Jump to content

Longer Matches = Worse ratings?


Recommended Posts

Ok, so something I noticed in the game (at least for me) is that the longer matches are, the less/worse the ratings are. For example, I've had a 30 second knock-out that got a "great rating" when yet 3 strikes landed, whereas I've had a back and fourth fight all the way to a decision that is constantly striking, and it doesn't seem to be "dragging on" in the slightest get a poor rating, any of this happen to you guys?
Link to comment
Share on other sites

Ok, so something I noticed in the game (at least for me) is that the longer matches are, the less/worse the ratings are. For example, I've had a 30 second knock-out that got a "great rating" when yet 3 strikes landed, whereas I've had a back and fourth fight all the way to a decision that is constantly striking, and it doesn't seem to be "dragging on" in the slightest get a poor rating, any of this happen to you guys?

 

Yea that's one of my biggest issues with the game so far.

 

I actually sit there and read the fights to see the action going on and I've seen some fights that are back and forth loads of action but they went to decision so they get a bad rating. I've seen a match where nothing happens for 3 minutes suddenly one guy starts swinging like crazy lands a big shot then lands a knockdown then gets a knockout and it's a great fight. Worst rating I've ever seen for a short one round fight is great.

 

Sadly the best rating I have ever seen for a back and forth loads of action decision is Decent. This is said because a real MMA fan loves fights that are back and forth and have multiple rounds. The game almost pretends as though real MMA fans don't exist. If it isn't a first or second round knock out it's not a good fight according to the game. It's a great game in a lot of ways but the fight rating system is flawed big time. I hope to see it improved in the third game.

 

I used a real world mod and had Anderson Silva vs GSP at Middle weight. It was a good fight one that in Real life fans would of really liked. Back and forth and at no point was it lacking in action. Yet it was rated as poor. BJ Penn vs Jon fitch went the distance and got an awful rating. Basically the game give a major boost for early ending which is not what makes a fight good at all. Also it seems to only care about striking. MMA isn't boxing there is more to it. To guys struggling for position on the grounds is still action but the game seems to treat it as inactivity.

Link to comment
Share on other sites

Depends on which patch.

 

The back and forth poor and awful striking matches tend to happen with the latest patch

for me although that sometimes have to do with the increased volume of activity between fighters.

 

Note that even with the latest patch, longer matches for me tend to get excellent and fantastic compared to short matches that mostly get great. The key really isn't the fight going to decision but fighters gassing out and opting for leg kicks/not getting Muay Thai clinches/and not being Chael Sonnen/GSP when he fought Matt Hughes for the 3rd time/Mark Coleman once it hits the ground despite the fact that they are active in the pbp.

 

It still could be tweaked but IMO the length of matches rarely is the deciding factor. I'm not saying there isn't a boost but since the latest patch allows for more common great grappling matches, it's not as huge a boost. Note also that judging by the crowd comments in many pbps, the crowd is very finicky. Boring rounds are equal to 2 exciting rounds and it's not like the crowd doesn't get less excited by average rounds. I'm not claiming there's a crowd intelligence beyond what the match calculator does for excitement but if that sequence happens (and it often does) and the pbp did not hint to that one boring round, it can seem like an exciting fight suddenly had a poor outcome.

Link to comment
Share on other sites

It could be cool if there was a setting that lowered the PBP timer when it was a boring fight, and then sped it up when the fight was exciting. The commentary just doesn't simulate that very well. An exciting fight in the commentary could be a boring one in the game engine.

 

That said, this deal where longer matches mean for worse fights is a very big myth. I'm seen exciting long fights and bad short fights. It does not make a difference.

Link to comment
Share on other sites

As far as I can tell, critical ratings are completely random. I can run the same exact fight ten times in a row, and it'll range from Very Poor to Fantastic. Performance ratings mean absolutely nothing. I can put two people with good Performance ratings in and it'll still usually come up Poor or Very Poor. Then two people with low Performance ratings come in Great. This also means match hype is almost always a bad idea because the odds are against you.

 

So I think it's safe to say the ratings are completely random. I've got several years of game time and multiple match tests pretty much proving it.

