EA UFC 3 integral META Guide

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  • 1212headkick
    Banned
    • Mar 2018
    • 1823

    #16
    Re: EA UFC 3 integral META Guide

    Originally posted by SUGATA
    I am sure this is the Basic step (Minor lunge) - the same as you perform by click LS alone. R1 holding - does is not changing anything.
    It does try it for yourself

    Comment

    • SUGATA
      MVP
      • Apr 2016
      • 1375

      #17
      Re: EA UFC 3 integral META Guide

      Originally posted by 1212headkick
      It does try it for yourself
      Just tested:

      while holding R1 you can use LS for WALKING (locomotion) ONLY as usual, but and this is a BUG - you can not use Minor step by clicking LS. This is wrong and bug b/c R1 is a strike modifier, but L2 is a strike modifier too, but L2 does not affect Stepping at all.

      It was useful for preventing Run during FTF with old controls, but now this is unnecessary.

      Your micro Minor step is just an initial phase of Walking (Locomotion) - no any special properties.
      Last edited by SUGATA; 05-11-2019, 10:34 AM.
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      • johnmangala
        MVP
        • Apr 2016
        • 4525

        #18
        Re: EA UFC 3 integral META Guide

        Originally posted by SUGATA
        Just tested:

        while holding R1 you can use LS for WALKING (locomotion) ONLY as usual, but and this is a BUG - you can not use Minor step by clicking LS. This is wrong and bug b/c R1 is a strike modifier, but L2 is a strike modifier too, but L2 does not affect Stepping at all.

        It was useful for preventing Run during FTF with old controls, but now this is unnecessary.

        Your micro Minor step is just an initial phase of Walking (Locomotion) - no any special properties.
        This is not true.

        First I am talking about flicking LS not clicking. If you flick LS (like minor lunge) + R1 you do a bit of a micro lunge. They also have properties, so it's mostly more conjecture on your part. The properties as I mentioned before are stuffing push kicks +

        Step feints like Edgar does to Penn before his 1 2.

        You can also no sell some strikes like Silva rolling with punches if you micro lunge into the strike

        Comment

        • SUGATA
          MVP
          • Apr 2016
          • 1375

          #19
          Re: EA UFC 3 integral META Guide

          Originally posted by johnmangala
          This is not true.

          First I am talking about flicking LS not clicking. If you flick LS (like minor lunge) + R1 you do a bit of a micro lunge. They also have properties, so it's mostly more conjecture on your part. The properties as I mentioned before are stuffing push kicks +

          Step feints like Edgar does to Penn before his 1 2.

          You can also no sell some strikes like Silva rolling with punches if you micro lunge into the strike
          I don’t see the difference between Click and Flick - both words are press as fast as possible w/o holding.

          Theoretically, yes, you can use R1+LS as Walking feint b/c it is as I said just an initial Walking , and as I said it does not have any SPECIAL properties - no any evasive or feint properties.

          Honestly, I don’t think that this move can be used effectively on practice, b/c it is better in all ways to use real Minor lunge than this one - as Side step it takes the same time but have evasive properties. It can not be used as step Feints really b/c it has an walking animation not steps’.

          And btw, we do NOT have Lunge Feint in the game - we cannot feint any Lunge into cancel or block, we can cancel it only into strike, TD , sway or another lunge. This is bad. The game NEEDS natural LUNGE FEINT, b/c it exists irl, I agree w this.
          Last edited by SUGATA; 05-12-2019, 03:52 AM.
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          • johnmangala
            MVP
            • Apr 2016
            • 4525

            #20
            Re: EA UFC 3 integral META Guide

            Originally posted by SUGATA
            I don’t see the difference between Click and Flick - both words are press as fast as possible w/o holding.

            Theoretically, yes, you can use R1+LS as Walking feint b/c it is as I said just an initial Walking , and as I said it does not have any SPECIAL properties - no any evasive or feint properties.

            Honestly, I don’t think that this move can be used effectively on practice, b/c it is better in all ways to use real Minor lunge than this one - as Side step it takes the same time but have evasive properties. It can not be used as step Feints really b/c it has an walking animation not steps’.

