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Head 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.4Views0likes0CommentsFastest Ko an sub should be recorded as real time not accelerated
When you ko someone or sub someone online the time is always on accelerated so when you think you've got a really fast ko or sub they add roughly 20 seconds on to it, it should be the real time in your profileDeadlydadon16 hours agoSeasoned Rookie4Views0likes0CommentsIlia Topuria's striking animations
As an actual MMA fan, I appreciate the detail that EA did giving certain fighters their unique striking animations but I feel you slept on Ilia. He was a 2 division champ and deserved special details. Since you gave Prates some individual striking animations post launch, I hope you could do the same with Ilia. For instance, his left hook. I'll post a side by side so you guys can hopefully make it accurate.SayWhatAgain31621 hours agoSeasoned Novice15Views0likes0CommentsUFC 6 is rage bait racist trash.
Let me put a fro on my online fighter and we get the most ridiculous ko wins. Ea cares more about skin color than they do skill in a fighting game. Send it over to 2k. Atleast they don't give easy wins for skin color. EA is worried about politics and the company is gonna get buried in it. Good riddance UFC. **bleep** and woke **bleep**6Views0likes0CommentsWomen's Skorts in CaF + Photo Mode and Manual Camera Replays
Dear EA Sports UFC Team, I really enjoy UFC 6 and the improvements in fighter customization and visuals. However, I would like to request a few features that would make the game even better: Women's Skorts / Skirts option in Create a Fighter and fight kits. In real UFC, female fighters have official Venum Fight Night Skorts. Adding this authentic option for custom female fighters would greatly improve representation and variety in customization. Full Photo Mode – a dedicated mode with free camera controls, poses, filters, lighting options, etc. Replay on Demand with manual camera control – the ability to watch any replay/fight and freely move the camera, zoom, and adjust angles manually. These additions would make character creation more authentic, increase replay value, and give players more creative tools. Many in the community would love to see them in future updates or patches. Thank you for your hard work on the game and for listening to player feedback! Best regards, Danny13Views0likes0CommentsOnline Career Matchmaking
Matchmaking should be balanced if online career is going to be ranked, or the gamemode needs an overhaul to make it more similar to an actual UFC division. There is no reason a 0 prestige, 2.5 star fighter with 0 upgrades should be getting put up against a 4.5 star fighter that has prestiged multiple times. It’s like the game is saying “Hey, instead of letting you fight someone that’s on your skill level, here’s someone with drastically better stats AND close to your skill level.” It’s like the game is punishing you for doing good. Matchmaking should have a 0.5 star differential when searching, nothing more. I’ve lost multiple close decisions to fighters 1.5+ stars above my rank, knowing that I’d beat them if I had a few more upgrades, much less an equal rating to them. In certain scenarios, especially grappling, it turns it into an inescapable scenario where you just have to stall until the round ends or get finished. I’ve had 40+ more significant strikes than some opponents just for them to out-attrition me with their power, chin, and cardio. This issue typically creates a repeating cycle of rankings. You’ll slowly climb up a few divisions just to drop right back down once you prestige, because it’s pairing you against the same guys as when you were fully upgraded. In Ranked Ladder or Stand and Bang, this isn’t an issue because fighter choice plays just as much of a factor. In these game modes, I can gameplan with a low-star fighter and still have an advantage over my opponent, since I know who they’re picking. In Online Career, there is no fighter choice - I have no unseen advantage going into a fight as the lower-star fighter, I just have worse stats. So if a 2.5 star fighter loses a close decision to a 4.5 star fighter, I’m supposed to believe the 4.5 star is the more skilled player since they get ranked accordingly? And the 2.5 star player gets punished for that loss? This issue becomes more prominent the higher you climb in the divisions, which to me, makes some of the higher divisions lose their credibility. I’d be much more scared of a division 18, 3 star fighter, than a division 20, 5 star fighter. Please fix this system, and if you agree with me, please upvote this!SumoSword2 days agoRising Novice6Views1like0CommentsRemoved techniques/ Addition's
Why are there may removed techniques from UFC 6 that already have animations in previous entires ?! Standing headlock guillotine is in the game but the standing submission itself is removed. You can only pull guard instead of doing Jon Jones famous finish against machida. Osoto Gari trip that both Jones and Petr Yan do regularly is missing since UFC 4 and it’s an extreme bummer. Cage flying Knee is missing. The side control elbow animation is completely changed and looks horrible compared to UFC 5. Knees are usless (EA seems to be aware of this issue). Kimura takedown stuff is gone. Can only use guillotine. Please also add elbow attacks from Knee on Belly. And the spinning back kick from catch that Buckley pulled off (not just the two touch kick but actually animate from a catched position). Rear naked choke on a standing opponent like Charles oliveiara does would also be awesome. And shoulder strikes from clinch like Connor did to cowboy would also be awesome. Kapoiara kick from downed back to standing would also be cool to add. Adding a Knee attack also from a stunned or knee on belly similar to what Justin pulled off on Illa at the very end of their fight would be cool too. Beyond this the game is actually very very good. Just a few specific things I liked to do that are missing. Really appreciate the unique character animations.12Views0likes0CommentsBuff silva
