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    Fighting Tactics FAQ by niniendowarrior

    Version: 0.01 | Updated: 05/29/05 | Printable Version | Search Guide | Bookmark Guide

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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!!!