Link to comment
Share on other sites

It could be cool if there was a setting that lowered the PBP timer when it was a boring fight, and then sped it up when the fight was exciting. The commentary just doesn't simulate that very well. An exciting fight in the commentary could be a boring one in the game engine.

 

That said, this deal where longer matches mean for worse fights is a very big myth. I'm seen exciting long fights and bad short fights. It does not make a difference.

 

Just got really pissed about an hour ago. Was reading a fight with two of the best strikers in the sport and the entire fight was stuff like

 

Fighter X moves in

 

and then Fighter Y steps away.

 

I read 3 rounds of two amazing strikers circling each other and not throwing punches and the two times they actually threw any it was misses. So awful and unrealistic to read. Even the worst fights in UFC are not like that. I mean 2 full round of nothing at all and 1 round of missed punches but mostly nothing at all.

 

It's something I've noticed that happens alot in alot of fights but this was the worst offender I've seen yet. It's especially awful when it's two great strikers doing it. It's also bad when it's a great striker and a guy whos never been good at protecting him self, but the striker never hits him.

 

I think I'm done reading the commentary this happens way to much and it's just frustrating. I can put two guys known for great performances in a match and they will walk around each other. Even in the active matches sometimes it takes two full minutes of them circling before anything happens in eveyr single round. This is something that really needs work.

Link to comment
Share on other sites

Just got really pissed about an hour ago. Was reading a fight with two of the best strikers in the sport and the entire fight was stuff like

 

Fighter X moves in

 

and then Fighter Y steps away.

 

I read 3 rounds of two amazing strikers circling each other and not throwing punches and the two times they actually threw any it was misses. So awful and unrealistic to read. Even the worst fights in UFC are not like that. I mean 2 full round of nothing at all and 1 round of missed punches but mostly nothing at all.

 

It's something I've noticed that happens alot in alot of fights but this was the worst offender I've seen yet. It's especially awful when it's two great strikers doing it. It's also bad when it's a great striker and a guy whos never been good at protecting him self, but the striker never hits him.

 

I think I'm done reading the commentary this happens way to much and it's just frustrating. I can put two guys known for great performances in a match and they will walk around each other. Even in the active matches sometimes it takes two full minutes of them circling before anything happens in eveyr single round. This is something that really needs work.

 

I totally agree. Often I'll put two good strikers in and expect fireworks, but instead, I'll get a ridiculous amount of feints, circling, "exchanges of strikes that don't really lead to anything", slipping punches, and jabs being the only punch that will land. The striking in this game could definitely use an overhaul. I don't have a problem with the ground game, it's much more realistic and interesting to watch.

Link to comment
Share on other sites

I totally agree. Often I'll put two good strikers in and expect fireworks, but instead, I'll get a ridiculous amount of feints, circling, "exchanges of strikes that don't really lead to anything", slipping punches, and jabs being the only punch that will land. The striking in this game could definitely use an overhaul. I don't have a problem with the ground game, it's much more realistic and interesting to watch.

 

What sucks is the commentating and action for the ground game is great near perfect but it sucks for match ratings. If a fight goes to the ground and doesn't end in submission or knockout from ground and pound then the fight will get a low rating. Standing and punching (if they some how by miracle actually hit each other) gives a much higher rating than an exciting ground fight. I read a few fights that were almost all ground game with constant action and they get poor to decent at best. I've come to the conclusion that trying to get a good match rating is useless. Basically it's all luck and unrealistic which sucks because the rating really does have a big effect on you if you get to many low rated fights.

 

Yea though ground game commentary is great and lots of action happens it was handled well just needs to be rated higher.

 

Strikes were just poorly put in. Feint after feint circle after circle and just when some one steps in pushing the fight the other guys backs away and circles some more.

