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Feature Request: Allow Custom Movesets & Perks for Offline CAFs
The Problem: Currently in UFC 6, creating a character from the main menu completely locks us into rigid, pre-defined Archetype templates. If I want to fight offline against the CPU in 'Fight Now' or custom events, I cannot manually equip a custom combination of individual moves, strikes, or perks. I am forced to use standard templates. Why it Matters: A massive part of the replayability in sandbox combat games is the freedom to create unique, custom fighters with highly specific playstyles for offline simulation. Forcing every custom character into a strict archetype structure ruins creative expression and severely limits offline, casual gameplay against the AI. Proposed Solution: Add a "Custom" Archetype Option: In the Main Menu Create-A-Fighter hub, add a blank archetype option that lets us manually assign any unlocked move, level variant, and perk line-by-line.Separate Offline and Online CAF Systems: If balancing competitive multiplayer is the reason for the archetype restriction, simply flag fully customized CAFs as "Offline Only" so they cannot be taken into ranked online modes. Please give offline sandbox players the freedom to build their own custom move-lists!k13ehzbc1sqd7 hours agoNewcomer7Views0likes1CommentSome suggestions.
I am honestly so annoyed because UFC 6 could be good but right now it just feels like you are fighting the game itself. Annoying. The grappling is super stiff, career mode is basicaly a bit similar to last year, and the input lag on takedown defense is a joke. Seriously. To make things worse online matches are completely ruined by players throwing endless strikes without ever gassing out. Ridiculous. EA desperately needs to patch that input delay, make stamina actually matter, and add actual fun stuff to career mode like press confrences instead of the same boring training menus over and over. While they are fixing things they absolutely have to buff fighters like Merab Dvalishvili, Petr Yan, and especially Kamaru Usman because their wrestling and power feel totally ruined right now. Broken. They need to to make some fighter skins like kamaru usman fighter skin available so we can play with the champion shorts.2rc727hdhc217 hours agoSeasoned Newcomer2Views0likes0CommentsWhy don't they make the CPU taunt?
Serious question. Is it just an oversight? Or is it a programming nightmare for some reason? I personally would like to see the CPU taunt from time to time, especially since I only ever play offline against the CPU. It would add personality to each opponent, make fights more interesting as the AI gives you extra incentive to try to knock its head off lol.xxReplayFaktorxx9 hours agoRising Traveler8Views0likes0CommentsBRING BACK STRIKING SPEED
The game in the first 1-2 weeks was perfect. There obviously was some glitches but the striking speed was perfect and what all the fans wanted. Now since the update it feels like every other UFC game, especially UFC 5. The game was more enjoyable when the striking was somewhat fast, now fast paced strikers such as Holloway, feel like they’re in slow-motion. This game isn’t enjoyable anymore and it’s frustrating that the other fans in the forum and me have to complain about the speed. It’s frustrating that we also spent €80 for a game that would be ruined in the first month.ItsTTVScythe21 hours agoNew Novice50Views2likes2CommentsFix Dodging !
I’ve seen the dodging mechanic get abused far too much in online - it needs to cost more stamina. Specifically the lean-back dodge. This causes half of your arsenal to miss and can be spammed/held, leaving almost no room to punish your opponent (unlike other dodges, where if you dodge right, a left punch will do more damage). The timing window is also insane- you can throw a punch 2-3 seconds after they’ve initiated the dodge and it will still miss. I’ve seen too many non-skilled players climb the divisions just because they counter spam with this dodge- it’s not skillful, just cheesy, and shouldn’t be abused in a sports / fighting game. For credibility sake, I’m currently division 18 in ranked ladder, was formerly div 20 in ufc 5.Fix Legendary AI !
It’s painfully obvious in career mode that some fights have the AI fighter predict your moves and read your inputs in order to throw the perfect counter / dodge. They play nothing like an actual human. Why is Jonathan Martinez moving like prime Anderson Silva and hitting like Topuria? Overall, the difficulty is a big step up from UFC 5, but it’s clear not much thought was put into it other than “have them read more of your inputs”. The main route to win these fights is just sit back and let the PC gas out - it’s boring, and I would argue it’s just as bad as UFC 5 because of this. At least 5 require some thought behind it. I’m currently hovering around division 18 in online, and peaked at division 20 in UFC 5 - I don’t think it’s a skill issue, just laziness from the devs. Currently 8-2 in my legendary career.Make Kamaru Usman UFC 268 Version available and buff his stats.
EA, you guys should make Kamaru Usmans UFC 268 version available for everyone to unlock. You should also buff his stats to ufc 5 or something similar. He NEEDS to be 5 STARS. If EA is going to see this and listen to me, Thank You.2rc727hdhc211 day agoSeasoned Newcomer4Views0likes0CommentsStriking
The striking after the update feels like ufc 5 with some new animations. Old striking felt really crisp.theboss2345191 day agoSeasoned Newcomer3Views0likes0CommentsUFC 6 career mode
The career mode is decent but there are a few faults to it, firstly the training is the same as the previous titles, still good because the new combat system makes up for it but adding a few more things to it will be good like, pad work, partners in the gym, train with peers with different parts on there career. Secondly Bruce buffer announcements for example he only says in the red corner (name) that’s it, and thirdly more things for creating your fighter, the combat system makes up for it a bit but just had more tattoos more hair styles and ring walksHallster0071 day agoNewcomer34Views0likes2CommentsHuh? CAF build online career still stuck in one mode?
