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We should have a way to disable "Flow State"
The flow states is cool but i really wish there was a setting to toggle off the Flow State if you wanted to do so. Especially for Event Creation Simulation its really takes away from the realism of an actual fight. There really needs to be a Toggle On or Off setting just for the Flow State just like there is for the rocked moments and slow motion settings.SolvedLathanWheeler1 month agoSeasoned Newcomer519Views14likes15CommentsUFC 6 Fighter suggestion thread!
I know I m dreaming … but dreaming is free Fly Horigushi Silva Kavanagh Bantam Zahabi Oliveira Martinez Mc ghee Basharat Feather Zalal Garcia Pico Costa Vallejos Light Ziam Dawson Duncan Salkilld Rebecki Welters Bonfim Amosov Alvarez Medic Orolbai Middle Rodrigues Leroy duncan Aliskerov Gaultier Light heavy Guskov Zhang Cutelaba Bukauskas Stirling Heavy Acosta Delija Gaziev Walker Teixeira Kuniev Spann Nchkukwu Pinto Hokit And you ? [CM - Edited for formatting, title for clarity]shureido211 month agoSeasoned Traveler355Views2likes15CommentsUFC 6 CAF Feedback
We have had the same CAF archetypes for more than six years now, and the CAF community is getting frustrated. One of the biggest requests from the community is simple: allow us to use our Online Career Mode CAF builds in custom matches and invite modes. Since UFC 5, players have spent countless hours grinding and improving their Online Career Mode fighters, but those builds are locked to a single game mode. It feels disappointing that all that progress cannot be showcased to friends or other members of the CAF community. The CAF community would love one of these options: Allow Online Career Mode builds to be used in custom online matches and invite modes. Add full stat customization for CAF fighters. Introduce new archetypes and expand the CAF system, which has remained largely unchanged for years. We simply want more freedom to use and show off the fighters we've invested so much time into creating. Keeping CAF progression restricted to one mode limits the overall experience and creativity of the community. Can you help us out with this problem please? EA_Mako EA_Vendcera EA_Kent EA_David UFC 6 CAF COMMUNITYBenyamineel27 days agoRising Traveler424Views17likes13CommentsDo people really like ufc6 so far ?
Honestly I dont think ea understand mma at all I believe 6 was a cash grab they basically treat mma like a boxing game smh and they have the license till 2030 so we hit unfortunately I hope they give another company a shot at making a real mma game , What they had too fix they did not smh They should of focus on the ground like seriously the cheese is ridículos how can you hold someone down and not get tired just too start Honestly they got me with 6 and I have got every ufc game but I will never ever buy another ufc games as long as ea makes them unless they really put a effort on doing the whole game over all they did was past and change stand up but its not boxing its mma ..Darkknight697726 days agoNew Novice142Views3likes12CommentsDanny 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 teamKyleDav421 days agoSeasoned Rookie235Views2likes8CommentsGive the option to DISABLE HITSPARK!
Please give the option to turn disable this ethereal white effect in a sports simulator. Hitspark is present in Tekken and Street Fight, but I don't like those games. I prefer real fighting simulators, not these glittery, fairytale-like fighting games. And people like me make up half of all gamers who play fighting games or maybe even more. With the next update you will add the ability to disable the visual and audio effects of Flow State, please add the same for DISABLING HITSPARK.95Views2likes7CommentsSlower strikes and pace
GUYS, I love that yall made the game a bit more slower pace, its way more realistic, do not change this! Nerf stamina hard and increase damage and also make simulation mode real sim and this is your perfect ufc game!Alexandar9413 days agoSeasoned Novice100Views0likes7CommentsFighter 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.194Views4likes7CommentsNew Fighter Models and Stop Using Older Models + ETC
