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    Strategy Guide by RWeidner

    Version: 1.1 | Updated: 09/22/00 | Search Guide | Bookmark Guide

    			Ultimate Fighting Championship
    				Strategy FAQ
    				    v1.1
    
    (copyright 2000 Ray Weidner)
    
    1.0 Introduction
    
    Ultimate Fighting Championship, (abbreviated UFC) is, in the opinion of
    this author, one of the most interesting fighting games to appear since
    Soul Calibur.  Although not as polished as the forementioned product, it
    takes a lot of risks in terms of gameplay, and for the most part, these
    succeed.  Controlling a fighter is deceptively simple, since moves are
    easy to pull off but hard to use properly.  Rather than making the moves
    complex, Crave decided to make the situations complex.  This lends itself
    to a very different sort of fighting game experience.
    
    I decided that a different kind of fighting game calls for a different
    kind of FAQ.  Instead of writing an exhaustive move list, it seemed that
    this game required something more like a strategy guide.  A lot of what I
    learned about playing this game required a lot of painstaking
    experimentation.  Ignore at your own risk.
    
    Each of the sections addressed by this FAQ deals with a different situation
    that you will run into in the Octagon.  These sections are in turn broken
    into two parts, the first part detailing the kind of moves you can use,
    the second part dealing with the strategies you should employ in this
    situation.
    
    
    2.0 Overview
    
    There are several unique aspects of combat in UFC.  First, there is the
    health bar.  Most fighting games have a single health bar, and when it is
    depleted, you die.  UFC has two health bars.  One is the Stamina bar, and
    the other in the Endurance bar.  When your fighter takes damage, he usually
    loses a big chunk of Stamina and a small chunk of Endurance.  A little bit
    of Stamina is also lost every time you make an attack.  When Stamina reaches
    zero, the fighter is KO'ed.
    
    However, it's not quite this simple.  If your fighter rests, he will regain
    Stamina.  The amount of Stamina that he can recover up to is his (or her)
    current Endurance level.  On screen, this is represented by a red bar right
    next to a blue bar.  If all you see is a blue bar, then Endurance and Stamina
    are currently equal.  If you see a red bar, this indicates the difference
    between Stamina and Endurance; as you rest, the red bar will gradually turn
    blue.  Note that when there is no blue bar at all on screen, your Stamina is
    down to zero, and the next hit will kill you unless you get some rest first.
    
    Management of Stamina is very important.  Getting hit is par for the course.
    If these hits all take place over a very short period of time, you stand a
    good chance of getting dropped.  However, if your Stamina is low but you take
    the time to rest, you will find that your fighter sticks around a lot longer.
    
    Another difference between UFC and most fighting games is its very
    comprehensive representation of grappling.  In most fighting games, grappling
    is represented as simply a short range attack that you can't block normally,
    but need to hit a special button to counter.  This is also true in UFC, but 
    so is a lot more.  Instead of being used to inflict damage, grappling is more
    often used to change the situation.  A successful shoot (a shoot is a kind of
    tackle) will land you on top of your opponent's chest, relatively free to rain
    down blows on his head.  From here, your hapless foe can reverse you, or
    escape, or launch his own attacks.
    
    Another innovation of UFC is the use of submission moves.  These are special
    grappling attacks that, if not properly countered, will cause the victim of the
    attack to lose instantly, regardless of Stamina.  This isn't as overwhelming as
    it sounds, because most submissions are easy to counter, and they can only be 
    launched from specific grappling positions.  Even so, when used unexpectedly, 
    they can end a fight very quickly.
    
    Finally, the last crucial distinction between UFC and most fighters (but not 
    all) is the comprehensive countering system.  Almost every single move in the 
    game can be countered or even reversed.  Mastering these counters is absolutely 
    crucial to mastering the game.
    
    Let's talk about each of the different situations that you'll encounter in a bout.
    
    
    3.0 Standing
    
    When both fighters face each other standing, it's mostly about punching and 
    kicking.  However, this can change quickly depending on each player's eagerness 
    to take it to the mat.
    
    3.1 Standing Moves
    
    In this section, we will go into detail about the punching and kicking system,
    and various defenses against it.
    
