Unfortunately this can turn into an exercise in mass production (stamping out license plates). That is, it gets rather repetitive, since you'll use basically the same moves and strategies (over 100 free sparring sessions, 25 focus sparring, and 300 camps).
Difficulty
So far my best results have been on the Experienced setting, but I am convinced that the bonus multipliers from Advanced (in particular for sparring / skills) will serve even greater yields. I haven't yet tried Expert, but given the difficulty of Advanced, I'm doubtful it's worth the extra multiplier stepping.
Builds
I am convinced that submissions are the key to leveling up your skills. To that end I offer three different methods for optimizing your submission package. Using these, you should be able to get 6 submissions per sparring session, allowing you to get 50 points in free sparring even while at 100% fatigue (may require a sparring partner upgrade or two), and around 30 bonus points in submission focus sparring.
With all of these builds, it is important to remember the sequence of events that need to take place to get to the submission. First you need to clinch up, takedown, maintain position, and then go for the submission. Therefore, you will need to raise clinch grapple defense, takedown offense, ground grapple defense, and submission offense, preferably in that order. Standing striking defense is also a good idea in order to avoid taking too much damage as you move into clinch range, but consider it a lower priority.
Until you get each of those skills to 30, I recommend a ground and pound strategy.
Try getting the related skill to (at least) 30 before attempting to acquire any moves. For example you should raise clinch grapple offense before attempting to learn pummeling techniques.
Similarly you should learn techniques in the same order as you raise skills (see above).
Suplex & Americana
The first and probably easiest method is the suplex takedown to side control paired with the americana submission. It is simple and straightforward to obtain double underhook offense, suplex, and immediately begin the americana. If you are having difficulty getting the submission, try transitioning between north / south and side control to tire your opponent a bit, and then try the submission again.
This method is most appropriate to a ground and pound coupled with submissions fighter.
Good supplements to this method are the hip throw and judo hip throw techniques. For this build, I recommend these over the pummeling techniques with the exception of pummel to over / under hook from muay thai clinch defense.
Double Leg & Heel Hook (or Kneebar or Toe Hold)
The second method is to single collar tie clinch, pummel to over / under hook offense, double leg to open guard top down, posture up, and end with one of the advanced submissions (not the achilles lock).
This method is good for those who want a more stand up fighter. If you are comfortable with it, you can skip clinching with the opponent entirely by either going straight in for a double leg (low success rate, but if you are really good at it this may work for you) or enticing a strike out of your opponent and countering it with a double leg (high success rate, but depends on the cpu accommodating you).
Good supplements are the pummeling techniques.
The downside of this method is the need to posture up before attempting the submission, meaning you will need to raise you ground grapple offense to at least 30. Mix in some ground strikes to soften up your opponent if you are having trouble posturing up. I like strikes to the body.
Another disadvantage is that you will also need clinch grapple offense, prefereably 30 or more. Additionally, this method gives your opponent an opportunity to submit you. Raise you submission defense when using this method.
All in all, this is the most skill intensive method.
Flying Armbar
The Easter egg move in the game is the flying armbar, available to fighters with the armbar from mount down top, which can only be learned from Team Higashi.
This is one of the fastest methods, just single collar tie clinch, and begin the submission.
This method is best for those who want a straight jiu-jitsu style fighter.
Good supplements are either the triangle choke or omoplata from open guard down bottom, in case the flying armbar fails. In fact, I recommend getting armbar from mount down top at level 1, and then the open guard down bottom submission up to level 3 before leveling up the armbar further. Transition to up / down bottom may also be a good idea.
One of the big advantages of this method is not needing to raise your takedown offense skill. Instead, ground grapple offense is worth spending some points on early in order to transition from open guard bottom to open guard down bottom (if you opponent manages to posture up).
Camp Invites
The different types of camp invites need different strategies to accomplish them. The goal of course is to get each technique on the first attempt. Scoring 98% during a camp can be endlessly frustrating.
Usually you want to raise the relevant skill (to at least 30) before doing camps, but there are exceptions (see below).
Focus Pads
These camps are pretty easy. In fact, these camps are so easy you should generally not rest before doing them; 100% fatigue is fine in most cases.