            And btw, we do NOT have Lunge Feint in the game - we cannot feint any Lunge into cancel or block, we can cancel it only into strike, TD , sway or another lunge. This is bad. The game NEEDS natural LUNGE FEINT, b/c it exists irl, I agree w this.
            I agree on there needing to be actual lunge feints.

            What you are not getting is the micro lunges behave as a minor lunge cancel. They have even have special, unique properties like being able to relatively stand still and stuff push kicks. When you do this with normal minor lunges you actually move forward into them.

            The micro lunge acts as an interim. A purpose of a feint is to give different looks to setup up shots through conditioning and confusion.

            If you micro lunge while not blocking you have a different look, it's more like that Edgar step feint I showed earlier. While if you micro lunge while blocking it gives you a different look, a more McGregor bouncy style footwork. If you repeatedly flick in one direction it gives you another look.

            These are properties, they could be unintentional but they have utility. They are special properties that are unique to micro lunges.

            You haven't understood that micro lunges allow us to inch in/out of range shows you haven't considered the full breath of its use.

            Also again special properties to the micro lunge is that you can remain still and no sell strikes (have little hit reaction) and reduce damage taken, while with minor lunges you are still moving more and the damage for moving into strikes is more.

            Comment

            • SUGATA
              MVP
              • Apr 2016
              • 1375

              #21
              Re: EA UFC 3 integral META Guide

              Originally posted by johnmangala
              I agree on there needing to be actual lunge feints.

              What you are not getting is the micro lunges behave as a minor lunge cancel. They have even have special, unique properties like being able to relatively stand still and stuff push kicks. When you do this with normal minor lunges you actually move forward into them.

              The micro lunge acts as an interim. A purpose of a feint is to give different looks to setup up shots through conditioning and confusion.

              If you micro lunge while not blocking you have a different look, it's more like that Edgar step feint I showed earlier. While if you micro lunge while blocking it gives you a different look, a more McGregor bouncy style footwork. If you repeatedly flick in one direction it gives you another look.

              These are properties, they could be unintentional but they have utility. They are special properties that are unique to micro lunges.

              You haven't understood that micro lunges allow us to inch in/out of range shows you haven't considered the full breath of its use.

              Also again special properties to the micro lunge is that you can remain still and no sell strikes (have little hit reaction) and reduce damage taken, while with minor lunges you are still moving more and the damage for moving into strikes is more.
              Micro lunges animation (tapping LS+R1) - is a terrible hover movement, b/c this is a short initial walking animation repeated over and over. So this was not mentioned to be in the game, it is a BUG.

              When i am talking about "properties" i mean a preset properties by Devs (not just animation and how it mimic something):
              Evasive properties - is an invulnerability window for steps (lunges)
              Feint properties - is an ability to keep Combos pros and more range on FWD moving strikes (more in the guide).

              Much safer to inch in/out of range w Blocking Walking than with Micro lunges.

              1) What exactly "special unique" properties do you see for Micro lunges (R1+LS) besides its animation which do you think can confuse the opponent (it is a discussion thing)?


              2) What do you mean under " is that you can remain still and no sell strikes (have little hit reaction) and reduce damage taken, while with minor lunges you are still moving more and the damage for moving into strikes is more" and "stuff pushing kicks"?
              I tested - after getting hit from Pushing fwd kick, i can NOT to solve my throwing bwd hit reaction by tapping LS fwd + R1 = no effect.
              The damage is the same as you get from FWD Walking, not less.

              The only purpose for this Micro Lunge i can see is more precise Zoning - its steps are much less than Walking step, but i dont think this can take large role in striking dance.
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              • johnmangala
                MVP
                • Apr 2016
                • 4525

                #22
                Re: EA UFC 3 integral META Guide

                Originally posted by SUGATA
                Micro lunges animation (tapping LS+R1) - is a terrible hover movement, b/c this is a short initial walking animation repeated over and over. So this was not mentioned to be in the game, it is a BUG.

                When i am talking about "properties" i mean a preset properties by Devs (not just animation and how it mimic something):
                Evasive properties - is an invulnerability window for steps (lunges)
                Feint properties - is an ability to keep Combos pros and more range on FWD moving strikes (more in the guide).

                Much safer to inch in/out of range w Blocking Walking than with Micro lunges.

                1) What exactly "special unique" properties do you see for Micro lunges (R1+LS) besides its animation which do you think can confuse the opponent (it is a discussion thing)?


