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Prates,Silva,Johnny Walker,lopes, Paddy, Volkov
Prates,Silva,Johnny Walker,lopes, Paddy,Caio,Buckley and Alexander Volkov Fighter Uniqueness,Moveset, Character models. All fighters listed above need more fighter animation uniqueness as well as moveset additions. Prates needs a spinning elbow, he needs more unique animations, his idle stance is great but when blocking all immersion disappears... He should have a lot of motion even when blocking. Lopes needs spinning elbow, Paddy has the most generic hooks etc, Volkov has mostly generic strikes as well and his stance animation idle/blocking looks nothing like him. He also needs a lead knee stomp. Walker absolutely needs to be motion captured like they did Jiri if they want to get him right. I also wanted to point out that what's up with most unique taunts being removed? Almost every fighter has the same ones... Jean silva at the very least needs his own set of taunts. Now as far as character models go. I noticed bucket is way off, he is far too lean and also Volkovs head is far too big. I'm going to add to this as I notice more and I'm sure I will.17Views0likes1CommentUFC 6 Balance Feedback: The Game Still Rewards Spam Over Skill
I've spent a lot of time playing UFC 6, and while the recent stamina changes are a step in the right direction, the game still rewards spam far more than technical fighting. 1. Blocking takedowns barely costs stamina. There is almost no stamina penalty for repeatedly attempting takedowns that get defended. For example, Islam Makhachev can attempt around 18 takedowns in a single round, have 15 of them defended, and still finish the round with about 85% stamina. Failed takedowns should be much more exhausting. 2. Body shots don't drain enough permanent stamina. There is almost no reason to attack the body. Body punches barely reduce permanent stamina. They don't consistently cause body stuns. Throwing body punches carries significant risk but offers very little reward. Ironically, body kicks are already extremely powerful, while boxing to the body feels almost useless. 3. Some fighters are clearly overtuned. Conor McGregor, Ilia Topuria, Max Holloway, and Sean O'Malley feel significantly stronger than the rest of their divisions. Their speed, pressure, and overall effectiveness make them far too dominant. 4. Head movement (especially leaning back) is still far too strong. The game is starting to resemble UFC 5 again. Players simply throw a rear hand, lean back, and immediately spam uppercuts over and over. This is not something you see in real UFC fights. More importantly, all head movement options are too safe. Successfully slipping a strike is extremely rewarding because the counter damage is so high, especially with uppercuts. On the other hand, missing or mistiming a slip isn't punished enough. The risk-to-reward ratio is completely off. Head movement should remain a high-skill mechanic, but failed or mistimed slips should leave the defender much more vulnerable and lead to significantly higher damage when they make a mistake. 5. Stamina improvements are not enough. The latest update helped, but only slightly. Instead of seeing endless 10-hit combinations, we now see endless 6-hit combinations. That is still unrealistic. Professional fighters don't throw 130+ significant strikes every round, and sometimes they don't even reach that number over an entire three-round fight. The pace of fights should be slower, stamina should matter much more, and players should be rewarded for making smart decisions instead of constantly throwing combinations. The game has great potential, but right now the meta still rewards pressure, spam, and unrealistic pace more than technical MMA.MaDCaT228131 day agoSeasoned Traveler25Views0likes1CommentTransition denials and stamina from top position
I’m noticing that when I’m on top with a high level wrestler and deny nearly every transition my opponent attempts, there’s almost no meaningful long term stamina penalty for the bottom fighter. The short-term stamina drain is minimal too. Meanwhile, I’m the one burning more stamina by throwing strikes, advancing position, attempting transitions, or even getting my own transitions denied while working toward dominant ground and pound positions. It explains why I can dominate someone on the ground, deny almost everything they do, and then still get swept from bottom by a lowtier grappler—even if I’m using khabib. That makes no sense. If a fighter repeatedly gets denied while stuck underneath an elite wrestler, they should be paying a much heavier stamina cost over time, not getting to recover and reverse the position like nothing happened.EyeOfCertainty1 day agoNew Traveler16Views1like0CommentsBring back different fighter ratings over different weight classes
I understand that in UFC 6 you want to keep the rating of the fighter in their prime, but those ratings must not translate over to weight classes. For example, Jose Aldo in his prime was definitely a 5 star fighter, but that was at featherweight. In bantamweight he should be a 4.5 star fighter because he was never in that weightless during his prime. Another example is Conor McGregor. I understand him being a 5 star fighter in featherweight and lightweight, but not in welterweight. This just goes to show you that you cannot have the same prime ratings of fighters in all the weight classes. They need to be different with respect to the weight class they are in.KaranGhosh19962 days agoRising Rookie5Views0likes0CommentsUFC 6 needs stable custom cameras and fully customizable HUD options