Link to comment
Share on other sites

Match ratings are jacked up. I get really awesome back and forth ground battles yet they always get bad ratings. In real life, if two guys had a crazy chess war like that on the ground the place would be going crazy. All people seem to care about in here are instant flash ko's
Link to comment
Share on other sites

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="dirkdiggler580" data-cite="dirkdiggler580" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="30373" data-ipsquote-contentclass="forums_Topic"><div>Ok, so something I noticed in the game (at least for me) is that the longer matches are, the less/worse the ratings are. For example, I've had a 30 second knock-out that got a "great rating" when yet 3 strikes landed, whereas I've had a back and fourth fight all the way to a decision that is constantly striking, and it doesn't seem to be "dragging on" in the slightest get a poor rating, any of this happen to you guys?</div></blockquote><p> </p><p> Match ratings are done on the percentage of exciting action to dull action, then capped by time.</p><p> </p><p> For example, if we had a conceptual match that literally contained an instant takedown, a lengthy section of stalling, then a head kick KO, it might be graded as 20 excitement points for the takedown, 40 dull points for the stalling, then 80 excitement for the head kick. (NB: Please note that I am making these values up, I don't remember what the real values currently are.) That would put the rating at "71% exciting". For such a short match it might be capped at no higher than 70%. Very long matches might actively get a boost. This figure is then used to give the rating - i.e. 70-75% might equal "Decent".</p><p> </p><p> Longer matches therefore have the advantage that they are unlikely to be capped and can fit in more amazing moments, but the disadvantage that it's harder to keep the overall ratio high. Short matches have the reverse advantages and disadvantages. A short match that had an almost-instant finish will likely get a good rating (as it should, as sudden blow-outs are quite exciting to watch) as, by definition, it's going to have one big exciting moment and not much time for dullness.</p><p> </p><p> Therefore, the ratings are never, ever random - each piece of commentary generates either an excitement value, a dullness value, or a neutral value, and these are used in the match rating formula to calculate the final rating.</p>
Link to comment
Share on other sites

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Adam Ryland" data-cite="Adam Ryland" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="30373" data-ipsquote-contentclass="forums_Topic"><div>Match ratings are done on the percentage of exciting action to dull action, then capped by time.<p> </p><p> Therefore, the ratings are never, ever random - each piece of commentary generates either an excitement value, a dullness value, or a neutral value, and these are used in the match rating formula to calculate the final rating.</p></div></blockquote><p> </p><p> No offense but these two statements contradict each other. You say the ratings aren't random, but they're based on a variable (the match comment sections). If one thing (the match ratings) is based on something random (the match comment sections), that thing itself is random.</p><p> </p><p> There is no way whatsoever in the game to be able to figure out what two fighters will make an exciting fight or what two fighters will make a boring fight. Yet that's what we're <em>supposed</em> to be doing. I can take two people both with 70% performance, and they'll toss me a Very Poor match. Then I'll put two people at 35% in a match and get a Fantastic. There's <em>no way</em> to learn who's great and who's not. If I run the same match ten times, I get ten different ratings running from really bad to really good. No consistency at all.</p>
Link to comment
Share on other sites

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="DreamGoddessLindsey" data-cite="DreamGoddessLindsey" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="30373" data-ipsquote-contentclass="forums_Topic"><div>No offense but these two statements contradict each other. You say the ratings aren't random, but they're based on a variable (the match comment sections). If one thing (the match ratings) is based on something random (the match comment sections), that thing itself is random.</div></blockquote><p> </p><p> There is no contradiction in those statements. A specific event will generate the same value every time. Therefore two identical matches will generate identical ratings. Those previous two sentences show that <em>while the events that can happen in a fight are based on an element of randomness, the rating that the match gives is not</em>. This is because the match report, although based on random events, is a <strong>fixed constant</strong> - i.e. once generated, it no longer changes. Therefore it is <em>not</em> random when being analysed.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="DreamGoddessLindsey" data-cite="DreamGoddessLindsey" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="30373" data-ipsquote-contentclass="forums_Topic"><div>There is no way whatsoever in the game to be able to figure out what two fighters will make an exciting fight or what two fighters will make a boring fight. Yet that's what we're <em>supposed</em> to be doing. I can take two people both with 70% performance, and they'll toss me a Very Poor match. Then I'll put two people at 35% in a match and get a Fantastic. There's <em>no way</em> to learn who's great and who's not. If I run the same match ten times, I get ten different ratings running from really bad to really good. No consistency at all.</div></blockquote><p> </p><p> The performance rating is merely a guide, based upon <em><strong>one fighter's</strong></em> previous bouts. It cannot be taken as gospel (or even close to gospel) because, by their very nature, what happens in a match is the product of two fighters, not one. It is merely a broad analysis. The fact that the above text shows that you are relying heavily on it to show you what their next fight will get indicates a misunderstanding of the feature. Someone could have 100% Performance - that just means all their previous opponents have been well suited to generating an exciting bout, it means nothing if the next opponent is of a totally different style.</p><p> </p><p> You can figure out what is likely to make an exciting fight by matching up styles and skills. You can never guarantee an exciting fight, but you can match-make to increase the chances of one - as you can in real life. If you're just doing it primarily via the Performance stat, as what you wrote heavily indicates, then you're simply not match-making in a smart way.</p>
Link to comment
Share on other sites

