UFC Undisputed 2010: to Ground? or to Pound?

Just read this guide about Ground & Pounding someones face in the UFC 2010 Videogame. It’s too helpfull not to add it here, so enjoy the beating.

Credit goes to original creator ‘GStruwe’ on UFC Gaming Forums


POSITION

There’s a PLETHORA of positions on the ground, all with their own uses, advantages and disadvantages. Let’s go through them. I’m only counting the positions themselves, not both the up and down. I’m going to assume we’ll be talking about top positions, since this IS a ground and pound guide after all. Do note that I will only briefly mention submissions, because I’m not a submission guy – nor will I try to explain things I don’t understand that well. And this is all writing from memory, if I’m wrong about something – please tell me and I’ll correct it.

The Full Guard: The position you most likely will end up in the most. Not too useful, unless you get your head free where you can land very nice body and head blows. They don’t do alot of lethal damage, but it builds up very quickly. A minor transition reversal lands you in half-guard, and a major transition lands you in side-control. If you manage to pop your head free without getting reversed – some characters have special transitions that’s made by pushing (Left Button + minor transition) that will often net you the side-control. The main advantage in this position is that your character is covering up alot of the screen – so you can nearly always pound his body with the arm that ISN’T in view, and get alot of hits in without your opponent noticing. And it’s a pretty safe position too. Main disadvantage is that this position is not only boring – most people will just lay and spam reversals – so you have to resort to Laying and Praying, alternatively stand up. A subject I will get to later.

The Half Guard: You’re halfways there, just not entirely at the end-line. The half-control is the point where you’ve gotten past the full guard, and almost at side-control or the mount. The half-guard is a very dangeroud position for you as the person ontop to be in, especially against a wicked BJJer. Why? Because not only are you susceptible to submissions without them having to strike-catch, they can put you in the butterfly guard position, and from there they can triangle you. So this is a position you really don’t want to be in, unless you have to. A minor transition reversal nets you the side-control while the major transition reversal nets you the mount. I don’t really know any advantages with this position, as it mostly leaves you open. And the disadvantages I’ve mentioned already. But, as figured – if you pop your head free, you can net some more damage. This position does more damage than full guard (I’m not sure about this though.) but it’s still not alot of damage.

The Side Control: I can’t put it any better than CheeseStix when he said , “Side Control is FUN CONTROL!” To me, this is THE best position in the game for overall damage without getting a knockout. You have elbows to the face, elbows to the body, knees to the body, reversal to mount, salaverry transition, good submissions if you like that. Reversing a minor transition lands you in the mount, while the major transition reversal lands you in either back-side control or sprawl depending on character – I think. The advantage list is mentioed above – there are so many advantages to this position, it’s scary. Along with all of those advantages, the ref won’t stand you up from the side control. And it grants you two of the best positions in the game. The mount and the North/South. The only disadvantages with this position is that it’s pretty easy to reverse, and you can get transitioned into a butterfly guard.

The Mount: All your struggles have been leading to this moment. This is, the single most deadly ground position to be in the bottom of, because it has a variety of uses. You’ll have an easy time reversing in this position, you can do sick damage (and mostly game-ending damage), you can go back to the feared side-control. Most people will panic once you get the mount, so be ready to flick that right stick once you get here. Against a person who doesn’t have that much of a ground-striking defense, this is the end for them. The main issue with the full mount is that, you can’t get any hits off if you they are transition-spammers. Maybe one-two hits after you reverse/transition block – but not enough to deal any major damage.

If they don’t spam transitions, well then. They might appear smarter than your average guy – but if you plan your strikes well enough – they make a giant mistake. My biggest two tips regarding the postured full mount is that, if they transition – never try to hit right away. Most likely, they will catch your punch and you’re back to square one in the mount. The second tip is that, never go apeshit with punches. Be conservative – if you waste all your energy, and they get you back into half-guard by minor-transitioning, you’re more than likely gonna get subbed the fuck out. There aren’t really any major disadvantages with this position, except that most people focus too hard on trying to bring the pain rather than planning your strikes.

The North-South: There really isn’t much to say about this position at all. It’s main reason is body-damage, and it’s the grand kingpin of that. However, you won’t stay in this position for very long, let alone get off alot of hits. People always transition out of this, landing you back in the side control. It might be worth mentioning that, the North-South position is one of the few positions that your opponent can’t stand up straight from. He has to transition to the side-control at least before going back up. A minor transition reversal nets you the side-control again, while a major transition nets you the non-postured full mount.

The Sprawl: Very, very uninteresting position. Either you punch the body, or the head. Nothing special about it. If you reverse, you get into the Back Side Mount, alternatively the full mount without posture.

