs by 
the Brute Force Escape. 100 strength will get him out of most subs if he uses 
the Brute Force Escape and has plenty of stamina left. His goal is to knock 
you out standing or to GnP your face from full mount. His low ground grappling 
will be an inconvenient when he tries to block transitions. The ground is not 
his domain: he can survive but prefers to stand up and destroy you with a 
single leg kick or a big counter punch.

The Sub Machine will aim for the ground at every occasion. He will use his 
ground grappling skills to block the opponent's transitions and reverse his 
way to dominant position. He will rely on his superior cardio and sub offense 
to win the submission struggle. He should max his cardio and invest in sub 
offense, ground grappling and takedown offense. Ground striking is also a 
winner for any kind of fighter. The sub machine is hated online, so don't 
expect to get ANY fight if you max your sub offense at 115%... Even fellow Sub 
Machines don't face each other online because they fear the lag will make them 
vulnerable (which is entirely true).
There are MANY other combinations and most are effective against all other 
types. Wrestlers and Judo practitioners are vulnerable to Flash Subs (see 
Flash Submissions), which can be a MAJOR disadvantage online...  They have 
other strengths, special moves and transitions so they CAN be used 
effectively. Judo is very underrated in my opinion. The special transitions 
are unpredictable and the throws can change the momentum, as long as you don't 
get caught in a flash sub...

More on this later...


Every time you spar, you earn sparring points. These sparring points are used 
to raise your skill points. Unfortunately, not all skill points have the same 
cost: the higher the skill, the more expensive they get! Now, every skill 
point below 30 cost 1 sparring point to raise. After 30, each skill points 
costs 3 sparring points and so on. Here is a complete chart:

|1-30   skill point cost 1 sparring point   |
|31-50  skill point cost 3 sparring points  |
|51-60  skill point cost 5 sparring points  |
|61-70  skill point cost 10 sparring points |
|71-80  skill point cost 25 sparring points |
|81-90  skill point cost 40 sparring points |
|91-100 skill point cost 70 sparring points |

There are two different ways to raise your skills: if you want a high overall 
rating, you better invest in the less expensive categories. You'll get MORE 
skill points for less investment. You'll find it easy to reach 100 overall 
rating or more, but your character wont have any "Super Hero" skills. If you 
want a Super Hero, you will choose 2 or 3 main skills (lets say punch offense, 
kick offense and ground striking) and raise them ALL the way to the maximum. 

For a kickboxer like John Deer, investing 100 in kick offense will give you 
115 total with the 15% technique bonus you get for reaching full level 3. 
Because his Judo technique increases his takedown skills (15% bonus), John 
Deer would be wise to raise his takedown offense to 80 minimum. Even 100 would 
be nice, he would become a takedown machine! Some people say takedown offense 
gives bonus to your Judo throws. Others say it's clinch grapple that affects 
Judo throws. I don't know for sure, if anyone has the official Strategy Guide, 
please correct me on that point...
It might be harder to reach the 100 overall rating with a Super Hero, but with 
good sparring sessions, you'll be very near (98-99). Now, if you ABSOLUTLY 
want the most powerful CAF (105+), you WILL have to reload EVERY sparring 
session where you don't get 144 points. Don't raise too many skills to the 
max, you will spend A LOT of sparring points for each skill points over 90 and 
end up with less skill points overall. 

Hopefully, the 15% bonus you get from your technique level 3 will boost 100 to 
115. If you leave your skill to 80, 15% bonus is still a good 92. If you 
reload ALL sparring sessions below 144, you WILL have enough points to raise 4 
or 5 skills to the max and still have a high overall rating, assuming you 
followed the training strategy. 

I didn't try it because I don't care about having the strongest CAF alive. I 
made a good 103 rating CAF without reloading sparring sessions (except one or 
two where I scored below 72). It's up to you, if you have the time, the 
patience and the mental wherewithal, go for a 105+ CAF. If you just want to 
have fun and test your CAF's potential, aim for 95-99 overall rating. NEVER 
ever leave a skill below 30 points. You will get a low overall rating and be 
very vulnerable in the specific skill...
EX: You don't care about takedown defense because you're a BJJ master with 115 
sub off/def, 115 ground grappling off/def and 100 ground striking. You win all 
your fights by sub or GnP and you think you are invincible. If your takedown 
defense is below 50, any character with good strength AND takedown offense 
will pin you down at will. He will then get up and wait for you to get up each 
time he gets you down. You will lose an unanimous decision just because you're 
unable to defend his takedowns...

The point is: be smart! Don't ruin your CAF's skills just to get 4 skills to 
the max. If you have plenty of sparring points, go for it! But don't forget 
people online will read your skills and focus on your weaknesses. I think a 
well balanced CAF will always dominate a Super Hero, unless the Super Hero has 
105 rating or more. In that case, he should have good skills everywhere and 
have no obvious weakness. If you always get 144 per sparring session, don't 
bother about my advice and raise your skills the way you want, you'll earn 
plenty of points.

4.        UFC 2009 UNDISPUTED        [SU00] 
          Submissions: Hard or Easy?

Before venturing into the realm of submissions, we must clarify some basic 
points: the difference between Initiating a sub, Locking a sub and Tapping Out.

