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As usual, I have been continuing to add to and improve the match engine whenever I get the chance. The next temporary patch will introduce the following:

 

- Better dirty boxing against the fence, including the ability to sneak in devastating uppercuts, Couture-style; the allows more damage to be done while in that position, rather than relying on takedowns or running down the clock by pressing up against the cage.

 

- Improvements to knee strikes after pressing opponent against the fence, allowing the attacker a better chance of hitting them rather than being reversed.

 

- As an improvement to the ground game, the fighter who is being held in guard can now use his opponent's submission attempts, especially triangles and armbars, as the basis for passes by spinning or rolling out of them. This leads to more dynamic ground battles.

 

- The "fighter standing above downed opponent" situation has been improved, allowing the standing fighter to come in closer and throw standing punches while leaning over, without getting sucked down into guard.

 

- The above situation has also been made to happen more often, especially from guard, where the fighter on his back can use butterfly guard to push his opponent back to a standing position without automatically starting a scramble (as it was before).

 

- General striking has been opened up a bit more to allow even overmatched opponents to occasionally be able to land the occasional blow.

 

The patch should be out early next week.

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A further addition:

 


- There's now a new ground and pound finish, that being the attacker trapping his opponent and pounding on him repeatedly until the ref steps in. This is similar to what is already in, but rather than being heavily dependent on the attacker having the power to stop the fight, it's more about the attacker using skill to control the opponent and not allow him any way out. This is added to give ground fighters who may not have great power a way to gain TKO victories rather than having to rely on submissions.

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A further addition:

 

- There's now a new ground and pound finish, that being the attacker trapping his opponent and pounding on him repeatedly until the ref steps in. This is similar to what is already in, but rather than being heavily dependent on the attacker having the power to stop the fight, it's more about the attacker using skill to control the opponent and not allow him any way out. This is added to give ground fighters who may not have great power a way to gain TKO victories rather than having to rely on submissions.

 

That's nice to have... Think Kenny Florian. Guy doesn't have big power, but he stopped Lauzon by getting good position and just going to town, and not letting Lauzon out of it. Although, I doubt he was doing too much damage.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Zoloftjunkie" data-cite="Zoloftjunkie" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="24186" data-ipsquote-contentclass="forums_Topic"><div>Have you ever thought about having the choke sub sometimes not be a tap out but the guy actually goes to sleep?</div></blockquote><p> </p><p> Yer, that would be a quality addition. Have it so that rookie competitors may occassionally panic and go to sleep and also when some fighters are too proud to submit. It could also be used when a fighter is trying to get out and nearly does, before eventually succumbing to dreamland.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Zoloftjunkie" data-cite="Zoloftjunkie" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="24186" data-ipsquote-contentclass="forums_Topic"><div>Have you ever thought about having the choke sub sometimes not be a tap out but the guy actually goes to sleep?</div></blockquote><p> </p><p> Ya, it would be cool if fighters who have a high heart attribute would sometimes refuse to tap and end up going to sleep or getting a broken arm or something.</p>
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Ya, it would be cool if fighters who have a high heart attribute would sometimes refuse to tap and end up going to sleep or getting a broken arm or something.

Disagree - should be related to inexperience and poor gameplan rather than heart, if implemented. Refusing to tap is a sign of stupidity rather than gut.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Eyeball" data-cite="Eyeball" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="24186" data-ipsquote-contentclass="forums_Topic"><div>Disagree - should be related to inexperience and poor gameplan rather than heart, if implemented. Refusing to tap is a sign of stupidity rather than gut.</div></blockquote><p> </p><p> I'm middle of the fence. Two recent examples: Lesnar tapping to Mir was a result of inexperience. If you train at a place that even allows leg locks, you're taught to tap quickly when you roll. On the other hand Matt Grice going to sleep at 100 was a result of heart. He was looking for an escape until he went out. </p><p> </p><p> I think that if this were implemented, there would need to be a differentiation between chokes and arm and leg locks.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TheEmbassy" data-cite="TheEmbassy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="24186" data-ipsquote-contentclass="forums_Topic"><div>I think that if this were implemented, there would need to be a differentiation between chokes and arm and leg locks.</div></blockquote><p> Agree on this point - You can fight a chokehold for quite some time while feeling fine and then suddenly go under. It's fairly obvious when your arm is about to hyperextend from an armbar.</p><p> </p><p> Heelhooks are different, as there's small difference between "feeling fine" and "walking on crutches for months."</p>
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