                2) What do you mean under " is that you can remain still and no sell strikes (have little hit reaction) and reduce damage taken, while with minor lunges you are still moving more and the damage for moving into strikes is more" and "stuff pushing kicks"?
                I tested - after getting hit from Pushing fwd kick, i can NOT to solve my throwing bwd hit reaction by tapping LS fwd + R1 = no effect.
                The damage is the same as you get from FWD Walking, not less.

                The only purpose for this Micro Lunge i can see is more precise Zoning - its steps are much less than Walking step, but i dont think this can take large role in striking dance.
                Lol I find it funny you are trying so hard to dismiss a simple little known function. Whatever man it's on up to you. I have already had success using it.

                You asked for special properties. I gave you just that, it's irrelevant if it's intentional or not as it's this late in the devs cycle and unlikely to change. They are unique to the micro lunges.

                At this point you're just nitpicking.. I already told you it has special properties like

                Being able to stuff push kicks and remain still if you micro lunge into them.
                Have less hit reaction by remaining still.
                More precise movement by being able to inch out. Basic movement and lunges cover way more distance.
                Different looks.
                It goes even deeper. It allows for signature micro lunges for anyoene different differing stances. The micro lunge allows you to have unique looks only available to certain fighters.
                Again you are incorrect about stuff pushing kicks. You micro lunge into the push kicks and you stuff them, when you do this with minor lunges you move fwd. When you do the same for micro lunging and it seems you take bit less damage. Plus it allows you to extend your block from being broken by resetting.

                Comment

                • 1212headkick
                  Banned
                  • Mar 2018
                  • 1823

                  #23
                  Re: EA UFC 3 integral META Guide

                  Originally posted by johnmangala
                  Lol I find it funny you are trying so hard to dismiss a simple little known function. Whatever man it's on up to you. I have already had success using it.

                  You asked for special properties. I gave you just that, it's irrelevant if it's intentional or not as it's this late in the devs cycle and unlikely to change. They are unique to the micro lunges.

                  At this point you're just nitpicking.. I already told you it has special properties like

                  Being able to stuff push kicks and remain still if you micro lunge into them.
                  Have less hit reaction by remaining still.
                  More precise movement by being able to inch out. Basic movement and lunges cover way more distance.
                  Different looks.
                  It goes even deeper. It allows for signature micro lunges for anyoene different differing stances. The micro lunge allows you to have unique looks only available to certain fighters.
                  Again you are incorrect about stuff pushing kicks. You micro lunge into the push kicks and you stuff them, when you do this with minor lunges you move fwd. When you do the same for micro lunging and it seems you take bit less damage. Plus it allows you to extend your block from being broken by resetting.
                  Let’s all get along. Can you provide video examples

                  Comment

                  • SUGATA
                    MVP
                    • Apr 2016
                    • 1375

                    #24
                    Re: EA UFC 3 integral META Guide

                    Originally posted by johnmangala
                    Lol I find it funny you are trying so hard to dismiss a simple little known function. Whatever man it's on up to you. I have already had success using it.

                    You asked for special properties. I gave you just that, it's irrelevant if it's intentional or not as it's this late in the devs cycle and unlikely to change. They are unique to the micro lunges.

                    At this point you're just nitpicking.. I already told you it has special properties like

                    Being able to stuff push kicks and remain still if you micro lunge into them.
                    Have less hit reaction by remaining still.
                    More precise movement by being able to inch out. Basic movement and lunges cover way more distance.
                    Different looks.
                    It goes even deeper. It allows for signature micro lunges for anyoene different differing stances. The micro lunge allows you to have unique looks only available to certain fighters.
                    Again you are incorrect about stuff pushing kicks. You micro lunge into the push kicks and you stuff them, when you do this with minor lunges you move fwd. When you do the same for micro lunging and it seems you take bit less damage. Plus it allows you to extend your block from being broken by resetting.
                    Man, try to be less personal, please.

                    I am not trying to dismiss anything. I am just asking to get more precise details about what u r talking about.

