UFC 2009 Undisputed Strategy: Submissions, Counter-Submissions and Escapes

UFC 2009 Undisputed: Releases in twelve daysUFC 2009 Undisputed: Releases in twelve daysUFC 2009 Undisputed Strategy: Submissions, Counter-Submissions and Escapes

In our second strategy installment for the upcoming video game release, UFC 2009 Undisputed, which is scheduled for release May 19th, 2009 on both the PS3 and Xbox360, we will discuss the maneuvers and most effective offensive strategies for taking it to a grounded opponent. We began our segment on the transition game, and covered the basics of getting your opponent into an advantageous position on the ground. Here we’ll elaborate more on what to do once you’ve got him there.

Variances between characters and their skill-sets will pave way to a varying selection of ways to approach a grounded opponent, with every approach individually tailored to the specific fighter. For example, Chuck isn’t going to want to go to the floor and grapple the way Shogun would. On the flipside of that, Shogun’s options on the ground are further diversified by his jiu-jitsu background. Therefore, as we did in our first tutorials, we’ll again use Mauricio “Shogun” Rua as our lynchpin example.

Submissions

Shogun is enabled to pull of submission maneuvers from both standing and grounded positions, though the former is tricky. It must be performed while in a single-collar tie position (one armed tie-up while standing), but is performed the same as any other submission in that position: a press of the right analog stick button.







Submissions can be performed from the following positions by Shogun:



Submission
Opportunities

Up/Down, Near
(Offense/Defense)

Side Control, Right/Left
(Offense)
Back Side Control, Right/Left
(Offense)
Half Guard, Right/Left – Down
(Defense)
Sprawl Position

(Offense)
Half Guard, Right/Left
(Offense/Defense)
Back Mount – Body Triangle
(Offense)
Rubber Guard
(Offense)
Back Mount – Both Hooks In
(Offense)
Open Guard – Down
(Defense)
North/South
(Offense)
Open Guard – Full Posture
(Defense)
Mount – Down
(Offense)
Open Guard
(Offense/Defense)
Mount
(Offense)
Single Collar Tie, Right/Left
(Offense)*

* Standing Position



It can be observed that

* the only position that allows submission opportunities from defense, but not offense, is half guard
* the only position that offers a submission opportunity while standing up is the single collar tie

(Sorry, no “rape choke”)

For Shogun, there is a total of 22 different angles from which he can secure a submission. An unprecedented 15 of them are maneuvers that can be launched from an offensive position, further underscoring the importance of an effective transition game in order to establish advantageous position on your opponent. For strategy and tips on how to better your transition and takedown game, be sure to catch our tutorials on taking your opponent down.

The mechanics of the submission work quintessentially the same from every position. You press the right analog stick button, from the advantageous position you’re in, on rare occasion in tandem with the LB button, and your fighter begins to attempt the specified submission.

That’s the beginning.

A Successful Submission Attempt

From here, it’s time to start unleashing your button-mashing fury on all four of the face buttons of the controller.

( , , and )

The success of your submission derives from two elements: your persistence with mashing the buttons in comparison to your opponent, and the stamina of your opponent as it compares to yours. Therefore, rushing in, securing a takedown and immediately unleashing submission attempts is no way to go. This strategy will actually tire your fighter out more quickly due to the frequency of failed attempts. This can get you in trouble.

Instead, stalk the perimeter, and make your opponent work to find you. Trade shots, and when your opponent has committed to a striking attempt against you, time your takedown. Just as with submission attempts, failed takedown attempts will eventually tire your fighter out, but will also immediately put him into a vulnerable position if your opponent sprawls to counter the takedown.

Once grounded, establish position. This is important, as it negates the chances of you ending up in a position where your opponent can submit you from the bottom (half guard). Instead of settling from striking opportunities, transition to mount or side-control, and launch your striking offensive from there.

Of Shogun’s 22 possible submissions, only 5 of them represent punch-counter submissions, or submissions that are applied in counterattack to an opponent’s striking.