I know I have already talked about the HUD and camera styles before, but I am bringing it up again because the more I play UFC 6, the more frustrating these problems become. I used to love playing on the Classic camera. Compared to Wide, it gave me a much better sense of distance, depth, and positioning. I could clearly tell when I was in boxing range, kickboxing range, or completely outside my opponent’s attacks. Wide does not always give me that same depth perception. Sometimes it feels almost two-dimensional, like the fighters are moving left and right across a flat screen instead of occupying real space inside the cage. It can make judging distance and timing much harder. The problem is that Classic is difficult to use in UFC 6 because it feels too tightly zoomed in, while the HUD is absolutely enormous. In middleweight, light heavyweight, heavyweight, and other divisions with taller fighter models, the HUD can literally cover or cut off the tops of the fighters’ heads. That is not only ugly—it can interfere with seeing head strikes coming. I should not have to choose between the camera that gives me better depth perception and actually being able to see the complete fighter models. Wide has a completely different issue. Sometimes the zoom looks appropriate, but after a takedown, health event, knockdown, or another major moment, the camera suddenly pulls extremely far away. Then, for whatever reason, it does not always return to its previous zoom. Once that happens, the fighters look tiny and far away. It becomes much harder to measure distance, judge depth, recognize the range of attacks, and play the striking game properly. The camera should smoothly return to its normal position after those moments instead of remaining randomly zoomed out. I have tried playing on both Classic and Wide, and both have frustrating problems. Classic gives me better depth and distance perception, but it is too tight and gets obstructed by the HUD. Wide gives me more screen space, but it can feel flat, and its zoom behaves inconsistently. That is why UFC 6 needs a custom camera option. Let us adjust the zoom, height, angle, and distance ourselves. A lot of players probably want something between Classic and Wide rather than being forced to use one of two imperfect presets. The HUD also needs full customization. Players should be able to adjust its size, opacity, layout, and level of detail. Experienced players do not need giant health and stamina meters taking up that much of the screen. I know some people will say, “Just turn the HUD off,” but that is not a realistic solution. You still need to see your own stamina, your opponent’s stamina, and Grapple Advantage. Those are essential pieces of information, especially when playing competitively. I would also like an optional contextual HUD similar to UFC 5 Ranked, where an opponent’s health information was revealed as you damaged that specific area. If you attacked their head, you could see their head health. If you damaged their leg, you could see their leg health. That kept the screen cleaner instead of displaying every meter at full size all the time. Camera and HUD settings should also be accessible directly through the pause/options menu. We should not have to back all the way out to the main menu, scroll into settings, enter gameplay options, and then change the camera or HUD. These are basic presentation settings that should be adjustable much more easily. At the very least, EA needs to slightly zoom Classic out, reduce the default HUD size, and fix Wide so it consistently returns to its proper zoom after takedowns and health events. The ideal solution is to give us complete camera and HUD customization. Let every player create a setup that gives them the depth perception, visibility, and gameplay information they need without the screen feeling obstructed or unpredictable. "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 💤😎"9gnj3658gia92 days agoSeasoned Rookie4Views0likes0CommentsFix ranked before the season ends PLEASE
Bro I’m hard stuck div 19. It’s really annoying because I keep going on like 3-4 win streaks and only win about 15 points per win, but I always lose to a cheeser majority of the time after and that one loss counteracts all my wins plus more. I got halfway to division 19 on a huge win streak, lost once to a cheeser and now I’m all that way at the top of division 18… it’s so f*cking annoying already it’s not even the fact that I lost is getting me annoyed, it’s the fact I can win 5 games in a row skillfully, lose just once to a cheeser or not even a cheeser sometimes just a better player, and I have to restart all my progress through the division. PLEASE FIX THIS DUDE IM NOT SURE IF I’LL EVEN HIT DIV 20 BEFORE THE SEASON ENDS JUST BECAUSE OF THIS. (Or what you could do is for win streaks you win more points. Ex: 1st win - 15 points. 2nd win -20 points. 3rd win - 25 points. And for every win in a row the points stack by 5)8Views0likes0CommentsHurry up
Fix kicks that will interrupt takedowns and punches mid throw or dive. Make striking fluid again but footwork feel planted and weighty. Straights and jabs don’t feel the same and seem nerfed, they don’t reach either cuz players will move out of range. Fix cageside striking. If my opponent is against the cage my punches should hit bro.EyeOfCertainty2 days agoNew Traveler6Views0likes0CommentsRetreat speed needs a nerf.
