UFC Undisputed 2010
                         Walkthrough/Career Guide
                         Written By: Vincent Cali
                               Version 2.1
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Copyright Information:

All the text here is the intellectual property of Vincent Cali. You may reprint
this document for personal use, but not for distribution or profit. It may only
be hosted on gamefaqs.com, neoseeker.com and supercheats.com. Any other website
that steals this document is in violation of the Berne Convention and is
subject to legal action. 

http://www.templetons.com/brad/copymyths.html

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Copyright 2010 by Vincent Cali, All Rights Reserved.
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                            Version History:

2.1 - Updated navigation and changed some of the wording in B08 due to a patch
      that recently came out that changed the way sparring points are obtained.
      This patch also removed the omoplata sweep and all non-defendable
      takedowns, making your navigation choice much more of an aesthetic thing.
      Why the big "2" you ask? Because of the patch. It changes everything.

1.4 - Fixed a few MORE errors(think I got 'em all this time) and fleshed out
      the sponsorship/clothing section(now B06). Also expanded the E section to
      now include a little thanks to my supporters, as well as some suggestions
      for improvements on next years game.

1.3 - Modified Copyright to include neoseeker and supercheats. Fleshed out the
      Navigation, Sparring, Conditioning/Fatigue, and Retirement sections a
      bit more.

1.2 - Fixed a few errors and missing pieces.

1.1 - Added a basic table of contents, moved things around a bit to be easier
      to navigate. Reduced font from 10 to 8.

1.0 - Rough Draft. The main reason for making this at all is..there isn't one
      out there yet. If it actually gets posted, I'll work on beefing it up,
      but one step at a time.
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                           Table Of Contents:
A01. Creating Your Fighter
  -A02. Navigation
  -A03. Stance
  -A04. Attributes
  -A05. Skills
B01. Starting Your Career
  -B02. Your First Fight
  -B03. Going Amateur
  -B04. Going Pro
  -B05. WPA/Training For Your First Fight
  -B06. Sponsorship/Clothing
  -B07. Sparring 
  -B08. Conditioning/Fatigue
  -B09. Camps
C01. UFC
  -C02. Getting Hired For Fight Night
  -C03. Losing Your First Fight
  -C04. Getting The Belt
  -C05. Keeping The Belt
D01. Champion
  -D02. Changing Weight Classes
  -D03. Champion vs. Champion
  -D04. Retirement
E01. Comments/Suggestions
  -E02. Contact Info
  -E02. Thanks
  -E03. Suggestions For Next Years Game 
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                       A01. Creating Your Fighter

A02. Navigation:

There do appear to be certain advantages and disadvantages to each style, for
instance a boxing stance has a superior blocking ability, but is taken down
easily. A flicking stance might have improved ability to stop takedowns and
have better success with jabs(i.e. flicking jab) but have terrible blocking.

As I find out information on each, I'll update them. It's worth noting that
aside from the blocking and takedown defense/offense, most of the differences
between them are fairly slight.

Styles:

Upright/Boxer - Fuller, faster blocking and greater success with rear hand
                punches (body faces forward more), but you are taken down
                easily and often by grapplers. Sway seems to be more effective.
                Better for inside striking and some muay thai clinching.

Wrestling     - Improved initial clinching and takedowns, reduced blocking
                and medium takedown defense. Better for greco/sambo clinch
                type as well as top ground Grappling.

Hunched       - Drastically improved takdown defense, but terrible blocking
                ability. Better for in and out or outside type striking.

MMA Stance    - All around stance, sort of like hunched but without your
                your head so far forward and your rear foot in a different
                position. Moderate everything.

Karate        - Very much like the MMA stance, but slightly more defensive.
                It's worth noting that

Flicker       - Best takedown defense in the game, and by far the worst
                blocking. Early in the game it makes things easy, but later
                on you become easier to take down, and you start taking
                far more serious punches. Only recommended to risk-takers.

A03. Stance:

I personally have always chosen orthodox with switch and lefty. This is a
personal preference as I happen to be a left dominant ambidextrous and I've
found in real life that this has benefited me. I also have two theories behind
this:

    1.Matt Hughes happens to use this exact setup in real life because he finds
      that he shoots better in orthodox even though he's naturally a southpaw,
      so his stance changes based off his game plan.
    2.In boxing, both fighters being orthodox allows for a circling ring, so
      you can start off a fight allowing this ring to occur, only to later
      confuse your opponent by switching stances mid-step and start raining
      bombs on your opponents face as he's walking right into them.