                    And , sadly, the more details from you - the more i want to hear nothing about this thing:

                    - baggy not intended to be existing animation = unrealistic

                    - fwd moving staff which _decreases_ received dmg = unrealistic

                    - which neglect (armor) pushing kicks = unrealistic

                    - which does not have any cons, and have only pros = no balance, unrealistic

                    - which is 100% not intended to be in the game = buggy

                    - b/it 100% is breaking the gameplay and its balance

                    ... in one word which is a 100% BUG EXPLOIT.

                    So, I believe that it MAY have those pros, but i even dont want to test and explore it anymore and especially consciously add this thing into my Guide.

                    The only way to share the Bug exploit for me is to post it here on OS to be visible by Devs to be fixed in possible future patches(as i already did several times here, as u know).

                    I love realistic games (sim) b/c i want to feel MMA as much closer to reality (IRL) as possible via virtual reality.

                    Things like this is breaking this feel too.

                    P.S. Do me a favour, create a Bug-exploit report thread here about this thing - for GPD. Please.
                    Last edited by SUGATA; 05-12-2019, 05:14 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

                    • 1212headkick
                      Banned
                      • Mar 2018
                      • 1823

                      #25
                      Re: EA UFC 3 integral META Guide

                      Originally posted by SUGATA
                      Man, try to be less personal, please.

                      I am not trying to dismiss anything. I am just asking to get more precise details about what u r talking about.

                      And , sadly, the more details from you - the more i want to hear nothing about this thing:

                      - baggy not intended to be existing animation = unrealistic

                      - fwd moving staff which _decreases_ received dmg = unrealistic

                      - which neglect (armor) pushing kicks = unrealistic

                      - which does not have any cons, and have only pros = no balance, unrealistic

                      - which is 100% not intended to be in the game = buggy

                      - b/it 100% is breaking the gameplay and its balance

                      ... in one word which is a 100% BUG EXPLOIT.

                      So, I believe that it MAY have those pros, but i even dont want to test and explore it anymore and especially consciously add this thing into my Guide.

                      The only way to share the Bug exploit for me is to post it here on OS to be visible by Devs to be fixed in possible future patches(as i already did several times here, as u know).

                      I love realistic games (sim) b/c i want to feel MMA as much closer to reality (IRL) as possible via virtual reality.

                      Things like this is breaking this feel too.

                      P.S. Do me a favour, create a Bug-exploit report thread here about this thing - for GPD. Please.
                      Can you show the exploit so gpd can see

                      Comment

                      • johnmangala
                        MVP
                        • Apr 2016
                        • 4525

                        #26
                        Re: EA UFC 3 integral META Guide

                        Originally posted by SUGATA
                        Man, try to be less personal, please.

                        I am not trying to dismiss anything. I am just asking to get more precise details about what u r talking about.

                        And , sadly, the more details from you - the more i want to hear nothing about this thing:

                        - baggy not intended to be existing animation = unrealistic

                        - fwd moving staff which _decreases_ received dmg = unrealistic

                        - which neglect (armor) pushing kicks = unrealistic

                        - which does not have any cons, and have only pros = no balance, unrealistic

                        - which is 100% not intended to be in the game = buggy

                        - b/it 100% is breaking the gameplay and its balance

                        ... in one word which is a 100% BUG EXPLOIT.

                        So, I believe that it MAY have those pros, but i even dont want to test and explore it anymore and especially consciously add this thing into my Guide.

                        The only way to share the Bug exploit for me is to post it here on OS to be visible by Devs to be fixed in possible future patches(as i already did several times here, as u know).

                        I love realistic games (sim) b/c i want to feel MMA as much closer to reality (IRL) as possible via virtual reality.

                        Things like this is breaking this feel too.

                        P.S. Do me a favour, create a Bug-exploit report thread here about this thing - for GPD. Please.
                        You really like conjectures. You have no proof that is this a bug or unintended. Only positing.

                        Bro lol you can be honest it's clear you're trying your best to dismiss this even going as far as to label it as game breaking when you yourself admit you don't want to test it. Confirmation bias at it's finest.

                        It is more balanced than you give credit for. The micro lunges cover little distance, that is a trade off from range for precision. It is also more realistic than you give credit for... You can stuff push kicks irl in a similar way, but in this case you remain mostly still v minor lunge so it's just bracing for impact just like irl. You can also reduce damage from strikes by rolling with it like micro lunges.

                        The thing you are not getting is they give you different looks. Signature micro lunges based on the stance of a fighter. So there are unique and special looks available.