Retreat speed needs nerfed. Ppl just run and try to hit an run their way to a decision. Very boring. Even when you stop and taunt they won't come forward. This needs punished with a loss of grapple advantage and it should negatively effect their score card when they spend more time holding block moving away at light speed it's crazy. Holding block should drastically slow you down. Also pull counters need a nerf as well. It's been the meta for 6 games. It's time to make it to where it's not an instant rock. That needs to be a bit more in relation to who is doing the counter. Like if Derrick lewis does it, then yes. If henry cejuduo does it no.JKExp862 days agoRising Novice4Views0likes0CommentsWithout question worst fighting game ever let alone worst ufc
This is the most miserable, terrible just pile of **bleep** you guys have made. 2 was goated 3 was great in game, not menu navigation and move and skill unlocks. You guys took a great franchise and just completely tanked it. We cab only hope for 2030 to hurry the hell up and get here cuz I believe that's when the contract you guys have with ufc is up, and they get as far away as possible from you guys. Absolute garbage. If there is a way to get a refund, I hope I discover it, you guys can have this **bleep** backGramhammer922 days agoRising Novice13Views3likes0CommentsFace teeps need consistent hit detection, damage, and stopping power
I have already talked about how body teeps and body side kicks lack pushback and barely function as distance-management tools in UFC 6. Face teeps have a similar problem and need to be addressed too. Even when a face teep is thrown from the correct distance and timed perfectly, it only feels effective maybe one out of every five times. I am not talking about five random attempts. I mean five well-timed teeps where the placement and range are correct, yet only one of them actually connects with the impact it should. Most of the time, the foot does this weird sliding or glancing animation across the opponent’s face. It does little damage, creates almost no meaningful reaction, and allows the opponent to continue moving directly into your space and start throwing combinations. That should not happen after a clean foot lands directly on someone’s face. A properly timed face teep should have meaningful stopping power. It should interrupt forward pressure, create separation, and deal a respectable amount of head damage. It does not need to cause a health event every time, but clean face teeps should at least have the possibility of creating one when they land perfectly or catch an opponent moving forward. Right now, even the rare face teeps that connect properly do not seem dangerous enough. I cannot remember getting a head health event from one, even after landing them cleanly. That makes the technique feel far less valuable than it should. Face teeps are also important because they are supposed to work together with body teeps. If both techniques function properly, the attacker can mix between the body and head, disrupt the opponent’s timing, punish predictable defense, and make pressure fighters think twice before constantly moving forward. Without reliable face teeps, that entire mix-up becomes weaker. The opponent does not have to seriously respect the possibility of the kick going upstairs because the hit detection and damage are too inconsistent. EA needs to improve the tracking, collision, damage, and reactions on face teeps. A clean teep should not slide harmlessly off the face and leave the person who threw it standing directly in front of an opponent who is now free to throw a combination. Body teeps and face teeps should work together as legitimate tools for controlling distance, stopping pressure, and creating striking mind games. Right now, neither one feels dependable enough. "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 💤😎"9gnj3658gia93 days agoSeasoned Rookie6Views0likes0CommentsNERF HEAD HEALTH
Dude.. I’m getting really tired of repeatedly knocking down and stunning opponents to the head and they just don’t get knocked down. For example, let’s say I’m your opponent. I keep throwing body hits and they start doing a lot over time and I have already been knocked down by you 5-7 times and stunned 3-4 times. You repeatedly keep punching me but because my health is so high I can keep working the body to help me win. IM NOT SAYING I JUST TARGET THE HEAD The example is just a hypothetical if someone’s body health is so low you won’t be able to even out the body health with your opponent but you keep knocking them down but because they have high health, they just won’t go down when the match should be over.14Views0likes1CommentChristian Leroy Duncan + Lone'er Kavanagh
Christian Leroy Duncan and Lone'er Kavanagh are two good British fighters they fight in different weight classes. Christian Leroy Duncan fights in Middleweight and Lone'er Kavanagh fights in Flyweight. I think that UFC 6 need more fighters especially some that are currently fighting and are not retired. The two fighters are very exciting to watch and usually have a good fight. Christian Leroy Duncan's record is 14-2-0 and it could go up because he is fighting this weekend. Lone'er Kavanagh's record is 10-2-0 and he already fought so it should be a long time until his record changes. Thank you very much and I really hope that the fighters that I have mentioned could be added to the game!XHashweh3 days agoSeasoned Newcomer8Views0likes0CommentsUFC 6 stat change and move changes recommendations to improve fighter likeness.