1- Initiating a sub: Whenever you press R3 in a specific dominant position, 
you initiate a submission. If your cardio and stamina are high AND your sub 
offense is above 60-70, you can reach the "locking" state from this point. 
There is a much easier way to reach locked state, see "the easy way."

2- Locking a sub: If you win the struggle in the initiating phase, you get to 
the "locked" state: each submission has a distinctive animation for locked 
state. Learn them all to know if you won or lost the struggle phase. Try to 
Rock your opponent to get instantly to the locked state! When you lock a sub,
the annoucer will say: "he's got it!" or something like that, even though the 
opponent is not tapping and can STILL escape!
Ex: The armbar from full mount begins with you taking a hold of his arm and 
trying to extend it. If you lose the initiating struggle, you'll end up on 
your back, still holding his arm but in a disadvantageous position. If you win 
the struggle, you'll keep your opponent on his back: THIS is called "locking 
the submission". Be aware that an opponent can still escape even if you lock 
the sub. You can also succeed the submission even if you don't lock it. It is 
much easier to succeed a submission from locked state, especially if your sub 
offense is not that high.

3- Tapping Out: Tap Out is not only a clothing brand, it is the specific hand 
motion used by a fighter to say: "I give up!" Whenever you see your opponent 
Tapping Out, victory is yours! You don't need to keep mashing or rotating once 
he taps out: you won, just let him go! It is much easier to get a Tap Out from 
locked state, but it's still possible to get it otherwise...

Now, to keep a submission attempt going, you need to either mash the four face 
buttons (X, triangle, square, circle) or rotate the Right Stick (RS). You must 
start mashing or rotating AS SOON as you initiate the submission.
Last but not least, there are 3 different kinds of submissions:

1- Offensive Sub: From dominant position, press R3 to initiate the submission. 
Hold L1 while pressing R3 to initiate a Signature submission unique to your 

2- Counter Sub: When you're in a particular position (ex: Open Guard def), you 
can catch the opponent's punch by pressing R3 to attempt a Counter Sub.

3- Flash Sub: Only possible when you reverse a Wrestler's Big Slam or a Judo 
Practitioner's Throw. You DON'T need to press R3. (see Flash Submissions)

The Hard Way and The Easy Way [SU01]

In my opinion, submissions are the most exciting part of the game. Many people 
have problems with submissions: they can't get subs even if their life 
depends on it! That's because they try it the hard way without sufficient 
tools to succeed. Let's take a look at the Hard Way first and learn WHY they 
can't get a sub the Hard Way.

The Hard Way

To succeed a submission the Hard Way, you must rely on superior cardio, higher 
stamina and superior sub offense. Whenever you initiate a sub with more 
stamina than your opponent, you have a chance to lock the sub before he 
escapes. This depends on many different factors:
- Your sub offense VS his sub defense.

- Your stamina VS his stamina.

- Your Cardio VS his Cardio.

- Your Strength VS his Strength (Brute Force Escape)

- The way you rotate the RS or mash buttons.

Unless the opponent's stamina is VERY low or completely depleted, the Hard Way 
is almost impossible to succeed if your character is not a submission expert. 
Your opponent's sub defense must not be too high. Also, the more dominant your 
position is, the more chance you have to lock the submission. Don't ever try 
the Hard Way with a Killing Machine against a Sub Machine!

People having problems with Subs are trying the Hard Way without paying 
attention to their Sub Off VS the opponent's Sub Def. Or, they try to engage 
a submission when the opponent's stamina is still very high. Maybe it's 
because their Cardio is so low that they gas out BEFORE reaching the locked 
state. Whatever the reason, there is a much easier way to suceed submissions!

The Easy Way

If you manage to Rock your opponent from a dominant position (let's say Full 
Mount), you get a small window of opportunity to lock the submission. Initiate 
the sub immediately after he gets Rocked and you'll reach the second part of 
the animation (locking the sub) without having to waste your stamina with a 
costly struggle. Your opponent can still escape the sub if he has stamina 
left, but if he wasted his stamina BEFORE you Rock him, you'll get an easy 

EX: On Career Mode (Heavy Weight), my first Title Fight was against Frank Mir. 
His sub defense is high, so I didn't expect to submit him. I got the full 
mount, GnP his face and blocked his escapes. Of course, his ground grapple is 
also very high so he managed to escape the full mount a couple of times. 
Instead of transitioning back to full mount and spending ALL my stamina (I 
went into the fight with 5%), I just REVERSED his escape from back mount to 
get back to full mount (see Reversing Transitions).

Now, a reversal DOESN'T hurt my stamina: I was at full stamina (5%) and he had 
none left when I finally Rocked him. As soon as I Rocked him, he tries an 
escape: I block the escape and initiate the armbar right after blocking the 
escape. Because he was still rocked, I reached the second animation with full
stamina (5%). This was enough for me to tap him out 40 seconds before the end 
of round one. Of course, I got submission of the night but I also got fight of 
the night! I guess the CPU was very impressed with my performance!