Dear EA Sports UFC Team, I genuinely want to know: when is EA going to address this major issue for the CAF community? We've been asking for this feature since UFC 5 launched in 2023, and now we're getting another game, yet it looks like our Online Career Mode CAFs will still be locked to a single game mode. It honestly makes many of us question whether it's worth investing hundreds of hours into Online Career Mode. We spend so much time building and upgrading our CAFs, only to discover that we can't use them where we actually want to—against our friends in Invite Mode or custom online events. The solution is simple: Let us use our Online Career Mode CAF builds in Invite Mode and custom online matches. This would instantly make Online Career Mode more rewarding and would give players a reason to continue grinding. We've already earned and developed these fighters. We just want the freedom to use them outside of one restricted mode. I represent a CAF community with more than 1,000 members, and we run a CAF league called SVG WAR on YOUTUBE. We've been creating fight cards, hosting events, and building this community since UFC 4. Our members are passionate about the game, and we've kept the CAF scene alive for years. Unfortunately, it feels like EA has done very little to support the CAF community. We've had virtually the same archetype system for over six years, with very few meaningful improvements. Meanwhile, one of the community's most requested features has gone unanswered. The CAF community isn't asking for unrealistic features. We're asking for gameplay freedom and for our time investment to matter. Please consider: Allowing Online Career Mode CAFs in Invite Mode and custom online matches. Expanding or replacing the outdated archetype system. Adding more CAF customization options to keep the mode fresh and engaging. These changes would benefit everyone. They would encourage players to spend more time in Online Career Mode, create stronger communities, organize leagues and tournaments, and ultimately increase the game's longevity. The CAF community has remained loyal for years. We simply want to see that same commitment reflected in the game's development. Please listen to your CAF players. We've been asking since 2023, and we hope it's finally time for this feedback to become reality.Benyamineel1 day agoRising Traveler71Views0likes0CommentsFighter Wish
It’s a real shame that Zabit Magomedsharipov isn’t in the game; many others and I would love to see him added.Amin-_-Pablo2 days agoSeasoned Newcomer24Views1like1CommentFighting terribly shouldn't be rewarded with flow state
Full disclosure: I HATE the flow state visuals, not the mechanics. My main reason for posting this is because I hate seeing the flow state visuals, and until we get the patch to toggle off the visuals, then I really want to avoid having to see flow state as much as I can. I'm talking specifically about fighting against the CPU. The CPU gets flow state typically halfway through the round, and most of the time it's when I've been beating it pillar to post. The all of a sudden, BAM! FLOW STATE! Fighters shouldn't get rewarded with flow state when they're getting their a** kicked. We don't need an Incredible Hulk perk that boosts your flow state each time you have boot shoved up your a**. And that's exactly what's happening at least when playing against the CPU, which is all I do. Flow state visuals is like vandalism. It's like I'm painting the perfect picture by fighting the perfect fight, and the CPU ruins it by activating their flow state. It's kinda like a skunk spraying.xxReplayFaktorxx2 days agoRising Traveler24Views0likes0CommentsCommunity Concept: Constructive Fan Feedback on Simulation & Macro Realism
Hello Community Managers and Fellow Fans, I am posting today purely as an independent community member and passionate fan of the EA Sports UFC video game franchise. I do not represent any corporate entity, nor do I speak on behalf of anyone other than my fellow players who love this sport. There is an ongoing conversation within the player base regarding how the franchise handles macro realism—specifically regarding how to ethically, safely, and subtly depict rare structural combat trauma (such as arm and leg injuries) without breaking strict international censorship boundaries like Germany's USK or Japan's CERO. As a fan, I have mapped out a presentation framework called **"The Real Trauma System"** that balances this desire for simulation with licensing safety. ***CRUCIAL PHILOSOPHY:*** While the community feels this is a vital and much-needed addition to bridge the gap toward true simulation realism, **we firmly believe it should not be treated as a main selling point or a sensationalized marketing gimmick.