Although i lean more on the spamming takedowns/clinch attempts is considered exploiting, compared to Dave_S complaining about body shots being considered an exploit, i believe the main issue here is that we are fighting against one another over bullcrap game mechanics instead of taking it up to the devs/publishers who are responsible for those things.
Reason spamming takedowns/clinches is more exploitative, is because:
1. Grapplers have a major advantage over strikers in this game. Grappling is 80% stats, 20% skill, compared to striking being 80% skill 20% stats.
2. When there is input lag/delay of any form , enough to put off your timing, it's going to be nearly impossible to block those takedowns and you will mess up at some point and the spammer will get the takedown, because you accidentaly moved the right stick a few degrees to the left or right instead of completely puting it downwards.
3. A little bit of input lag, will mess up your striking timing and you won't be able to get in range and land a combo, instead you have to rely on muscle memory of specific combos and you just have to hope the opponent won't block a strike, which will cancel your upcoming attack's effectiveness, allowing them to run away and escape.
4. There is little to no punishment in stamina for takedown/clinch spammers and for some reason the judges also see it as a positive, because they are considered engaging.
5. The removal of half moon circle motions to initiate transitions/takedowns/clinches is a mistake and you can see it with the ammount of spam someone can put on someone else with those things, that unrealistically halt whatever you are doing and through some weird animations get you locked in a clinch/takedown scenario.
As far as countering those takedowns, the only thing you can do, that has some sort of effect is, instead of trying to block all the takedowns, try throwing uppercuts as they will stop them and most of the time will rock them.
I've said this before, if EA UFC 3, wants it's striking focused improvements to be noticable and effective, they have to consider making a netcode, that won't make u mess up your timing in all of those things and they need to make sure that if there is any form of input lag, grapplers aren't getting benefited exclusively.
Also Make Transitions Great Again. None of that hold the right stick torwards one direction and wait for the yellow circle to fill in order for this generic animation to be completed. The half moon circle motion, once completed, so should the transition. It needs to feel like every step of the way of a transition is controlled.
Also remove dumb and unrealistic game rules like "Grappling advantage" or "3+ uppercuts and you start gassing out"
P.S. Dave_S if you can't see the irony of contradicting yourself into 1 sentance... "body shots, holding high block and running away etc. is exploiting"
Well guess what.. if someone holds high block and runs away, you start hitting the body...
Devs should find how to give players incentive to not want to hold high block, perhaps connect stamina burning to running away and perhaps give some form of block advantage, like the grappling advantage, that makes blocking not always effective, but instead requires some sort of skill, like letting go of the block an reseting it, to stop mini-punches like jabs/straights/hooks and holding it longer, if you want to block a head kick or smth more powerfull.