Started my career today and used Rose Namajunas. Currently 14-1, was doing really good but when I was on the cusp of the top 10 I hit a hell of a learning curve. I've gotten mostly A's in my training but still am only in the low 80's for my overall rating. Considering everyone I fight now is high 80's to low 90's it can bet a bit rough. Was kind of BS the fight I lost though, I got dropped by a hook out of nowhere (flash knockdown) and they hit me so fast on the ground I couldn't get my recover meter full.
Obviously need to work on my stand-up ratings to balance my fighter out. Her ground game is sick, won 12 of my 14 fights (not counting TUF) by submission in the first round. The speed of her striking is on point but she lacks power.
Yeah I am up to the TUF finals with McGregor. I have been working one one aspect each in camp so far. Grades have varied as has the difficulty I've selected. Hope being that as I go along, I'll get better at the drills and move up in difficulty.
Edit: Had my best camp so far, got 2 A's(Ground Top Control and Takedown Defense) and a D(heavy bag leg kicks), then won the TUF Final with a First Round KO after a take down followed by some ground and pound.
I just finished my career. Went 34-3 with 14 KO/TKOs and 20 Submissions. Avenged each one of my losses and retired as the champion. I do think your longevity meter moves too much sometimes. I had a couple of fights early on where I literally took no damage and got a quick submission yet the longevity meter moved.
I do recommend training in speed and movement if you plan on being a stand up fighter. Power is good to have but I'd focus on the other two first.
Thanks Monk, I'll try to remember that. I've kind of shifted my strategy recently(at least with a lowly rated McGregor) from trying to wildly throw and get a KO shot to trying to either get a knockdown with a ground and pound KO, or get a take down followed by the ground and pound.
About to run my first event on there here in a little bit.
Edit: And Holly Holm knocked me out in less than 40 seconds. Tried to take it to the mat, but she ended up getting top control and just started raining hammer fists.
Last Edit: Mar 26, 2016 19:47:04 GMT -6 by Sandman
Here's a couple of tips I've picked up after putting in some serious time on the ground:
-Some fighters have an advantage over others on the ground. Biggest example would be a guy like Demian Maia but there are tons of people who have a ground advantage. In this cases when you are on the ground if you hold R2 and nothing else you will get a "defend" prompt in the direction your opponent is trying to transition to. For example let's say you have your opponent in side control and you are holding R2, you will get a "defend" prompt in either the left or right direction. Quickly flicking the R stick in the direction that says defend will block their transition.
-Now in some cases you won't get the "defend" prompt and that typically means you are going against somebody who has a better ground game then your fighter. In these cases you'll need to watch your opponent and try and block the direction they lean in. It's a lot harder to do and typically results in a lot more back and forth on the ground. So for the purpose of these tips I'll be referencing the cases in which the "defend" prompt does show up.
-Blocking a transition has a couple of effects. 1.) It causes the person whose transition was blocked to suffer a stamina loss. 2.) It helps swing the "Grapple Advantage" (more on this in a minute) in your favor a bit.
-Grapple Advantage is the in game formula that dictates who will win the grappling exchanges (i.e. fill the transition meter faster). Ground ratings play a factor but is only part. Blocking a strike on the ground and the aforementioned blocking a transition play a part, though I'm pretty sure blocking a transition carries more weight of the two. Also stamina plays a roll. It is easier to perform a transition on or submit someone whose stamina is low. Dominant position also plays a part. If you are fighting off your back against someone with full stamina then you will have to work harder to swing the grapple advantage in your favor. Be patient and attempt to block strikes and their transitions, don't just immediately try and switch to a more defensive position (full guard, half guard) because they will more than likely block it and drain some of your stamina; further increasing their grapple advantage.
-Takedowns obviously play a key role in the ground game as more times than not they are the means to get the fight to the ground. However you got to be careful with who you are fighting as in some cases your opponent's takedown defense is going to make you work a bit for a takedown. In the case of Holly Holm, her takedown defense is pretty good. Best way to take someone like that down is to either counter one of their kicks and take them down while they are off balance (can be tricky to time) or to play defensively and make them miss their strikes causing their stamina to go down which will open the door for the takedown. There are four basic types of takedowns: single leg (L2 and towards your opponent), double leg (L2 and away from your opponent), power single (L1, L2, and towards your opponent) and power double (L1, L2, and away from your opponent. You also trips and throws from the clinch but that's a whole different animal.
-Single Leg and Double Leg. These are the most common takedowns. Landing a single leg will typically land you either in half guard or in some cases side control. Landing a double leg will typically land you in full guard or half guard. Personally I prefer the single leg takedown simply because you are more likely to land in a more advantageous position on the ground as opposed to possibly being in full guard and giving your opponent more options to either try a submission or get off the ground.
-Power Single and Power Double. Both of these land you in better positions on the ground (in some cases full mount) BUT they are a lot easier for your opponent to block. I personally only like using these sparingly and on guys who I know don't have the best takedown defense. For example in the Beta I used to slam the hell out of CM Punk with Johny Hendricks.