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="DreamGoddessLindsey" data-cite="DreamGoddessLindsey" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="30373" data-ipsquote-contentclass="forums_Topic"><div>If I run the same match ten times, I get ten different ratings running from really bad to really good. No consistency at all.</div></blockquote><p> </p><p> But that's MMA. With such small gloves and so many positions and submissions, it's largely a game about not getting "caught". One mistake can literally cost you the fight or seriously turn the tides of the entire round. If you matched two fighters up in real life ten different times, you'll likely get ten very different fights each time as well. I mean, look at BJ Penn vs. Matt Hughes. The three fights they've had have seen BJ tap Hughes out, Hughes pound BJ out in the 3rd, and BJ almost instantly KO Hughes in the 1st. I would say, if you look real life examples of fighters challenging someone they've already faced, the flow, pace, and <em>excitement</em> of the fight varies each time.</p>
Link to comment
Share on other sites

<p>This is kind of obvious but also:</p><p> </p><p>

Tactics + consistency (fighter editor) influences how common a fighter "fights" the same way.</p><p> </p><p>

Not sure everyone knows this so I mentioned it anyway. </p><p> </p><p>

I.E. You're not going to get a fighter that fights like Alistair Overeem 50% of the time unless you check some tactical preferences and combine it with the right stats. This is even more glaring for fighters like Chuck Liddel with great wrestling but use it to sprawl and brawl but would have earlier fights in their careers that aren't dealing with sprawl and brawl.</p><p> </p><p>

This doesn't mean fighters won't have patterns or trends of fighting in a similar pattern whether it be utilizing leg kicks or going to the ground but this is mostly due to which techniques are their strong points and thus sometimes it becomes even more random despite it being a 10 fight comparison. (This is setting aside truer MMA fighters like BJ who can have multiple gameplans per their multiple strengths)</p>

Link to comment
Share on other sites

<p>In order to better understand the WMMA3 fight rating system, I would like you to do two things.</p><p> </p><p>

First, attend a MMA event in America. Please note how the fat drunken guys in the audience begin booing the microsecond the fight hits the ground.</p><p> </p><p>

Then log onto Sherdog.com. Notice the extremely large amount of freaking retarded MMA fans posting on the boards.</p><p> </p><p>

You will then have come closer to understanding why WMMA3 fans might rate an extremely strategic five-round BJJ ground war lower than a fight where Fezzik comes out of the gate and KOs some scrub in thirty seconds flat. This is what the fans WANT.</p>

Link to comment
Share on other sites

<p>I think the problem with that example is that it's an extreme.</p><p> </p><p>

Currently, especially with the recent patch, you could give the striking fans what they want and it could get an "Awful" and then at the same time you could get a grappling match that gets Great.</p><p> </p><p>

Of course with the earlier game, it was more consistent but more "predictable". Ground games are guaranteed to be less exciting regardless if it's a Royce Gracie match compared to a bad striking match.</p><p> </p><p>

Also, from a customer perspective, it's not really a good example because most people paying for this game are probably the same guys who are more into MMA than the average fans as well as the fact that there's no sign fan perception changes with the eras.</p>