If you wish to do level 3 while at 100% fatigue, I recommend raising your cardio to at least 40 first.
Two Hit Combos
One of the more difficult type of camp, but a few things can increase your chances.
The cpu has a tendency to run backwards under any sort of pressure. To avoid this, step back once in a while, and then immediately move forward again. It is also worth obtaining a technique which allows you to close distance quickly, such as a superman punch (not the ones that end up with you on the ground).
Another necessity is switching levels. Body punches are a must, but it is also essential to mix in leg kicks, in particular some of the power (using the mod button (LB on Xbox)) leg kicks such as the muay thai and strong leg kicks. The leg kicks will also help "corral" the opponent, limiting his sideways movement, and have the advantage of staying out of clinch range.
Try your best not to get hit, as this generally causes your character to pause long enough that it breaks any combo you were doing into two separate strikes.
Pummeling
Just keep transitioning back and forth between single collar tie and over / under hook offenses. If you find yourself in double under hook offense or muay thai clinch offense, break the clinch (counts as a transition anyway) and begin anew.
Takedowns
Getting out from under your opponent eats time, so don't use pull guard for these camps, even when going for a pull guard technique. Even the double leg typically requires posturing up before being able to stand up and start another takedown attempt.
Probably the best move to use for all takedown leveling is the suplex from double underhook offense. The hip throw and judo hip throw are good complements, in case you loose a pummel war.
Submissions
All submissions count, so pick the most efficient one in your arsenal to use to level up all the others. In general this will be the same one you chose for your skill leveling build (see above), and your method should be the same.
You should be able to get 1 submission per 20 seconds approximately. Therefore you can get about 15 submissions in a 5 minute session.
Ground Transitions
You can't count on the cpu transitioning around and giving you the opportunity to perform techniques from the bottom. Therefore, you need a takedown other than pull guard.
The key move for this type of camp is the "Ground Buster from Mount Down Top", available from many of the jiu-jitsu centric camps. You can level any ground transition by performing a takedown (not a pull guard), moving to mount down top, and spamming out about one of these every two seconds.
Once your partners health bar is down to about one quarter (it won't go any lower), they will be exhausted at all times, and you can easily perform other transitions. At that point it may be worth switching to actual technique you are training to get the bonus points.
Ground Strikes
Mount is definitely where you want to be for this one. Suplex, hip throw and judo hip throw are prerequisite, as is transition to mount top from side control top (not to be confused with transition to mount down top). Remember to vary the level of your strikes to avoid being blocked.
Side control can also work. In this case, make sure to mix up your strikes as much as possible; never do the same strike twice in a row.
You typically only have a minute for ground strike camps, so it's important not to let your opponent up. To this end, you want to either transition once in a while, or throw in a reversal attempt along with your strikes.
If your opponent becomes rocked, you won't be able to score any points. Therefore, it is counter intuitively better not to raise your ground striking offense too much until after you have leveled the techniques you want.
The best method to use here is to put your partner against the cage, and then work him over. To accomplish this try using a double leg takedown attempt from a little too far away in order to drive your partner back. Then get a single collar tie clinch, and start body punching while pushing forwards until he's close to the cage. Pummel to the desired position, and then push him into the cage.
Remember to rest, otherwise your partner may slip away. Vary your level, you only need to make every other shot the target technique. Mix in a reversal attempt once in a while, just to help maintain position.
Much like ground strikes, if your opponent gets rocked, you can't score anymore. So don't raise your clinch striking offense too much until you've leveled the techniques to your satisfaction.
To Level or Not to Level
If your goal is simply to create a large pool of points from which to pull from when copying your Career fighter in Create a Fighter mode, it is important to note that the level of technique doesn't matter. In other words, three level 1 techniques are worth as many points as one level 3 technique.
Since it is easier to get lots of level 1 techniques than a few higher level techniques, the easiest way to create a larger pool of points is to go for the former.
Additionally, stay away from areas which cause you trouble. Typically this will include two hit combo and clinch striking camps.
Conversely, stick to areas that are relatively easy, such as focus pads, ground transitions and submissions.
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