Like I said earlier, each submission has it's own distinctive animation, 
whether you fail the sub, don't lock the sub or lock the sub. Here is an 
overview of most of these animations:

                  |1---> Opponent escapes---> Sub failed.
Armbar------------|2---> YOU fall on your back with his arm still stuck: 
           |   	  |      NOT locked---> Slam him back on the floor: Tap Out!
           |      |3---> Opponent stays on his back---> Sub is Locked.
           |      |
           |------|4---> You extend his arm: Tap Out!
                  |5---> Opponent escapes---> Sub failed.

                  |1---> Opponent escapes---> Sub failed.
Rear Naked Choke--|2---> Opponent turns on his right side: NOT locked
           |      |      ---> Squeeze his neck: Tap Out!
           |      |3---> Opponent is stuck on his back---> Sub is locked.
           |      |
           |------|4---> You turn slightly to your left: Tap Out!
                  |5---> Opponent escapes---> Sub failed.

                  |1---> Opponent escapes---> Sub failed.
Guillotine Choke--|2---> Opponent gets on his feet and tries to escape: Sub is 
           |      |    	 NOT locked---> Pull him and squeeze the neck: Tap Out!
           |      |3---> Opponent stuck under your shoulder---> Sub is Locked.
           |      |
           |------|4---> You squeeze the neck: Tap Out! 
                  |5---> Opponent escapes---> Sub failed.

                  |1---> Opponent escapes---> Sub failed.
Triangle Choke----|2---> Opponent is on his feet: Sub is NOT locked---> You 
From full mount   |      turn on your left side: Tap Out!
           |      |3---> Opponent is unable to stand up---> Sub is Locked. 
           |      |
           |------|4---> You release your hands and slide backward: Tap Out!
                  |5---> Opponent escapes---> Sub failed.

                  |1---> Opponent escapes---> Sub failed.
Triangle Choke----|2---> Opponent turns to his right side: Sub is NOT locked
From Rubber Guard    	 ---> Squeeze your legs: Tap Out!
           |      |3---> Opponent is unable to stand---> Sub is Locked.
           |      |
           |------|4---> You release your hands and slide backward: Tap Out!
                  |5---> Opponent escapes---> Sub failed.

                  |1---> Opponent escapes---> Sub failed.
Kimura------------|2---> Opponent pulls his arm: Sub is NOT locked---> You
           |      |      pull his arm and bend it: Tap Out!
           |      |3---> You bend his arm in a right angle---> Sub is Locked.
           |      |
           |------|4---> You twist his arm upward: Tap Out!
                  |5---> Opponent escapes---> Sub failed.

                  |1---> Opponent escapes---> Sub failed.
North South Choke-|2---> Can't get your arm under his neck: Sub is NOT Locked
           |      |      ---> More on this later...
           |      |3---> You get your arm under his neck---> Sub is Locked.
           |      |
           |------|4---> You squeeze his neck: Tap Out!
                  |5---> Opponent escapes---> Sub failed.

                  |1---> Opponent escapes---> Sub failed.
Kneebar-----------|2---> Opponent doesn't give his leg: Sub is NOT locked
           |      |      ---> You pull his leg and extend it: Tap Out
           |      |3---> Opponent gives you his leg---> Sub is Locked.
           |      |
           |------|4---> You extend his leg: Tap Out!
                  |5---> Opponent escapes---> Sub failed.

Learn all the specific animations to know whether you won or lost the struggle.

Mashing or Rotating? [SU02]

This can be very confusing: should I Mash buttons or Rotate the Right Stick? 
When should I Rotate instead of Mashing buttons? I can't Rotate, can I always 
Mash buttons? How much is a new controller? I just broke mine while hitting 
buttons with a hammer! Can I use my Turbo Controller to get easy Subs?

These questions are all easily answered if you went through the tutorial: 

-Rotating the RS calls upon your Sub Off/Def (Shine Method) ---> Always 
Rotate RS with a Sub Machine or a BJJ expert.

-Mashing Buttons calls upon your Strength (Brute Force Escape) ---> Always 
Mash Buttons if your Sub Def is low and your strength is high (above 80).

Of course, there are exceptions to these rules: 

With a strong character, if the opponent is NOT a Sub Machine and tries a 
submission when your stamina is high (over 50%), you can safely rotate the RS. 
The "Shine" escape WILL give you a dominant position when you escape. The 
Brute Force Escape will bring you back to standing position. 

A BJJ expert or a Sub Machine will NEVER need to mash buttons, EXCEPT if he 
gets caught in a Flash Sub or Counter Sub. More on this later... 

If a Strong Character with low sub offense wishes to try a submission, he 
better Mash buttons to use his strength instead of his deficient sub skills.

Turbo Controllers: I don't know anything about Turbo controllers: I've never 
seen one, I just bought my PS3 three months ago and I'm still learning to use 
the normal controller! If anyone can confirm that Turbo Controllers give you 
an edge with submissions, I'll be happy to update my FAQ. For now, just assume 
Turbo Controllers don't exist OR don't give an advantage to the user. 

Rotating Techniques: There are many ways to rotate the Right Stick: some will 
use their right thumb, others their right index or their palm. I use my left 
index to rotate. Choose the best way FOR YOU. Don't rotate TOO fast: a fast 
and constant rotation seems to work fine for me! 

Mashing Techniques: First of all, you must mash the face buttons: X, square, 
triangle and circle. You can mash one button, two buttons or all four buttons 
at once. There are many ways to Mash the face buttons: You can use one finger 
to rapidly Mash one button, or two fingers to simultaneously Mash two buttons. 
I use BOTH my hands---> Index and middle finger of the right hand for X and 
Circle, Index and middle finger of the left hand for Triangle and Square. 
Again, choose your own favorite way! 

