------------------------------------------------------------------------------- _________________________________ | 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] ------------------------------------------------------------------------------- INTRODUCTION ---------------- 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 quitting... ---------------- 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. -------- Glossary -------- 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: http://www.gamefaqs.com/boards/genmessage.php?board=949119&topic=49588524 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 distribute. 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 them. *_Before finishing your fighter, don't forget to go to the clothing/equipment menu._* 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 attribute. - 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 night. 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 him. *_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 categories: 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 technique. 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 submission. 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 Youtube: http://www.youtube.com/watch?v=VZxs83rsmwE&feature=channel_page 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 "BQT". 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: http://www.youtube.com/watch?v=vv8nxsSI3I4&feature=channel_page 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 slam? 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? Always HOLD THE OPPOSITE REAL DIRECTION! For LEFT and RIGHT, opposite directions are the SAME RELATIVE direction. This is very confusing... REAL DIRECTIONS: --------------------------- | Hold LEFT against RIGHT | --------------------------- | Hold RIGHT against LEFT | --------------------------- | Hold UP against DOWN | --------------------------- | Hold DOWN against UP | --------------------------- RELATIVE DIRECTIONS: ---------------------------------- | 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 direction. 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 the OPPOSITE REAL DIRECTION. Once again, YOU DON'T HAVE TO PRESS R3 TO INITIATE THE SUB. --------------- 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] ------------------------------------------------------------------------------- Miscellaneous ------------- Miscellaneous ------------- UFC 2009 UNDISPUTED 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. underworld.beast@hotmail.com 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. underworld.beast@hotmail.com ---------------------- 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: http://www.gamefaqs.com/boards/genmessage.php?board=949119&topic=49588524 -[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)