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Champion Fight Kit Selection
I'm not sure how we are taking steps backwards but, we are currently unable to select Champion Shorts/Fit Kit on any fighter. This was a feature request in UFC 5. It was later added in, yet we are no longer able to do so. While this request may seem miniscule, it adds a depth of immersion for offline players who try run their own UFC "franchise" through Event Creation. Allowing us to keep the authenticity of the actual UFC product with Champions wearing appropriate attire. Please attend to this, as this was a highly demanded in games last iteration..wiseowl19915 minutes agoSeasoned Traveler36Views2likes0CommentsKnockout Physics and Excessive Knockdowns Need Better Tuning
One of the biggest immersion breakers (outside of the dreaded Flow State) in UFC 6 is the current knockout and knockdown system. The ragdoll physics often produce results that simply do not resemble how a human body reacts to being knocked unconscious. Fighters frequently fold, twist, and contort in ways that appear physically impossible. Limbs bend unnaturally, bodies rotate in unrealistic ways, and the overall presentation can look more like a physics experiment than a professional MMA simulation. A knockout should be one of the most impactful moments in a fight. Instead, many finishes end up looking awkward or even unintentionally comedic because the ragdoll system takes over completely. I would rather see a more guided approach to knockouts, even if that means more animation based knockouts vs physics. Even if you could tighten up the ragdoll physics more would be a great improvement. If possible a hybrid system that blends physics with motion captured knockout animations could produce far more believable results while still maintaining variety. Nonetheless, realism should take priority over randomness. The second issue is the frequency of knockdowns. For years, the UFC series has suffered from fights turning into constant knockdown festivals. While dramatic exchanges certainly happen in real MMA, they are the exception rather than the rule. Not every fight looks like Frankie Edgar vs. Gray Maynard. Yet in UFC 6, many competitive matches involve multiple knockdowns before a finish occurs. In reality, fighters often absorb significant damage without repeatedly entering dramatic wobble states or being dropped several times in a round. The current system can make fights feel more like an arcade boxing game than an MMA simulation. I'd like to see: Fewer overall knockdowns. Greater emphasis on cumulative damage. More realistic reactions to strikes. Improved knockout animations and physics. Less reliance on repeated stun and recovery sequences. The striking in UFC 6 has improved in many areas, but the knockout and knockdown systems still feel like one of the biggest barriers to achieving a truly authentic MMA experience. Is this possible through tuning? *Standing TKOs against the cage etc would also be a nice feature.wiseowl19915 minutes agoSeasoned Traveler94Views5likes3CommentsFighter Likeness Should Extend to CPU
First, I want to give credit where it's due. UFC 6 has made noticeable improvements to fighter likeness. The updated models, animations, stances, signature strikes, and overall presentation do a great job capturing the look and feel of many real-life fighters. Unfortunately, that authenticity often stops once the fight begins. Many fighters still feel like variations of the same underlying AI with different attributes. While they may look unique and have their own animations, their decision-making can often feel surprisingly similar. Common examples include: - Throwing combinations while clearly out of range. - Repeated double uppercuts (sometimes triple) and other questionable strike selections. - Repeated ballerina twirl (feinting the spinning elbow). - Overly aggressive output regardless of fighter archetype. - Poor long-term stamina management. - Limited adaptation during the course of a fight. - Distinct fighter styles becoming less noticeable once the fight is underway. I understand there are already gameplay sliders and AI settings that allow players to adjust things such as striking output, stamina consumption, damage, recovery, and other fight variables. Those options are appreciated and absolutely have their place. However, my concern isn't primarily about numerical tuning. It's about the underlying decision making of the AI. Even with sliders adjusted, fighters can still make unrealistic choices because the issue isn't necessarily how much they're throwing—it's why they're throwing. A more advanced baseline AI would go much further than simply adjusting output percentages or stamina values. The foundation should be built around: - Fighter IQ and decision-making. - Range awareness. - Stamina awareness and resource management. - Risk assessment. - Style-specific tendencies. - Adaptive game planning. - Awareness of fight context and scorecards. - More natural setups, feints, and reactions. A realistic AI shouldn't just react to what is happening moment to moment. It should understand the broader state of the fight. For example: - A fighter comfortably winning on the scorecards may become more selective and prioritize risk management. - A fighter who is down two rounds should become increasingly urgent and willing to take risks. - A