I made a video tutorial about Rotating the Right Stick, you can watch it on 


Don't be afraid to subscribe to my Channel! 

Escaping Submissions [SU03]

Another confusing matter: Why can't I escape a submission? My stamina was 
still green and he submitted me! The guy was using a Turbo Controller for sure!

Again, did you go through the tutorial? If you did, you should remember that 
the Brute Force Escape as MORE chance to succeed that the Shine escape. So why 
bother rotating at all for an escape? Because it gives you dominant position 
when you escape with the Shine Method! 

EX: You are caught in a kneebar but your stamina is almost full. Rotate the 
stick to escape and you'll end up in side control, ready to initiate your own 
submission or transition to full mount. If you Mash buttons, you'll escape but 
wont get a dominant position: most of the time, you'll end up standing. 
For BJJ expert and Sub Machines, you should ALWAYS use the Shine method: 
Rotate to succeed a submission AND to escape a submission. The only exception 
is for Flash Subs, but BJJ practitioners CAN'T get caught in a Flash Sub. 

Sub Machines can't get caught in Flash Subs either, unless they are Judo 
Practitioner or Wrestlers with high Sub Offense (very rare). 
More on this later... 

When you KNOW your opponent has a high Sub Offense, don't get stuck on the 
ground! If you do get stuck on the ground, don't spam transitions to try to 
escape: you will waste all your stamina and be vulnerable to a submission. 
Wait for the perfect opportunity to escape or maintain your position until the 
Ref stands you up.

Now, many of you have played online. You surely got at least ONE fight against 
a Sub Machine. These monsters will initiate a submission when your stamina is 
full and deplete it completely in the struggle. Once your stamina is gone, 
they lock the Sub and Tap you Out. There's not much you can do: a Brute Force 
Escape WILL free you, but your Strength MUST be high (at least 75+). If your 
strength is below 75 AND your sub defense is below 80, NEVER fight against a 
Sub Machine. You WILL lose by submission in the first minute of round one...

Last important point: When you see your opponent attempting a Sub on you, 
start Mashing or Rotating IMMEDIATELY! Any wasted seconds increase the chance 
he'll lock the Sub. It is VERY hard to escape a Sub once it's locked.

5.        UFC 2009 UNDISPUTED             [RE00]
          Transitions and Reversals 

If you don't know what a Transition is, you better learn fast! Transitions are 
moves you perform on the ground to improve your position or escape a dominant 
position. You can also transition in the clinch, but it's different: no 
quarter turns, just back and forth motions. A transition is performed with the 
Right Stick.

There are 4 types of transition: 

1- Minor Transition ---> Quarter Turn on RS.

2- Major Transition ---> BIG Quarter Turn (more than a quarter turn).
                         Starts in a diagonal axis.

3- Signature Minor Transition ---> Quarter Turn while holding L1.

4- Signature Major Transition ---> BIG Quarter Turn

Note that numbers 2 and 4 (Major Transition and Signature Major) are done the 
same way. Don't ask me why, just be grateful: one less move to learn! For the 
sake of clarity, we will call a quarter turn "QT" and the BIG quarter turn 

Major Transitions will give you a more dominant position than Minor 
Transitions: You will use Major Transitions to make your way from a good 
position to a much better position, until you reach the ultimate position: 
Full Mount (with your head free).

Minor Transitions will improve your current position in a certain way. In half 
Guard Offense, if the opponent is holding your head, perform a Minor 
Transition to free your head. You're still in half guard, but you can now 
attempt a submission or GnP his face. Same thing from full guard: if your 
opponent is holding your head in full guard, perform a minor transition to 
free your head. A major transition will pass his full guard to half guard. 

EX: You shoot for a takedown and you get it! You fall in the opponent's full 
guard with your head stuck. Do a minor transition (QT) if you want to free 
your head and GnP. Do a major transition (BQT) if you wish to pass to half 
guard with your head still stuck. From there, you can do a minor transition 
(QT) to free your head and start GnP. You can also choose to perform a major 
transition (BQT) to try to pass to mount with your head stuck. If you get the 
mount, free your head with a major transition. A minor transition will bring 
you to side control. 

Signature transitions are unique to each different grappling style (BJJ, 
Wrestling, Judo). Feel free to pause the game and bring up the action list to 
learn ALL the signature transitions.

IMPORTANT: Both Major and Signature Transitions can be blocked AND reversed. 
Minor Transitions can only be blocked. A RS flick WILL block a Minor 
Transition, while it will reverse a Major or a Signature Transition (See 
Reversing Transitions). I believe there ARE exceptions to that rule.

In fact, some minor transitions CAN be reversed: for now, I'm sure you can 
reverse the minor transition when in Open Guard Defense, the opponent tries 
to free his head. You will end up in his Open Guard. You can also reverse the 
minor transition in Half Guard Defense. When he tries to free his head, 
reverse to get to half guard.

Transitioning effectively [RE01]

Transitioning is an art in itself: you must learn the basic rules before you 
master it!

-You CAN'T transition if your opponent is blocking. 

-To block a transition, HOLD the Right Stick left or right, without touching 
any other button. 