As a Silva main and fan it's ridiculous how a single body kick form a izzie can make me stumble and clutch my ribs and Silva has a 98 chin but gets instantly rocked by a question mark kick from Alex pereia and Silva does no base damage his highest damaging move is probably the jumping roundhouse which sucks bc one dodge is enough to get ko'd but if Silva is one of the great strikers in UFC history why are most of his moves 3 stars and below a has a few 5 stars which are his clinch knees his 1-2s and his 6 to 12 elbow and a few more but also why do so many fighters have the 6 to 12 elbow even though they've never done it and Silva has no base damage or block literally a Sean Strickland player can break silvas block with a 1-2-1 combo or 2 hooks but another thing is why are silvas clinch knees 5 stars but his flying knees aren't and it's the same thing for the elbows his 6 to 12 elbow is 5 stars but his normal elbows are 3 stars and the same for his normal knees his knees are 2 and 3 stars it like y'all gave him some good stats that won't matter unless it a top 100 player in the game all y'all did was make his a basic fighter with a few cool win animations and some rare moves and then left him alone and also why is his cardio 90 I get it's for balance but tony Ferguson has 100 cardio and a high chin and more and max hollow has high cardio and high chin but Silva doesn't? Makes no sense EA if ur game is going to be realistic buff Silva through the roof and in real life Silva was a nightmare to takedown but he has no takedown defense in the game00bsmh8olc0b2 days agoSeasoned Newcomer4Views0likes0CommentsBring back the push and frame-off mechanic in UFC 6
UFC 6 should bring back the dedicated push animation from the previous games. Being able to physically push or frame off an opponent added another useful layer to the striking. It helped with positioning, distance management, cage pressure, and setting up follow-up attacks. For example, if I am pressuring someone toward the cage, I should be able to push them backward and pin their movement closer to the fence. From there, I could follow up with a leg kick, body attack, combination, clinch attempt, or takedown. It should also work defensively. If somebody is constantly walking me down and crowding my space, I should be able to frame against them, push them away, and create enough separation to reset. Right now, pressure can feel too suffocating because there are not enough physical tools for creating space outside of strikes and evasive movement. The push did not need to cause significant damage. Its purpose was positioning and control. It made exchanges feel more physical, realistic, and dynamic because fighters could actually manipulate each other’s placement rather than only moving through strikes, grappling, or regular footwork. There should obviously be counterplay. A predictable push could be avoided, countered, caught with a strike, or punished if mistimed. It could also cost stamina so players cannot spam it continuously. Removing this mechanic took away a useful part of close-range striking and cage control. Whether it was intentionally removed or simply did not return, I hope EA brings it back. Give us the ability to push opponents toward the cage, frame off aggressive pressure fighters, create space, and set up our next attack. It would make UFC 6’s striking much more complete. "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 Rookie5Views1like0CommentsGround transition and submission fakes are not cancelling consistently
One ground-game issue that needs to be fixed in UFC 6 is how inconsistently certain transition and submission fakes cancel. This can happen from both top and bottom positions. At random times, you can begin a transition or submission, cancel the input quickly to use it as a fake, and the game simply does not register the cancel. The animation continues as though you never attempted to stop it. One common example happens from bottom full guard. You might quickly fake an armbar or triangle, but the move continues anyway. The opponent then gets an easy denial, gains a large amount of Grapple Advantage, and can use it to transition into a better position. However, this is not limited to full guard or the bottom game. It can happen with different fakes across several ground positions, whether you are controlling from the top or working from the bottom. That is what makes the problem so frustrating. Sometimes a fake cancels correctly, while other times the same timing does not register for seemingly no reason. You end up being heavily punished because the game failed to recognize your input—not because your opponent made a better read. Fakes are supposed to create reactions, build mind games, and open up other transitions. Players need to trust that when they cancel within the proper window, the fake will actually stop. EA needs to examine the responsiveness and consistency of ground-transition and submission cancels across the entire grappling system. If the cancel is performed within the correct window, it should register consistently from every applicable top and bottom position. Right now, these random failed cancels can hand the opponent a denial and enough Grapple Advantage to completely change the position. Ground fakes cannot be a dependable strategic tool until their inputs work reliably. "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 Rookie3Views0likes0CommentsBody push kicks need real pushback, and side-kick catches need fixing