A04. Attributes:

Simply put, pick two attributes and bring them to 20. I usually choose strength
and Cardio. Strength is far more useful than speed at this point in the game,
as it will not only allow your punches to be powerful enough to knock out your
opponent quickly, but help control the ones that like to try and wrestle you.
Place the remaining 12 points into speed, for a total of 13.

A05. Skills:

I believe you only start with 200, plus 1 in each of the 16 categories, for a
total of 216 stats. The best way I've found to go about starting is to place 20
points into the 8 most important catagories(at this point in the game), and
divvy the rest among the remaining 8, so as to make yourself as well rounded as
possible.

(ONLY TRUE FOR FIRST FOUR{to eight} FIGHTS IN GAME!)

The 8 most important:
Standing Strikes Offense
Standing Strikes Defense
Standing Kicks Offense
Clinch Strikes Offense
Clinch Strikes Defense
Clinch Grapple Offense
Clinch Grapple Defense
Takedown Defense

The 8 least important(in order that they should be filled):
Ground Grapple Offense
Ground Grapple Defense
Submission Defense
Ground Strikes Defense
Standing Kicks Defense
Ground Strikes Offense
Takedown Offense
Submission Offense

Mind you this is only true for the FIRST FOUR fights of the game, for which
this beginning part is focusing on right now. The reasoning being that the
first four guys you fight won't kick you much, if at all. You have no reason
whatsoever to take them down and grapple with them, as you assuredly(even with
30 points) will do no damage at all to them, and you certainly won't be able to
submit them. I have yet to see one try to submit me either, for that matter.

If you're wondering why I chose Clinch grapple and striking, well it's simple.
Clinch grapple keeps you out of muay thai clinches, and clinch striking...well,
you know how you're hitting him with 1500 elbows occasionally? Yeah, that's not
standing strikes, that's clinch striking. You'll melt faces.

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                         B01. Starting Your Career

B02. Your First Fight:

Frankly your first fight is going to be a joke for just about anyone who has
even touched the 2009 game, especially if you followed my earlier instructions.
A simple strategy to go with is open up with punches until he covers his face,
then go for leg kicks. When he lowers his hands, face punch until he blocks
again, then go for body kicks. Continue this rotation until he gets knocked out,
which SHOULD happen in the first 2-3 minutes.

B03. Going Amateur:

When you get the option to stay amateur or go pro, I've done it both ways and
I like staying amateur for as long as possible. This gives you almost the exact
amount of time(assuming you never rest, which you shouldn't unless email
injured) to completely fill your attributes to 30 before even going pro. This
gives you a TREMENDOUS advantage during your career, and really opens up the
ability to go a full career without a loss. Still unlikely, but it CAN happen.

B04. Going Pro:

Personally I like "Experienced" because it allows for a challenge while
fighting, but your sparring partner is still fairly retarded, but if you felt
that the first fight was a challenge at ALL, go for beginner. Feel free to move
up as necessary.

Sparring Difficulty Modifiers-
Beginner - 0.6
Experienced - 0.8
Advanced - 1.3
Expert - 1.5

B05. WPA/Training For Your First Pro Fight:

The first thing you need to understand about your fighter is that you can
train at 100% fatigue with no hinderance whatsoever. This is true both in
"Training" as well as when doing camps, but more on that later. So the
first thing you need to do in preparation for your first pro fight is to
get your cardio and strength up to 30, in that order. If you still have time,
start working on your speed as well. DO NOT start sparring until you've
gotten these to a steady 30 FIRST. Also, make sure you rest the week before
every fight, fighting at 100% fatigue is just begging for disaster.

As for who you should choose for your early fights, I always always choose the
lowest(highest numerically) ranked fighters for at least my first 10-15 fights,
because if you don't, you'll likely pay for it with a fight against someone who
is drastically better than you way way too early in the game. Use the same
strategy against your first three or four fights as you did with your first
fight.

B06. Sponsorship/Clothing:

Before you even start your first PRO fight, go into your clothing section and 
start a new pair of shorts for yourself, because believe it or not, you already
have two sponsers! THQ and Yuke's have been kind enough to financially back you
before you even fight the first time, isn't that nice of them.