To begin I think you should stop using older fighter models and create entirely new ones such as Tai Tuivasa's old model we've had since ufc 4. A lot of the models are simply outdated and do not look like the fighters currently. A whole list of the fighters I think you should change in terms of looks are; Payton talbott (Shorten his hair), Movsar Evloev (Longer his hair ), Max Holloway (Shorten his hair), Mateusz Gamrot (Make him bald), Rafael Fiziev (Give him braids), Sean Brady (His beard is TOO thick/Big), Joaquin Buckley (Buzz his hair), Geoff Neal (Buzz his hair), Marvin Vettori (Give him his combover), Roman Kopylov (Make his hair fuller), Roman Dolidize (Give him his current hair), Brendan Allen (Make his Cornrows down the middle instead of the sidepart we have), Nikita Krylov (Change his model completely), Curtis Blaydes (His beard is too big and bushy), Waldo Cortes Acosta (His stomach is TOO big no offense), and lastly Tai Tuivasa (HIS WHOLE MODEL). Another thing I might add is you need to change the fighter ratings to overalls instead of the star system we currently have. An example of this is the fact that Ignacio Bahomondes who isn't even ranked is a 4.5 star fighter while Carlos prates who's ranked second is 4 stars. Another complaint I have is that some fighters who've fought in multiple weight classes ARE ONLY IN ONE WEIGHTCLASS. Fighters such as Conor Mcgregor and Alex Pereira. One last complaint I have is something im not sure you guys are able to control. There are A TON of ranked fighters missing such as Kyoji Horiguchi, Lone'er Kavangh, Edgar Chairez, David Martinez, Vinicius Oliveira, Marcus McGhee, Kevin Vallejos, Aaron Pico, Melquizael Costa, Quillian Salkilld, Tom Nolan, Fares Ziam (Unranked but still deserving), Gabriel Bonfim, Yaroslav Amosav, Uros medic, Christan Leroy Duncan, Ikram Aliskerov, Bogdan Guskov, Rizvan Kuniev, Tyrell Fortune, Ante Delija, Valter Walker, and Brando Pericic.MenaceSmoke1 month agoNew Novice99Views3likes7CommentsCan you please update Ken Shamrock, this is truly a disgrace
Advertise a UFC legend and put him in the 99 dollar edition but have zero accurateness making him in the game. I’m not sure if the creators watch MMA or just started to in the last decade or so but Shamrock did not have T. rex arms and fought at heavyweight as well. But more importantly you have the UFC 1 edition of him where he won his first fight by Heel Hook from the closed guard and he has absolutely no leg locks in this game?? His submission rating is one point better than Randy Couture the submission master? (Sarcasm he really wasn’t if you didn’t know). Please immediately update his model and give him 4-5 star leg locks which include Anklelock, Kneebar, and most importantly heel hook which he was the OG master of. I just can’t fathom how there’s zero accuracy to this.45a894132216101827 days agoSeasoned Newcomer77Views2likes5CommentsFeature 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!k13ehzbc1sqd9 days agoSeasoned Newcomer41Views3likes4CommentsWe need more CAF options.
One of my biggest concerns with UFC 6 is that EA continues to focus almost exclusively on online play while neglecting the customization and offline experience. I understand that online modes are where many players spend their time, but there is still a large group of fans who enjoy creating fighters, building custom rosters, and running offline matchups. For those players, customization feels very limited and hasn't improved much in years. Some of the issues I've noticed include: Limited hairstyle options, with many of them looking unrealistic or outdated. Body types that don't always look natural or representative of real fighters. The same tattoos, mouth guards, and cosmetic options returning year after year. Limited customization for shorts and gear when simple additions like shaders, color customization, and unique designs could add a lot more variety. No editable fight records for players who enjoy creating their own universes and storylines. What frustrates me most is that UFC 3 already allowed much deeper customization. We could fully customize move-sets, yet now we can only choose variant strikes in Career Mode. If the system existed years ago, why not bring it back and expand on it? I enjoy creating fighters and playing against them. A fully customizable move-set helps add fighter uniqueness and allows for a more realistic fighting experience. When playing against AI in UFC 4, it would throw multiple superman punches and spinning techniques a round, almost 10 a round which is very unrealistic for the most part. Being about to pick the move-set would fix this problem easily. For created fighters, I would love to see: Fully customizable move-sets. The ability to select perks. Editable attributes and ratings for offline play. More hairstyles, tattoos, gear, and cosmetic options. Walkout customization, including fighter details, presentation options, and entrance preferences. Better short designs and equipment customization. Editable fight records and career histories. These features wouldn't affect competitive balance if they were restricted to offline modes, but they would dramatically improve replayability and creativity for players who enjoy the sandbox side of the game. The gameplay improvements are appreciated, but created fighters have felt neglected for multiple games now. A deeper Create-A-Fighter system would go a long way toward making UFC 6 feel like a complete MMA experience for all players, not just those who play online.Hand0fGod71 month agoRising Traveler95Views7likes4CommentsBlocking legs, body and td should not all be the same button.