The Back Mount: This is a position you will end up in quite alot due to this is the position people will end up in if they roll out of the full mount. This spot is either a hit or miss with most characters. Either some characters are like Matt Hughes and got a plethora of level 3 RNC’s from this position – or they’re like Dan Henderson and got big punches from the back. If they don’t have either – this is one terrible position. Either you want to get yourself to the back-side mount, or back to to the full mount again.

The Back-Side Mount / Over-Under Control: Oh dear god, this position is so awesome it’s sickening. You get easy reversals into the back-clinch, the side-control and sometimes Back Mount Face Up Body Triangle Top (rolls right off your tongue!) however, it does NOT do as much damage as the mount – but what it does give is the back-clinch where you can suplex/whip them down on the ground again. And for characters with a level 3 german suplex – this is their favourite position, because a successful german suplex lands you back into this position. A minor-transition reversal lands you in side-control and a major transition reversal lands you in the back-clinch.

The “Special” Positions

Not only are there good regular positions that anyone can land in, there’s also special positions on the ground that isn’t available to just everyone. Such as..

LB + Minor Transition from side control

The Salaverry / (Inverted) Crucifix Position: To the characters with this position, it’s like the bread to the hotdog. Sure, you can live without the bread and just eat the hotdog – but adding the bread will make it so much tastier. That’s the thing about the Salaverry, it’s dangerous, people are afraid of it and WILL panic out of it. But, you won’t let them, because when you reverse in this glorious position, you gain the postured full mount on them – whereas you can repeat that cycle if you want to go back down into the side-control. Most people seem to misunderstand the grand purpose of this position. Your main objective isn’t to deal damage, your main objective is to stupify your opponent – forcing him to transition spam – that nets you the full mount. Yes, you can get 3 – 4 elbows in before he can roll out of the salaverry if you fail to reverse – but don’t expect more than that in most cases. Also, do note that GSP and Rashad ( I think) takes one LESS transition to get out of it. They only need to struggle once and then they’re out. So remember that when you use the Salaverry.

The Butterfly Guard: I won’t get into detail about this one, since it’s a bottom-position, however this is the one position YOU need to stay the hell away from. Most BJJ-practitioners got a level 3 triangle from this guard, which often means a loss for an aggressive GnPer like myself. I don’t even know all the ways they can get you into the butterfly guard, because I always seem to get into it without knowing about it. But regular way of getting into the butterfly guard is through the side-control. So that they drain your energy with the transitions – and then sub you. If they try to put their foot UNDER your body when you’re in the side control, either get the fuck out of there and stand up – or reverse it into the full mount.

Reversal only, as far as I know.

Back Mount Face Up Body Triangle Top: Try saying that three times fast. This position really eludes me why it’s useful except for the fun of seeing somone literally try to RUN out of it. I recently read that this position is the absolutely best position you can be in if you want to get a rear-necked choke. It doesn’t offer any good punches, really. But what it does offer is a major transition into your favourite postured full mount. Not really much else to say, I’ve only been in this position a handful of times in my 900+ matches.

The Rubber Guard: The BJJ guys seem to get all the goodies this year. The rubber guard is yet again a position used from your back and it’s rather devastating when used properly. However, it’s from the back so I won’t go into detail about it. The one thing a GnPer should know is that, you do not want to be in this position, especially not against BJ Penn. He’s tiny- – but he’ll snap your shoulder out of place with his GOGOPLATA. Don’t try to transition out of it – just stand back up again. That’s the biggest flaw with this position, the fact that you can stand up out of it and avoid any damage or submission attempts at all. However, the submissions from the rubber guards are deadly – so be careful not to hang around in there too long.

And that’s all the positions on the ground that I’m aware of. I might’ve forgotten one, but if I have. Just correct me. Now, onto the next step ..

THE TAKEDOWN:

There are several ways to take someone down, whether it’s by a normal takedown, or by a slam – they’re all viable options when taking the fight where you want it to go – the ground. Where you.. pound. It’s pretty obvious with alot of characters that they’re amazing at takedowns – since they’re GnP wrestlers. Hence, why I mostly play as them. Another very important stat to look for is the clinch GRAPPLING rating. This will determine the toughness of reversing your slams – and how easily people can transition from your position in the clinch. But, let’s talk about the takedown.