After you get through your first couple of fights, sponsors should start
pouring in to give you cred. There are a few things you should know:

   Sponsors Per Item:
     Hat - 5
     Shirt - 10
     Shorts - 11(you can choose a companies shorts as the 11th)

So you have 26 slots, and 31 total sponsors. You only get counted for the first
patch you wear by the way(which is a change from last year) so only pick one of
each brand at a time. There are 5 sponsor levels and each sponsor has 5 star
levels:

Star Level - 1 /2 /3 /4 /5
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Level    1 - 20/30/40/50/60
         2 - 25/35/45/55/65
         3 - 30/40/50/60/70
         4 - 40/50/60/70/80
         5 - 50/60/70/80/100

   Sponsor Levels:
      1 - THQ, Yuke's, MMA Connected, MMA Elite, Musclepharm, Yardbarker.com
      
      2 - BSN, FIGHT! Magazine, Fighters Only, Lugz, MMAFIGHTING.COM,
          Spike TV, Xyience

      3 - Cage Fighter, Deathclutch, Dethrone Royalty, Hayabusa, TOE 2 TOE,
          VENUM

      4 - Bad Boy, Ecko Unlimited, Punishment.com, Throwdown Industries,
          Tokyo Five, Warrior

      5 - Affliction, Hitman, Silver Star, Sinister, Sprawl, TapouT

It's also worth noting that if you do something at certain camps(I believe
learn 10 skills) you can wear their patch as well, though it doesn't appear
to be worth any cred. It's mostly for end-game and online flash.

B07. Sparring:

By the time you're training for your second pro fight(third overall) you should
have all your attributes up to thirty and should be ready to start sparring. At
this early point in the game, the best way to spar is to simply hit your partner
without them blocking and don't allow them to hit you(alternatively you can
block them).The same strategy as your first fights should apply the exact same
way here, with one exception. When your sparring partner falls over, whether it
be by rocking him or by him falling over due to a clean hit, rather than running
over him, do a takedown into him and start punching him repeatedly, alternating
between his face and his head.

The reason you alternate is because for some reason your partner does have some
ability to block these punches if you hit the same area long enough, but I seem
to get away with as many as 8-10 hits at a time without them being blocked
usually. I got 30-45 points from the first sparring session until the final one
when I got all 16 categories to 30 by following this method.

NOTE: Due to a patch that came out recently, the maximum amount of points that
you can obtain in any difficulty is 50 points, the ease of which to obtain
varies based off of both your difficulty modifier, your fatigue modifier, and
your sparring partner modifier. As a result, you should no longer rest between
sparring sessions.

Fatigue Level Modifier-
0-29% - 1.00
30-49% - .80
50 - 69% - .70
70 - 89% - .60
90 - 100% - .50

Which brings me to my next point...

B08. Conditioning/Fatigue:

What is conditioning? I don't really know, other than that it equates to your
overall crispness and probably the rate at which you burn energy. Fatigue on
the other hand is much more straightforward. There are only two points in
your entire career in which you should be resting:

     1. The week before a fight(obviously)

     2. When you specifically get an email about injury(ONLY WHEN TRAINING)

   Reasoning for this(this is a little redundant, but I'm just clarifying):

     1. It's over time far far more efficient than any other method, both in 
        training and in camps.
 
     2. Almost every camp aside from boxing is going to take 2-3 visits to
        actually learn a move, regardless of whether you rest. So don't.

     3. Camps: at first there's a 20% reduction for 100% fatigue, but after a
        period of time(no idea what triggers it) that 20% goes away and you
        get full points at 100% fatigue. This is when it becomes more
        efficient.

     4. Training: early in the game you get 4 points at 0-40% fatigue,
        3 at 41-100% fatigue. Later it becomes 4, then 5 points at 100%
        fatigue. It's just more efficient(over time) as long as you're not
        "email" injured to do it without resting in between weeks.

B09. Camps:

By your fourth or fifth total fight you should have everything at a stable 30,
so what now? You got it, camps. I suggest you spend every spare moment from this
point until you get your first coach/spar upgrade getting as many moves to at
least level 1 as you can, as this is the likely the last time you'll be able to
do so until you have every single stat up to 70.

This particular aspect of the game being in my opinion the thing that makes each
career character truely unique, I'm not going to try and give you a list of
"best moves". There are a few things worth mentioning though:

     1. Try to stick with the same gyms when possible. there's a 20% modifier
        (in experienced, it seems to vary with each difficulty) that can be
        gained after spending time at a camp and creating relationships with
        it's members. This modifier eliminates the 20% reduction that you get
        as a result of being at high fatigue(thus making it more efficient).
        I actually made a list of the total moves I wanted to learn(42), wrote
        down their camps, and divvied them up amongst 7 of them. Clearly this
        is a bit over the top, but it's a good method if you want a great
        online CAF.

