Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

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  • SUGATA
    MVP
    • Apr 2016
    • 1375

    #1

    Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

    This them is very unclear for me, and it is very long and difficult to reveal by testing because of many factors which can take its role. Also this them is very unclear in its final state because it was changed.
    So, lets clear it 100%.

    LEGEND:
    Interrupting = crushing, stops the move and causes damage.
    Grapple move (GM) - any move with Transition meter (TM).
    I think crushing logic is the same for ENY GM, never mind Transition or Submission attempt.

    CLINCH:

    In all Clinch positions:
    - Punches - does not crush at all
    - Kicks, Knees - crush when strike is landed (hit) during his his TM (denial window).

    In all Cage Clinch positions:
    - the same
    - except one: Cage SC - any strike (even Punch) interrupts opponent's GM.

    But sometimes strike does not crush, because i dont have SA over the opponent.

    Question #1 - What is the factors to interrupt opponents' GM in Clinch?


    GROUND:

    From GPD's Dynamic grappling guide:

    <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> [While submissive fighter’s Stamina is < 80% and the dominant fighter’s Stamina is > 30%, from Dominant position (dom MT, dom FM Posture up, etc)] Strike - will interrupt any GM attempt by the opponent with a special Mid Transition Hit Reaction (MTHR).
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    But then GPD wrote another here:
    http://www.operationsports.com/forum...d-changes.html
    if the SUB fighter had more that 75% stamina, his transition attempt wouldn't be blocked by a strike


    Full Mount Postured Up

    When in full mount postured up, the escapes to half guard will always be interrupted by a GnP strike by the DOM fighter, if the strike is input during the regular denial window.

    The roll to back mount will be interrupted by a strike if the strike is throw from the same side hand the SUB is rolling to, and is input in the denial window.

    The posture break will follow the same logic as in the beta, so it will be immune to strike interruption if the SUB has stamina greater than 75%.

    The posture break will give the SUB a temporary grapple advantage as the enter mount postured down.

    Backmount

    The SUB transitions to half guard are always interrupted by a strike to the same side as the escape attempt, if input during the denial window.

    Back Side Mount

    The SUB transition to guard is always interrupted by a hammer fist, if the strike is input in the denial window.

    Back mount flat and Back Mount Flat Up

    The SUB transitions to half guard are always interrupted by a strike to the same side as the escape attempt, if input during the denial window.

    Stacked Guard

    The SUB transition cannot start if the strike on the opposite side is already being thrown

    The SUB sweep to guard cannot start if any strike is being thrown.

    This fixes the problem where it was impossible to land any strikes in stack
    because all transitions interrupted strikes.




    <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> I've updated the first post with some thoughts which are based on some practice but mainly on GPD's posts.

    STRIKING in CLINCH/GROUND:
    1) Strike SPEED depends on:
    - my Stamina
    - not depends on my fighter’s attributes (the same Strike speed for all over all divisions/weights)
    - not depends on my striking limb’s Health
    1) Total Strike DAMAGE depends on:
    - both fighter’s attributes (“Clinch power” in Clinch, “Ground and Pound” in Ground)
    - my Stamina (more Stamina – more damage & FBHR)
    - opponent’s Stamina (less Stamina – more damage & FBHR)
    - not depends on my striking limb’s Health
    - final Total Strike damage NOT depends also on additional Damage multipliers from: 1. Combo multiplier (CM) 2. Counter window (CW) 3. Momentum - physics driven damage with the right timing (when opponent is moving toward my strike) – because in Clinch/Ground does NOT exist 1, 2, 3.
    > The best conditions for my Strike is [when I have SA over the opponent – the more Stamina difference/advantage amount the better].