    3.1a Basic Striking
    
    Let's first talk about punching and kicking, or striking, as we'll refer to them 
    together.  Striking moves are pretty simple.  Each of the four buttons executes
    an attack with one of the fighter's limbs.  On the Dreamcast, they are mapped as
    follows:
    
    X: left punch  (LP)
    Y: right punch (RP)
    A: left kick   (LK)
    B: right kick  (RK)
    
    Pressed individually, these will launch strikes.  Of course, you have more than 
    four attacks at your disposal.  One thing that increases the number of strikes
    that you can launch is the fact that many strikes can be comboed.  Each fighter
    has his own set of combos.  These are strikes that are launched in quick
    succession.
    
    Another factor that adds to the number of available attacks is the existence of 
    step attacks.  To launch a step attack, tap the controller in one of the four 
    basic directions (forward, back, left, right) and then press an attack button 
    before the fighter comes to a stop.  To further complicate, there are stepping 
    combos, where the fighter begins by stepping in a certain direction and then 
    launches a combo.  Note that your combos from an unmoving position are usually 
    different from your stepping combos, and your stepping combos are different for 
    each direction that you step in. 
    
    3.1b Strike Defense
    
    Defending against strikes is pretty simple.  All you have to do is pull back on 
    the controller.  However, if your fighter is in the middle of a step or a move, 
    he can't defend himself, and this includes the backwards step (as opposed to 
    just moving backwards).  There aren't any high strikes or low strikes that must 
    be defended against differently, just strikes.
    
    In addition to defense, there are also striking counters.  Most strikes can be 
    countered.  To do this, press both punch buttons simultaneously right before a 
    punch lands, or both kicks together right before a kick lands.  If you do this, 
    you will usually grab that offending limb and take the attacked down to the mat.  
    This cannot be countered.  However, some fighters have different sorts of 
    counters.  For example, several fighters will, upon catching a right punch, 
    punch the attacker in the face.  One or two will, upon countering a particular 
    strike, perform a submission hold.  These special counters can in turn be 
    countered.  A punch countered into a punch can itself be countered by hitting 
    both punch buttons.  This will cause the caught attack to duck the counter 
    punch.  Yes, I know, this sounds pretty complex.  Submissions are countered 
    normally (see later for details on submissions).
    
    3.1c Striking Effects
    
    >From what I've described so far, there might sound like there's no reason to 
    risk a strike.  After all, defending is easy, and you might even be countered.   
    However, this isn't all there is to standing combat.  There are several factors 
    that make a turtle defense untenable.  First, several strikes, even when 
    blocked, cause the defender to be staggered.  Staggering causes the defended to 
    stumble backwards, momentarily unable to defend himself.  If a fighter staggers 
    into the Octagon fence, he will receive a small amount of damage.  And if there 
    is a fence behind him, he will not move backwards very far, making it easy for 
    the attacked to follow-up with a combo while he's defenseless.  Thus, if you 
    spend all your time blocking, a good opponent will force you towards the fence 
    and then pound you against it mercilessly.
    
    Some strikes are considered what are called counter strikes.  This can be 
    confusing, since the word 'counter' is also used to describe moves that defend
    or reverse other moves.  However, there is some similarity here.  Counter
    strikes are those which arrive while one's foe is in the midst of another
    animation, like starting or ending his own attack or stepping.  A counter
    strike does extra damage because it catches the victim unready.  Also, when a
    powerful counter strike lands, the victim may be stunned.  This is different
    from being staggered.  When a fighter is stunned, he drops to one knee in
    place.  Like staggering, he is temporarily defenseless, but unlike staggering,
    there are special moves that can only be performed on a stunned foe.  Almost
    all fighters have a standing submission hold that can be launched on a stunned
    foe.  These holds are performed by pressing either both lefts or both rights.
    Also, every fighter has several strikes that do extra damage to stunned
    opponents.  These moves are classified as "rival stun" moves.  To distinguish
    counter strikes from counters OF strikes, we will define 'counter strikes' as
    strikes used to interrupt strikes, and 'strike counters' to be moves used to
    grab a strike.
    
    3.1d Shoots and Shoot Defense
    
    Another aspect of standing combat which makes turtling non-viable is shoots.  
    Most shoots are launched by pressing both rights or both lefts, either with or 
    without a preceding step.  A successful shoot will takedown your opponent in a 
    mount or guard position.  The shoots that are launched from a standing position 
    are pretty short range and easy to counter.  They can be countered in turn by 
    either both rights or both lefts.  They can also be countered with both legs; 
    this will not only stop the shoot, but punish the attacker with a knee to the 
    head.  However, the knee can be countered by hitting both punches, which causes 
    the shooter to grab the shootee's knee and take him to the mat.  Another kind of 
    counter is left punch and right kick pressed simultaneously.  This must be 
    pressed very early in the shoot for it to work, but if it does, the shoot will 
    be reversed and the defender will end in a backmount!  You'll see why that's so 
    devastating later on.  Finally, the last possible counter is to do two full 
    revolutions of the d-pad.  This counter is less effective than all the others.
    