-If your ground grappling off/def is VERY high, you might be able to 
transition over the opponent's block. I wouldn't recommend it, because each 
blocked transitions will reduce your stamina. Even successful transitions 
hurt your stamina, so be careful and keep and eye on your stamina bar.

-Every transition has a distinctive initiating move. Try to learn them all to 
prevent any unwanted transition. Also, the distinctive initiating move is the 
PERFECT opportunity to try a Reversal! (see Reversing Transitions).

-Use transitions to make your way from a good position to the ultimate 
position: Full Mount (with your head free).

-When your opponent is blocking, his character will adopt a specific position: 
sometimes, you'll see his hands open or his legs around your back. Don't 
transition when he's blocking! Wait for him to get compromised.

EX: You get the Mount but the opponent is holding your head. You see by his 
position that he's always blocking to prevent you from getting your head free. 
Instead of wasting your stamina on failed transitions, start hitting him with 
punches to the face. You won't inflict much damage, but you WILL bother your 
opponent and hurt him a little. Also, you'll win the round if you keep GnP 
him, even from a bad position. 

Anyways, once you hit him a couple of time, he will try to transition out of 
your mount. NOW is the time to free your head! If you perform the transition 
BEFORE him (while he's not blocking), you will free your head and get the Full 
Mount. Watch his position carefully: whenever you see he stops blocking, 
transition before he does!

Reversing Transitions and Ground Control  [RE02]

Reversals are your most powerful tools on the ground. To perform a reversal, 
you must wait for the opponent to attempt a MAJOR or a SIGNATURE transition 
and FLICK the RS left or right AS SOON as he starts the transition. Keep in 
mind that if you try to reverse a MINOR transition, you will block it instead 
of reversing it.

Remember the initiating moves? Each time a transition is performed, an 
initiating move precedes the transition itself. The initiating move is very 
fast and you MUST flick during the initiating move. Flicking too late will not 
work: you wont reverse the transition and you wont block it either. Be quick, 
learn ALL the initiating moves and practice a lot.

Some people just can't get the timing right. However, once you get the trick, 
it becomes quite easy. Practice with a friend or against the CPU at higher 
difficulty levels (advanced or expert). The beginner CPU wont try as many 
transitions, so it's harder to practice reversals on beginner...

When you're ready, you'll find that reversals are very effective against the 
CPU or a human opponent. As a matter of fact, reversals are much more 
effective than transitions:

-A reversal CANNOT be blocked or countered. Transitions CAN.

-A reversal DOESN'T hurt your stamina. Transitions DO.

-Reversals are unpredictable. Transitions are easily predicted.

So why don't we ALWAYS use reversals? Because to use a reversal, the opponent 
must attempt a transition! If the opponent keeps blocking instead of 
transitioning, you wont be able to reverse him.

The most effective tactic is to lure the opponent into a transition. Use GnP 
to bother your opponent and force him to transition out of your grip.

EX: You are in Back Mount. Your legs are around the opponent's body and you're 
holding his shoulders. You can see the opponent is ALWAYS blocking to prevent 
your transition to Full Mount. Start punching his face from behind. You wont 
hurt him much but will certainly bother him. As soon as you see him attempt to 
transition out of your grip, REVERSE his transition to get back to Full Mount 
without ANY stamina cost whatsoever.

Reversals and transitions both depends on your ground grappling skills. I 
would guess ground grappling defense affects reversals and blocks while ground 
grappling offense affects transitions. I'm not 100% sure about this, so more 
on this later...

Suffice it to say, the higher your ground grappling skills, the better your 
chances to perform a reversal. A BJJ master will rarely use transitions: why 
bother transitioning and wasting stamina when you can just wait for your 
opponent's mistake to get a free reversal? 


Ground Control (to Major Tom?)

Once you master transitions and reversals, you must use these tools wisely 
to achieve ground control. If you spam reversals, your opponent wont ever try 
Major or Signature transitions. Try to be unpredictable, adjust your tactics 
to your opponent and never fall into a predictable routine.

The best way to practice Reversals and Transition is to choose a fighter with 
good ground skills and face an opponent with lesser ground skills. Once you 
get better, try it the other way: choose a fighter with poor ground skills and 
face a BJJ artist. 

Once you get the trick, go online and... CRY!

That's right, Online play KILLS the reversal game: the lag prevents you from 
reversing effectively. It IS still possible to perform a reversal online but 
the game must run smoothly: if you see the game is lagging, DON'T try 
reversals AT ALL.

Hopefully, a patch will correct this weakness soon (I hope). Until then, ONLY 
use reversal when you're sure they're gonna work online!  

I made a video about Ground Control and Reversals, you can watch it on Youtube:


Don't be afraid to subscribe to my Channel!

6.        UFC 2009 UNDISPUTED             [FL00]  
          Flash Submissions: Reversing Slams and Throws

Flash Submissions: Reversing Slams and Throws 

If you ever played as a Wrestler or a Judo practitioner, you obviously tried 
slams and throws from the clinch to get the opponent on the ground. If you 
played online or on higher difficulty levels (advanced or expert), I assume 
you've been caught at least ONE time in a Flash Submission. I got caught in a 
Flash Sub the FIRST day the DEMO came out...

There are two kinds of Flash Subs:

-Guillotine Choke by reversing a Wrestler's BIG slam.