    1) STRIKING CONTROLS:
    (may holding)L1 + strike - Elbow
    (may holding)Lup + strike - Hummer fist
    (may holding)Ldown + strike - Hook

    2) STRIKE CRUSHING GM:
    [While SUB Stamina is < 75% and DOM Stamina is > 30%, from Dominant position (dom MT, dom FM Posture up, etc)] Strike - will interrupt any GM attempt by the opponent with a special Mid Transition Hit Reaction (MTHR).
    [When SUB fighter Stamina >75% or DOM fighter Stamina is <30%] SUB fighter begins his GM (w/o risk of DOM strike crushing).
    [When SUB fighter Stamina <75% + DOM fighter Stamina is >30%] DOM fighter perform Strikes (for crushing SUB fighter’s GM).
    During my Strike I am in GDA - so be aware of your Stamina and always consider re-establishing control [before my Strikes].
    IN CLINCH:
    Dominant MT Knee to head/Body – intercept opponent’s GM if landed during filled TM; may not intercept, depends major on SA (changing intercepting window of filled TM).
    In ALL Clinch positions:
    - Punches - does not crush at all
    - Kicks, Knees - crush when strike is landed (hit) during his TM (denial window).
    In ALL Cage Clinch positions:
    - the same
    - except one: Cage SC - any strike (even Punch) interrupts opponent's GM.
    In Clinch and Cage Clinch – use Punches (for dmg), Kicks/Knees (for interrupts and dmg).
    In Cage SC – use Punches (for dmg and interrupts).

    IN GROUND:
    1. FM Postured up – SUB transition to sub HG:
    [SUB <75%, DOM >30%, during Denial window] DOM Strike crush SUB GM
    In Postured FM: SUB fighter starts his GM only after opponent’s Strike start; DOM fighter start his Strike just after SUB fighter starts his GM.
    2. FM Postured up – SUB transition to FM not postured up (break Posture):
    [SUB <75%] DOM Strike crush SUB GM
    [SUB > 75% and DOM no matter] DOM Strike will NOT crush SUB transition to Posture down (and gives GA as break Posture up).
    3. FM Postured up – SUB transition to sub Back Mount:
    [SUB <75%, DOM > 30%, during Denial window, Strike the same side of rolling to] DOM Strike crush SUB GM
    4. Back Mount (BM) – SUB transition to sub HG:
    [SUB <75% or DOM>30%, during Denial window, Strike the same side] DOM Strike crush SUB GM.
    5. Back Side (BS) – SUB transition to sub FG:
    [SUB <75% or DOM>30%, during Denial window] DOM Hummer Fist ONLY crush SUB GM.

    Posture up strike – (any Posture up strike) intercept opponent’s GM if landed during filling TM:
    - in dom FM: may not intercept, depends minor on SA (changing intercepting window of filled TM)
    - in dom HG: may not intercept, depends on SA (changing intercepting window of filled TM)
    In dom FG: may not intercept, depends major on SA (changing intercepting window of filled TM)
    In more dominant Posture up position: Strike intercepting is less depending on Stamina differences (SA) between 2 fighters (but for ex in dom FM with large Stamina disadvantage strike will not intercept opponent’s GM).
    In more dominant Posture up position – use more/often any Posture up strikes (for intercepting opponent’s GM), but do not drop Stamina too low (0-30%).



    VS STRIKE CRUSH GM:
    Block his Strike > immediately perform GM (his Strike will not crush my GM).


    1) In Clinch/Ground striking does NOT exist: Combo multiplier (CM), Counter window, Physics driven damage (i.e. momentum, when opponent is moving toward my strike).
    (Example: Standing (Stand up) hook, and hook in Single Collar land about the same amount of damage. But Standing hook can be buffed by being thrown in a combo (for CM), or as a counter, or by physics damage with the right timing. None of those conditions & damage bonuses exist in the Clinch/Ground).
    2) Reasons to switch Left-Right strikes in Clinch/Ground:
    - mix ups to avoid Arm traps in Posture up
    - target specific side to damage specific arm during opponent’s Blocking (to break Block sooner)
    > Switch/mixing up Left-Right Strikes in Clinch/Ground for: avoid Arm trap in Posture up, and to strike the most damaged opponent’s Hand to break his Block sooner.
    3) GnP strike speed - is determined by Stamina only, not attributes!

    In Posture up use:
    1. Hooks > Hammer fists – to weaken his Block quickly
    2. Straights – (fastest GnP strike, but weaker) use when Block is weakened to evade Arm traps.
    In Posture up do NOT use:
    1. Elbows – (slow and weak) do not use in any position.


