Defense Tactics drill
Trust me, you need to learn to defend those transitions. Once you have it, you will wear your opponent down very quickly. I have submitted a ton of people like this. Really don't get how it works. I've tried in training and r2 plus a direction does nothing even though I know the direction. Am I missing something? Could you provide some information on how you do it? My thing is, when they are on top and transitioning, I'm honestly not sure of how you're even supposed to know how to defend it.
Are you supposed to hold r2 and push the direction on the right stick? If so, how do you know what direction? Does anything on the circle light up to show you what direction, or are you just holding a random direction hoping that the opponent is trying to transition that way? You want to flick the stick quickly, don't hold it. That made a world of difference for me FC: Nothing shows up on the indicator to help you, you just have to quickly read your opponent FC: One of developers has a highly detailed article about every system in the game.
Initial take-down and clinch defense standing are the as before, with modifiers for more options. All else, meaning transitions, submissions, and apparently, throws follow the animation. In this regard, UFC 2 can be considered a success. Likewise, without question this is one of the most visually impactful sports games ever made, competing with NBA 2K when it comes to athlete likenesses and FIFA in terms of animation variety.
Every tattoo adorning McGregor appears to be within a single pixel of accuracy, every one of Rousey's tightly packed upper-body muscles flexes powerfully as each jab is thrown. Combine this with the sheer variety of attacks at your disposal and it was nearly impossible to not be impressed by the visual spectacle even after hours of play under my belt. Throw a punch during this momentary disconnect with reality and you're treated to seeing a professional fighter look like a drunk.
Awkward moments are thrown up, as they were in EA Sports' UFC release, when a fighter's position is quickly and dramatically altered. This is particularly noticeable after you've just dropped your foe to the canvas with a solid strike, it Takes a second for your fighter to register that the target is no longer standing right in front of them. Throw a punch during this momentary disconnect with reality and you're treated to seeing a professional fighter look like a drunk as they harmlessly swat away at the air in front of their face.
Otherwise, the animations have been masterfully constructed in a manner that allows you total control over individual actions. It's when you're on your feet that things are at their most powerful; the best strikers able to execute combos as fast and as accurately as you can input them. Softening up your opponent with a few leg kicks before peppering the head and body with punches is an art unto itself and, as long as you pit yourself against quality opposition, one that takes significant practise to execute flawlessly.
Take the fight to ground with a wrestling or Brazilian jujitsu specialist, however, and the action is less impressive. Transitioning between positions of varying levels of dominance is assigned to the right stick, as it was in the UFC, with the 'full mount' position tending to represent the hallowed ground from which fights are generally won.
Welcomingly, when the fight hits the mat a small icon appears indicating which position each stick movement will seek to secure. This takes away the boorish memorisation that was needed in the past and allows you to concentrate solely on outwitting your opponent and manipulating their body in such a way as to make defence difficult.
However, while the mechanics are well thought out in isolation, the end result is simply too strict and controlled to allow free-flowing combat. In reality, the best ground fighters move seamlessly, and often unpredictably, in an attempt to catch their opposite number off guard.
The likes of Chris Weidman and Fabricio Werdum are, in reality, able to interlock a number of skills into a single motion that leaves both spectator and opponent confused - that doesn't happen here.
The one with the lower leg health will be at a grapple disadvantage. When throwing a strike on the ground or in the clinch, you are exposing yourself to a grapple disadvantage. For a short window after landing an unblocked strike on the ground or in the clinch, you are at a grapple advantage.
Following a successfully blocked strike, the fighter who blocked the strike earns a grapple advantage. If a strike is evaded on the ground due to an arm trap, bridge, or other grappling technique, the defensive fighter will be at a grapple advantage.
Following a successful denial, the fighter who performed the denial is at a grapple advantage. How much grapple advantage you get off a successful denial depends on how difficult the move was to perform.
A difficult move like a sweep will give your opponent much more grapple advantage off a denial than denying a more conservative move, like a pass from guard to half guard, or an escape back to half guard from side control. Certain moves on the ground, when completed, give a temporary grapple advantage in one particular direction, as dictated by the momentum of the move that was completed. For example, if the bottom fighter successfully sweeps the top fighter from guard to mount using a scissor sweep, the fighter who just got swept can use that momentum to sweep their opponent back to guard, if timed correctly.
I touched on move difficulty briefly as being one of the factors that contribute to the size of the denial window and how long it takes for your grappling meter to fill up. The difficulty of a transition or takedown in the clinch and ground is calculated based on how big of an improvement in position that move will give you. A pass from guard to half guard would be a small improvement in position and would be a low difficulty move.
A sweep from bottom mount to top guard would be a big improvement in position, and would be a high difficulty move. Every position in the clinch and on the ground has a number that defines how easy or hard a submission should be from that position. Every position in the clinch and on the ground has a number that defines how much control that position has for the dominant fighter.
Some moves may seem impossible at first glance. The denial window for a sweep from guard to mount might be so long that it appears impossible to ever pull off. Easy moves that are viable right from the get go are only slightly affected by increased grapple and stamina advantage. So a high level grappler may have a sweep that on its face appears to not be viable, but it will require much less of a grapple or stamina advantage for that move to becomes viable, than for a mid level grappler who has the same move.
Once you take your opponent to the ground or get them in the clinch, the single biggest change in the grappling system will become immediately apparent. Both fighters can transition independently from each other. In UFC 1, once one fighter started a grappling move, the other fighter had only one option.
In order to maintain balance, each fighter needed to be given equal opportunity to attempt transitions, and the game that resulted was a turn based grappling system. If the top fighter in guard presses to the right to pass to half guard, the bottom fighter is free to hip out, put his feet on hips, or sit up.
All without interrupting what the top fighter initially attempted to do. If I want to go left, I press left. You could play the game without ever knowing how to defend a transition. But to master the game, you have to understand what determines how fast the meter fills up, because the meter that fills up first will determine which fighter gets to complete his transition. You just have to read the animation and deny in the same direction he is moving.
You just have to match the direction in which you see the move going. You can no longer focus all your efforts on defending in one direction to avoid a submission attempt, or a getup. The other big change to defensive grappling both on the ground and in the clinch is that pre-emptive denials no longer work. That means you can no longer press RT and hold the stick in a direction before your opponent has started his move, and expect it to work. The size of that window is determined by the same factors that control how fast the grapple meter fills up.
Pre-emptive takedown and clinch attempt denials from standup do work however, and are supported by new animations. As an offensive grappler, there is only one way you can avoid getting reversed, and I touched on it earlier.
So if you want to benefit from as much stamina savings as possible, and avoid getting reversed by a top level grappler, keep your technique tight and swoop the stick at the end of the grappling meter. If you swoop successfully and your opponent inputs his denial early enough for a reversal, that reversal will be downgraded to a regular denial. In order to allow you to perform a perfect swoop with no HUD, the controller will vibrate with increasing intensity as you approach the perfect window.
So with a little practice, you should be able to hit that perfect timing window with your eyes closed.