I have appreciated what you have done so far regarding listening to the community. A few possible changes I would make to help make fighters more accurate to their real life selves and reflect what their real life skills are as you said if yourselves every fighter should be in their prime and be the best version of themselves possible. Charles Olivera: increase blocking slightly, nerf his takedown defence whilst slightly buffing his takedown stat and please increase bottom control to 97/98 as he is one of the best fighters from bottom in real life, also buff Charles’s overall grappling a little as he should be one of the best grapplers in the game and his wrestling has improved a lot over the last few years, also I think it would be best if you could increase his levels of his different submissions as he has shown the ability to submit anyone from almost any position. ilia: increase illia’s punch speed and power as well as increase his grappling slightly. also give him 5 star boxing combos as he is objectively one of the best boxers in the ufc as seen in his max and volk fight, also please make illia’s body hooks 5 star and please make his head hooks, rear uppercut and rear overhand heavy strikes to make him more accurate to his real life self as he puts his whole body weight into his power punches. Paddy pimblett. increase paddy’s overall stats as his grappling stats and durability stats are not as good as they should be. Jon jones: give him slightly better takedowns and top control and he is one of the best grapplers in the heavier weight classes further evidenced by the fact that he was able to out wrestle daniel Cormier as well as most of his opponents in his prime. and give him a 5 star spinning elbow instead of back fist as it is more accurate to his real life counterpart, also please make his rear body knee heavy as he has nasty knees to the body in real life. Carlos prates: give Carlos prates a boost in his overall striking and durability, also give him a spinning elbow as he has a knockout with one bit his character does not have it. Petr yan: increase his blocking and most importantly his grappling as his grappling is not as good as it should be as he out grappled merab in their rematch. Cyril gane: buff Cyril gane’s punch speed and head movement as he is the best striker at heavyweight and one of the fastest heavyweight fighters. gilbert burns: please buff Gilbert burns’s overall stats as he was once a title challenger so he should be better than a 4 star fighter. dustin Poirier: please buff Dustin’s durability as he was very hard to knockout on his prime. Kamaru usman: increase his punch power, takedowns and top control. if you have read this and consider this I would be very grateful, as this posts goal is to show how you could make fighters stats represent their prime and true ability more and it could persuade players to choose a bigger variety of fighters. thank you for listening to the community and I hope you continue to do so in the future.unstoppableno33 days agoRising Newcomer105Views0likes1CommentStupid head damage
Why is it that my my career fighter with max head health gets knocked out by 2 ground and pound hooks from Gilbert burns while my head health is 85% and how is it that I have him stunned and he counters me once with a cross and my head health goes down by 75% make that make sense when has anyone been that hurt by one cross from a wobbled opponent it makes me not wanna play the game at all when Gilbert burns hits that hard but the hardest fighters like ilia or paddy Pimblet are easy knockouts when in real life they are some of the toughest fighters to face5Views0likes0CommentsHead movement is too over powered.
The head movement in a game is a joke. It’s so jerky and unbelievably fast compared to any other movement. Cost almost no stamina to chain ridiculous non stop head movement. And I can Outland my opponent by a crazy amount and they can slip one punch and win with one counter because the damage is super high. UFC 5 head movement was way more smooth and required timing. UFC 6 head movement can just be spammed non-stop with ridiculous speed animations and next to no consequences and over powered counters.Silentwarrior42O4 days agoRising Novice13Views2likes0CommentsUpdate Movesets for Prates, Lopes & Murphy
Carlos Prates, Diego Lopes, and Lerone Murphy have all earned spinning elbow knockouts in real UFC fights, yet none of them can throw a spinning elbow in UFC 6. Meanwhile, other fighters on the roster have access to the move despite not having the same highlight-reel finishes. That makes no sense. If a fighter has proven they can finish opponents with a spinning elbow in the UFC, they should have that strike in-game. Signature techniques are part of what makes each fighter feel unique, and leaving them off these three hurts the authenticity of the roster. Please update Carlos Prates, Diego Lopes, and Lerone Murphy so they each have access to spinning elbows. Their real-life performances have already shown they deserve it.Saavonne4 days agoSeasoned Novice31Views0likes1Comment
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