** Instead, it should exist as a subtle, organic, under-the-hood engine feature that layers authentic risk-and-reward gameplay into the match. Here is the complete conceptual breakdown: ### 1. Core Gameplay Mechanics: Risk & Reward To prevent game-breaking exploitation, structural breaks are never random. They act as the ultimate mechanical penalty for poor tactical play. * **The Kick Check Mechanic (Leg Breaks):** Repeatedly throwing heavy leg kicks without setting them up results in massive structural feedback damage if the opponent perfectly times a "Low Block Check." * **The Block Destruction Mechanic (Arm Breaks):** Continuously covering up and absorbing maximum-power head strikes on a completely depleted block meter results in structural forearm failure. Alternatively, it can trigger if a player completely bottoms out their stamina while trying to escape a locked-in joint submission. * **The Critical Threshold:** Skeletons only fracture if a fighter’s localized limb health is at 0% and they suffer a maximum-power strike, check, or submission torque. * **The Outcome:** The match ends in an immediate Technical Knockout (TKO) via Medical Stoppage. ### 2. Overcoming Brand & Licensing Hurdles To safeguard the UFC brand image and its rostered athletes, the system utilizes strict design pillars: * **The "Anonymous Fighter" Rule:** Real-life rostered athletes never have their character models graphically broken. The structural breaks are exclusive to Created Fighters (CAF) in Career Mode or Offline Sandbox modes. * **The "Medical Wrap" Visual Fix:** Instead of showing graphic bone exposure, the engine utilizes a displacement mesh. The limb shows a severe, unnatural bend beneath the fight gear or forearm skin, instantly triggering a referee wave-off without showing open flesh or blood. * **Global Toggles:** Features an explicit menu toggle: Simulation, Cinematic, or Off. ### 3. Post-Stoppage & Broadcast Presentation To capture the gravity of a severe structural injury, the post-fight presentation completely shifts away from standard celebration loops, prioritizing safety and realism. * **Maximum Live View (1.5 to 2.0 Seconds):** The actual visual break is shown for a maximum of 2.0 seconds from the millisecond of impact before an unskippable camera cut to a tight reaction angle of the referee or the opponent. * **No Slow-Motion Injury Replays:** Standard fight-ending replays are completely disabled for this outcome. Replays only focus on the setup combinations thrown *before* the injury occurred. * **The Immediate Stoppage Sequence:** The referee immediately dives between the fighters with high-urgency animations. The camera cuts to a wide tracking shot of the cage door swinging open as physicians, EMTs, and stretchers crowd around the injured athlete, obscuring the limb from lingering angles. * **Restricted Winner Presentation:** The winning fighter's post-fight celebration wheel is disabled. They cannot jump on the cage or execute a victory dance. The broadcast cuts to a split-screen or tight frame solely on the winner and the referee during Bruce Buffer's announcement, completely omitting the injured fighter who is already being treated. ### 4. The Doctor Stoppage User Interface (UI) To anchor the realism in sports science rather than visual shock, the game overlays a clean, clinically styled medical diagnostic UI over the screen during the stoppage: * **The X-Ray Wireframe Overlay:** The traditional corner health HUD vanishes, replaced by a translucent X-Ray anatomical blueprint of a human skeleton. The broken bone pulses in bright crimson to cleanly illustrate the structural failure. * **Broadcast Telemetry Data:** On-screen text mimics an official athletic commission report, listing data points such as *Impact Force Velocity* and *Accumulated Localized Trauma Percentage*. * **Tactical Penalty Summary:** Displays subtle UI text at the bottom of the screen to serve as a gameplay lesson (e.g., *"Injury Cause: Excessive un-set kicks checked"*). ### 5. Dynamic Audio & Commentary Integration The broadcast audio engine utilizes adaptive voice lines that strip away standard hype in favor of shock and professional concern. * **The Corner Warning:** Between rounds, coaches use high-urgency audio cues if a limb is critical (e.g., *"Your shin is compromised! Stop throwing that leg kick or he’s going to snap it in half!"*). * **The Live Stoppage Reaction:** Jon Anik, Daniel Cormier, and Joe Rogan execute specific voice triggers reacting to the sudden shift from a sport to a medical emergency (e.g., *"He checked that kick perfectly... you just hope he can recover from this"*). * **Post-Fight Replay Silence:** Commentators speak in hushed, somber tones during the decision announcement, maintaining respect for the injured athlete. ### 6. Dynamic Career Mode Longevity Systems * **The Longevity Penalty:** Suffering a structural fracture results in an immediate, massive deduction to the fighter's overall Career Longevity Meter, shortening their peak athletic window. * **Permanent Stat Degradation:** Surviving a break and returning to the Octagon results in permanent penalties to the affected limb's maximum health ceiling, power output, and speed. * **The Forced Retirement Trigger:** A second structural break on the same limb later in a career triggers an unskippable Medical Retirement cinematic event. ### 7. Navigating International Censorship (USK / CERO / ACB) To ensure the game package remains fully compliant across strict global markets, region-locked code flags implement the following adjustments: * **North America (ESRB Mature):** Full visual representation on Custom Fighters; standard TKO trigger. * **Germany (USK / BPjM):** Instant camera cutaway to the referee waving off the fight; no rendering of the actual impact bend or displacement mesh. * **Japan (CERO):** The limb remains geometrically straight; the fight ends via an advanced "Doctor Stoppage" cutscene due to a "severe joint injury." *** I would love to hear thoughts from the Community Managers on whether this type of presentation framework aligns with the studio's licensing and compliance constraints, and if fellow players feel this captures the right balance for simulation gameplay. Thank you for your time and for continuing to support the MMA community!TheYakmeng2 days agoRising Novice30Views2likes2Comments
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