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CLINCH AND TAKEDOWN MOVES

(Inputs for Orthodox Stance)


Entries
 Single Collar = HOLD RB + X
o Can be evaded, but not denied.
o Escape clinches by walking away. Against the Cage, walk to the side
away form the underhook.
 Single Leg = HOLD LT + X
 Power Single Leg = HOLD LT + LB + X
 Double Leg = HOLD LT + Y
 Power Double Leg = HOLD LT + LB + Y

Transitions
 Single Collar DOM to Single Under = RB + Y
o Can be prevented by retreating
 Single Collar SUB to Single Under = RB + Y
 Single Collar DOM to Muay Thai = Knee from Single Collar
 Muay Thai DOM to Head Lock = RB + X
 Single Under DOM to Head Lock = RB + X
 Over Under SUB to Single Under = RB + Y
 Single Collar DOM to Cage Single Under = Left Stick Towards Cage
 Single Collar SUB to Cage Single Under = Left Stick Towards Cage
 Over Under DOM to Cage Single Under = Left Stick Towards Cage
 Single Under DOM to Cage Single Under = Left Stick Towards Cage
 Cage Single Under DOM to Cage Back Clinch = Left Stick Towards Underhook

Throws
 Head Lock Toss from Single Collar DOM (Stationary) = RB + A
 Ankle Pick from Single Collar DOM (Stationary and Forward) = RB + B
 Inside Trip from Single Collar DOM (Forward) = RB + A
 Outside Trip from Single Collar DOM (Outside Circling) = RB + A
 Outside Trip from Single Collar DOM (Inside Circling) = RB + B
 Hip Toss from Single Under DOM (Stationary) = RB + A
 High Crotch from Single Under DOM (Stationary) = RB + B
 Tackle from Single Under DOM (Forward) = RB + A
 Outside Trip from Single Under DOM (Inside Circling) = RB + B
 Outside Trip from Over Under DOM (Stationary or Inside Circling) = RB + B
o Unlike most throws, denials keep the clinch.
 Inside Trip from Over Under DOM (Forward or Outside Circling) = RB + B
o Unlike most throws, denials keep the clinch.
 Hip Toss from Cage Single Under DOM = RB + A
 Power Trip from Cage Single Under DOM = RB + B

Takedowns from Clinch


 Double Leg from Single Collar DOM = HOLD LT + Y
 Power Double Leg from Single Collar DOM = HOLD LT + Y
 Double Leg from Single Under DOM = HOLD LT + Y
 Power Double Leg from Single Under DOM = HOLD LT + Y
 Back Clinch Forward Drive from Over Under DOM = HOLD LT + Y
 Double Leg from Cage Single Under DOM = HOLD LT + Y
 Power Double Leg from Cage Single Under DOM = HOLD LT + Y
 Single Leg from Cage Single Under DOM = HOLD LT + Y
 Power Single Leg from Cage Single Under DOM = HOLD LT + Y