    Before getting further into takedowns, I should mention that timing tends to be
    very crucial when countering them.  The earlier you hit the counter, the better
    your results are likely to be.  Some counters won't even work unless they are
    performed immediately, and reversal effects also require you to be quick on the
    draw.  If you are very late on a takedown counter, you might end up in the
    bottom guard instead of the bottom mount.  This will make more sense later on.
    
    3.1e Takedowns and Takedown Defense
    
    More effective than these standing shoots are the stepping shoots, or takedowns.
    A backstep shoot causes the attacker to step back and then shoot forward, which
    is great for throwing off your opponent's timing, but otherwise just like a
    standing shoot.  Most forward-stepping shoot fall into several categories.
    There are shoot into strikes, low shoots, slams, single and double leg takedowns,
    tackles, fast tackles and trips.  Which ones a particular fighter performs
    depends on the fighter.  Unlike unmoving shoots, a fighter will launch different
    grapples with a RK+RP stepping grapple versus a LK+LP punch stepping grapple. 
    
    A shoot into a strike will cause the attacker to grab his opponent, then punch 
    him.  This can be countered with both punches, or both kicks if the strike is a
    kick.  If it's a kick, though, it can be caught and reversed into a takedown by
    pressing both kicks.  A low shoot is a normal shoot in most respects, but the
    timing is different and the fighter ducks down before launching it.
    
    Slams accomplish the same thing as shoots, and involve picking your opponent up 
    and throwing him to the mat.  Like all normal grapples, they may be countered by 
    rotating the d-pad.  Otherwise, they can't be countered, and they can't be
    reversed by LP+RK.  A slam is identifiable as a move that picks one's opponent
    off the canvas, holds him in the air for a second and throws him to the mat.
    Some slams actually do a small amount of damage.
    
    Leg takedowns are pretty similar to shoots, but again, they are harder to 
    counter.  For some fighters, they can only be countered with d-pad rotation.
    With others, they are countered like any other shoots.  Double leg takedowns can
    only be countered by d-pad rotation, though.  LP+RK tends to work against single
    leg takedowns, fortunately.
    
    A tackle is basically a normal shoot with a little more range.  They can be 
    countered the same way.  Fast tackles, however, are special in that they happen 
    very quickly, giving one's opponent less time to counter.  They can be countered 
    with both rights, which will actually result in a reversal.  They can't be 
    countered with d-pad rotation or LP+RK, though, since they happen too quickly.
    
    By trips we are talking about takedowns that target the legs.  Some of these
    can be countered by pressing both legs, and if you press it early enough, you
    may get a reversal.  Many trips are launched in unusual ways, like forward step
    followed by both kicks.  Only a couple of fighters have trips.
    
    In addition to the takedowns mentioned, there are plenty of unique grapples that
    individual fighters possess.  Since this isn't a movelist, you will have to go
    elsewhere to learn these.  Such idiosynchratic grapples tend to have difficult
    counters, like d-pad rotation or both lefts.  Experiment and learn.
    
    This covers all the general technical aspects of standing combat.  Of course, a 
    few fighters have idiosyncratic moves.  For instance, with at least one fighter, 
    you can perform a leg takedown with a forward stepping RK+LK that can only be 
    countered by RK+LK by the defender.  A couple of fighters have combo strikes 
    that end in a tackle.  You should experiment with each fighter that you want to 
    work with.
    
    3.2 Standing Strategy
    
    Fighting while on both feet allows for the maximum amount of variation in what 
    can happen.  Sometimes, the fight will never go to the mat, and be decided by 
    combos and defense.  Or a fighter might launch a powerful counter strike that 
    stuns his opponent, and follow-up with a standing submission to end it all.
    This is where you have to be most flexible to what your opponent does.
    
    Whenever you have an opponent who is sticking too strongly to one strategy, you 
    can take advantage of it.  The best defense is actually unpredictability.  Let's
    talk about how to respond to each kind of approach.  Let's talk about the
    different kinds of approaches to standing combat, and how to deal with them.
    
