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UFC Undisputed 2010 News Post


For some of the lucky UFC 2010 Undisputed community site members, you can download the demo now. If you registered correctly and on time, you can get your code by clicking the "rewards" tab on their site.

Please post your impressions here.

Game: UFC Undisputed 2010Reader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 17 - View All
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Member Comments
# 301 p_rushing @ 05/01/10 10:49 PM
Quote:
Originally Posted by darlon
On the action list, it's in every single ground position. This is ridiculous. Why even bother transition blocking when it's based on energy? You should be punished for not paying attention to someone trying to pass your guard or move into a much more advantageous position.

I'm fine with the fact that after only a few tries, the transition is successful. You can punish them with a reversal. But you shouldn't be able to prevent someone passing unless you YOURSELF is doing the preventing. Horrible.

Now that I think about it, the developers may have added that for the casual gamer who doesn't wanna bother learning all the commands. Maybe the exhibition fights are arcade mode by default and that's why the transitions are so stupid. I'll test this theory and hope to God I'm right.
No, once again it is done by the game. They made it like this because the ratings actually matter now. In last year's game, ratings didn't really matter, it was all timing. Now you don't have to spam the transition block and sit there and throw 1 punch, block, throw 1 punch, block, transition, block, etc. Now you can focus on advancing position and doing damage. On defense, you can focus on reversing and blocking. If you want to manually block, you can still do that.
 
# 302 BlueNGold @ 05/01/10 10:54 PM
Yeah I don't know about this....after further playing I think I'm renting on release day.

My issues:

The AI is always pushing forward and trying to throw bombs.

There is no pace to the fight, it seems like its almost always a slugfest.

Like it's already been mentioned, jabs are basically useless and you might as well just go for power punches the whole time.

Only 2-3 of my fights have been decided by something other than a KO. 1 was a TKO, 1 was a decision and I'm pretty sure there was another TKO I'm forgetting. Other than that, all KO's and no submissions.

And lastly, TKO's should be happening way more often than the flash knockouts to resemble real life.
 
# 303 JoeMimic @ 05/01/10 10:56 PM
I think they could've tinkered with the shine and mashing buttons a little bit better instead of getting rid of the mashing and making everything via shine. I liked that I could mash the buttons but it had less chance of being successful, I was okay with that because I could still submit someone with a little more effort. Maybe they could've kept the shine for takedowns but kept in the button mashing for certain submissions that you're really trying to use force and brute strength to submit someone like a guillotine or a d'arce choke. Leave the shine for things like the armbar, heel hooks and the platas.
 
# 304 mikenoob @ 05/01/10 11:06 PM
Quote:
Originally Posted by darlon
Nope, I was wrong. I immediately took Rampage down in Sim mode and blocked two transitions by giving 100% at doing absolutely nothing. Am I the only one who's really bothered by this?

Sim and arcade has nothing to do with gameplay. Arcade means that in the tournament mode the same fighter can be used where as sim, they can be assigned to 1 player and no multiple spots using the same fighter. I can't explain it, but it was explained in an article.

The previous game with the manual transition block slowed down the game so much. It's unreal to see some dude in mount sit on top of a guy for an entire round and only throw like 2 punches every minute. Where as this game, it helps pick up the pace where you can focus on just throwing punches and reversing the occasional transition. You can still maintain mount position for a bit. Even if they spam 3 quick transitions to get out, reverse it.... They will also have waste quite a bit of energy so you might be able to toss in a submission when necessary.

Also, transition blocking isn't just based on energy. It's based on energy, health, and stats combined.
 
# 305 JoeMimic @ 05/01/10 11:23 PM
Holy crap finally got a submission! On beginner but I'll take it!
 
# 306 JoeMimic @ 05/01/10 11:29 PM
Got another submission on beginner, first round this time too. Basically wearing Shogun out with legkicks and body shots and kicks with Machida until he gets low on health, then hitting the suplex which usually will rock him being that low on health and then instantly locking on a submission and cranking the crud out of the right stick.
 
# 307 filtertmp @ 05/01/10 11:38 PM
Quote:
Originally Posted by mikenoob
The previous game with the manual transition block slowed down the game so much. It's unreal to see some dude in mount sit on top of a guy for an entire round and only throw like 2 punches every minute.
Definitely true but I miss being able to stay in someones guard and pick my shots. I understand the need to get lay-and-pray out of the game but the longest I've had someone on the ground without advancing is like 10-15 seconds.