    <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]-->Crushing Stand up TAKEDOWN attempt:
    [If strike landed on initial phase of TD’s startup] ALL Strikes – will crush TD attempt.
    Exception: Jab, Straight, Leg kick – can not interrupt TD by default, but If they land in a way that would naturally cause a Stun (i.e. charged by CM at the end of a Combo), they can still do it.
    [Just TD begins] Uppercut, Knee or other fast enough Strikes (but NOT Jab, Straight, Leg kick).
    [VS not charged by CM, CW basic Strikes - Jab, Straight, Leg kick] attempt TD.
    [VS others Strikes – only when I have enough Striking advantage (his Strike will not hit on my initial wind up TD phase) when I get CW after successful Dodge/Side step, Sway, Parry, FBHR] attempt TD.

    Crushing Stand up CLINCH attempt:
    [If strike landed during any phase of Clinch attempt] ALL Strikes – will crush Clinch initiation attempt.
    No exceptions.
    [Just Clinch attempt begins] Jab, Straight, Leg kick or other fast enough Strikes.
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Bullet"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Number"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Bullet 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Bullet 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Bullet 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Bullet 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Number 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UnhideWhenUsed="true" Name="List Continue 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Message Header"/> <w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Salutation"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Date"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text First Indent"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text First Indent 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Note Heading"/> <w:LsdException 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Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="E-mail Signature"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Top of Form"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Bottom of Form"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Normal (Web)"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Acronym"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Address"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Cite"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Code"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Definition"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Keyboard"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Preformatted"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Sample"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Typewriter"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Variable"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Normal Table"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="annotation subject"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="No List"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Outline List 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Outline List 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Outline List 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Simple 1"/> <w:LsdException Locked="false" 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Name="Table Columns 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 6"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 7"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 8"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 6"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 7"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 8"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table 3D effects 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table 3D effects 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Name="Table Grid"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Theme"/> <w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/> <w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading"/> <w:LsdException Locked="false" Priority="61" Name="Light List"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/> <w:LsdException Locked="false" Priority="70" Name="Dark List"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/> <w:LsdException Locked="false" SemiHidden="true" Name="Revision"/> <w:LsdException Locked="false" Priority="34" QFormat="true" Name="List Paragraph"/> <w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/> <w:LsdException Locked="false" Priority="30" QFormat="true" Name="Intense Quote"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 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Priority="51" Name="Grid Table 6 Colorful Accent 1"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful Accent 1"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light Accent 2"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/> <w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/> <w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful Accent 2"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful Accent 2"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light Accent 3"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4 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    #2 - Strike crushes GM if his input was during its TM (denial window) or his Hit was landed?

    #3 - SUB has <30% Stamina and DOM has > 80% Stamina OR only SUB has < 75% stamina - and then Strike crushes... what is right?

    #4 - Back Side Mount. The SUB transition to guard is always interrupted by a hammer fist, if the strike is input in the denial window.
    Only by Hummer fist but not by other strike types?

    #5 (main) - What about Strike interrupting GMs for OTHER Ground positions? What rules/conditions for this?
    Last edited by SUGATA; 02-07-2017, 03:55 PM.
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  • SUGATA
    MVP
    • Apr 2016
    • 1375

    #2
    Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

    Am i the only one who dont know such things (question #1-5) ? =)
    Then please teach me.
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    Comment