Counter Submissions, Brute Force Escapes & Technical Escapes

A Counter-Submission can be applied from Half Guard – Defense, Up/Down – Near (Defense), and in both defensive Open Guard and Open Guard – Full Posture positions. When an opponent is advancing upon you in these positions while throwing strikes, you can time your pressing of the right analog stick button to launch a counter-submission. The same rules apply for this submission attempt as they do for all the others: mash buttons relentlessly once application has initiated. On a mounted opponent, a properly-timed counter submission attempt will break his posture.

As your opponent mashes his buttons to secure a submission on you, you can actually do the same in return to some effect. This is called a Brute Force Escape, and will allow you to throw some strikes at your opponent as he focuses on submitting you. In some cases, this can easily break a submission if your opponent is near exhausted.

Brute Force Escapes have a high success rate. However, the balance in use of this technique for escapes comes by way of the position you may end up in if you successfully escape via this method: it may not be so advantageous. Fighters with higher strength scores will see ease of escaping submissions via this method, and for that reason, it may behoove you to work your transition game in anticipation of this tactic coming into play.

On the flipside of that, if your fighter has more of a propensity towards ground tactics than bomb slinging, a Technical Escape is considered a more effective way of escaping a submission. Though it can be more difficult to successfully perform this type of submission, the position your fighter will end up in provided its success is much more beneficial than that you’d achieve in a Brute Force Escape.

A Technical Escape is pulled off by rotating the right analog stick in either a clockwise or counter-clockwise motion during your opponent’s submission attempt. Note: though it’s possible to mash all four buttons while rotating the analog joystick, the yield in this effort would be left to chance, and will most likely result in a Brute Force Escape. Fighters with higher submission attributes, naturally, will have more success with Technical Escapes. Therefore, leave the Brute Force Escapes to fighters that would need to power out of a submission attempt, and Technical Escapes for the fighters that have a worthwhile toolbox on the ground.

The Up/Down Position

Here, you’ve got the one position that Shogun can attempt a submission from that doesn’t put him on the ground with his opponent to start. In the Up/Down position, either standing or grounded, Shogun can launch a kneebar. When on his back, looking up at his opponent in the Up/Down position, Shogun can also time a Counter-Submission in retaliation to an opponent’s attempt to strike him from a standing position.

However, I do not recommend any such effort, as almost any attempt to position yourself for a submission attempt is going to leave you open to face bombs, which no one wants. In other words, when you have an opponent standing above you prepared to strike you about the head and face, you shouldn’t be thinking “I’ll grab his ankle.” You should be thinking “I’m going to kick this dude in the face, I don’t care if I’m on my back. My foot will reach.”

And it will, because he’s not going to reverse an up-kick into a submission attempt. However, if you’re stupid in this position, he will drop dogs on you, and then most likely land in side-control or half-guard after doing so, all because you thought it’d be a good idea to play “footsies” with the guy who was socking you in the face. Now, he’s socked you in the face, and he’s lying atop your victimized body. Let the Bro-mance begin.

Instead of laying on your back like a woman, get to your feet ASAP. Do not be the guy who laid there and took the bomb to the face that ended his night. Besides, if you get back to your feet, you can put a dinger on your counterpart’s face that floors him, putting him on his back, and giving YOU an opportunity to distribute digital pain and suffering, rather than endure the equivalent.

From a standing position, you can time a forward step with your X or Y button, and perform a diving / flying strike, and that will launch a powerful bomb that can often pack stun-power, and though it will land you in your opponent’s open guard. Transitioning back to a standing position is easy. Launch falling bomb, stand, repeat. It’s going to be effective when you’re in a rhythm, and it’ll be fun to watch.

In our next series, we’re going to talk about the nuances of the clinch game, an evasive element of the game’s model that can be effectively used to negate striking advantages, setup takedown opportunities, and otherwise dominate your opponent.

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