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Ultimate Fighting Championship
Dreamcast
Fighting Guide

Niniendowarrior
niniendowarrior@gmail.com

version 0.01 05.30.05

Table of Contents:
1. Introduction
2. Controls
3. Novice Players
4. Fight Situations
5. Fighter Notes

1.0 Introduction:

Seeing how UFC for the DC have such scarce resources, it seems 
necessary for me to write a guide and share what I know from literal 
years and years of playing.  This guide reflects all I have learned 
throughout playing UFC for the DC.  Some of my tips might be 
applicable to other UFC games.  Since I only have the Dreamcast game, 
I can only speculate on what tips are applicable.

Without further ado, let us begin the guide.

2.0 Controls:

The controls are as follows:

X = left punch
Y = right punch
A = left kick
B = right kick

d-pad/analog.

To do grappling and counters you can press the combination of the 
buttons above.  The L and R trigger can be mapped to anything you 
wish.

Note: Tips on controls
What I use is L = X+Y and R = A+B.  Why?  Most of the upper body 
grapples and submissions can be countered using the L trigger.  Lower 
body grapples can be countered using the R trigger.

Ultimately, you have to decide for yourself whether or not you will 
use the triggers.  Since I use a very orthodox handling of the 
controller, the triggers have been very handy for me.

If you use your index finger and middle finger to access the X, Y, A 
and B buttons.  The triggers could be a real pain to use.  You'd 
rather master actually pressing the buttons to counter.  This grip 
has a special advantage and I will speak of later.

From the backmount top, pressing X+B will make your fighter go back 
to standup, taunting the other fighter.  Do this only if you like 
toying your opponents.

3.0 Novice Players:

Normally, beginners find button mashing convenient.  It's actually 
perfectly fine to use this method.  The only problem is that the kind 
of counters that happen are unpredictable.  That's why if you want to 
be better at the game, you still have to learn.  Button mashers do 
have a fairly large chance of winning.

4.0 Fight Situations:

Standup:

The standup position happens when both fighters are standing.  Bear 
in mind that there are only a couple of things that can happen at the 
standup.

1.  Strikes (punch, kick).  These happen at combinations or when 
taking steps forward or back or side-stepping.  To be effective in 
strikes, especially against people who just simply like to throw 
combinations at you, it is wise to pick your time.  Study how your 
opponent reacts and how he fights.  Throw your shots at proper times, 
like when he's getting ready to throw a big punch, or just after the 
punch.  Punch and kick counters work wonders for you if you can 
anticipate the assault.  If the opponent stuns you, it means you have 
to be more careful when you block.  Also check for your stamina.  
Don't wail away as this gets you in trouble early on especially 
against very experienced fighters.

2.  Takedowns.  These allow the transition to mounted position, guard 
position, backmount position, or a stalemate.  The normal takedown is 
really not recommended.  Experienced players know what counters to 
use and you'll be sorry for using it.  Study what takedowns will 
result in a stalemate.  That's usually the takedown you want to use.  
Characters fight differently, so master one and know what takedowns 
really work.  Knowing the counters can help you against players who 
want to take a fight to the ground.  Going to the ground doesn't 
necessarily mean, it's over for the mounted opponent, so stay sharp.

3.  Submissions.  There is a small set of fighters who can perform 
submission moves standing up.  Keep an eye out for those submissions 
as they may be exploitable.  Most of them are being thrown at you as 
a tactic to gain a favorable position.  If your character has 
submission moves study what possible counters can be done on your 
submission moves.  If nothing good comes up from it, it might not be 
a good idea to use.

Mounted Position (Mount bottom):

The mounted position is usually an unfavorable position for the 
person at the bottom.  There are ways to overcome this position 
should you be the person at the bottom.

1.  Do a circular motion, counter-clockwise or clockwise, the d-pad.  
This attempted to move to a guard bottom position.  It's a rule of 
thumb to get the guard EVERYTIME you get taken down.

2.  Counters.  Counters have not really gotten much attention since 
the button mashers have quickly risen as the ideal fighting tactic.  
Learning counters is really something you can use, be it against 
human or AI players.  Counters are really difficult to pull off but
when you do, it is really a handy tool to save your neck.

Basically, you have only one counter at this position, X+Y.  This 
allows you to counter any punch the opponent throws.  The left and 
right punch counter are treated differently since there are few 
fighters who have different kinds and offensive types of counters.
Normally, the counters here allow you to catch the arm and reverse 
the situation, giving you a guard top, which we'll explain later.