    • SUGATA
      MVP
      • Apr 2016
      • 1375

      #3
      Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

      After some testing - but may be i am wrong:
      #2 - input, not hit
      #3-4 - different for different positions.
      Examples:
      <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> 1. FM Postured up – SUB transition to sub HG:
      [SUB <75%, DOM >30%, during Denial window] DOM Strike crush SUB GM
      In Postured FM: SUB fighter starts his GM only after opponent’s Strike start; DOM fighter start his Strike just after SUB fighter starts his GM.
      2. FM Postured up – SUB transition to sub Back Mount:
      [SUB <75%, DOM > 30%, during Denial window, Strike the same side of rolling to] DOM Strike crush SUB GM
      3. FM Postured up – SUB transition to FM not postured up (break Posture):
      [SUB <75%] DOM Strike crush SUB GM
      [SUB > 75% and DOM no matter] DOM Strike will NOT crush SUB transition to Posture down (and gives GA as break Posture up).
      4. Back Mount (BM) – SUB transition to sub HG:
      [SUB <75% or DOM>30%, during Denial window, Strike the same side] DOM Strike crush SUB GM.
      5. Back Side (BS) – SUB transition to sub FG:
      [SUB <75% or DOM>30%, during Denial window] DOM Hummer Fist ONLY crush SUB GM.
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mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:8.0pt; mso-para-margin-left:0cm; line-height:107%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} </style> <![endif]-->
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      Comment

      • SUGATA
        MVP
        • Apr 2016
        • 1375

        #4
        Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

        I have a question:

        GPD said here:
        http://www.operationsports.com/forum...d-changes.html

        -we fixed it so strikes now follow the stamina priority system like transitions. This means in positions like crucifix, side saddle and stacked guard, where you cannot strike once a transition starts, you can first deny, which will give you priority to throw a strike after the denial animation finishes if you queued up a strike and your opponent queued up a transition.
        But this still not works!

        Side saddle, Crucifix, Stack guard - DOM successfully deny SUB transition, but then he still can not to launch his Strike because of 2nd SUB transition which interrupts his strike. So transition spam by SUB in this positions does not allow to use them...

        Or i am doing something wrong?
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        Comment

        • Bigg Cee
          MVP
          • Apr 2016
          • 4676

          #5
          Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

          You need a friend to share all of this data with. Know one cares anymore.


          Also do you play this game online or offline? Just wondering if you even play this game or just test game mechanics out?

          Comment

          • thelasthurtknee
            MVP
            • Jun 2003
            • 1459

            #6
            Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

            Awesome stuff suguta, your post always make me better.

            Big cee, rough day?

            Comment

            • Bigg Cee
              MVP
              • Apr 2016
              • 4676

              #7
              Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

              Originally posted by thelasthurtknee
              Awesome stuff suguta, your post always make me better.

              Big cee, rough day?
              not really, lol

              actually I have been roaming around OS like a mad man posting everywere. Today for the most part I've been hanging out in the madden forums. Fun!

              Comment

              • SUGATA
                MVP
                • Apr 2016
                • 1375

                #8
                Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

                I've updated the first post with some thoughts which are based on some practice but mainly on GPD's posts.

                <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> STRIKING in CLINCH/GROUND:
                1) Strike SPEED depends on:
                - my Stamina
                - not depends on my fighter’s attributes (the same Strike speed for all over all divisions/weights)
                - not depends on my striking limb’s Health
                1) Total Strike DAMAGE depends on:
                - both fighter’s attributes (“Clinch power” in Clinch, “Ground and Pound” in Ground)
                - my Stamina (more Stamina – more damage & FBHR)
                - opponent’s Stamina (less Stamina – more damage & FBHR)
                - not depends on my striking limb’s Health
                - final Total Strike damage NOT depends also on additional Damage multipliers from: 1. Combo multiplier (CM) 2. Counter window (CW) 3. Momentum - physics driven damage with the right timing (when opponent is moving toward my strike) – because in Clinch/Ground does NOT exist 1, 2, 3.
                > The best conditions for my Strike is [when I have SA over the opponent – the more Stamina difference/advantage amount the better].

                1) STRIKING CONTROLS:
                (may holding)L1 + strike - Elbow
                (may holding)Lup + strike - Hummer fist
                (may holding)Ldown + strike - Hook