    3.2a Strike Fighting
    
    If your opponent is concentrating too heavily on strikes and combos, the best 
    bet is to use counters.  Get a sense of the timing of his attacks by defending a 
    little while, and then counter a punch or kick.  Most attacks are punches, but 
    some fighters are kick-heavy, and since kicks tend to be slower, they are easier 
    to counter.  If you have a sense of which combos your opponent is using, counter 
    becomes especially easy.  The best bet here is to defend most of the combos 
    shots, then hit RP+LP or RK+LK to grab a strike towards the end of the combo.  
    If your fighter is a good striker (e.g. a boxer or kickboxer), a good strategy 
    is to wait until the end of the combo and then launch your quickest attack.
    
    On the other hand, if you are the one succeeding with a lot of strikes, you have 
    to be careful lest one of these strategies be used on you.  If you have gotten 
    in a lot of combos and your opponent start to do a lot of blocking, he may be 
    getting down your timing for a counter grab or counter strike.  If you don't 
    want to switch to a new strategy just yet, a good trick is to make use of 
    staggers.  Once you've got him backed up against the fence, pummel away with 
    your fastest attacks so he has no time to do anything, or keep staggering 
    him into the fence and following-up with fast combos.  Yet another solution for 
    this situation for some fighters is to shoot into a punch.  This can't be 
    blocked, but it can be countered.  If he isn't expecting it, though, it can be a 
    nasty surprise.
    
    If your fighter is good on the ground but your opponent is a good striker,
    chances are he'll keep a steady offense going to keep you from launching a shoot
    or other takedown.  If he's particularly good at mixing up the punches and kicks
    and keeping the timing unpredictable, it may be hard to get a strike counter
    (as opposed to a counter strike :).  One option that certain fighters have from
    this situation are quick combos that end in a grapple.  These combos can be just
    what the doctor ordered for these situations.  Use the quick strikes to interrupt
    an opponent's attacks with counter strikes, and follow-up with the takedown
    before he can regain momentum.  To use this strategy, you will have to learn
    the specific combos.
    
    3.2b Shoot Fighting
    
    If your enemy is grapple-happy, the first thing to remember is to be ready to 
    counter at any second.  Generally, leaning towards using both lefts is a good 
    idea.  If you keep the distance open, it's easy to stop grapples by using quick 
    jabs and low kicks.  Another strategy is to prepare to use LP+RK to get the 
    backmount.  Getting in the top backmount often leads to imminent victory.
    
    If you are leaning towards grappling, there are a few ways of preventing these 
    sorts of strategies.  First, learn your fighter's grapples and how they are 
    countered.  If you expect your opponent to be waiting to counter into a 
    backmount, use a grapple that can't be reversed this way.  Feel out your 
    opponent and find out which grapples he is best at countering.  He may not even 
    know how to counter certain ones.  Even if he does, mix it up so he can't rely 
    on one counter for all situations.  Throw in a few strikes to keep him guessing, 
    especially if he gets used to your grappling and stops defending.
    
    At this point, let me mention that some counters are rarely useful.  D-pad 
    rotation will counter almost anything, but it isn't always intuitive and it 
    takes forever to do.  As for LP+RK, don't try this one unless you are quick on 
    the draw or ready for it.  If you want a good all-purpose grapple counter move, 
    quickly press both rights and then both lefts.  This way, unless it can only be 
    countered by a d-pad rotation, you will at least prevent the maneuver.  Of 
    course, this will not help against a shoot punch or certain unusual moves.  
    
    
    4.0 Ground Fighting
    
    Fighting on the ground is a very different experience from fighting on your 
    feet.  There is a little less variation, but not by much.  An important 
    distinction in ground fighting is between top and bottom positions.  In general, 
    the fighter that is in the top position has the advantage in a number of ways.
    Another important distinction is between guard and mount.  In the guard 
    position, one fighter has his back on the ground and his legs wrapped around the 
    torso of his opponent, who is on top of him and facing downwards.  In the mount,
    the fighter on top has his legs around the bottom fighter.  Moves are slightly 
    different in each position, and the top mount is more advantageous than the top 
    guard.  Thus, in ground fighting, there are four common positions: mount top, 
    mount bottom, guard top and guard bottom.  There are also the backmount top and 
    backmount bottom, but these two positions are fairly different from the others, 
    and will be discussed separately.
    