-Rear Naked Choke by reversing a Judo Throw.

If you NEVER use BIG slams and Judo Throw, you will never get caught in a 
Flash Sub. Unfortunately, BIG slams and throws are awesome and it's very hard 
to refrain from using them...

There is no easy way to prevent a Flash Sub: if you ever try a BIG slam or a 
Judo Throw, you CAN get caught in a Flash Sub. You might be able to stop the 
slam or Thow before being reversed, but I only saw the CPU do it, I can't do
it myself. [V1.01]

What is even more annoying is that Flash Subs are VERY effective: I would say 
75% chance of success. If you attempt a BIG slam or a Throw with low stamina 
and get caught in a Flash Sub, you WILL Tap Out in no time!

Many people think they just been cheated by a Turbo Controller user. NO!

You just were fool enough to attempt a BIG slam or Throw against an expert 
player. The only way I know to escape a Flash Sub is to start mashing buttons 
AS SOON as you see you've been countered. If your stamina is still good, you 
might just succeed your escape if you mash buttons quickly.

Notice I said "mashing" buttons. That's right, you better mash buttons to 
escape a Flash Sub: no fancy Shine Method UNLESS you are a Sub Machine with 
low strength. BJJ expert don't have slams or Throw so they CAN'T get caught 
in a Flash Sub.

Let's begin by learning the difference between normal Slams, BIG Slams, Judo 
Trips and Judo Throws.

Reversing Normal Slams and Trips [FL01]

A normal Slam is for Wrestlers only. As far as I know, there are 3 kinds of 
normal Slams, all preformed from the Clinch: 

- Double Underhooks Offense---> Up or DOWN on RS while holding L1.

- Over/Under Left Hook---> Up, Down, Left or Right on RS while holding L1.

- Over/Under Right Hook---> Up, Down, Left or Right on RS while holding L1.

These are normal slams that can be reversed but wont lead to a Flash Sub. It 
is much safer to perform a normal Slam: if you get reversed, at least you're 
not stuck in a Flash Sub. You only end up in a disadvantageous ground position 
(side control or even Full Mount).

[V1.01] Thanks to AvariceFriend(xbl) for pointing this out:

To reverse a normal slam, you must HOLD or FLICK the RS in the OPPOSITE 
direction used to perform the slam: if the wrestler tries a Double Underhook 
normal Slam by holding L1 and pressing UP on the RS, you must HOLD or FLICK 
DOWN on YOUR RS to reverse the Slam and gain dominant ground position.

Please note that you can also PREVENT the Slam by holding BACK on your RS 
before he attempts the Slam.

The question is: How do I know WHAT direction to use on the RS to reverse the 

Like transitions, Slams have initiating motions before the slam occurs. If you 
learn ALL those different initiating moves, you will know which direction you 
must hold your RS to reverse any particular Slam. Learn them by playing with a 
Wrestler yourself and trying all Slams. Watch your opponent move and when you 
see him attempt a Slam and you're SURE which slam it is, HOLD or Flick RS in 
the opposite direction and you'll reverse it.

A Judo Trip is for Judo Practitioners only. There are A LOT of different trips 
performed from different Clinch Positions. I would be lying if I said I know 
them all. In fact, ANY clinch position will offer the Judo fighter a vast 
choice of Trips and Throws. 

- You can ONLY perform Trips from Double Underhook offense.

- You can ONLY perform Throws from Double Underhook defense.

- From Over/Under Right or Left Hook: Left or right will result in a trip, and
  Up and Down will result in a Throw.

Remember: Trips can be reversed to gain dominant position, while a reversed 
Throw will result in a Flash Sub (RNC).

Like the wrestler's Slams, the Judo trips and Throws can be countered by 
holding the OPPOSITE direction on your RS.

More on this later...

Reversing BIG Slams and Throws  [FL02]

[V1.01] Thanks to AvariceFriend(xbl) for pointing this out:

Now, bear with me because this will get confusing:

Let's call LEFT and RIGHT on the RS "REAL" directions.

Let's call BACKWARD and FORWARD on the RS "RELATIVE" directions.

- Left of Right is ALWAYS left or right... In any circumstances.

- Backward and Forward can be left or right depending if your character is 
facing left or right. Holding "BACKWARD" on the RS can be left or right 
depending on the direction you're facing.

In the case of LEFT and RIGHT, OPPOSITE directions would mean same RELATIVE 
direction: LEFT will always be LEFT for me and my opponent, but BACK for me 
is LEFT and BACK for him is RIGHT.

Therefore, to reverse a Slam or a Throw, we must hold the RS in the same 
RELATIVE direction, which would be the OPPOSITE REAL direction: LEFT 
when he uses RIGHT and UP when he uses DOWN.

EX: For the BIG Slam (Pick up Slam to Open Guard is the official name), you 
must hold L1 and RS BACK to perform the Slam. BACK will be LEFT when you're
facing right, but RIGHT when you're facing left. To reverse the Slam, you must 
hold the RS in the OPPOSITE REAL DIRECTION. If your character is  facing 
RIGHT, that means the opponent must hold L1 and hold RIGHT to initiate the 
Slam. You must hold LEFT to reverse it! 