Link to comment
Share on other sites

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Eyeball" data-cite="Eyeball" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="30373" data-ipsquote-contentclass="forums_Topic"><div>In order to better understand the WMMA3 fight rating system, I would like you to do two things.<p> </p><p> First, attend a MMA event in America. Please note how the fat drunken guys in the audience begin booing the microsecond the fight hits the ground.</p><p> </p><p> Then log onto Sherdog.com. Notice the extremely large amount of freaking retarded MMA fans posting on the boards.</p><p> </p><p> You will then have come closer to understanding why WMMA3 fans might rate an extremely strategic five-round BJJ ground war lower than a fight where Fezzik comes out of the gate and KOs some scrub in thirty seconds flat. This is what the fans WANT.</p></div></blockquote><p> </p><p> Eyeball the problem is while those fans exist the game seem to act as if they are all that exist. There is no accounting for true MMA fans. Guys who would love ground wars don't exist in the game. If a fight goes to the ground the only exciting element is the takedown. Everything else is considered stalling when there is really a war going on. </p><p> </p><p> Sure drunken idiots who want to see a big knock out in the first round exist but they are not all that exists.</p>
Link to comment
Share on other sites

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="VTial" data-cite="VTial" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="30373" data-ipsquote-contentclass="forums_Topic"><div>I think the problem with that example is that it's an extreme.<p> </p><p> Currently, especially with the recent patch, you could give the striking fans what they want and it could get an "Awful" and then at the same time you could get a grappling match that gets Great.</p><p> </p><p> Of course with the earlier game, it was more consistent but more "predictable". Ground games are guaranteed to be less exciting regardless if it's a Royce Gracie match compared to a bad striking match.</p><p> </p><p> Also, from a customer perspective, it's not really a good example because most people paying for this game are probably the same guys who are more into MMA than the average fans as well as the fact that there's no sign fan perception changes with the eras.</p></div></blockquote><p> I disagree. I'm running on the newest patch and ground games never get better than decent or average. I mean never that's not exageration I have dug through every match that I've held (2 years in by the way) not one match has been good, great or fantastic that stayed on the ground. Everything on the ground out side of submission attempts or punching seems to be considered stalling. To guys actually fighting for positions is considered boring. </p><p> </p><p> Again this is NOT an exaggeration never have I had a fight that stayed on the ground for an excess of 3 minutes get a good rating. Also never has a fight that went the distance to a decision gotten a rating better than good and that good was only one time literally every single other time it was Average or decent at BEST.</p>
Link to comment
Share on other sites

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="stupifY_me" data-cite="stupifY_me" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="30373" data-ipsquote-contentclass="forums_Topic"><div>I disagree. I'm running on the newest patch and ground games never get better than decent or average. I mean never that's not exageration I have dug through every match that I've held (2 years in by the way) not one match has been good, great or fantastic that stayed on the ground. Everything on the ground out side of submission attempts or punching seems to be considered stalling. To guys actually fighting for positions is considered boring. <p> </p><p> Again this is NOT an exaggeration never have I had a fight that stayed on the ground for an excess of 3 minutes get a good rating. Also never has a fight that went the distance to a decision gotten a rating better than good and that good was only one time literally every single other time it was Average or decent at BEST.</p></div></blockquote><p> </p><p> I can vouch for this, and my game has been running more than twice as long. Decisions and ground wars have never gotten good ratings.</p><p> </p><p> How are we supposed to "plan for an exciting main event" if some of our top fighters are ground fighters? We can't plan excitement like was intended. Even if you put two strikers together, they'll often circle each other for five minutes and bomb the whole round.</p><p> </p><p> The <em>only</em> thing you have control over is the commercial rating, in that you need to put your popular fighters in the main event. It doesn't matter if they might be boring, you have no way whatsoever of knowing that going in.</p>
Link to comment
Share on other sites