                2) STRIKE CRUSHING GM:
                [While SUB Stamina is < 75% and DOM Stamina is > 30%, from Dominant position (dom MT, dom FM Posture up, etc)] Strike - will interrupt any GM attempt by the opponent with a special Mid Transition Hit Reaction (MTHR).
                [When SUB fighter Stamina >75% or DOM fighter Stamina is <30%] SUB fighter begins his GM (w/o risk of DOM strike crushing).
                [When SUB fighter Stamina <75% + DOM fighter Stamina is >30%] DOM fighter perform Strikes (for crushing SUB fighter’s GM).
                During my Strike I am in GDA - so be aware of your Stamina and always consider re-establishing control [before my Strikes].
                IN CLINCH:
                Dominant MT Knee to head/Body – intercept opponent’s GM if landed during filled TM; may not intercept, depends major on SA (changing intercepting window of filled TM).
                In ALL Clinch positions:
                - Punches - does not crush at all
                - Kicks, Knees - crush when strike is landed (hit) during his TM (denial window).
                In ALL Cage Clinch positions:
                - the same
                - except one: Cage SC - any strike (even Punch) interrupts opponent's GM.
                In Clinch and Cage Clinch – use Punches (for dmg), Kicks/Knees (for interrupts and dmg).
                In Cage SC – use Punches (for dmg and interrupts).

                IN GROUND:
                1. FM Postured up – SUB transition to sub HG:
                [SUB <75%, DOM >30%, during Denial window] DOM Strike crush SUB GM
                In Postured FM: SUB fighter starts his GM only after opponent’s Strike start; DOM fighter start his Strike just after SUB fighter starts his GM.
                2. FM Postured up – SUB transition to FM not postured up (break Posture):
                [SUB <75%] DOM Strike crush SUB GM
                [SUB > 75% and DOM no matter] DOM Strike will NOT crush SUB transition to Posture down (and gives GA as break Posture up).
                3. FM Postured up – SUB transition to sub Back Mount:
                [SUB <75%, DOM > 30%, during Denial window, Strike the same side of rolling to] DOM Strike crush SUB GM
                4. Back Mount (BM) – SUB transition to sub HG:
                [SUB <75% or DOM>30%, during Denial window, Strike the same side] DOM Strike crush SUB GM.
                5. Back Side (BS) – SUB transition to sub FG:
                [SUB <75% or DOM>30%, during Denial window] DOM Hummer Fist ONLY crush SUB GM.

                Posture up strike – (any Posture up strike) intercept opponent’s GM if landed during filling TM:
                - in dom FM: may not intercept, depends minor on SA (changing intercepting window of filled TM)
                - in dom HG: may not intercept, depends on SA (changing intercepting window of filled TM)
                In dom FG: may not intercept, depends major on SA (changing intercepting window of filled TM)
                In more dominant Posture up position: Strike intercepting is less depending on Stamina differences (SA) between 2 fighters (but for ex in dom FM with large Stamina disadvantage strike will not intercept opponent’s GM).
                In more dominant Posture up position – use more/often any Posture up strikes (for intercepting opponent’s GM), but do not drop Stamina too low (0-30%).



                VS STRIKE CRUSH GM:
                Block his Strike > immediately perform GM (his Strike will not crush my GM).


                1) In Clinch/Ground striking does NOT exist: Combo multiplier (CM), Counter window, Physics driven damage (i.e. momentum, when opponent is moving toward my strike).
                (Example: Standing (Stand up) hook, and hook in Single Collar land about the same amount of damage. But Standing hook can be buffed by being thrown in a combo (for CM), or as a counter, or by physics damage with the right timing. None of those conditions & damage bonuses exist in the Clinch/Ground).
                2) Reasons to switch Left-Right strikes in Clinch/Ground:
                - mix ups to avoid Arm traps in Posture up
                - target specific side to damage specific arm during opponent’s Blocking (to break Block sooner)
                > Switch/mixing up Left-Right Strikes in Clinch/Ground for: avoid Arm trap in Posture up, and to strike the most damaged opponent’s Hand to break his Block sooner.
                3) GnP strike speed - is determined by Stamina only, not attributes!

                In Posture up use:
                1. Hooks > Hammer fists – to weaken his Block quickly
                2. Straights – (fastest GnP strike, but weaker) use when Block is weakened to evade Arm traps.
                In Posture up do NOT use:
                1. Elbows – (slow and weak) do not use in any position.
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                Last edited by SUGATA; 02-06-2017, 03:57 PM.
                Full PATCH and Live tuners LIST for EA UFC 5
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                Comment

                • SUGATA
                  MVP
                  • Apr 2016
                  • 1375

                  #9
                  Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

                  But crushing/interrupting the onponent's grappling moves by strikes is very interesting thing because this brings more risk/reward to the gameplay:
                  - striking gives a GA to the opponent if timed wrong and by wrong conditions
                  - but conversely can gives you 2in1: interrupting opponent's transition + deal large dmg.