fighter who believes they need a finish should actively pursue one rather than continuing to fight as if the bout is even. - A fatigued fighter should adjust their approach instead of continuing to throw at the same pace. - A hurt fighter may become more defensive, desperate, or opportunistic depending on their style and tendencies. Most importantly, fighters should have stronger behavioral identities. For example: - Max Holloway should pressure with volume and pace. - Israel Adesanya should manage distance, set traps, and counter. - Alex Pereira should be patient, selective, and dangerous without excessive output. - Merab Dvalishvili should overwhelm opponents with relentless pressure and wrestling. An Adesanya fight should feel fundamentally different from a Holloway fight. A Pereira fight should feel different from a Merab fight. The challenge should come from solving different styles rather than facing the same AI with different attributes. I know some players will point out that online opponents can already provide this variety. A skilled player who chooses Adesanya may fight like Adesanya. A Holloway player may push a relentless pace. UFC 6 has done a better job than previous entries at encouraging players to lean into the strengths and identities of the fighters they select. However, not everyone primarily plays online. For offline players, the AI is the sport. Career Mode players, tournament players, event creation players, and people who simply enjoy fighting the CPU rely entirely on AI behavior to create authentic matchups. When fighter identities break down, a major part of the UFC experience is lost. In fact, stronger behavioral AI could also serve as a teaching tool for newer players. If fighters naturally behaved more like their real life counterparts, players would begin to intuitively understand how certain fighters are meant to be used. They could learn pacing, distance management, pressure fighting, counter fighting, and stamina conservation through gameplay itself rather than having to study menus, ratings, or external guides. The series has made tremendous strides in visual authenticity. The next major step should be behavioral authenticity. The goal isn't simply less output or more stamina drain. The goal is smarter fighters that make smarter decisions and better reflect the athletes they are meant to represent. Fighters should not only look like their real life counterparts they should think and fight like them as well. Lastly, if any developers happen to read this, I would genuinely be interested to know whether this is something that can realistically be improved through UFC 6 updates, or if this type of AI overhaul is something that would need to wait for UFC 7. I'd love to hear how much flexibility currently exists within the AI systems and whether this is something that can be adjusted, tuned, or implemented with the current title.wiseowl19916 minutes agoSeasoned Traveler177Views3likes7CommentsAllow Walkouts for All Fights in Event Creation
One thing I'd like to see added to Event Creator is the ability to enable full fighter walkouts for any fight, regardless of rounds or championship status. Currently, walkouts are generally limited to 5-round fights and title fights. While that makes sense for standard presentation, Event Creator is supposed to give players more control over how they build their cards. There are plenty of situations where a 3 round fight still feels like a featured attraction: - Main card openers - Rivalry fights - Legends matchups - Tournament finals - Custom storylines created by players An option to toggle walkouts on or off for individual fights would give creators much more flexibility without affecting normal gameplay modes. Players who want a quicker experience could leave them off, while those looking for a more authentic event presentation could enable them. It seems like a relatively small addition, but it would go a long way toward making custom events feel more like real UFC cards and giving players greater control over the atmosphere of the fights they're creating. Is this something that can be changed with the current game engine?wiseowl19916 minutes agoSeasoned Traveler115Views0likes0CommentsSparring Challenges Not Possible
The sparring challenges in the career mode are not just difficult, they are impossible. For example, one of the jiu jitsu training challenges includes stay standing for 15 seconds, complete 9 transitions without failing five times, hold top mount for 10 seconds and finally submit opponent from bottom side saddle. The first three challenges aren’t actually too hard (aside from the stay standing challenge being unnecessarily difficult considering a successful judo style takedown denial from a clinch or a denial that ends in a sprawl fails the challenge despite denying the takedown). The issue lies with the three minute time limit and the final challenge. I don’t know how the game thinks it’s possible for you to get reversed, have the ai opponent put you in side saddle and submit the opponent within the remaining time limit. 10 seconds is taken from holding mount (assuming you don’t mess up). 