     2. Clinch to body lock. Everyone says to learn suplex to side control
        first, as it allows for you to both spar and do grappling camps much
        more easily, but if you DON'T learn the body lock first, you can't
        learn it at all. The main problem with this being that there's a judo
        throw specifically for body lock defense, which can be greatly useful
        to you later in game.

The only other suggestion I would make is to work on boxing first, as they are
far and above the easiest to get to level 3 and at this early point in the game,
they can make your your fights go from 7 minutes to 30 seconds in the span of
just a couple of weeks(game time). They are also useful in some cases to unlock
that 20% modifier for your camp a little faster.

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                                 C01. UFC

C02. Getting Hired For Fight Night:

Eventually, after about 6-7 wins with the bottom guys in the WPA bracket, Dana
will come and talk to you about joining the UFC. You won't have a choice in the
matter, but it's not like you wanted the belt in the WPA anyway, right? Right
around this time you should start getting offers to do promotional events, and
I highly recommend taking at least the first few that come your way.

While the events themselves only increase your popularity and renown(not cred),
the actual increase in popularity will increase the amount of cred you earn
with each fight by quite a bit, and will also increase your chances of becoming
fighter of the year(which is a 2000 cred bonus!). Once you've gotten all your
attributes to level two I wouldn't do them anymore though, you'll be picking up
enough cred per fight to keep your stride.


C03. Losing Your First Fight:

EDIT: This can be possibly avoided if you spent max time in amateur mode
      (and/or you're really good).

No matter how hard you try, you're eventually(probably) going to lose a fight.
Every weight class and career has built in snags that keep you from having a
perfect career, in an effort to keep things a little more realistic this year.
Win 12-13 fights in a row? Congratulations, you're fighting top 5 fighters at
full rating while you're still running around at 35-40. Have fun being thrown
around like a rag doll or being submitted 4 seconds into the first round.

NOTE: Recent patch has removed unstoppable takedowns, the next paragraph is
      mostly still here just for the sake of flow. All the stuff about
      AI is still pretty much true though.

Half the time you won't even be that lucky though, as every weight class has at
least one fighter(Cole Miller/Machida/Mir) that has an unstoppable takedown,
and those guys usually have the highest submission offense ratings to boot. THQ
also improved AI this year, allowing each fighter to work towards his strengths
and against yours(along with more signature strikes), which is a shockingly
effective improvement over last year.

This is actually where learning new moves get confusing. You'll go to a camp
and learn a head kick for instance, in the first fight you use it, it'll be
very effective. From the next fight on through the rest of your career,
everyone you fight will be looking for that head kick and be plenty ready to
block it. It actually forces you to come up with some very interesting combos
as a result, making the game in my opinion quite a bit more fun and
challenging.

C04. Getting The Belt:

At some point you should have a record somewhere along the lines of 18-3, and
at this point you should have pretty much all attributes and stats to 70ish.
Right around this time you SHOULD be good enough to go for the belt and win it.
There's no real strategy here, and you fighter should be too unique at this
point for me to direct anyway. My only suggestion to you is to go out there,
touch gloves, and go for a knockout as quickly as possible. It's very likely
that the person you're fighting for the belt is one of the people that you've
lost to before do to their dominant wrestling and/or submissions, so don't
bother trying to prove anything to anyone yet if you want to get it on the
first try.

C05. Keeping The Belt:

This is where the fun happens. At this point, with everything at 70, you're
free to start leveling all those level 1 moves you learned years ago to 2 or 3,
and truely become the dominant wrestler/submission artist you've wanted to be
all along. Your first title defense will likely be a softy(I think the game
does this on purpose) but your second defense should be to the other guy or two
that managed to beat you, and they're still going to be very good.

As a result, I would recommend that your first camps from the moment you get
the belt go towards improving either your pummeling moves to help you control
where the fight happens, and on defense grappling moves such as mount reversals
or the rubber/butterfly guard, to help keep you in the safe zone. You could
also start learning omoplata submissions, to make sweeping much faster and
easier.

From here on out several moves that had previously been unlearnable become an
option, and I highly recommend learning most(if not all) of them. Specifically
there's a mount sweep that is a thing of beauty, and few people can argue
against the salaverry, if for no other reason than it making your future
sparring sessions a thing of beauty. Basically if you pick up salaverry and
elbows from the salaverry, you run in, suplex, salaverry, elbow until rocked
and immediately go for an armbar, and you'll get it every time. I regularly
submit my level 5 partner 3-4 times a session using this method, earning myself
between 90-140 points on "Experienced" each time.