I know I have brought this issue up before, but after playing UFC 6 more, I feel like it needs to be reiterated because of how frustrating it has become. All types of body push kicks need more pushback. I am talking about body teeps, lead and rear body push kicks, body side kicks, and spinning body side kicks. Right now, these kicks create little to no distance. A lot of the time, the kick lands and your foot almost looks like it just rubs across the opponent’s stomach. There is no meaningful push animation, no separation, and almost no ability to use the kick as an actual distance-management tool. That removes an entire layer from the striking. A lot of UFC 6 matches feel like you either have to pressure the opponent constantly or, if they are pressuring you, sit there and focus almost entirely on counterstriking. There is not enough opportunity to intelligently manage an aggressive opponent by creating space with push kicks, resetting the range, and then working behind your jab or other long-range attacks. That should be a legitimate fighting style. If someone is pressuring me, I should be able to use a well-timed teep or side kick to push them back and regain space. The pressure fighter could still counter that by sidestepping, catching the kick, or timing their entry. That would create an actual strategic exchange between pressure and distance management. Instead, that element feels almost completely absent because the body push kicks barely move the opponent. You can land one cleanly, and the other fighter is still standing directly in front of you as if nothing happened. What makes it even stranger is that UFC 5 had what I would consider a healthy amount of pushback on these kicks. They were not unstoppable, but they actually served their intended purpose. Going from that to UFC 6, where some push kicks create almost zero separation, feels like a major step backward. UFC 6 also made lead and rear body side kicks catchable in the same way as teeps. In UFC 5, you could block a body side kick with the low guard, but you could not catch it. That gave side kicks their own purpose. Teeps generally offered more damage, but side kicks could create distance without carrying the same risk of being caught. Now that both can be caught, the side kick feels like another version of the teep, except there is far less reason to use it. The two techniques have lost some of the distinction that previously made each one useful. These kicks do not need to launch opponents across the cage or become overpowered. They simply need enough consistent pushback to function as real distance-management tools. Pressure fighting should be effective, but players should also have realistic tools to manage pressure. Body teeps and body side kicks are supposed to be some of the most important tools for doing exactly that. 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 Rookie5Views0likes0CommentsKnees , cuts, ability to push your opponent !!
Knees- Fix the knees ASAP what’s the point of even having it in the game if it never lands or registers lmao like it’s impossible to even land a knee standing a inch away from your opponent. Cuts- the cuts are way to predictable and boring and very unrealistic it’s the same 3 or 4 gashes across the face every single time and the gashes/cuts don’t even respond realistically to specific strikes, it’s funny that all the MMA games before EA UFC 3 had way more realistic response to cuts and better blood and cuts and bruising and overall just looked more realistic when it came to face damage. So we need more cut variations and not the same exact 3 cuts every single time. Push animation button- bring it back it makes the striking much more realistic and dynamic, if I want to be able to put my opponent up against the cage I should be able to push him up against it. or frame off and push my opponent to follow up with leg kicks or a combo, yall had it in the the previous games I don’t understand why yall took it out or maybe yall forgot to put it in im not sure but fix it please.12Views1like0CommentsGamemode The Legacy
I would like to give feedback on the game about the gamemode “The Legacy”. In the game mode, it is currently unfortunately not possible to advance to a higher fighting class, such as middleweight, once you have become champion of a fighting class. It would make the game mode more enjoyable if you could advance to a different fighting class.owazcjv1ure32 days agoNewcomer7Views0likes0CommentsFrostbite vs Ignite
Frostbite is a shooter engine, like Battlefield and other shooter games from EA, All series to UFC 4 uses Ignite engine here’s is the real problem ! bc you guys from EA don’t wanna spend much money on a real good game, like UFC you going to use a Engine thats totally not build for a UFC title game bc it is trash reaction speed, glitched spamming moves, you guys saying that you fixing but in my opinion its not working UFC 5 & 6 are **bleep** bc you guys don’t wanna spend more money on a good engine like Ignite, you guys do something with it and fix this **bleep** game and make UFC good again.18Views0likes0CommentsAdd the BMF Title to Create and Event mode!!
Idk what’s so hard about adding the BMF Title into the create a event mode. It probably takes like 1 minute to add, please add it so we can do BMF Title fights. For the offline people that want to make storylines and BMF Fights we need it in create a event mode!!!! Also where is Charles Oliveira tag like in UFC 5 thats says BMF Champion.nji0u1iv2h1o3 days agoSeasoned Newcomer6Views0likes0CommentsGable Steveson
Gable Steveson is a good wrestler and just made his UFC debut he had a good fight and is looking like the future of the UFC. In the game there aren't many Heavyweights and half of them are retired and aren't currently fighting. I think that having Gable Steveson in the game would make fights more interesting because he just started his UFC career, he would also be very good for a Fighter Career Mode because he is just starting in MMA in general so going through his career before it hasn't even started would just make it way better like how Career Mode should be. His current record is 4-0-0. Thank you very much!XHashweh4 days agoSeasoned Newcomer72Views1like0CommentsADD LUKE REILY INTO THE GAME!!!!
Luke Reilly is such a fun guy to watch with everything he’s fast, slick, and hits hard his style would look cool in the game and would be so much fun to play with genuinely I know a lot of people would agree to after tonight’s win to it was just amazing every fight is a war and i know it’s gonna be fun to watch so please get him in the game. Along wth hokit.z10zt7ygfka24 days agoRising Newcomer11Views1like0Comments
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