Single collar tie is supremely easy to escape from, much easier than the MT clinch. Just flick RS up or down like you're catching a punch/kick and you'll either counter into a MT clinch yourself (if you are a MT fighter), or into a single-collar tie of your own -- and if you catch a knee/kick, you'll take them down automatically.
Also, I agree that there is essentially no cheese in this game. People spamming signature attacks, kicks, or step attacks can be avoided pretty easily by either catching their attack, timing the shoot takedown, or simply using the steps yourself to stay out of range. You'll get Flash KO'd now and then (I got a head kick KO last night by a Mir, who was using nothing but step attacks), but in general, you can control those people and get the fight to the ground rather easily.
People who constantly go for takedowns to get it to the ground get Counter Knee KTFO'd (almost a guaranteed KO if you time it right), you can reverse out of ANY ground position, and you can click LS to stand up if you have any kind of dominant position on them to get the fight standing again. There's not a tactic that I've encountered that doesn't have a defense... you just have to know the game well and know what your options are at all times.
The only thing that I would say is tougher than other tactics to counter is the MT clinch, simply because the attacks can often rock/Flash KO/TKO you even when you're blocking, making it tough to pick your poison (block, try to escape/counter, punch your way out). Also, the timing to flick RS to get out is much tougher than reversals or grapple blocking.. it doesn't seem nearly as reliable... You also have to guess the opposite direction of the whip to get the auto-break, so you only have a 25% chance of that as opposed to 50% in the single-collar tie counters.
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