15 seconds goes to staying standing. A total of 25 seconds of perfect gameplay is required in order to complete those two challenges. However, the clock is accelerated so it really adds up to 45-50 seconds of the in game clock. That leaves about two in game minutes or around a minute to a minute and 20 seconds of real time to get nine transitions and a submission. It’s also important to note that the nine transitions requirement is before the top mount one so you can’t progress towards bottom side saddle until after you complete the other challenge. With each transition taking around 3-5 in game seconds that takes another 45 seconds of in game time off the clock (assuming the ai doesn’t make their own transitions or deny yours and you have unlimited stamina which you don’t). That leaves around a a minute to a minute and a half of an game time to go from top mount to bottom side control which is entirely dependent on the ai since you cannot force yourself into that position. If you somehow manage to get to bottom side saddle considering all of the previous notes there is simply not enough time to pull off the sub. Even when I completed the training perfectly and was never denied and went from transition to transition as quickly as possible I only had a single second to spare after locking in a sub from TOP side saddle let alone bottom side saddle. It simply isn’t possible. That example is of one that is literally impossible but there are others that are practically impossible like landing ten shots from postured up top mount. In higher difficulties the ai will simply block or evade every shot. You are lucky to land one or two. The most I’ve ever landed in one posture was 6. If the challenge was THROW ten strikes that would be different but landing is near impossible. Especially when they can roll to back mount and ruin the entire run. And before someone tells me to “get good” you have to remember that there are three other challenges you have to do on top of that one that are equally annoying. Long story short, the challenges are impossibly tedious and need tuning.bm42xcyu6ssb7 minutes agoNewcomer0Views0likes0CommentsHorrible stats
Why does charles oliveira have a 89 takedown stat but dan hooker has a 92? This is a new game did yall not see the absolute wrestling clinics hes been putting on and he was worse takedowns than dan hooker? and also no custom shorts. and carlos prates doesnt have 5 star striking and is a 4 star even tho he dominated a recent champ. i thought fighters were getting likeliness but everyone thats not a fan favorite has the same exact animations from ufc 5.5Views0likes0CommentsUfc Please add carlos condit back into the new ufc ufc 6
We really need Carlos "The Natural Born Killer" Condit added back to UFC 6. He’s an absolute legend, a former interim champ, and his fighting style/animations are already fully built from UFC 5. Please port him over in an upcoming Legends Fighter Pass drop! Smash the upvote if you want him back.3Views0likes0CommentsCaf customisation
Not being able to select animations for punches and kicks is ridiculous I get you can do it in career or online career but what about using your caf with friends and just quick match. I understand the trash preset moves we've had since 5 but let me choose the animations for the punches an kicks in that preset and not to mention the exact same tattoos since ufc 3 like what is going on brooooo there's literally 0 point in having a caf unless you play online career an who wants to grind just to prestige an lose everything like fair enough stats but having to select all the moves and everything again is ridiculous. Let cafs have unique animations so we can actually have fun with our caf in quick match. Also stats sometimes make no sense joshua van has power don't get me wrong but he's a volume guy yet he has 97 power but manel Kape is a one punch is all he needs an he has 94 power where in ufc 5 he had 98 powerDeadlydadon6 hours agoRising Rookie19Views2likes2CommentsDanny Lopez and Chris Carter playable please 🙏🏽
Hey EA Team, I’d really like to see a “Legacy Pack” added for UFC 6 that allows players to use story-mode fighters Danny Lopez and Chris Carter in Fight Now and other modes. These characters already exist in the game with full models and movesets ect, so it feels like a natural addition for players who want to play as them or create custom matchups outside Career Mode. Even a small DLC or update including just these fighters would add a lot of replay value and give players more freedom with existing content. Please consider this as several people would like to play as Danny Lopez like in fight night champion the way we could unlock and play as Andre Bishop and Isaac Frost Please EA teamKyleDav46 hours agoRising Rookie142Views2likes8Comments🙏 READ
One suggestion I'd LOVE to see in EA Sports UFC 6 is an optional camera angle based on the "glitch camera" shown here: (https://youtube.com/shorts/9MfTt7zZelQ?is=zSVNjMU6avy8OANH ) The perspective makes the fighters look life sized, makes strikes feel more impactful, and showcases the graphics FAR better than the default gameplay camera, making the fights feel much more like a real UFC broadcast. Rather than removing it completely, PLEASE consider adding it as an optional camera setting for players who want a more immersive and realistic experience!!!5d39e8a5f7f37cbd9 hours agoSeasoned Newcomer4Views0likes0CommentsUpdates in UFC 6 in these 3 years