<p>That is strange. I haven't been running the game that long but since I'm cheating money off in my Cornellverse game, I usually have the maxed matches in every event and I definitely get enough of a disparity between the January patch and the earlier patch.</p><p> </p><p> See my post here where I mentioned putting Rufus Stevens vs. Humphreys in the prelims and the match got a fantastic rating: <a href="http://www.greydogsoftware.com/forum/showthread.php?t=328674" rel="external nofollow">http://www.greydogsoftware.com/forum/showthread.php?t=328674</a></p><p> </p><p> In the earlier patches I definitely would believe this but although most of the ground matches still rarely go to great, I almost get one or two fantastic ground matches within a year.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="30373" data-ipsquote-contentclass="forums_Topic"><div>How are we supposed to "plan for an exciting main event" if some of our top fighters are ground fighters? We can't plan excitement like was intended. Even if you put two strikers together, they'll often circle each other for five minutes and bomb the whole round.</div></blockquote><p> </p><p> This is actually one of the more accurate parts of the game. In reality, even hardcore fans rarely respect ground fights barring the named Jiu Jitsu vs. named Jiu Jitsu guys.</p><p> </p><p> For example, to me Maia vs. Macdonald was one of the MMA ground matches of the year when I saw it but because hardcore fans see it as a less than average bjj match with some striking where casuals were not hyped about Macdonald and he eventually lost anyway, it was at most an average match.</p><p> </p><p> You could gamble that the jiu-jitsu guy would stand with the fighter but although the pbp was exciting, all I got for the match result was Decent.</p><p> </p><p> Mostly I'm referring to my latest main event where Motoki Hojo kept Norberto from taking him down and it was a 4 x 15 min. match so Norberto kept getting KO'ed with a 10 count rule and he was forced to stand up with Motoki and the first KO he got knocked Motoki out cold.</p><p> </p><p> It's not all that bad though because great ground fighters aren't supposed to be exciting but rather the type of guys that could become P4P and have a long title reign so they are the ones that mostly maxxed out the commerical rating theoretically. (i.e. GSP/Hughes)</p><p> </p><p> One other way to do it is to always reserve a super exciting stand-up co-main event like how the UFC does it and just make sure the ground fights have no or lower hype so that once the ground fighting champion loses, you could book him like Fitch until you are absolutely forced to give him the belt. Meanwhile, said ground fighter could also rid you of the other upcoming ground fighters by basically Out-Fitching and Out-Florianing those guys until you book them against a stand-up fighter with a good sprawl.</p>
Link to comment
Share on other sites

<p>Heres that fight <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p>

- Rhys 'Fast' Buck vs. Kojuro Kudo</p><p>

- From player-controlled event 'Tapout 23 Night of Champions' (from the save game 'TRF')</p><p>

- Created 06 February 2011</p><p> </p><p>

>Next up is a match in which Rhys 'Fast' Buck will battle Kojuro Kudo in the TAPOUT Middleweight division. </p><p>

>We are underway!</p><p>

>A wayward right kick to the body allows Buck to hit two big left hands!</p><p>

>That last shot may have done some damage, Kudo is backing off and looks totally dazed!</p><p>

>Buck tries to finish him off with a left head kick, but it misses by inches.</p><p>

>A feint sets Buck up for an inside leg kick, but Kudo evades it.</p><p>

>An errant jab sets Buck up to counter-strike with a clean right.</p><p>

>Buck isn't drawn in by Kudo feinting to his left.</p><p>

>Buck counters a one-two combination with a right.</p><p>

>Kudo counters an errant right jab with a vicious leg kick.</p><p>

>We are now at the halfway point of the round.</p><p>

>Kudo comes in closer, looking to wrestle with Buck.</p><p>

>Buck ends up grappling for supremacy with Kudo.</p><p>

>Buck tries to wriggle free, but Kudo controls him well and gets in a few close-range punches too.</p><p>

>Kudo hits Buck with some short strikes to the side of the head while grappling.</p><p>

>Kudo uses dirty boxing and gets in a few crisp punches on Buck as they grapple.</p><p>

>Buck gets caught with a couple of nice short punches as Kudo uses his dirty boxing to inflict some punishment.</p><p>

>Kudo uses dirty boxing and gets in a few crisp punches on Buck as they grapple.</p><p>

>Buck gets caught with a couple of nice short punches as Kudo uses his dirty boxing to inflict some punishment.</p><p>

>There's under a minute left in this round.</p><p>

>Kudo uses dirty boxing and gets in a few crisp punches on Buck as they grapple.</p><p>

>Kudo and Buck separate and we're back to a stand-off.</p><p>

>Kudo comes in closer, looking to attack from the pocket.</p><p>

>Buck now has Kudo standing in the pocket.</p><p>

>Round one is brought to an end as time runs out.</p><p>

>That was an exciting round, hopefully the fighters will continue with that pace in the next.</p><p>