    4.1 Ground Moves
    
    There are a few moves that are pretty general to all ground positions.  D-pad 
    rotation is a bit more important in ground fighting.  When it's not being used 
    as a counter, two revolutions of the d-pad works to raise your position one 
    "step".  Thus, if you are on the bottom mount, a successful d-pad rotation will 
    put you in the bottom guard.  If you are in the bottom guard, d-pad rotation 
    gets you to your feet.  If you are in a top position, the d-pad rotation brings 
    you both to your feet.  While this may not seem useful, there are occasions 
    where you will want to do it.  The d-pad rotation can be interrupted if one's
    opponent can get a move in before it is completed.  Note, if a fighter in the 
    bottom guard uses a d-pad rotation to get to his feet, the top combatant may 
    counter this with his own d-pad rotation.
    
    Let's get into some specific features of ground fighting.
    
    4.1a Ground Punching and Ground Punch Defense
    
    Also, ground punches are possible from both top and bottom positions for guard 
    and mount.  There is no stepping involved, but some fighters have ground punch 
    combos.  In general, the top fighter punches faster and harder than the bottom 
    fighter, and the mount top fighter punches the fastest and hardest of them all.  
    The kick buttons are used for body punches on the ground, and these are 
    generally faster, but do less damage.
    
    There is a special twist to ground punching.  When a top fighter punches and
    the bottom fighter blocks, a small amount of damage still occurs.  Stamina and 
    Endurance are reduced at equal rates by blocked top punches.  However, even if 
    the bottom fighter's Stamina and Endurance are reduced to zero, he won't be 
    taken out so long as he blocks all the punches.  It is possible to spend your 
    time on the bottom blocking ad nauseum, but it isn't a winning strategy.
    
    Punches can be caught just like standing punches are caught; just hit both 
    punches right before it lands to catch a punch.  When one fighter catches a 
    punch, his position will better.  If he is on the bottom, he will reverse 
    positions.  If he was in the guard bottom, he will move to mount top.  If he is 
    in mount bottom, he moves to guard top.  When a top guard fighter catches a 
    punch, he moves into the top mount.  If he catches a punch from the mount top, 
    he moves into the backmount top.
    
    Punches from the guard top are pretty easy to catch.  To make it easier for this 
    position, many fighters have feint punches from guard top.  These are performed 
    by pressing right then left or left then right punches in succession (not 
    simultaneously).  The two punches must be of the same "level" (i.e. both body 
    punches or both face punches).
    
    4.1b Submissions and Submission Counters
    
    An important part of ground fighting are the submissions.  When a fighter is on 
    top, pressing both rights or both lefts tends to throw a submission, through 
    sometimes it will launch a grabbing punch.  A neck or arm submission can be 
    countered by hitting both punches, while a leg or foot submission can be 
    countered with both kicks.  They can also both be countered by a d-pad rotation.  
    If the counter occurs early enough, the fighter will reverse positions, 
    otherwise, it will simply prevent the submission.  D-pad rotation is generally 
    too slow to get a reversal.  A grabbing punch can be countered the same way as 
    when you're standing; hit both punches.
    
    Sometimes, a bottom fighter will have a submission move or two, especially in 
    the guard.  However, when these are countered, if it is countered quickly 
    enough, the top fighter can move into a backmount.  Instead, bottom fighters 
    generally have reversals.  All of these are performed with both rights or both 
    lefts.  Bottom submissions are countered the same way as other submissions (both 
    punches or both kicks), but reversals can only be countered by a d-pad rotation. 
    Also, many fighters in the bottom guard are able to perform a grabbing punch by
    pressing both kicks.  This is countered with the usual RP+LP.
    
    4.1c Backmount
    
    The backmount deserves special mention here.  The top backmount can be a 
    devastating position.  The mounter can launch very powerful attacks on his 
    opponent from here, as well as submissions.  Some of these submissions are 
    countered the usual way, but some can only be countered with a d-pad rotation.  
    Some fighters from the bottom are able to perform a reversal move or a punch 
    counter in the usual fashion, but mostly they are confined to slow elbow 
    attacks.  The only universal option for the backmount bottom other than elbowing 
    is using d-pad rotation to escape into a better position.
    
    >From the backmount top, pressing LP+RK will cause both fighters to get to their 
    feet.  
    
    This covers the basics of ground fighting techniques.
    