                        As 1212 asked for I will provide visual aid later on to show you how its pros and cons compare to basic movement and lunges.

                        Aren't you mostly an offline player anyway?

                        Comment

                        • SUGATA
                          MVP
                          • Apr 2016
                          • 1375

                          #27
                          Re: EA UFC 3 integral META Guide

                          Added after labor the info about Driving Takedown new technique.

                          For me it was a surprise that to deal with it you need to HOLD (not click) Grapple block, b/c only HOLDING GB drain attacker's stamina WHILE you are holding (longer holding = longer drain)!

                          I love mechanics like this driving TD in fighting games - which has several analog scenarios, require analyze, plan, and fast reaction at the same time.

                          But even in GPD blog it was not described clear (at least for me about need in holding GB):
                          Get the EA SPORTS UFC 5 Ultimate Edition to stack your roster with fighters and Alter Egos.



                          ______________________________

                          DRIVING TAKEDOWN:
                          Not available for fighters who does NOT have Stand up DL TD.
                          Driving TD - does NOT have TM, so can ONLY be Pre-denied, i.e. by (pre-holding) TD GB; can NOT be denied after initiation (then only 2 results possible: ending in Sprawl or DL TD AGAINST THE CAGE positions). Defender NEEDS to (holding, NOT click) TD GB all the time until the end position (for draining Attacker’s Stamina during his performing of Driving TD)!
                          [When my fighter has DL TD and my opponent’s back is less than 14 feet from the Cage, i.e. max from octagon’s center] L2+L1 + (click, may holding) RS← (DL TD) - Driving TD (no TM) into Dominant DL TD AGAINST THE CAGE position.

                          How to perform (regular) Power DL TD instead of Driving TD: L2 + (holding)RS← (initiate basic DL TD), [then immediately] (while continue to keep holding RS←) release L2 and (holding)L1 OR just add holding L1 to holded L2 + RS← - to modify into Power DL TD.

                          Usage:
                          + to drive my opponent’s back into the Cage to allow me to attempt the TD from there
                          + allows to initiate Dominant TD AGAINST THE CAGE position from much greater distance than with a regular TD.
                          - it can cost considerably more ST Stamina than a regular TD, depending on how it is initiated and how it is defended.

                          Attacker’s ST Stamina cost of Driving TD:
                          [If the opponent does NOT input GB] more distance to the Cage = more ST Stamina cost; Defender does NOT lose Stamina.
                          [If the opponent inputted (and holding until the end) GB early] very increased ST Stamina cost; Defender’s GB Stamina cost is minimal.
                          [If the opponent inputted (and holding until the end) GB late] less ST Stamina cost; Defender’s GB Stamina cost is much larger.
                          [During performing Driving TD - Once the Stamina of the Attacker performing Driving TD goes below a certain threshold (which is a function of the Takedown ratings)] Defender will Sprawl on the Attacker into DOM Sprawl position before reaching the Cage.

                          > Best time for Driving TD: I have large amount of ST Stamina, SA, closer to the Cage (ends in my SA and in Dominant TD AGAINST THE CAGE position).
                          > Worst time for Driving TD: I have low ST Stamina, SDA, long distance to the Cage (ends in my large SDA and possible even in SUB Sprawl position, exposed to a Submission).

                          VS Driving TD:
                          - know your opponent’s Move list: if he has DL TD - be ready for Driving TD.
                          - be careful near the Cage
                          - determine is it regular DL TD or Driving TD (noticed by appearing TM): for regular DL TD - (click) GB, b/c (holding) GB costs more Stamina for the same results; for Driving TD - (holding) GB.
                          - IF input GB late (noticed by faster draining my Stamina gauge): immediately release GB (to stop loose Stamina)!
                          Last edited by SUGATA; 05-18-2019, 03:53 PM.
                          Full PATCH and Live tuners LIST for EA UFC 5
                          EA UFC 3 integral META Guide
                          Fighting games PSYCHOLOGY Guide
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                          Comment

                          • Haz____
                            Omaewa mou shindeiru
                            • Apr 2016
                            • 4023

                            #28
                            Re: EA UFC 3 integral META Guide

                            How does this thread NOT have a sticky?

                            1 of the most comprehensive guides I've ever seen.