Are you still following me?

directions are the SAME RELATIVE direction. This is very confusing...


| Hold LEFT against RIGHT |
| Hold RIGHT against LEFT |
| Hold UP against DOWN    |
| Hold DOWN against UP    |


| Hold BACKWARD against BACKWARD |
| Hold FORWARD against FORWARD   |
| Hold UP against DOWN           |
| Hold DOWN against UP           |

At least, UP and DOWN are the same RELATIVE direction, so it's less confusing. 
Or is it?


Now that we know what a Flash Sub is, let's see how they are performed:

The key is to be very familiar with the distinctive move related to every 
Throws and Slams. Every Slam or Throw has a distinctive initiating move. 

EX: When you're in the clinch, let a wrestler get Double Underhooks. Watch as 
he tries to slam you: his character will make a distinctive move depending on 
the slam. One of the big slams (Pick up Slam to Open Guard is the official 
name) will always begin by him trying to put his head under your shoulder. You 
must learn these moves to be sure WHAT slam he's going to use. Most players 
will use the big slam where he grabs you and lift you in the air. It's the 
easiest to reverse and you end up in a guillotine choke attempt. You must hold 
The RS in the opposite REAL direction, which would be the same RELATIVE 

I hope I'm making myself clear, it's very hard to explain:

Let's assume we're ALWAYS talking about REAL DIRECTIONS on the RS and we're
always facing RIGHT:

You counter a Slam or a Throw by holding the OPPOSITE REAL direction. That's 
the opposite direction the opponent's uses to initiate the slam. Counter a 
"Pick up Slam to Open Guard" Slam by holding your RS LEFT when he initiates 
the Slam. The opponent uses RIGHT on his RS to initiate this Slam. This is the 
opposite REAL direction.

Now let's assume we're ALWAYS talking about RELATIVE DIRECTIONS on the RS and 
we're always facing RIGHT:

You counter a BIG Slam by holding the SAME RELATIVE direction on your RS. 
That's the same direction the opponent's uses to initiate the slam. Counter a 
"Pick up Slam to Open Guard" Slam by holding your RS BACKWARD when he 
initiates the Slam. The opponent uses BACKWARD on his RS to initiate this 
Slam. This is the same RELATIVE direction.

For a big slam, the wrestler must hold L1 and Right Stick Left or Right. If 
YOU hold the right stick in the same RELATIVE direction (OPPOSITE REAL 
DIRECTION) at the exact moment he attempts the Slam (learn the distinctive 
move to be sure), you WILL reverse the throw and engage the guillotine. 

YOU DON'T HAVE TO PRESS R3 TO INITIATE THE SUB: it's automatic when you 
reverse the Slam.

The same thing is true for judo Throws: a Throw reversal will end up in a 
Rear Naked Choke attempt instead of a Guillotine. To reverse the Throw, hold 


Now, to succeed the submission, timing is crucial: if you start mashing 
buttons or rotating the Right Stick IMMEDIATLY when you reverse, you will 
submit him 75% of the time! Once again: Learn, practice, anticipate!

Armed with these infamous weapons, your fighter will be FEARED online.
Wrestlers will think twice before attempting a BIG Slam if you reverse his 
first Slam attempt. Most casual players have no idea Slams and Throws can be 
reversed. You have the element of surprise! You'll never fear the Slams or 
Throws again, but Wrestlers and Judo practitioners will run away when they 
meet you online! 

7.       UFC 2009 UNDISPUTED            [MI00]



GOLDEN RULE: NEVER QUIT ONLINE. You will kill the game and soon, even quitters 
wont be able to have any victories... EVERYBODY is going to quit if this keeps 
going on!

Thank you for reading this FAQ! If you made it this far, I guess you're now a 
better player than before. If not, don't be afraid to contact me and tell me 
why you didn't learn anything from my FAQ.

I really hope you get better at the game. I also hope you create your own 
unique CAFs so we can meet online and challenge each other! I always enjoy a 
fair challenge, feel free to contact me if you want to know my PSN tag and 
challenge me online. I will try to answer e-mails fast and come back to update 
this FAQ as soon as I can. See the contact info to get my e-mail.

If your question was not answered by the FAQ, feel free to browse through the 
Frequently Asked Questions!

Thank you again for reading, if you did...

FAQ or Frequently Asked Questions  [MI01]

Q: How do I escape the Full Mount?

A: By transitioning out of it! Here's the expert's way: from Full Mount 
defense, do a minor transition to grab his head (quarter turn). Once you got 
his head, he wont KO you for sure. Wait for him to try to get his head free. 
When he tries it, QUICKLY flick the stick to perform a reversal and land in 
his open guard, ready to retaliate!


Q: How do I escape the Muay Thai Clinch or prevent the knees?

A: When you're caught in the Muay Thai clinch, the best way to escape is to 
predict his knee and grapple it by flicking DOWN on your Right Stick. You'll 
catch his leg and throw him down, landing in his open guard. If he tries to 
swirl you, you can reverse his swirl by flicking RS in the same direction. If 
you don't block the swirl, block his knee with R1 (R2 for a low knee).You can 
escape the clinch by holding back on your Left Stick, but your clinch grapple 
defense must be adequate to succeed!


Q: How do I escape the Single Collar Tie Clinch? Rampage is killing me!