Drives
Throws and takedowns are initially denied with low block LT + RT. Late
denials can lead to a drive, however, where the defender must continue to
hold low block and flick the left stick to the side (up or down) to which the
opponent may try to turn. If the defender makes a directional input without
a turn having already started, he will be taken down. The defense to the
turns must be executed as reactions – they cannot be preemptive.
 Double Leg, Basic Drive = Forward
o The attacker can continue to hold forward after a late denial. Depending
on the set up, stats and how late the denial occurred, either fighter might
win the drive.
o The attacker’s victory is a basic takedown finish.
o There is a special finish with a body lock trip to Half Guard, if the defender
defends a turn too soon.
o There can also be a power finish that slams in side control, if attempting a
power takedown or changing from a basic takedown to a power one
during the drive. Power takedowns are harder to finish/easier to defend.
o The defender’s victory is gaining Single Under DOM.
o The drive can convert into a cage drive and continue there.
 Double Leg Inside Turn = Down (if on the left side of the screen and orthodox)
o If turns are defended, the drive continues and the defender gains an
advantage on the drive. On average, defending on turn is enough to win
the drive before a second turn can be attempted.
o The inside turn leads to Half Guard, if successful.
 Double Leg Outside Turn = Up (if on the left side of the screen and orthodox)
o Leads to side control.
 Double Leg Bail to Over Under DOM = Releasing the Stick
o Abandoning the drive and ending up in the clinch. This tends to be a good
option after a turn is denied, as you may have barely enough time to bail,
before conceding Single Under.
 Open Stance Double Leg has same results as regular one, but with different
animations.
 Single Leg Basic Drive = Forward
o Leads to full guard.
o Has a power version that slams in side control.
o But, unlike Double Leg, doesn’t have a special finish if opponent attempts
to deny a turn too soon. The basic finish applies to this case.
 Single Leg Inside Turn = Down (if on the left side of the screen and orthodox)
o The inside turn leads to Half Guard.
 Single Leg Outside Turn = Up (if on the left side of the screen and orthodox)
o Leads to side control.
 Single Leg Bail to Back Clinch Forward Drive = Releasing the Stick
o This bail is more powerful than the one from the Double Leg, but also
means that entering the drive with the single leg (from where you can bail)
is a bit harder – the window for a total denial is a but wider for the Single
Leg.
 Low Single Leg Basic Drive = Forward
o Leads to Side Control.
o Defender’s victory merely returns to the stand up.
o This drive has no turns and cannot actually drive to the cage.
 Low Single Bail to Back Clinch = Releasing the Stick
 Back Clinch Forward Drive = Not in the game, yet.
 Back Clinch Back Drive = Not in the game, yet.
 Cage Double Leg Basic Drive = Forward
o Leads to Full Guard.
o Has a power version that slams to side control.
o Defense leads to a Cage Turn to Cage Single Under DOM.
 Cage Double Leg Inside Turn = Down (if on the left side of the screen and
orthodox)
o Chains into a Cage Single Leg finish to Half Guard.
o Defense leads into the Cage Single Leg Drive and favors the defender to
win such drive.
 Cage Double Leg Drive Outside Turn = Up (if on the left side of the screen and
orthodox)
o Chains into a Cage Body Lock Throw to Side Control
o Defense leads to Cage Back Clinch SUB (meaning the attacker continues
dominant). This might be OP and require an increased stamina drain from
the attacker, to compensate.
 Cage Single Leg Basic Drive = Forward
o Leads to Half Guard
o Defense leads to a turn to Cage Single Under DOM
 Cage Single Leg Turns = Not in the game, yet.

Takedown Counters
 Double Legs Early Denials = LT + RT
o Defender gets Single Under DOM
 Double Legs Early Denial Sprawl = LT + RT + Back on the Left Stick
o Defender gets Sprawl DOM
 Single Leg Early Denial = LT + RT
o Defender gets Single Under DOM
 Low Single Leg Early Denial = LT + RT
o Resume to stand up
 Cage Double Leg Early Denial = LT + RT
o Turn to Cage Single Under DOM
 Cage Double Leg Early Denial = LT + RT
o Turn to Cage Single Under DOM
 Double Leg Submission Counter = LB + LT + RT
o Submission counters must be performed very early
o Head Lock, if defender has stamina advantage
o Ground Guillotine if attacker has stamina advantage
 Single Leg Submission Counter = LB + LT + RT
o Head Lock, if defender has stamina advantage
o Ground Guillotine if attacker has stamina advantage
 Cage Double Leg Submission Counter = LB + LT + RT
o Head Lock, if defender has stamina advantage
o Ground Guillotine if attacker has stamina advantage
 Cage Single Leg Submission Counter = LB + LT + RT
o Head Lock, if defender has stamina advantage
o Ground Guillotine if attacker has stamina advantage
 Low Single Leg Submission Counter = LB + LT + RT
o Bulldog Choke

Clinch (Active) Submissions


These are denied with High Block (RT).
 Flying Armbar from Single Collar DOM = LT + RB + X
 Flying Triangle from Single Under DOM = LT + RB + Y
 Flying RNC from Cage Back Clinch = LT + RB + X
 Head Lock from Muay Thai DOM = LT + RB + X
 Head Lock from Single Under DOM = LT + RB + X
o The Head Lock is a hybrid between clinch, drive and submission.
o The defender can escape by walking away, like in a clinch.
o The attacker can drive the defender for an amount of time inversely
proportional to how soon the denial to the Head Lock occurred, like in a
Drive.
o There is a continuous stamina drain, like in a drive.
o An early denial leads to an immediate escape, not even allowing the drive
to take place.
o The attacker can enter the actual submission part in 3 ways:
 Standing Guillotine = X
 Weak option, if the attacker can’t reach the cage.
 Ground Guillotine = Y
 Resumes in the ground game.
 Cage Guillotine = Reaching the Cage
 Strong option.

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