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Stick Position / Advancing Position


Ashbourne

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Loving the game so far but I'm new to MMA and don't understand the ground game at all.

 

Is anyone able to dumb it down for me?

 

All I know is Mount is when you're on top. How about half guard, side control etc.

 

And is there a sequence for advancing position? From side control to half guard to full guard or something like that?

 

And last but not least, what is the benefit of each position? Mount is better for GnP I think. How about the others?

 

Appreciate any explanations or links to threads about this

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Yeah I've been playing for years and I can't quite figure out the ground game so I'll just go ahead and say it's broken as well.

 

You can get decent GnP in half guard, side control and mount. Subs only from anywhere else.

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Broken or not I think that depends on the manager. I too suck with the ground sliders but I know managers who dominate with them so clearly they are doing something everyone else isn't

 

Lets assume you get the takedown into full guard, that's the default position where the top guy is slighly the favourite because he has top position but is otherwise considered a neutral position in the game. From here you can really get to any other position but it's less chance to get to a great position like full mount, which is the best position (or the back depending on how you see things)

 

The normal order however is:

 

fullguard --> half guard -- > side control --> full mount ---> back (if the opponant rolls over)

 

but like I said, you can go straight from full guard --> full mount too but it's less likely and often comes from opponant making a misstake and you countering it.

 

Here you can find the ground hierarchy aswell as some instructions: http://www.mmatycoon.info/index.php?title=Fight_tactics

 

http://www.mmatycoon.info/images/a/a7/Ground_hierarchy.gif

 

So the way it works is that it first looks at your Aggressive vs counter slider to determine if you are going to do a move or not.

From the image you can see all offensive moves are done from aggressive standpoints.

 

I'm going to try and walk you through the hierarchy and see if we can make it a bit more clear.

 

From aggressive standpoint

 

  1. Your fighter is looking to make a move, he is being the aggressive - Opponant will there for be in defensive mode looking to possibly counter
  2. Before your fighter does anything the game looks at the stay on ground or get up - This is not an absolut slider meaning 50% stand up will not generate a stand up every other move. But the higher the get up the higher chance that he will try and attempt to get up. If he does try to get up the aggressive move is over. He either gets up or he fails.
  3. If the move was stay on ground he'll get to the next step. Finish Vs Control. If he uses control he will look to tie up his opponant, this can be good for various reasons but essentially you are making a defensive move from an active position. You are trying to control your position, your opponant etc. If this move is done the aggressive action is completed and done.
  4. if finish was performed in the previous step instead of control your fighter will now look at if he will attempt to throw strikes or improve his position. Now we are at the layer where your fighter actually preforms an action activly on the ground. If your fighter uses advance position he now looks to try and improve his position from whatever position he is in. from top his next most likely move would be to try and advance into half guard or side control depending on his success. He could go to mount but it's not very likely. Once this is done his action is over.
  5. Your fighter decided to go for a strike/sub in the previous step - He now is looking to do some damage. This aswell is not an absolute slider and going for submissions having 65% submissions doesn't mean he'll just go for submission like a mad man but that he will more likely look for the submission. Yes you can subspam and that is being done at times to but the higher the % submission the less likely he will perform a good submission. If you are looking for gnp the % will be higher towards ground strikes and this will be simular to how you throw a punch when in a standup fight.

So to be able to preform an action in the "5th" layer your fighter has to go through the sequence of actions to the left in the picture. If one move is selected to the right the action ends there and it starts all over again.

 

The ground top vs ground bottom slider can play an important part aswell as to how your fighter will perform. If it's high on top position and your fighter is on the ground in dissadvantage position he will try and sweap/roll his opponant to get to the top position more often so when he's trying an advance position he might go from bottom half guard to top half guard instead of progressing to bottom full guard. This is dictated by the top vs bottom slider.

 

Having high top position will also mean your fighter will not like to be on his back and things like dropping back for a heel hook will not be possible. if he has top possition with high ground bottom he is much more likely to drop back and go for a heel hook, assuming he either makes an active submission attempt or a counter submission

 

hope I didn't confuse you even more

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Broken or not I think that depends on the manager. I too suck with the ground sliders but I know managers who dominate with them so clearly they are doing something everyone else isn't

 

Lets assume you get the takedown into full guard, that's the default position where the top guy is slighly the favourite because he has top position but is otherwise considered a neutral position in the game. From here you can really get to any other position but it's less chance to get to a great position like full mount, which is the best position (or the back depending on how you see things)

 

The normal order however is:

 

fullguard --> half guard -- > side control --> full mount ---> back (if the opponant rolls over)

 

but like I said, you can go straight from full guard --> full mount too but it's less likely and often comes from opponant making a misstake and you countering it.

 

Here you can find the ground hierarchy aswell as some instructions: http://www.mmatycoon.info/index.php?title=Fight_tactics

 

**removed the rest because its long*

This whole post should be stickied. This is essentially what I figured out on my own or through research, but this would have been so beneficial when I first started the game. I think increasing the learning curve a bit by giving more easy to find information is a good thing. I know I know, the wiki. I still find users interpretations and explanations in the forum more enlightening about aspects of the game not specifically outlined in the wiki, or just expounding on the wiki entries in general.

Great job man.

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