While I agree the new style is better for the game overall I am going to miss being able to tito ortiz people in guard with elbows, etc.

advance position or throw bombs I guess
 
# 308 JoeMimic @ 05/01/10 11:40 PM
It could be the fighters but this method seems to work with anyone on beginner, I just tapped Shogun out with Rampage in one round with a kimura using the above method.
 
# 309 mikenoob @ 05/01/10 11:52 PM
Quote:
Originally Posted by darlon
I understand what you guys are saying. As I said before, I'm completely fine with the fact that successful transitions are much more frequent and aren't automatically blocked countless times. I love it as a matter of fact.

What I'm trying to say is leave everything the way it is, but forget about auto transition blocking. That way, people who loved to abuse the transition blocking won't be able to sit in one position and land single shot after single shot, but at the same time, you should still be wary of transitions. Make sense?
It will still be to the same effect, but that way you can steal a transition if you time it right. At the same time it will still make the game look awkward. People will still be worried about blocking transitions and yet again just throw 1 punch and block, but this time it won't be as effective. There would be no real incentive in trying to get the full mount other than to throw in 1-2 bombs. It takes time to reach the full mount and if you can only get the chance to throw a punch or two then what's the point of taking it to the ground?
 
# 310 JoeMimic @ 05/02/10 12:24 AM
Okay my final post on the submission subject. Just submitted Shogun on expert with Machida following the wear down + suplex or slam followed by instant submission.
 
# 311 p_rushing @ 05/02/10 02:27 AM
Quote:
Originally Posted by darlon
When someone is mounted and is getting hit, they often give up their back after a few hard shots which is what happens in this game. They either pull their opponent's head down or give up their back. I hope in next year's game, they'll have a way to get a higher mount or a higher guard. Like, maybe fighters who don't really have a submission game can try to use the shine to get a high mount that's impossible to get out of.

I don't know. It's probably gonna grow on me. Nothing I can do but play the game and win Thunderstruck belts.
when you are in the up position, press up on the LS to posture up even more, you can also push down on them
 
# 312 Aruthless @ 05/02/10 03:55 AM
Quote:
Originally Posted by mikenoob
Sim and arcade has nothing to do with gameplay. Arcade means that in the tournament mode the same fighter can be used where as sim, they can be assigned to 1 player and no multiple spots using the same fighter. I can't explain it, but it was explained in an article.

The previous game with the manual transition block slowed down the game so much. It's unreal to see some dude in mount sit on top of a guy for an entire round and only throw like 2 punches every minute. Where as this game, it helps pick up the pace where you can focus on just throwing punches and reversing the occasional transition. You can still maintain mount position for a bit. Even if they spam 3 quick transitions to get out, reverse it.... They will also have waste quite a bit of energy so you might be able to toss in a submission when necessary.

Also, transition blocking isn't just based on energy. It's based on energy, health, and stats combined.
Its unreal for a guy to get out of full mount automatically after 3 tries every time
 
# 313 BlueNGold @ 05/02/10 05:27 AM
Quote:
Originally Posted by goh
Must be the sumo.
I was thinking maybe they got his takedown stats reversed. He should have great takedown D (not sure what the scale is exactly but high 80's at least,maybe in the 90's) but not so much for the offense. I can't check right now but someone else should.
Machida's takedown O is 73, takedown D 81.
 
# 314 eeyor @ 05/02/10 05:49 AM
Quote:
Originally Posted by JoeMimic
Okay my final post on the submission subject. Just submitted Shogun on expert with Machida following the wear down + suplex or slam followed by instant submission.
this technique also was in 09. when the opp gets into the rocked state you can most of the time submit them without ease
 
# 315 Ninjoid @ 05/02/10 09:00 AM
So far have played numerous cpv cpu matchups on varying difficulty levels and as yet in about 20odd matches haven't had one go the distance..all end in either a KO or TKO...no points decisions or submissions....

I didn't get the game last year but are there any settings that we can alter to change the frequency of KOs etc? - Just wondered....

Hopefully this isn't a problem with the retail version as the demo is probably older code, but so far cpu v cpu is reasonably good apart from the KO frequency.
 