A: Like the Muay Thai clinch, if you can predict his punch or knee, grapple it 
by flicking UP or DOWN to take him down or engage your own clinch. 
It's harder to predict than the Muay Thai Clinch but still manageable. You can 
also escape the clinch by holding back on your Left Stick, but your clinch 
grapple defense must be adequate to succeed!


Q: How do I win online? Every one's better than me!

A: Not for long if you read this Guide carefully! Learn, practice, anticipate. 


Q: How do I get Submission of the night? 

A: You can get SOTN by: 
-Taping out your opponent in the first minute. ---> good chance SOTN.
-using a signature sub ---> not guaranteed SOTN.
-using a Flash Sub or a Counter Sub ---> good chance to get SOTN.
-locking a Sub when the opponent is still rocked. ---> BEST chance for SOTN.
-locking a Sub while in rocked state ---> VERY HARD: I only did it once: SOTN.

LOCKING the sub means getting to the second part of the sub animation, not 
tapping out. The second part of the sub animation is very distinctive for each 
sub. Learn them all! Of course, if your opponent escapes in the second part, 
you won't get SOTN... 


Q: How do I get Fight Of The Night?

A: Beats me! The only way I ever got it was by finishing the fight in the 
first 30 seconds. I got it earlier in my first career but I don't know WHY I 
got it. A flash KO can give you FOTN AND KOOTN.


Q: What is a Flash KO?

A: There are 2 kinds of Flash KOs: A KO happening in the first minute is 
called a Flash KO, and any one punch KO can be considered a Flash KO too. If 
you Rock him before the KO occurs, it's NOT a Flash KO. You must KO him with 
ONE punch or kick.


Q: How do I get KO Of The Night?

A: Beats me! You should get it at least once in your career unless you always 
win by submission or decision... A KO in the first 30 seconds will give you 
KOOTN more often. Flash KO will also give KOOTN once in a while... A KO from
a counter punch/kick has a good chance to give KOOTN.


Q: How do I perform [insert special move, combo or transition]?

A: Press Pause anytime in the fight. Select Action List or Combo List. Learn 
how to read if necessary.


Q: How do I unlock [insert trophy, hidden fighter or special feature]?

A: Visit gamefaqs.com. Find your game and your console and select the CHEAT 
tab. Learn how to read if necessary.


Q: How can I win by Submission?

A: By reading this Guide! Copy this: [SU00]  Press CTRL + F and find it! Learn 
how to read if necessary.


Q: How can I get a 115 overall rating CAF?

A: Quit your job. Don't answer the phone. Don't call your friends. Get a 
comfortable chair. Reload relentlessly.


Q: Who are you? Where are you from? What IS your first language?

A: I am. Far North. Inuktitut.


Q: How much you got paid for this awesome FAQ?

A: The check is in the mail, as we say in my far away country!


Q: Do you train MMA? Bet I'd kick ur arse!

A: If you can find me, you can beat me! Just remember I'm a pink belt in 
Fuu Kji Aye.


Q: Who's your favorite UFC fighter?

A: In the UFC, tie between GSP and Lyoto Machida. Outside the UFC, Fedor 
Emilianenko and Gegard Mousasi.


Q: Have you ever been on Sherdog?

A: As a matter of fact, I have an account on Sherdog. Contact me if you want 
to know my user name and my post history.


Q: Why did you ever post this awful FAQ!

A: I'm still wondering... Why did you read it in the first place? I warned you 
at the beginning!


Contact Info [CIFO]

I created a Specific E-mail for all things related to UFC 2009 UNDISPUTED.


If you wish to contact me to ask questions, submit information or for whatever
other reason, feel free to do it! Please don't e-mail me to Flame me or tell 
me how my FAQ sucks... I'm open to constructive critics, not Flame Wars.
If you plan on submitting tips or correcting an error I made, please provide 
me with a username or any alias you use so I can credit you.

If you wish to have my PSN or my Sherdog User Name, please send me a e-mail 
to tell me why! I like making new friends, but just wont accept every request.
Besides UFC 2009 UNDISPUTED, I also play Resident Evil 5 so if you wish to 
play Mercenaries with me, feel free to contact me!I don't have Versus mode yet.


Credits/Special Thanks

Well, where to begin?

-THQ: For releasing an AWESOME game (IMO).

-UFC and ZUFFA: For providing us with a HUGE roster of REAL fighters!

-Gamefaqs.com: Only if they post this FAQ. No, seriously, thank you for 
providing us with great FAQS and tips on any and every game!

-Sherdog.com: I got better English skills because guys over there are real 
grammar policemen. They can be annoying, but it's still the BEST place for 
MMA fans (IMO).

-LC46D82U: I don't know who he is. He's the one who created the thread
"STICKY : Career mode tips to creating the best fighter". I know he's
going to post a FAQ soon on CAF creation, so I hope I'm not tresspassing 
in his playground. Anyways, this guy oppened my eyes on CAF creation and
tactical training, so THANK YOU LC46D82U, whoever you are! You can find
his original thread at this URL:


-[V1.01] Thanks to AvariceFriend(xbl) for pointing this out: OPPOSITE 
directions VS relative directions.

-Anyone else I'm forgetting.

I'll finish with a very popular citation in my far away country:

"Watch out where the Huskies go and don't you eat that yellow snow!"
(Frank Zappa)