                            Great work Sug.
                            PSN: Lord__Hazanko

                            Just an average player, with a passion for Martial Arts & Combat Sports

                            Comment

                            • SUGATA
                              MVP
                              • Apr 2016
                              • 1375

                              #29
                              Re: EA UFC 3 integral META Guide

                              I finished the section about UNDENIABLE Takedowns in EA UFC 3.

                              Also, after lab, it seems that requirements at least 90 Takedown rating for 1st type of UTD is NOT necessary (unlike was written in GPD's blog).
                              _________________________________


                              1) UNDENIABLE TAKEDOWN:
                              Input: regular DL TD (L2 + RS←).
                              Does NOT have TM, so can ONLY be Pre-denied, i.e. by (pre-holding) TD GB (ending in Break); can NOT be denied after initiation - ending in DOM Half Guard / DOM Back Side.

                              Requirements (together):
                              - use a fighter who has a Double leg TD (NOT available for fighters who does NOT have Stand up DL TD) and has a Takedown rating of 90 or higher
                              - (against a FWD moving Leg kick that lands on the outside of your lead leg) [just before the Leg kick lands + in proper range] – input regular DL TD (ending in DOM Half Guard). Can NOT be Feinted (cancelled).
                              OR
                              - (when your opponent misses a strike) [just after the strike misses + in proper range] – input regular DL TD (ending in DOM Back Side). Can be Feinted (cancelled).

                              Proper range:
                              IF your opponent misses a FWD moving strike - input the TD from Kick range.
                              IF your opponent misses a Standing strike – input the TD from Punching range. (For example: FWD Sway under a Rear strike that your opponent misses > DL TD).

                              Input TD window size depends on:
                              - Strike type (weaker strike = shorter window)
                              - Stamina Advantage (SA) over the opponent
                              > [When SA] just after missed opponent’s Jab/Straight – input DL TD.
                              > [When moderate SDA] just after missed opponent’s Overhand/Superman punch – input DL TD.

                              VS Undeniable TD:
                              - know your opponent’s Move list: if he has DL TD and [when I missed my Strike or performing FWD Moving Leg kick] - be ready for Spear TD (by using pre-holding GB).



                              2) SPEAR TAKEDOWN (UNDENIABLE):
                              Input: regular DL TD (L2 + RS←). Can NOT be Feinted (cancelled).
                              Does NOT have TM, so can ONLY be Pre-denied, i.e. by (pre-holding) TD GB (ending in SUB Sprawl with large SDA); can NOT be denied after initiation - ending in DOM Side Control.

                              Requirements (together):
                              - use a fighter who has a Double leg TD (NOT available for fighters who does NOT have Stand up DL TD)
                              - opponent is in a (HE) Health event OR I have a SA on my opponent greater than 50%.

                              VS Spear TD:
                              - know your opponent’s Move list: if he has DL TD and [when I am in HE and SDA over 50%] - be ready for Spear TD (by using pre-holding GB).



                              3) DRIVING TAKEDOWN (UNDENIABLE):
                              Input: power DL TD (L2+L1 + RS←). Can be Feinted (cancelled).
                              Does NOT have TM, so can ONLY be Pre-denied, i.e. by (pre-holding) TD GB (ending in SUB Sprawl with large SDA); can NOT be denied after initiation (then only 2 results possible: ending in SUB Sprawl or DOM DL TD AGAINST THE CAGE positions). Defender NEEDS to (holding, NOT click) TD GB all the time until the end position (for draining Attacker’s Stamina during his performing of Driving TD)!
                              [When my fighter has DL TD and my opponent’s back is less than 14 feet from the Cage, i.e. max from octagon’s center] L2+L1 + (click, may holding) RS← (DL TD) - Driving TD (no TM) into Dominant DL TD AGAINST THE CAGE position.
                              How to perform (regular) Power DL TD instead of Driving TD: L2 + (holding)RS← (initiate basic DL TD), [then immediately] (while continue to keep holding RS←) release L2 and (holding)L1 OR just add holding L1 to holded L2 + RS← - to modify into Power DL TD.

                              Requirements (together):
                              - use a fighter who has a Double leg TD (NOT available for fighters who does NOT have Stand up DL TD)
                              - my opponent’s back is less than 14 feet from the Cage, i.e. max from octagon’s center.