As I've said earlier, there are some fighters who have offensive 
types of counters.  For this kind of counter, when you catch the arm 
of an opponent, you perform a submission move that can, theoretically 
end a fight.  The only one I've seen in the mounted position is the 
key lock.  If the submission move does not result in a reversal of 
position, then it's really no good.  The main reason you want to do a 
counter is to reverse the position, thus, getting yourself out of 
danger of being pounded out.  If a submission move does not get you 
out of the mount position, it's not worth doing.

Learn the timing.  There's no easy way to do it.

3.  Grapples.  There are quite a number of fighters who can grapple 
their way out of the mounted position.  There are, generally, two 
types of grapples.

  a.  Grapples that simply reverse the position.
  b.  Submission moves that reverse the position.
  
Grapples that simply reverse positions range from the generic 
grabbing the opponent and turning it around to trying sweeping moves 
to get a reversed position.  Normally, these can be countered quite 
easily, and results into more troublesome positions.

There are some fighters who can throw submission moves off the 
mounted positions.  These are the really useful ones as these allow 
for position changes.  If your fighters has a submission move that, 
WHEN countered, results in a change in position other than a 
backmount on yourself, then the fighter has really not much problem 
on the ground.  You can fight comfortably off your back and get out 
of this really bad position.

Guard bottom:

The guard bottom is the position where the fighter at the bottom has 
his legs around the opponent.  There are reasons why this is a 
favorable position than the mounted position.

1.  Less damage.  In the guard position, you get lesser damage when 
pounded.

2.  More offense.  This position generally gives the fighter on his 
back more avenues for offense.  Some have submissions at this 
position, others have more competent strikes.

Be it the guy at the guard or mount bottom, counters are still 
useful.  Your position improves and this either gives you a more 
level playing field or the advantageous position.

Another tactic is to stall the fight.  Most fighters have the generic 
grapple that will allow reversing of positions.  While the mounted 
position version of this grab is almost completely useless because it 
makes the fighter at the bottom vulnerable, the guard bottom version 
is excellent at completely tangling your opponent and not leaving you 
so vulnerable.  There's a little flaw in this tactic.  The A and B 
punches of the guy on guard top will preempt the grab.  Thus, you 
mustn't totally rely on this.  If the opponent tries the X and Y 
punches, this tactic will completely neutralize the offense.  Mixing 
this with other offensive tactics like submission moves and you are 
on your way to getting out of this sticky situation.

Submission moves are also open to fighters at the guard bottom.  You 
have to study submissions carefully to make good use of it.  Study 
what is the likelihood for the counter to give you, say, a mount top 
position.  Use this to gauge whether or not submission moves are 
worth doing.  These moves will preempt even the quickest of strikes, 
so they are the best options you have.

Doing the circular motion is another option, which will allow you to 
push kick the fighter on top and get back to a stand up position.  
There's a small time frame for the player on top to do a circular 
motion and thus, countering your push kick and keeping guard top.  If 
the player wants to keep the fight standing and decides to do the 
circular motion to leave your guard, you can opt to keep guard bottom 
by doing the circular motion as soon as the animation for standing up 
happens.  Note, some fighters are immune to this.

Mount Top:

The mount top is a very ideal situation.  As long as you keep an eye 
on those submission moves and grabs, you should do fine.  Common 
sense will tell you that pounding your opponent will suffice and 
usually, it is.  Vary your punches so your opponent cannot predict 
when to throw a counter.

For the 'heavy hitter' AI, the AI will most likely keep blocking.  If 
the AI lets his guard down, the countering timing is almost 100% 
precise.  Just a word of warning.

Some fighters have very good submissions here.  Submissions that 
allow the fighter pulling the submission move to get a better 
position, the backmount top.  Do ONLY these submission moves should 
you get a mount top.

Backmount Bottom:

Honestly, there's very little you can do on the backmount bottom.  
The elbows from X and Y are too slow and leave you so vulnerable.  
The block won't remove the enormous amount of damage you'll receive.  
In other words, consider yourself doomed.  Generally speaking, the 
action only worth doing on this position is doing the circular motion 
that will change the position to mount bottom.  There's a time lag 
where the opponent on top can hit you to preempt the transition of 
positions.  If you get knocked out, there's very little you can do 
anyway, so no hard feelings.

Backmount Top:

This is position almost guarantees you the win.  You only have to 
take note of some characters.  But generally, you are in command of 
the fight.  Pound away at your helpless opponent.  Doing submission 
moves can most likely compromise your position by changing the 
position back to mount or some other less favorable position.

Other tips:

When being taken down, especially while using a generic take down, 
use X+B to counter the takedown and obtain a backmount top.  This is 
very good and important, especially for people using the index and 
middle fingers for pressing the buttons.