Blocking legs, body and td should not all be the same two buttons. This rewards people because they can hold block and block three things at once while moving light speed in reverse which is the meta currently like UFC 2. It's constant chasing unless you just stand still and become a target. This really screws the mixing it up scenario. TD defense needs to go back to stick. Body should be lb/l1 and leg should be l2. Or l2 alone blocks leg. Then l2 r2 should block body. This would fix a lot of this.JKExp866 days agoNew Novice39Views0likes3CommentsAdd Friend Fights to Online Career
Online Career is my favorite mode in UFC 6, but I wish there was a way to fight friends using our Online Career fighters. Right now we can only search matchmaking against random opponents. It would be awesome if there were a Challenge Friend or Run It Back option where two friends could use their Online Career fighters in an unranked exhibition. It wouldn’t affect rank, division, or matchmaking—just let us enjoy the fighters we’ve spent hours building. This would make Online Career much more social, let friends practice together, settle rivalries, and keep players coming back even when they don’t want to play ranked. I think it would be one of the best additions to the mode. I honestly think this idea has a lot of appeal. Plenty of players enjoy creating and leveling up their fighters, and being able to challenge friends without risking rank is the kind of feature that can increase replay value.Oobbii30057 days agoNew Novice37Views1like3CommentsBRING BACK FAST STRIKING
The fast striking made the game feel better and different than the last game! I feel like making the punches slower makes the game less fun ands makes it boring. with fast striking You would actually have to think but now with the slow striking it just feels like it a snooze fest and doesn’t wanna make you engage in strikes all that often anymoremanthatisama13 days agoRising Novice45Views3likes3CommentsUFC 6 Online Career needs a paid Evolution Point catch-up option for busy adults
One thing I think UFC 6 Online Career could improve is the Evolution Point grind. In Online Career, you upgrade your created fighter by earning Evolution Points through online fights. You use those points to upgrade your attributes, moves, perks, and overall build. Once you put enough points into your fighter, you can prestige, reset your points, and raise your level cap so your fighter can keep improving. I actually like the concept. It gives Online Career progression, it makes your fighter feel like he is developing, and it rewards people for playing the mode. That part is cool. But I do think EA should consider adding a buyable Evolution Point option, or at least some kind of paid catch-up system. Before people instantly call it pay to win, that is not really what I mean. I am not saying someone should be able to go beyond the normal limits or buy an unfair fighter that nobody else can earn. I am saying there should be a way for people with less free time to speed up the progression and reach the same caps that other players can already reach by grinding. A lot of us who play UFC are not kids anymore. A lot of us are adults now with real responsibilities. I myself have a kid, a wife, and a 9-to-5. By the time work, family, and everything else is handled, I do not always have hours every day to grind Evolution Points. That does not mean I do not want to play the game seriously. I still want to build my fighter, prestige him, improve him, and use him at his full capability. I just do not want all of my limited gaming time to be spent grinding before I can actually enjoy the build I wanted to make. Younger players usually have more time to grind. Adults usually have less time, but they may be willing to pay for a shortcut so they can actually enjoy the fighter they created. That does not mean they should get an unfair advantage. It just means they should be able to catch up to the same progression limits that everyone else can already reach through time. EA could still balance it so it does not become unfair. For example, buyable Evolution Points could only help players reach the same seasonal cap as everyone else. They could also limit how many can be bought per season, or only allow it as a catch-up option after the season has already been going for a little while. The main point is that Online Career progression should respect both types of players: people who have time to grind, and people who have money but less time because of real-life responsibilities. I understand that balance matters, especially in an online mode. But I do think there is a fair way to add a paid catch-up system without making the mode feel pay to win. It would make Online Career more accessible for adult players who still love the game but cannot grind like they used to. "Here for the community, one with the community If y'all like my UFC suggestions and y'all wanna find more of this exquisite game, the name is Big Z Follow me at (instagram: @ztp.btl) and remember, stay striking n fightin, BIG Z DA BEST NOT LIKE DA REST 💤😎"9gnj3658gia921 days agoSeasoned Rookie261Views1like3CommentsHorrible ragdoll physics and striking controls