    4.2 Ground Strategy
    
    Ground fighting requires its own set of strategies that are distinct from 
    standing fights.  Some fighters are clearly better at ground fighting because 
    they have more moves or punch combos, or can take or deal a lot of punishment.  
    However, like standing fights, ground fights require unpredictability to be 
    successful.
    
    4.2a Waiting Him Out
    
    >From the bottom position, you have a couple of options.  If your foe has a poor 
    Stamina, you may want to block his punches.  If you do this, your Endurance will 
    be whittled away while his Stamina goes down.  After doing it for a while but 
    not too long, you will reach a point where the bottom fighter actually has a 
    better Stamina.  At this point, you want to either punch back or first reverse 
    the position.  However, if you give the top fighter time to rest, then he will 
    end up with the advantage.
    
    4.2b Ground Punch Countering
    
    Another option from the bottom position is to catch punches.  The nice thing 
    about this is that when you succeed, your reversal can't be countered.  However, 
    if you fail, you get a damaging punch to the face.  Timing is crucial here.  It 
    is best to first defend and get a feel for your opponent's timing before trying 
    to grab his punches.
    
    The top combatant may defeat this strategy by changing-up his timing to throw 
    off the bottom fighter.  In this situation, the top fighter often pauses between
    blows.  If you're on the bottom, there are two ways you can respond to this.
    One is to go for a reversal.  If the top fighter is quick on the d-pad, though, 
    this may not be easy.  The other is to use the d-pad to better your position.  
    While this can be countered when done from the bottom guard, it can't be 
    countered from the bottom mount.  From the bottom guard you're barely at a 
    disadvantage, though, and you can try to counter punches from there pretty 
    easily, or launch your own attacks.
    
    If you are the top fighter and your opponent on the bottom shows a propensity 
    for throwing punches of his own, try for the counter.  If you get it in the 
    mount, you will end up in the backmount, which can be decisive.
    
    4.2c Submission Strategy
    
    Using submissions from the top or bottom should be done sparingly.  Submissions 
    are easy to counter into a reversal.  Use them as surprise moves when they are 
    busy with a d-pad rotation.  Leg submissions are nice to use when your opponent 
    is waiting to counter your punch, because their fingers are on very different 
    buttons.
    
    This is as good a place as any to mention that the same strategy applies to 
    submissions in all situations.  Most of the time, submissions don't work.  The
    defender usually has plenty of time to counter them, and there are only two
    moves you need to know to counter almost all of the submissions.  A couple of
    fighters have submissions that require a d-pad rotation to counter.  A complete
    player has to know who can execute such maneuvers in what situations.
    
    4.2d Backmount Offense and Defense
    
    >From the backmount top, the best thing to do is often rain down destructive 
    blows.  If your fighter has a backmount submission that can only be countered by 
    a d-pad rotation, you may want to use that.  Otherwise, by attempting a 
    submission you risk giving up your backmount for naught.  Be careful if the guy 
    on the bottom has a punch reversal from this position.  However, if the person 
    in the backmount bottom is trying to punch, reversing that with a RP+LP will 
    often counter with a submission.  These submissions can only be countered with 
    d-pad rotations.
    
    If you're in the bottom backmount, you have very few options.  If your enemy is 
    near-death, only then should you use the elbow attacks (performed with punch 
    buttons) as anything more than to keep him guessing.  Your main objective should 
    be to get out of this mess.  If you have a counter from this position, get ready 
    to use it.  If you have a reversal, get ready to use that.  Otherwise, be ready 
    with the d-pad rotations to either escape or counter a submission, and spend 
    most of your time blocking.
    
    In general, if you have a good ground fighter, your objective should be to 
    remain on the ground, preferably (but not necessarily) on top, while if you are
    outclassed in this department, you want to escape.  A good way to get off the
    ground completely is to get into the top position and use d-pad rotation to get
    off.  The same can be done from guard bottom, but it's harder to pull off.
    
    
    5.0 In Closing
    
    I hope all of this helps.  I've left out a lot of details about individual 
    fighters (all of them, actually) but that isn't what this FAQ is about.  This is 
    a compilation of the information I've accumulated after lots of searching and 
    playing.  Most of the information here was derived from the discussion forums on 
    www.gamefaqs.com and www.cravegames.com, the Prima strategy guide (which, 
    despite having a few things to teach me, represents a new low from Prima) and 
    Evan Oxfield's own movelist FAQ and email correspondance with him.  Thanks to 
    you all (even Prima)!  And of course big-ups to Crave for making a completely
    original fighting game that rocks the house!

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