I strongly sugest to improve overall game through updates such as better graphics and Bring UFC 6 as closest as You can get to reality as a game that stucks with us 3 years You could do big improvements to gameplay visuals and mechanics. Add giggle physics I strongly believe that from now in through updates UFC 6 will reach it's potential.MmaVirtuoso18 hours agoRising Newcomer16Views0likes0CommentsDeeper event Mode
I really enjoy the event mode in the game. I’d suggest making it a little more deeper and meaningful. At its current state you fight and event and once it’s finished, it’s over. My suggestion is make it more like a GM mode. You get a five year calendar to schedule each week. Once you use a fighter in an event he is taken off the roaster for healing time. The length of time depends on injuries he sustained in the match. The wins and losses count temporarily towards their record. Events can be graded by how strong the card is. Strong cards give you a higher GM rating, lower cards will give lower scores and get less revenue. Fighter will move up and down rankings and get in place for title shots. At the end of 5 calendar years. Your GM will retire and given a score on how well they performed in their event creation, card strength, revenue and popularity gained.d1odxksk3ssc1 day agoRising Newcomer16Views0likes1CommentChampion Shorts for Every Fighter
I like to play create an event and use my imagination to create UFC events and storylines. In UFC 5 if you wanted to crown a new champion you were able to put a champion kit for the fighter you wanted champion that wasn't a champion in real life for example Ian Garry but in UFC 6 I cant do that. Is there anyway y'all could please add this back to the game.Leg kicks need more health events, damaged movement, and realistic TKOs
One thing UFC 6 really needs to improve is leg kick damage, leg health events, and leg kick TKOs. Right now, it feels like you have to absolutely destroy someone’s legs before the game finally gives you a proper leg health event or a TKO. You can be landing clean calf kicks, regular leg roundhouses, and repeated damage to the same leg, but the game still does not always reward you properly for it. The biggest issue is that leg health events often feel like they only happen when the opponent’s leg health is basically at zero. Why does the leg have to be completely destroyed before the fighter starts reacting like he is hurt? If someone is taking critical damage from leg kicks, there should be more noticeable consequences before the leg health is almost gone. There should be more limping, more reactions, more movement penalties, more interrupted footwork, and more leg health events as the damage builds. There should also be more animations for fighters whose legs are badly damaged. Once a leg reaches a certain damage point, the fighter’s movement should visibly change. Their gait should look compromised, their stance should look unstable, and risky weight-bearing movements should become more dangerous. For example, if a fighter’s lead leg is badly damaged and they try to sidestep too hard, explode forward, plant for a big kick, or move too aggressively, there should be a chance they stumble, trip, or briefly lose balance. Not every single time, but enough to make the player respect the damage. If your legs are destroyed, you should have to manage your movement more carefully, because overcommitting on a damaged leg could create a real opening for the opponent to strike, pressure, or follow up. Leg kicks are a huge part of modern MMA. Calf kicks especially can change an entire fight. A fighter does not need every bone in his leg broken before the fight is affected. Sometimes a few clean calf kicks can badly compromise movement, stance, balance, and explosiveness. That should be reflected better in UFC 6. Leg kick TKOs also feel way too rare. It should not feel almost impossible to finish someone with leg kicks, especially if you are consistently landing clean shots and the opponent refuses to adjust. If a player keeps eating calf kicks or leg roundhouses over and over, there should be a real chance of a leg kick TKO. I am not saying leg kicks should be overpowered or instantly end fights. But if someone is ignoring them, not checking them, not switching stance, and continuing to take damage, the game should punish that more realistically. Right now, leg kicks feel like they do damage, but they do not create enough meaningful fight-changing moments. There needs to be more leg health events before the leg is completely dead, more damaged-leg movement animations, and leg kick TKOs should be more achievable when a player is clearly destroying the opponent’s legs. Leg kick damage should feel dangerous, strategic, and realistic, not like you have to completely erase someone’s leg health before the game finally acknowledges it.9gnj3658gia91 day agoRising Rookie4Views0likes0CommentsBuff Anderson silvas chin or healthbor nerf broken characters like izzie
They're is no reason I should be able to rock a izzie player twice in the first round and in the second I hit him with a. Straight then a jumping roundhouse while he's mid lean expecting a jab or a hook then it into rocks him but literally 1 or 2 minutes later he catches me with a straight while I'm about to do a flying knee and it knocks me out y'all need to give Anderson hyper armor or buff his health more because in real life Silva could take those punches and barley blink but in game one dodge is enough to almost 1 tap Silva first shot and your guys slogan is "as real as it gets" then make Silva realistic if the tkz has 100 chin star Silva should have something similar00bsmh8olc0b1 day agoRising Newcomer7Views0likes0CommentsRoundhouse spam is rewarded too much in close range