# 316 Phobia @ 05/02/10 11:59 AM
***I think Expert is the perfect level for this***
Ok guys hear me out. Give this a shot. I went into the demo this morning in a different frame of mind. I kept reading about KO's being to high, striking issues, submission issues, etc. So what I did was think about watching MMA as I was starting the game. In real life we don't see guys getting cleanly struck 50 to 60 times in a match. They might eat blows with their hands up, but you are not seeing bomb after bomb land. So what I did was go into my first UFC 2010 match with that mind set. "FIGHT REAL". I focused on not seeing big BOOMS land. Kept my hands up, used my advantage and keep my disadvantages away.

It surprisingly fights pretty darn realistic if you take 09 out your head. We are used to seeing punches just land in killer combos from 09. Punch after punch to the face. If you play 10 like a "sim" and watch those big shots from landing. I think you might see that the damage to time ratio is pretty good with "acting how a real fighter would".

I still agree with allbthere that the combo strikes are worse to this year. But I think it also brings more of a sim aspect to it though. Even though it is wrong. You rarely see 3-5 combos. You see the 1-3 range more often in real MMA. dropping your hands for longer normally results in sloppy and KO. So I think this approach lends itself better to the sim aspect.

Only issue I am seeing is the fighters put in the demo. All are pretty good and have no true weak area. So it is not like Maia fighting Silva in 09. Where if Maia got Anderson on the ground in 09, it was almost a for sure submit. Instead we have such a balanced group of fighters that things like submission "toughness" comes into play but might be much easier vs someone else. We don't know yet.

The new transition block is excellent and I don't see what is to hate about it darlon? It allows a much more realistic ground game with true ground work. Ground and pound is truly possible now. Not, punch......pause.........punch..........pause...of 09. I think there is a issue with the 80% chance 3 tries either way transitions. But that just comes off as simple tuning issue to me that would get worked out either by release day or a patch. Ground game was good in 09. I don't see them messing it up with the hardcore community UFC has.

Overall I am EXTREMELY happy with 10 and thinks it is a excellent jump from 09. Only sour mark in my mouth is allbtheres issue to of the punch system needs "loosening".
 
# 317 Luck911 @ 05/02/10 12:31 PM
Quote:
Originally Posted by Phobia
Level - Expert
Rua(me) vs Shad

***I think Expert is the perfect level for this***
Ok guys hear me out. Give this a shot. I went into the demo this morning in a different frame of mind. I kept reading about KO's being to high, striking issues, submission issues, etc. So what I did was think about watching MMA as I was starting the game. In real life we don't see guys getting cleanly struck 50 to 60 times in a match. They might eat blows with their hands up, but you are not seeing bomb after bomb land. So what I did was go into my first UFC 2010 match with that mind set. "FIGHT REAL". I focused on not seeing big BOOMS land. Kept my hands up, used my advantage and keep my disadvantages away.

.
People are forgetting that demo contains Rampage,Shogun,Evans three very establish KO artist and Machida who is probably the third highest rated character in the game.When we get the game and start playing with Griffin and Jardine and they are KO people i would start worrying about the KO's.

You brought a good point covering and blocking in this game is very important.The emphasize of this game is countering,People who fight conservative and cover up and sway and counter punch will be the most effective people in the game.
 
# 318 Phobia @ 05/02/10 01:07 PM
Just had a epic fight with Rua. I was Shad and tried to get in and out using his big hooks. Not dropping my hands just for quick 1-2 shots. Went to the body in round 2. Then round 3 focused on getting the take down which was now possible with Rua tired. Did some big damage from his guard. Would transition block till I could rise up and then would rain down hell for Rua. Mat was covered in blood.

Goes to the card and I lose a unanimous decision to Rua. I truly thought I had the fight. Guess the judges thought differently lol.

This game really does play more real when you treat it that way.
 
# 319 mikenoob @ 05/02/10 01:38 PM
Quote:
Originally Posted by Aruthless
Its unreal for a guy to get out of full mount automatically after 3 tries every time
It was the same thing as last game.... except it was about 5 times no matter what your energy or ratings were. I loved seeing Cheick Kongo fight on the ground as well as Brock Lesnar. Also, in the last game if you did a submission and canceled it, you can block 5 more times. This ruined the online game as it was impossible to get off the ground.
 
# 320 PlatooN @ 05/02/10 02:24 PM
i am loving this demo. it's too bad it's a month away from release. I'm pumped to get into career mode
 


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