5.0 Fighter notes:

Here's a section where I list down some thoughts on some of the 
fighters or move lists.

Tito Ortiz

Perhaps, one of the more powerful fighters in the game.  Has very 
fast punches and a good number of combinations.  Has a very good take 
down shoot that almost guarantees a takedown.  GnP is one of his more 
damaging assaults.  Punch combinations from guard bottom is 
formidable.  He can fight back while on the guard bottom.  He also 
has backmount-top punch combinations.

Moves to note:
Front step X+A - results in a fast shoot.  When countered by 
opponents, press Y+B to charge further and complete the takedown.  
This gives him a very good advantage over most fighters.
GnP - His punch combinations in both guard top and mount top are one 
of the best but are very easy to predict if used in full.  Example 
would be if player keeps pressing X,X,X and then, Y,Y, and Y.  Mix 
your combinations.

Frank Shamrock

One of the most unbalanced fighters in the game.  Has good submission 
counters.  Fast stand up strikes and a variety of counters.  Can 
fight back from the backmount bottom.

Moves to note:
Backmount bottom counter - Frank has a backmount bottom counter that 
is very deadly.  If he catches the opponents hand there's a very 
small time frame to counter it.  So, it's very easy for him to pick 
up the win from this position.
Deadly armbar from mount top - Frank has a feared mount top armbar, 
when countered will most likely give Frank a backmount top (rarely 
happens when you counter very early).  This makes the character one 
of the baddest fighters you'll ever face.
Standing counters - Frank's X+Y punch counters will allow him to pull 
submission moves on opponents as soon as he catches the punches.  If 
the fighter counters the punch, it will result in a mount bottom 
position for Frank.  However, if you are the Frank player, you can 
push the X+Y combinations repeatedly while the animation is playing 
so that Frank counters it again and flips the opponent around getting 
a mount top position.
Armbar counter from guard bottom - If Frank is in the guard bottom, 
catching the right arm of the guard top opponent allows Frank to 
perform an armbar.  If countered, it results into a standup position. 
However, the opponent can do an A+B counter to try a achilles hold.  
Frank can counter this by pressing A+B where he'll do a  kick. to 
escape it.
 
Jeremy Horn

The Team Miletich fighter has some interesting moves and submission 
moves that can give him the advantage.

Moves to note:
Uncounterable takedown - Jeremy Horn has a takedown that cannot be 
countered by any button combination.  To do this takedown take a 
backstep and press B (?).  This will make Horn crouch and takes 
several steps forward.  He throws a low kick at the end.  Before the 
low kick gets thrown, press Y+B and Horn will do a leg trip, getting 
the full mount top.  The downside of the move is that it's very easy 
to detect.
Kneebar from standup - Jeremy has a kneebar that is cannot be said as 
bad.  If countered, the fighters just goes back to stand up and that 
isn't a bad deal.  On very rare occasions, this move gives Jeremy a 
backmount top and will most certainly be a key moment in a fight.  To 
do this move, do have forward step and press X+Y.  The only time this 
move can be detrimental as an offensive attack is if the opponent 
fighter can pull a leg counter (A+B) at the stand up JUST BEFORE the 
animation of the move connects and goes to the kneebar attempt.
Achilles heel hold from guard top - Jeremy has a fairly good heel 
hook that gives him on some occasions a backmount top.  Works very 
well on AI opponents, but human players can fight this off.
Punch and backfist combination - Jeremy has a punch combo (X,Y) which 
allows him to go forward and perform a punch and then a backfist.  
The real bad news about the combo is the backfist which gives an 
almost 'guard crush' effect.  The blocking opponent lets his guard 
down for a second or so.  The weakness is the lead in punch which can 
give Jeremy away when it is performed too many times.  The lead in 
punch can be countered and results in Jeremy being on the mount 
bottom.

Marco Ruas

Ruas has good stand up punches and strikes, which makes him very hard 
to counter punch him.  His ground skills are also formidable.