One gameplay issue I think UFC 6 really needs to look at is how much the game rewards poorly timed roundhouse kicks, especially at close range. I am talking about all types of body roundhouses and head roundhouses, both lead and rear side. I have gone against a lot of players who are clearly inexperienced based on their movement. They will be circling left, circling right, moving awkwardly, and just throwing random roundhouses over and over. A lot of these kicks are not set up properly, they are not thrown from the right range, and they do not look fundamental at all. The problem is that the game still rewards them way too much. Sometimes you are literally in boxing range when these kicks land. At that distance, a body roundhouse or head roundhouse should do minimal damage, or at least not cause a major stun animation. If the kicker is jammed up and throwing a sloppy roundhouse from too close, that should be a mistake. Instead, these awkward moving roundhouses still connect, do a lot of damage, and can put your fighter into a stun animation. That makes no sense from a gameplay or striking perspective. A clean roundhouse from proper kickboxing range should be dangerous. If someone sets it up, manages distance correctly, and lands it clean, then yes, it should do real damage. But a poorly timed roundhouse thrown from boxing range should not be rewarded the same way, or sometimes even more than a properly timed kick. What makes it even more frustrating is that you can read the kick coming, close the distance correctly, get into boxing range, and try to punish the mistake. That should be the correct answer. If someone throws a bad roundhouse too close, you should be able to step in and tee off with punches. But right now, even when you make the right read and land something like a straight, their roundhouse can still connect, do damage, and stun you. So instead of rewarding the player who made the correct defensive and positional choice, the game rewards the player throwing the sloppy kick. That is what feels wrong. Roundhouses should be strongest when thrown from proper range and with proper timing. If they are thrown too close, they should lose power, lose impact, be easier to punish, or not cause stun animations the same way. This would make the striking feel more realistic and more skill-based. Players should not be rewarded for spamming bad roundhouses from the wrong range. They should be rewarded for setting kicks up properly and using them at the right distance. Right now, close-range roundhouse spam feels too effective, and it hurts the flow and balance of the stand-up gameplay.9gnj3658gia91 day agoRising Rookie7Views0likes0CommentsStrike Skin Names
Does everyone else know who all the strikers skin animations belong to based on the nicknames? I’ve figured out a lot of them like Icy=Iceman Chuck Liddell obviously, Stone=Stone Hands Periera obviously and some of the other well known ones. I think it would be very cool to have list of the fighters out there with each nickname animation associated with them for all the strike skins. Like whose Dog, Finisher, Devourer, etc?saintdavid211 day agoSeasoned Rookie7Views0likes0CommentsStrike Varients/Skins
EA you sure did right by adding so very many strike animations. Some of us have been begging for this since UFC 2. I’m enjoying this heavily. Just somehow can you folks allow us to create an offline duplicate of our career fighter for use in all other modes OFFLINE. I know you don’t want these builds online and that’s fine, but why not allow them offline? Career mode is really the same as UFC 5. Very monotonous after a few times through. So let us play with career mode caf builds in all other modes offline. Thanks EA.saintdavid211 day agoSeasoned Rookie7Views0likes0CommentsArena background
When I’m fighting there is blue smoke in the background and makes the game unrealistic, I can barely see the crowd and it’s unnecessary to have a big blue smoke in the background. Hope it gets fixed or at least an option to disable or smtchungomonk1 day agoSeasoned Newcomer4Views0likes0CommentsMore Body Model Variety for Create A Fighter – Reuse New Fighter Assets
Hi EA team, Create A Fighter is one of the most fun parts of the game for a lot of us, but the body model options feel significantly more limited than in previous UFC games. Right now there aren’t many choices and several of them look off or don’t allow for realistic builds (especially heavier or more muscular frames). You’ve added a lot of new, high-detail fighter models this year with better proportions and textures. It would be awesome if some of those body skeletons/proportions could be made available (or used as a base) for CAF. This would give players way more creative freedom without needing a ton of brand-new assets. More body variety would make CAF feel fresh again and let people make fighters that actually look unique. A lot of us would really appreciate it if this could be looked at in a future title update. Thanks for reading and for the work on the new gameplay systems.6Views0likes0Comments
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