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                              D01. Champion

D02. Changing Weight Classes:

After about 3-4 title defenses(assuming you won them all) you'll be offered the
chance to go to a different weight class. If you say no, I think they give you
one more chance, and if you say no again, then you stay in the same class for
your career. If you start in Heavyweight, you'll move down a weight.

This is probably the best decision you can make in the game, as you will
probably still be having issues in your original weight class with the special
fighters and whatnot, and changing classes allows you to start from the bottom
of the roster with a complete fighter earning the same cred you've always been
earning. I would definitely do this if you get the chance.

D03. Champion Vs. Champion:

Once you've changed weight classes and worked your way up the ranks(I like to
take my time) eventually you'll be offered a chance for the belt, and you
should have little trouble getting it. After a few title defenses, you'll be
offered a champion on champion match, which you should take. After you spank
what is now a complete piss ant of an opponent that probably used to cause you
a lot of trouble, congratulations, you just earned your way into the hall of
fame.

D04. Retirement:

Right around this time you should be roughly in year 10, in the 35-5 range.
Your camps should be just about done, as all of your skills should have been
learned long ago, all of your standup should be level 3, and most of your
ground/grappling should be level 2 if not 3. so what do you do with the
remaining 2 years? Start preparing to make the greatest online fighter in the
world, that's what!

NOTE: The recent patch has changed it so you can't save more than 999 points
      at any given point in your career. The best suggestion I can give you
      would be to learn absolutely every move you want to, and get them to
      level 3, then try to get all 16 of your stats to 80-85 and hold that
      number for the remainder of your career. Alternatively you can choose
      to max out like 6 stats and keep the rest at 70, because once you get
      6 stats to 100 in year 12, it's practically a full time job to keep
      those stats at 100.

Spar every possible chance you get, as you need 5920 points to get every single
skill from 70 to 100, not to mention at some point along the line you're gonna
want to start maxing your attributes. The best strategy I can give you for this
is to do intense training on your two highest stats, allowing the secondary
points to fill the lowest attribute up. Only train attributes on weeks where
you would otherwise be decaying. DO NOT use ANY of your sparring point until
the remaining 2 weeks or so after the last fight of your career(they'll tell
you when it is, don't worry).

Keep in mind that you'll have 3-6 weeks after your last fight to continue
training(don't bother resting, it won't do much for you at this point) to cover
your goals. Try to keep all your stats at 70 OR 99(not 100) until the very last
week or two of your career, at which point you'll spar one last time and fill in
the final points to keep them from being able to decay on the week you retire.

Your Career will end literally on the last week of the 12th month of your 12th
year, so when the very next week is week 1 month 1 year 13, that's the end.

Congratulations, you've just become the most dominant fighter in history!

At least in your copy of the game.
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                           E01. Comments/Suggestions:

E02. Contact Info:

If you have any suggestions, critiques, whatever, email me at:

vjc992@gmail.com

E03. Thanks:

I just want to thank everyone that has emailed me since I made this. It has
really inspired me to keep working on this and keep asking questions. Keep 'em
coming, and feel free to ask anything and make any suggestions you want to!

E04. Suggestions For Next Year's Game:

1. I would like to see coaches a lot more fleshed out next year. Maybe have
   them give specific advice on the strengths of each person you fight(even if
   he thinks you're better), and what you should do to protect yourself.

2. I'd like to see the ability to change your navigation. It seems slightly
   retarded to think that these guys for all their training wouldn't adjust
   their stance based off of their game plan, especially as they learn new
   moves! Or maybe they should open up to you over the course of your career,
   based off of what training you've had, what moves you've learned. Yeah.

3. I'd like to see a little more thought put into camps. The ability to change
   camps over the course of your career. Changing coaches as you reach certain
   levels. I'd even like to see limitations on your starting camp. In my own
   case, I live in Florida so clearly I should at least have an option to start
   at American Top Team. Same for Minnisota, same for Arizona. If where you live
   doesn't have one, you could start your own camp, or just choose to fight out
   of a different area that DOES have a camp.

4. I'd like to see activities changed to work with rest periods. Maybe have a
   choice of what week they are, maybe setup the ones where they actually come
   to you as happening whenever you next take a rest. It just seems like I'm
   forced to deny myself aspects of the game in trade for more efficient
   training, while at the same time wasting time on resting. There must be a
   better way.