Moves to note:
Punch backfist - A nice short punch combo which allows Ruas to punch 
and step back while doing a backfist.  This works well to confuse 
opponents and keep you out of range.  To perform this, press X, then 
X again.
Many offensive punch combos - Going through Marco's move list he has 
quite some variety in his punch combinations.  Along with the 
backfist this makes Marco a very dangerous stand up fighter.  Mix his 
combinations and time your attacks well.
Armbar from guard bottom - Ruas has a good submission move from the 
guard.  This allows him to get the mount when countered although it 
isn't guaranteed to give you that.  The opponent has a fair chance of 
escaping from it.
Side choke from mount bottom - This move can only be done from the 
mount bottom and this is a pretty handy move since this allows him to 
get out of the troublesome position.  The downside to this move is 
that there is a short time lag before the fighter does the choke 
attempt.  Mounted fighters can use the A and B short punches to 
preempt this move.  This move is not available from the original 
Marco move list and must be bought from your created fighter.
Slow ground and pound - Marco's X and Y punches from the mount top 
cannot be said to be good as they are too slow.  It does confuse the 
timing of counter-based players.  However, it is simply too slow as 
it can be preempted.
Achilles Heel Hook - Perhaps Marco's deadliest weapon is this move 
which can be done from the guard top.  When performing this, there is 
a fair chance that the opponent gives a backmount which is almost 
tantamount to giving the victory.  If you want the surest way to beat 
to beat the opponent, this is the move.
Punch auto-guard - When the player doesn't press anything and the 
opponent does a left(?) punch, Marco will auto-guard, parrying the 
opponent's punch.  Doesn't do much to turn the battle to your favor, 
but it's something not found in most characters.

Pedro Rizzo

Pedro is a luke-warm character with nice punch combos and a very 
detrimental weaknesses.

Moves to note:
Good punches - Pedro has a couple of combination that gives him a 
good stand up feel. Nothing special though.
BAD punch counter - Pedro's punch counter are better left unused.  
When countering a punch (Left punch I think) Pedro does a reverse 
armbar (?) move.  When countered, this will leave Pedro in the 
backmount bottom.  Better leave the counter alone.
Good takedowns - Pedro has a good low takedown, but be wary that this 
can lead to another backmount bottom.  Press the appropriate counters 
to escape because you won't survive a backmount.
Standard ground and pound - Pedro has a very standard ground and 
pound and this becomes very special because he doesn't have much to 
boast of.  While having the mount top, ground and pound till you win.

Tsuyoshi Kosaka

A versatile fighter with some handy moves.

Moves to note:
Very short punch combos - TK's punch combos cannot be said to be 
good.  His moves are short in range and most of them don't do much 
damage.
Good push kick - TK's standing B is a very long reaching push kick 
and has a good chance to stun the opponent if the opponent rushes 
forward.  This is a perfect as a keep away move and can give you some 
opportunities.
Triangle from stun - TK can attempt a triangle (Y+B) when the 
opponent gets stunned (especially from the push kick).  When 
countered this can either give TK the guard top or the guard bottom.  
Not a bad trade off.
TK scissors - From the mount bottom, TK can do a fast scissor move 
that can flip the opponent, giving TK the guard top.  This has a 
small window for counters.
Standing punch counter - When countering the left(?) standing punch, 
TK can attempt an armbar which can give him the mount top position.  
Very handy move.
Kneebar from guard bottom - TK can perform a kneebar that can help 
him get out of the guard bottom.  He can also perform this reliably, 
leaving the opponent no time to preempt this.  The best kind of 
submission counter from the defending player leaves both fighters 
back on the stand up.

Ultimate Fighting (Ultiman, John McCarthy Jr.)

This is probably the most unbalanced move list ever prepared by 
Anchor.  It has an auto guard and has the ability to escape at ANY 
position.

Moves to note:
TK scissors - this move list has the TK scissors (mount bottom) which 
allows Ultiman to lift his legs and clip his opponent reversing the 
position and getting a guard top.  The best part of the move is the 
fact that it is uncounterable.
A couple of moves at backmount bottom - this move list gives Ultiman 
the capability of doing submission moves of the backmount bottom, 
hence, allowing him to escape the position.  The move list also has 
Frank's counter from the backmount position.
Armbar from guard bottom - The move list gives an armbar from the 
guard bottom position giving Ultiman a chance to escape from the 
guard bottom.
Auto-guard - On standup the move list has auto-guard for PUNCHES 
which works very similarly to Marco Ruas' auto-guard.  If you don't 
press any buttons and the opponent launches a punch, the fighter with 
this move list will do an automatic parry and will cut off any punch 
combination that may occur.  The difference with Ruas' auto-guard is 
that Ruas' parry works for only the left punch.
Very fast takedown - the movelist's normal shoot (X+A) is a fast 
takedown similar to Mark Coleman's.  It's very difficult to preempt 
so best be good at countering it.
Very good stand up - The move list has many fast combinations.

More to come...

Credits:

Crave, Anchor Inc. for making this good Mixed Martial Arts (MMA) game.
UFC for keeping MMA in USA alive.

Copyright 2005 NiniendoWarrior

This FAQ can be freely distributed, however it must be distributed
in its entirety and must be given permission by ME!.

Thank You for reading this FAQ!!!