                              Usage:
                              + to drive my opponent’s back into the Cage to allow me to attempt the TD from there
                              + allows to initiate Dominant TD AGAINST THE CAGE position from much greater distance than with a regular TD.
                              - it can cost considerably more ST Stamina than a regular TD, depending on how it is initiated and how it is defended.

                              Attacker’s ST Stamina cost of Driving TD:
                              [If the opponent does NOT input GB] more distance to the Cage = more ST Stamina cost; Defender does NOT lose Stamina.
                              [If Defender inputted (and holding until the end) GB early] very increased ST Stamina cost; Defender’s GB Stamina cost is minimal. Both fighters Stamina is draining, but with different speed (faster drain for Attacker).
                              [If Defender inputted (and holding until the end) GB late] less ST Stamina cost; Defender’s GB Stamina cost is much larger. Both fighters Stamina is draining, but with different speed (faster drain for Defender).
                              [During performing Driving TD - Once the Stamina of the Attacker performing Driving TD goes below a certain threshold (which is a function of the Takedown ratings)] Defender will Sprawl on the Attacker into DOM Sprawl position before reaching the Cage.
                              > Best time for Driving TD: I have large amount of ST Stamina, SA, closer to the Cage (ends in my SA and in Dominant TD AGAINST THE CAGE position).
                              > Worst time for Driving TD: I have low ST Stamina, SDA, long distance to the Cage (ends in my large SDA and possible even in SUB Sprawl position, exposed to a Submission).

                              VS Driving TD:
                              - know your opponent’s Move list: if he has DL TD - be ready for Driving TD.
                              - be careful near the Cage
                              - determine is it regular DL TD or Driving TD (noticed by appearing TM): for regular DL TD - (click) GB, b/c (holding) GB costs more Stamina for the same result; for Driving TD - (holding) GB.
                              - IF input GB late (noticed by faster draining my Stamina gauge): immediately release GB (to stop loose Stamina)!
                              Last edited by SUGATA; 05-22-2019, 03:52 PM.
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                              • 1212headkick
                                Banned
                                • Mar 2018
                                • 1823

                                #30
                                Re: EA UFC 3 integral META Guide

                                Originally posted by SUGATA
                                I finished the section about UNDENIABLE Takedowns in EA UFC 3.

                                Also, after lab, it seems that requirements at least 90 Takedown rating for 1st type of UTD is NOT necessary (unlike was written in GPD's blog).
                                _________________________________


                                1) UNDENIABLE TAKEDOWN:
                                Input: regular DL TD (L2 + RS←).
                                Does NOT have TM, so can ONLY be Pre-denied, i.e. by (pre-holding) TD GB (ending in Break); can NOT be denied after initiation - ending in DOM Half Guard / DOM Back Side.

                                Requirements (together):
                                - use a fighter who has a Double leg TD (NOT available for fighters who does NOT have Stand up DL TD) and has a Takedown rating of 90 or higher
                                - (against a FWD moving Leg kick that lands on the outside of your lead leg) [just before the Leg kick lands + in proper range] – input regular DL TD (ending in DOM Half Guard). Can NOT be Feinted (cancelled).
                                OR
                                - (when your opponent misses a strike) [just after the strike misses + in proper range] – input regular DL TD (ending in DOM Back Side). Can be Feinted (cancelled).

                                Proper range:
                                IF your opponent misses a FWD moving strike - input the TD from Kick range.
                                IF your opponent misses a Standing strike – input the TD from Punching range. (For example: FWD Sway under a Rear strike that your opponent misses > DL TD).

                                Input TD window size depends on:
                                - Strike type (weaker strike = shorter window)
                                - Stamina Advantage (SA) over the opponent
                                > [When SA] just after missed opponent’s Jab/Straight – input DL TD.
                                > [When moderate SDA] just after missed opponent’s Overhand/Superman punch – input DL TD.

                                VS Undeniable TD:
                                - know your opponent’s Move list: if he has DL TD and [when I missed my Strike or performing FWD Moving Leg kick] - be ready for Spear TD (by using pre-holding GB).