>That was a close round, but I'm giving it to Buck, 10-9.</p><p>

>And here we go, round two!</p><p>

>Buck moves out of range of a tidy combination of punches.</p><p>

>A weak right kick is countered by Buck with a nice right hand.</p><p>

>Kudo throws a leg kick but Buck avoids it.</p><p>

>Moving in closer, Buck looks like he wants to strike from the pocket.</p><p>

>Kudo uses movement to keep out reach, frustrating Buck.</p><p>

>Moving in closer, Buck looks like he wants to strike from the pocket.</p><p>

>Kudo now has Buck standing in the pocket.</p><p>

>Slipping past a right jab, Kudo hits a big kick to the outside of the right thigh.</p><p>

>Those strikes to the legs are going to take their toll.</p><p>

>A low kick is checked by Buck.</p><p>

>We move into the second half of this round.</p><p>

>Using head movement to slip past a left jab, Buck hits a solid right jab.</p><p>

>Buck uses head movement to roll past a scorching right uppercut and comes back with a great left hook which staggers Kudo backward, who then trips and goes down!</p><p>

>Buck doesn't have time to capitalise though, as Kudo recovers his wits quickly.</p><p>

>Buck steps back and allows Kudo to stand back up.</p><p>

>Moving in closer, Buck looks like he wants to strike from the pocket.</p><p>

>Kudo tries to counter Buck with a big right cross, but it doesn't hit the target.</p><p>

>Moving in closer, Buck looks like he wants to strike from the pocket.</p><p>

>Kudo now has Buck standing in the pocket.</p><p>

>There's under a minute left in this round.</p><p>

>Kudo lets a jab sail wide and counter-strikes with a series of quick punches.</p><p>

>Seeing a low kick coming, Buck strikes first with a straight right.</p><p>

>Buck uses head movement to dodge a jab, and counters with a right jab to the cheek.</p><p>

>Buck uses head movement to avoid a combination of punches, then counters with some big lefts, putting Kudo down!</p><p>

>Round two ends as time expires.</p><p>

>There's no question that Buck took that round, I'm giving it a 10-8 score.</p><p>

>Round three begins!</p><p>

>A right jab misses and Kudo strikes back with a picture-perfect right roundhouse kick to the side of the ribs.</p><p>

>Kudo steps in, feints a kick, then darts back out.</p><p>

>Kudo slips past a right jab and counters with a solid left jab.</p><p>

>Buck comes in closer, looking to attack from the pocket.</p><p>

>Strikes from Kudo keep Buck from stepping in too close.</p><p>

>Kudo counters a tight combination by hitting a kick to the outside of the right knee.</p><p>

>There are signs that Rhys Buck is definitely feeling the damage done to his legs.</p><p>

>It's obvious that Kudo has a clear plan to punish the legs.</p><p>

>Buck will have less spring in his step and that will make him less of a threat standing.</p><p>

>A right kick to the legs misses and Buck fires back with a clean right.</p><p>

>We've now passed the halfway mark in this round.</p><p>

>A jab doesn't find its intended target, allowing Kudo to fire back with a swift right kick to the leg.</p><p>

>Kudo counters a right jab by using a nasty-looking kick to the inside of the right knee.</p><p>

>Rhys Buck is limping, he clearly has a damaged leg.</p><p>

>Kudo avoids a quick jab and hits a kick to the ribs.</p><p>

>Kudo slips past a right jab and fires back with a nice left hand.</p><p>

>We're into the final minute of the round.</p><p>

>A leg kick misses badly, giving Buck an opening to score with a pair of jabs and a big left hook.</p><p>

>Buck looks to move in and stand in the pocket.</p><p>

>Buck moves into the pocket.</p><p>

>Buck throws an excellent combination but Kudo covers up and takes them.</p><p>

>We reach the time limit and this fight is over.</p><p>

>That has to go down as a 10-9 round to Kudo.</p><p>

>The judges have given their scores, which are about to be announced.</p><p>

>All three judges score the contest as 29-28.</p><p>

>The winner, by unanimous decision, is Kojuro Kudo!</p><p>

>Official Result: Kojuro Kudo defeats Rhys 'Fast' Buck (Unanimous Decision in 5:00 of round 3). The match was rated as being Fantastic.</p>

Link to comment
Share on other sites

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="atomzero" data-cite="atomzero" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="30373" data-ipsquote-contentclass="forums_Topic"><div>Long MMA matches are usually pretty boring in real life.</div></blockquote><p> </p><p> ehhh... depends on what you find exciting.</p>
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...