The Tackle Takedown: The type of move that made wrestling popular in MMA – a violent push of the legs in an attempt to throw the opponent off balance and onto the ground. Takedown is pretty obvious how to do – so I won’t talk about that. But for example, something the tutorial doesn’t teach is the fact that you increase your chances of taking someone down by shining on the stick. The better quality of your shine, along with the speed – lands you in better positions if your character got a special takedown, (like the Hendo bodyslam and the Rashad leg-tug.) However, people will shine in the hopes to stuff your takedown, thus creating a harder time for you to get a good takedown. How do we deal with this? Legkicks makes it easier for you to take them down, and often, with enough leg kicks – puts you in a better position with a regular takedown. If you don’t succeed with a take down worst thing that can happen to you is one of two things. Either you miss a takedown, and the opponent either hits you so you land on your back – or does a takedown of his own – causing you to go into the sprawl. You don’t want to be in a sprawl. If he blocks your takedown attempt, as in holding you and either punching/kneeing or sprawling you – it’s ALWAYS better to take a minor punch to the face rather than going into the sprawl. Being on your back is far less risky than being on your back with someone ontop of you. How do we avoid sprawls overall? Takdowns when his hands aren’t down at his waist – or..

The Counter Takedown: This can be the most annoying thing to be put up against. When your opponent miss a punch, a kick or a takedown – you can use a takedown and instantly take them down – often landing in a much better position than just using a regular struggle-takedown. The best counter-takedown you can do it when an opponent misses a kick, or a spinning backfist and you use a takedown against their back. Lands you straight into Back Side Mount/ Over Under and as I’ve mentioned – one of the better positions on the ground. If you don’t want to be standing with someone, this is the takedown you want to be looking for. However, time it carefully – because sometimes the animation of the punch/kick isn’t quite true to what it looks like. Sure, they might look like they’re kicking, but yet they manage to put you into a sprawl. The counter-takedown can be done from any position, except the ground position. That is, if you have a punch-happy guy in the single-collar in a clinch – time it and smack him with a takedown just when he uppercuts – lands you straight into half-guard. Oh, and I suppose we could call the counter-takedown punch that YOU throw a counter takedown, since they land on their ass and you can use a takedown to land in the full guard.

The Slam: This one is a bit more familiar to everyone. Everyone wants to use the slam – but most people don’t dare. Why? Because it’s THE easiest move to reverse in the game. Because you have SUCH a huge window of opportunity to reverse if you just go straight for the slam. How do we prevent this? Stall-Transitioning. Just hold up on the right stick, without going all the way. Throw in a couple of leg kicks – then toss him on his ass. It’s ESSENTIAL to remember to stall the transition – because most people LOSE due to missing on their slam – and everyone knows that if they reverse your slam.. They land in the postured full mount. You don’t want to be in a postured full mount, right? Then stall. The slam is performed from the double underhooks or the body lock – although be aware that judo-practitioners can throw you from ANY clinch position, except the head-positions. Those being the Muay-Thai Clinch and single-collar. This is also one of the main reasons why Rashad and Hendo are so dangerous in the LHW division – they can toss you around from any position and land ontop of you. I also count the cage-slams and trips into this category, mainly because it’s done from the clinch and clinch-takedowns are more or less slams. Whether it is you tripping them, or lifting them above your head in a He-Man fashion and grounding them with your manly muscles – it’s still a slam of kinds.

Now that we got all the ways to take someone down, what do we do once we’re down? Ground and Pound.. Or, the rather controversial topic..

LAY AND PRAY:

Let me get this straight right away. If I ever see a video of you purely laying and praying, or fight against you and you spam takedowns and just slap my face or my body for an easy stand-up knockout – you’re going on the shitlist, no exceptions. Laying and Praying is something I have no tolerance for, whatsoever. I can admit I’ve done it more than once – but it’s unintentional since the Ref has a tendency to stand people up a little too fast sometimes and I don’t have time to actually move forward. But, if your GAMEPLAN is to take me down and poke my face for 3/5 rounds, then you can go straight to hell and don’t think about looking back. The main problem with people who Lay and Pray is that, there is no real counter to it except just pushing someone back. But most likely, a pure lay nad prayer will take you down with every single attempt and he will lay on you until the ref stand s you up. Why? Doing alot of damage to your face to it’s easy to go for a knockout punch/kick. It’s a bullshit tactic and people who use it should quite literally shut off their xbox and wander off into the woods to get lost. Because in my honest of words – they’re the cancer that makes this game look terrible. Simply, how do we prevent this? We can’t except if you step up to the plate and don’t do it. Simple as that.

Now that I’ve got that out of my system (for a good reason) let’s actually head on over to the actual ground and pound guide.

GROUND & POUND

I’ve gone through this a million times above how to ground and pound from each position, but this section won’t be long – nor will it be alot about dealing pure damage as it is dealing smart damage. So, you got into the position you want to be, what do you do now? You punch him, quite obviously. But, HOW do you punch? Now you may think, “Goran, what are you talking about?” and I will tell you what I’m talking about. The main problem people do online in alot of cases is that they focus way too hard on that knockout punch from the full mount. You shouldn’t work the head that much – sure you can and it can work. But it’s not the most effective way to deal damage. Hit the body. The body takes away stamina, makes the opponent’s punches less effective, makes it easier for you to reverse into better positions, makes them slower, makes it easier for you to submit them if you like that. Body damage has about 10 more advantages than the one the head got, “knockout.” You’ll dominate the ground even more if you punch/knee the stomach.