                                2) SPEAR TAKEDOWN (UNDENIABLE):
                                Input: regular DL TD (L2 + RS←). Can NOT be Feinted (cancelled).
                                Does NOT have TM, so can ONLY be Pre-denied, i.e. by (pre-holding) TD GB (ending in SUB Sprawl with large SDA); can NOT be denied after initiation - ending in DOM Side Control.

                                Requirements (together):
                                - use a fighter who has a Double leg TD (NOT available for fighters who does NOT have Stand up DL TD)
                                - opponent is in a (HE) Health event OR I have a SA on my opponent greater than 50%.

                                VS Spear TD:
                                - know your opponent’s Move list: if he has DL TD and [when I am in HE and SDA over 50%] - be ready for Spear TD (by using pre-holding GB).



                                3) DRIVING TAKEDOWN (UNDENIABLE):
                                Input: power DL TD (L2+L1 + RS←). Can be Feinted (cancelled).
                                Does NOT have TM, so can ONLY be Pre-denied, i.e. by (pre-holding) TD GB (ending in SUB Sprawl with large SDA); can NOT be denied after initiation (then only 2 results possible: ending in SUB Sprawl or DOM DL TD AGAINST THE CAGE positions). Defender NEEDS to (holding, NOT click) TD GB all the time until the end position (for draining Attacker’s Stamina during his performing of Driving TD)!
                                [When my fighter has DL TD and my opponent’s back is less than 14 feet from the Cage, i.e. max from octagon’s center] L2+L1 + (click, may holding) RS← (DL TD) - Driving TD (no TM) into Dominant DL TD AGAINST THE CAGE position.
                                How to perform (regular) Power DL TD instead of Driving TD: L2 + (holding)RS← (initiate basic DL TD), [then immediately] (while continue to keep holding RS←) release L2 and (holding)L1 OR just add holding L1 to holded L2 + RS← - to modify into Power DL TD.

                                Requirements (together):
                                - use a fighter who has a Double leg TD (NOT available for fighters who does NOT have Stand up DL TD)
                                - my opponent’s back is less than 14 feet from the Cage, i.e. max from octagon’s center.

                                Usage:
                                + to drive my opponent’s back into the Cage to allow me to attempt the TD from there
                                + allows to initiate Dominant TD AGAINST THE CAGE position from much greater distance than with a regular TD.
                                - it can cost considerably more ST Stamina than a regular TD, depending on how it is initiated and how it is defended.

                                Attacker’s ST Stamina cost of Driving TD:
                                [If the opponent does NOT input GB] more distance to the Cage = more ST Stamina cost; Defender does NOT lose Stamina.
                                [If Defender inputted (and holding until the end) GB early] very increased ST Stamina cost; Defender’s GB Stamina cost is minimal. Both fighters Stamina is draining, but with different speed (faster drain for Attacker).
                                [If Defender inputted (and holding until the end) GB late] less ST Stamina cost; Defender’s GB Stamina cost is much larger. Both fighters Stamina is draining, but with different speed (faster drain for Defender).
                                [During performing Driving TD - Once the Stamina of the Attacker performing Driving TD goes below a certain threshold (which is a function of the Takedown ratings)] Defender will Sprawl on the Attacker into DOM Sprawl position before reaching the Cage.
                                > Best time for Driving TD: I have large amount of ST Stamina, SA, closer to the Cage (ends in my SA and in Dominant TD AGAINST THE CAGE position).
                                > Worst time for Driving TD: I have low ST Stamina, SDA, long distance to the Cage (ends in my large SDA and possible even in SUB Sprawl position, exposed to a Submission).

                                VS Driving TD:
                                - know your opponent’s Move list: if he has DL TD - be ready for Driving TD.
                                - be careful near the Cage
                                - determine is it regular DL TD or Driving TD (noticed by appearing TM): for regular DL TD - (click) GB, b/c (holding) GB costs more Stamina for the same result; for Driving TD - (holding) GB.
                                - IF input GB late (noticed by faster draining my Stamina gauge): immediately release GB (to stop loose Stamina)!
                                Double leg can be performed by anyone with a double leg while opponent is taunting. Should see the look of horror when max taunts me when I’m ortega. And you cannot get the undeniable blast double any other way. The only undeniable takedown you can get is the one to backside. Prove me wrong and use ortega
                                Last edited by 1212headkick; 05-23-2019, 11:29 AM.

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