                  So, i hope Generative_James will be interested in this thing enough to make some research with his videos science, his help is very appreciated in this
                  Because i think that these resumes are not complete and may have some issues...
                  Full PATCH and Live tuners LIST for EA UFC 5
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                  Comment

                  • TheShizNo1
                    Asst 2 the Comm Manager
                    • Mar 2007
                    • 26341

                    #10
                    Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

                    Originally posted by Bigg Cee
                    You need a friend to share all of this data with. Know one cares anymore.


                    Also do you play this game online or offline? Just wondering if you even play this game or just test game mechanics out?
                    Top part is unnecessary, man.

                    Sent from my SM-G935P using Tapatalk
                    Originally posted by Mo
                    Just once I'd like to be the one they call a jerk off.
                    Originally posted by Mo
                    You underestimate my laziness
                    Originally posted by Mo
                    **** ya


                    ...

                    Comment

                    • Bigg Cee
                      MVP
                      • Apr 2016
                      • 4676

                      #11
                      Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

                      Originally posted by TheShizNo1
                      Top part is unnecessary, man.

                      Sent from my SM-G935P using Tapatalk
                      holy crap. This post was way before I even got the ban for 3 months. Why bring this up Shiz?

                      Comment

                      • aholbert32
                        (aka Alberto)
                        • Jul 2002
                        • 33106

                        #12
                        Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

                        Originally posted by Bigg Cee
                        holy crap. This post was way before I even got the ban for 3 months. Why bring this up Shiz?
                        LOL. I saw the post and wrote something similar until I realized you wrote that back in August. Sugata threw us off by bumping an old thread.

                        Comment

                        • SUGATA
                          MVP
                          • Apr 2016
                          • 1375

                          #13
                          Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

                          Originally posted by Bigg Cee
                          holy crap. This post was way before I even got the ban for 3 months. Why bring this up Shiz?
                          Do you think that this thread is not useful, can not to be helpful for rising your game skill and is not interesting at all?
                          Full PATCH and Live tuners LIST for EA UFC 5
                          EA UFC 3 integral META Guide
                          Fighting games PSYCHOLOGY Guide
                          All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads")

                          Comment

                          • SUGATA
                            MVP
                            • Apr 2016
                            • 1375

                            #14
                            Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

                            Originally posted by aholbert32
                            LOL. I saw the post and wrote something similar until I realized you wrote that back in August. Sugata threw us off by bumping an old thread.
                            As you can see i dont bump this thread but wanted to discover more about this game with some help... and honestly not yours both, btw. But if you have so much time that chasing my threads, yr help may be welcome also.

                            I really dont understand your offense here.

                            I dont want to go personally on anybody, but when the man who did not any useful thread here is blaming me for my threads.. this is so pathetic. really)
                            Last edited by SUGATA; 02-06-2017, 05:32 PM.
                            Full PATCH and Live tuners LIST for EA UFC 5
                            EA UFC 3 integral META Guide
                            Fighting games PSYCHOLOGY Guide
                            All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads")

                            Comment

                            • aholbert32
                              (aka Alberto)
                              • Jul 2002
                              • 33106

                              #15
                              Re: Transition/GM INTERRUPTING by Strike mechanics in Clinch and Ground?

                              Originally posted by SUGATA
                              As you can see i dont bump this thread but wanted to discover more about this game with some help...

                              I really dont understand your offense here.

                              I dont want to go personally on anybody, but when the man who did not any useful thread here is blaming me for my threads.. this is so pathetic. really)
                              You need to calm down. I didnt take offense to your thread. In fact, the post I was referring to that I deleted was defending your right to make this thread. I realized that that post from Big Cee was 7 mos old so I deleted my response to his post.

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