-Let's say you land your takedown and end up in half guard. Assuming you are looking to land some good ground and pound the overall goal will be to get in top mount but short term you at least want to be out of guard. Again patience is key though so the first thing you need to do is hold R2 and await your opponent's move. Now they are usually going to somewhat spam transitions as long as their stamina allows so you need to be ready to defend. I'd say once you block 2 or 3 from this position then your grapple advantage should be high enough to move into side control.
-Now you are in side control and are in a completely dominant position. From here I change the strategy slightly. You still need to be ready to defend multiple transitions but I like to throw in a few strikes too. The method I use is block 2 or 3 transitions then throw 1 or 2 strikes. Don't get too greedy though or the cpu will transition out of the position. Also I find it's best to not use power (L1) strikes in this instance and to also use the same fist. For example: block 2 or 3 transitions, throw 1 or 2 strikes, block transitions. It is up to you how long you want to remain here but always remember to wait to block their transitions before you try and change the position yourself. This way you move into the new position with full stamina and have a much lower chance that they move back into half guard.
-Transition to top mount. Again I'd handle this position the same with the transition blocks but your main goal here needs to be to posture up since that is the most damaging position in the game. It's also helpful to cause the cpu to use up their stamina via blocking their transitions before you posture up but isn't necessarily required.
-Posture up and unload. You aren't guaranteed to get the finish but if you managed your stamina well via the above tips you should at least be able to badly hurt them. Chances are they will pull you back down into the top mount position at which point you can rinse and repeat. In some cases they will flip over and give up their back. For ground and pound repeat the same steps but you want to flatten them out.
-Some guys also have "advanced" ground moves that can be accessed using L1 while on the ground but they can be a bit trickier and more times than not are better used defensively. The best offensive "advanced" move in my opinion is the crucifex, which certain guys can perform while you have your opponent in side control.
-Obviously there are also submissions which is a whole different can of worms that we can get into at another time.
Hopefully that helps some and if you find it helpful I can do a write-up for defense grappling as well when your opponent has you down on the ground.
I haven't played much this week due to the new Destiny update. They did release a patch though that added two fighters (Patrick Cote @ WelterWeight and Louis Smolka @ Flyweight) and tweaked gameplay.
I did run two cards this weekend though and successfully defended the Featherweight title with Conor McGregor against Ricardo Lamas. Ended up knocking him out in 23 seconds in the first round. Was funny too because I wasn't even being aggressive he was and I moved out of the way and landed a counter hook that rocked him. I then swarmed him to knock him down and landed some nasty hammer fists to end his night.
I did notice though the computer is more aggressive since the patch though I haven't played it enough to determine what adjustments I might have to make to my play style just yet. They did buff the jab a bit so Nate Diaz is pretty damn nasty if used right.
I probably will play some more tomorrow though so I can finish the "Live Events" predictions/simulations and at least run a card or two.
EA Sports UFC 2 patch 1.07 and content update #4 is available now for PlayStation 4 and Xbox One fans. The update adds 2 new fighters, Karolina Kowalkiewicz (Women's Strawweight) and Thiago Tavares (Men’s Featherweight), as well as UFC Ultimate Team features, and gameplay updates.
Below are the gameplay updates in patch 1.07, previously revealed here.
UFC ULTIMATE TEAM
Fighter Showpieces: Celebrate momentous victories in UFC history through Fighter Showpieces. Collect all Fighter Showpieces in Ultimate Team for epic rewards! Item Scouting: A new way to acquire Ultimate Team items. Every day, 5 different items will be available to buy with coins. Users can spend coins to manually refresh the list of items available and use UFC Points to lock an item until they have enough coins to buy it. Highlights of the Week: A new tab in the Ultimate Team store that showcases new and highlighted items for each week. Come see what’s available in packs! Improved Create a Fighter flow: When creating a new fighter in Ultimate Team, players will now be shown a randomized fighter and can jump directly into the Ultimate Team mode with that fighter. Players can also cycle through multiple randomized fighters or use the original Create a Fighter feature for full customization control.
-Removed the ability of punches in Single Collar Clinch to deny clinch transitions. -Increased counter window after denied clinch attempt. -Added the ability to deny clinch attempts when following through with a strike. -Added counter damage modifier after clinch denial. -Added new momentum scenarios to various ground positions. -Added new logic to control when different strike types can interrupt a takedown. -Punish the defender in a submission for defending a chain before it appears by taking away some defensive progress. -Pushing in the wrong direction to deny submission chain blocks the defending fighter from pushing in the correct direction. -Reduced Thai Knee Damage by 10%. -Changed the inputs for submission reversals on the ground to be L2+R2. -Gave fighters who have the sit out sweep in sprawl the option to also do the half guard escape. -Tuned the submissive fighter's escape from back mount to half guard to be a bit more challenging. -AI tuning. -Various Gameplay and Animation updates.
That's now eight total fighters they've released for free since launch back in March as well as a constant stream of gameplay tweaks based on feedback. I know some people still have issues with the game (personally I absolutely love it) but you can't deny that EA really goes out of their way to try and make fans happy with this franchise.