The bugy unrealistic KO ragdoll physics are absolutely terrible. It's 2026 with EA 6th UFC game and the physics still haven't been figured out, the ragdoll physics were 100% better in the THQ UFC Undisputed games that were made years before. EA can you figure this out? It's not anything newkingmesir825 days agoSeasoned Newcomer72Views5likes3CommentsPRIDE mode, Bareknuckle mode, KO follow-up striking
UFC 6 is genuinely fun. But, I know for certain im not the only one that wants more “hardcore” options in regards to gameplay First things first, the little “comic book” style decal that overlays your strike/where you strike the opponent is really unnecessary. I’m not sure what the reasoning behind adding that was, but all it does is further remove you from any sense of realism. Why go so in depth with the new bleed/cut system, and then have something as gimmicky as that? Second, kumite and backyard brawl needs to go. Nobody turns on UFC 6 to play these game modes. Complete waste of resources. Scratch them and bring back PRIDE. Playing the older games that had both UFC and PRIDE was a breath of fresh air, with the different ruleset between the two. Soccer kicks, leg stomps, etc. I remember reading somewhere that mapping out animations takes months of work. That’s okay. The fans want PRIDE back. if you can’t obtain the licenses, make your own fake org with their ruleset for the game As for the backyard brawling. Why, genuinely why do they have gloves on. Bare knuckle is where you draw the line? The game is too graphic because their fists show? Just changing up the backdrop, removing the very out of place college NPCs that look like they all work in marketing and graphic design, and removing MMA gloves from this gamemode would be more than enough for a bare knuckle mode. Of course, including soccer kicks and leg stomps Lastly, why can we not follow up KOs with subsequent strikes on the ground? Why has no EA game allowed this? I dont see how it is too graphic if that is the reasoning. This is a video game about hurting people with your body as the arsenal. It’s already violent, including the OPTION to follow up with subsequent strikes, as the old UFC games allowed, and as real life permits, should not be an issue. The amount of blood on the canvas and how cut up the players get is already violent, allowing this should be a non issue Do devs ever respond to these threads? I so badly want to speak with one about this, I want concrete reasoning as to why these things arent in the game. if you ask any user who purchases these games every release they will agree with all 3 points made in this thread. the fans WANT this. It is not impossible to do, so why has it not been done?siIentstep26 days agoRising Rookie105Views2likes3Comments!
Needs more swelling and bruising and work on the blood realism it looks to arcade like. UFC 2 blood is the best we have seen with blood and cuts realism Also why can’t we land ground and pound when we KO an opponent like previous games (ufc undisputed 3 did it the best allowing ragdoll effects to the head during strikes) and why can’t we still elbow ground and pound like previous ufc 2 & ufc 3 from postured positions? Definitely work on the bruising and swelling tho and blood realism instead of such a mortal combat arcade look please 🙏28Views0likes3CommentsUFC 6 is now garbage thanks to the skill issue cry babies.
Of course someone had to cry about the combination speed and Flow. It's a skill issue. If you can't handle the heat stay out of the kitchen. Now the combinations don't feel as good as they did in the trial. I had 16 minutes left of it. 16 minutes and I play the last 16 minutes. Of the trial and now it feels different. They shouldn't have changed it. I'm pissed now and I won't be buying the game. That just takes the whole experience away for the players that want to feel like they're actually playing the character. Themselves I **bleep** hate it now I hope you cry babies are happy. If you had more skills it wouldn't be an issue. Now the game just feels like UFC 5 strikes don't react as fast with button press. Now it just feels like I'm playing garbage UFC 5 again. 💯😡😡😡.😡 I guess neither one of you like feeling the real experience of the character you're using what's the point of the character details if you can't strike the way they strike in real life. Down to the tea combinations kicks and everything that makes the fighter who they are. I'm so disappointed in EA for listening to cry baby with still issues. 💯😡🖕ihateeabadd28 days agoRising Novice33Views0likes3Comments
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