Now, how do you effectively deal damage? I’ll probably screw myself over by saying this, but I have a pattern of punches. If we say that 1 is the head and 2 is the body, I like to keep it random and punch 2 – 2 – 1, followed by a 1 – 2 – 1. You just need to make a pattern of 3 that’s timed inbetween the submission attempts (because they will be there.) and do note that you don’t necessarily have to posture up when doing these strikes. Not posturing up has a ton of advantages with it too – one of them being elbows from full/halfguard. They open cuts like crazy and they’re very underused when you have a postured full guard. Again, there’s a whole plethora of options you have to deal damage from each and every position, and it’s up to you how you want to deal that damage – if you want to go for body damage or go straight for the (T)KO. I’m not writing this to change the way you play, I’m only here to open more doors to more opportunities.

As demonstrated in this video – your main tool for ground and pound is really the reversal. I reversal him (I got lucky, really.) nearly every single attempt – and once that fight hits the floor – he’s stuck down there with me until the end of the fight. That, is why I prefer the GnP, because you have total domination over your opponent and especially if you face someone pretty bad like I did. But it’s still an example of how, with enough practice it could look like against better opponents too.

Make sure you know all the position’s damage dealing tools, if it’s worth using the strong hook in the half-guard when you can just get to the side-control and use a level 3 strong knee instead. I’m not saying that this is a real situation – but make sure you know your character over everything else. His ground and pound options, how he can take down effectively and use it accordingly. This is probably the most important tip of them all. Know. Your. Character.

On the subject of ground and pound again, the last section regards..

IMPOSING YOUR WILL:

This is a term heard often by wrestlers in MMA. Imposing your will basically means using brute force to get where you want to be, in a smart fashion. This is a very important part of the GnP because, let’s say you’re playing Middleweight and someone picks Anderson Silva and you pick Dan Henderson – you’re going to have to impose your will to take the fight to the ground and avoid that muay thai clinch at all costs. Clinch him in the underhooks and slam him, takedowns, do whatever. Show him who’s the boss. That’s the key word ,”showing him who’s the boss”. That sums the “Imposing your wilL” chapter up in short words. The whole idea of imposing your will is to get the fight exactly where you want it to be, whenever you want it to be there. Let’s say that you’re facing Damien Maia – you want to keep it standing. You used inverted wrestling and go for broke with takedown defense and clinch-blocking. Your main objective as a wrestler is CONTROL. And I can’t stress that enough, you NEED to be controlling the octagon. If it goes to the judges, that will count for alot. One way you can screw with people’s heads is drag them all the way to the cage and then single-collar clinch them against the cage – just to show them who IS the man.

The main objective of imposing your will isn’t to deal damage, or punish their weaknesses. Nor is it even to gain positions and keeping them. It’s to put fear and anger into your opponent’s heads. 90% of the people will either hit one of two mind-sets. The confused one, “Oh, how the fuck do I beat this guy, I can’t beat him..” and the angry guy “WHAT THE FUCK, STOP DOING THAT JESUS CHRIST HNNNGHH” – which are the two mindsets you want them to enter. Angry and confused people are stupid and they will make stupid mistakes for you to capitalize on. Especially if you use a scary character like Rashad Evans or Dan Henderson. They will freak out. And that, is why this is so very effective. Put on a pair of headphones if the opponent got them and hear them scream and shout.

Do NOT think this is an excuse to spam takedowns and clinch-spam though. This is mainly a tool to be used, and reckoned with. But do not think for one second that this is some kind of get-out-of-jail-freecard because you’re playing like a douche. A douche will play like a douche, no matter what excuse. The only time I play like a douche is against Anderson Silva, and that’s because I know how deadly his knees are – and his instant muay thai clinch doesn’t help one bit. But always think about what you plan on doing. Don’t play like an asshole.

And that more or less concludes my absolute clusterfuck of a guide for you to people. I’m no expert by any means – my stats are pretty rough around the edges and I’m not that good of a player overall. But I’ve got heart, I like this game while I absolutely loathe it. It’s a complex mess of awesome – and I wish to give you some of the awesome I’ve recieved – to you. This is probably a better fit for the advanced guides – but I figured that I’ll let Eggz decide if it’s an advanced guide or not.

Oh, and the reason Lay and Pray is in regular text is because the forum only allows 4 pictures per post. It’d be 5, got an error.

Merry Ground and Pound and a Happy New TKO.

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~ by zeepsponsbakkes on 2010/08/02.

 
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