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Add Russian Language In UFC 5 | Добавьте русский язык в UFC 5
Hello. I am from Russia. I represent the largest Russian-speaking EA UFC community (Dominator MMA) in the world and have been involved in the gaming community for a while. Our community is multinational, and everyone exchanges experiences, trains, competes, and strives to improve. There is no language barrier among us, and there shouldn't be in the games either. Games are an essential part of modern life, a new form of sport. However, it may go unnoticed by Russian speakers. Your project will be incomprehensible to Russian speakers, which will complicate the development of the game as an esports discipline. We don't want this; we are eager to grow alongside your project. Therefore, we ask you, on behalf of the entire Russian-speaking community, to add the Russian language to UFC 5. The Russian language is just like any other language, with its own history, culture, values, and challenges, and its great representatives. It, like any other language, whether it's English, French, or Spanish, deserves a place in your game and should not be excluded. On Saturday, October 21st, 9 Russian-speaking fighters participated in the UFC 294 tournament card - nearly half of the entire card. Almost all of them won and made the tournament unforgettable. Please take this into account; we must move forward together without language barriers. Add the Russian language to UFC 5. Thank you. Здравствуйте. я из России. Я представляю крупнейшее русскоязычное сообщество EA UFC (Dominator MMA) в мире, участвую в жизни и развитии игр с давнего времени. Наше сообщество многонациональное, каждый обменивается друг с другом опытом, тренируется, состязается и становится лучше. У каждого из нас между собой нет языкового барьера. И в играх его не должно быть. Игры - это важная часть жизни современного человека, новый вид спорта. Но он может остаться незамеченным носителеми русского языка. Ваш проект будет непонят носителями русского языка, что усложнит становление игры как киберспортивной дисциплиной. Мы этого не хотим, мы горим желанием развиваться в ногу с вашим проектом, потому просим вас, всем русскоязычным сообществом - добавьте русский язык в UFC 5. Русский язык - такой же язык как и все остальные, со своей историей и культурой, со своими ценностями и сложностями, со своими великими представителями. Он, как и любой другой язык, будь то это английский, французский, испанский - заслуживает место в вашей игре. И не заслуживает того, чтобы его отменяли. В субботу, 21го октября в карде турнира UFC 294 приняли участие 9 русскоязычных бойцов - это почти половина всего карда. Почти все победили и сделали турнир незабываемым. Просим вас учесть это, мы должны идти вперёд все вместе без языковых барьеров, добавьте Русский язык в UFC 5. Спасибо.24KViews180likes72CommentsAn appeal to EA, from offline UFC players.
I've been playing UFC games EA UFC 2. I love these games. I've created multiple, full-show events and uploaded them to YouTube using these games. In UFC 3, it was fun. The customisation options were a step in the right direction. Obviously, Game Face isn't coming back, but even without GF, making CAFs was fun. In UFC 4, the customisation items were limited. In UFC 5, they've stagnated completely. I know this an early access version, but I am putting this out here so the UFC team can consider it. I wish there was more love shown to the community of offline fighters who play these games for immersion purposes, event mode, putting on shows, making their own universe modes, etc. The focus, as it is with most EA titles, is the online aspect... which is fine, that's the bulk of the playerbase I assume, but I feel it's much easier to appease the offline fanbase than it is the online fanbase. Think about it. Online players need constant tuning, nerfing/buffing, etc... offline players don't need that, we work with our own settings and sliders. All we simply need is more customisation opens that only need to be added once and never again. We exist in our own island, but we need stuff to play with to keep us busy until the next installment. We don't need constant updates and fixes, we don't need the team to destroy exploits like knee spam and elbow spam. We'll figure that all out with our handy dandy sliders and AI vs AI fights. The island just needs things to hold us over until the next installment, or the next content update. Give us full fighter walkouts, allow us to choose the walkouts for our CAFs to give them more personality, allow us to customise their movesets, allow us to give them coloured shorts based on their nationalities, allow us to give them championship shorts (as well as every other fighter on the roster), allow us to choose their post-fight taunts from the roster of UFC fighters instead of having to buy them with coins, give our CAFs coloured tape (red/blue) like every other fighter does. The archetypes are fine and dandy, but we shouldn't be restricted to just the moves our archetypes allow. Archetypes, for offline CAFs, should be used as a foundation, not the entire fighter's identity. I commend the UFC team for their work on this franchise. The UFC is a hard franchise to tackle, as the sport is very unpredictable and things change literally by the week. But a lot of features we had in UFC 3, have been removed for us offline players, and we'd just like these features added back in... or at least a solid explanation as to why they aren't in the game, an explanation that doesn't ostracise us such as "it's for the online modes". I've seen what other offline-primary players have said on this forum, and I concur with them. Hopefully, our 3 years of speaking up will pay off. If it doesn't, perhaps another MMA simulator will come along and satisfy our needs.1.6KViews11likes13CommentsCareer mode attribute bug.
Product: UFC 5 Platform:Xbox Series X Summarize your bug After a fight on career mode, all of my attributes have been demoted like I've got an injury and I have to spend all of my evolution points to get some of the attirbutes back. How often does the bug occur? Every time (100%) Steps: How can we find the bug ourselves? Play career mode and have a fight. What happens when the bug occurs? Attribute points get removed so your fighter is a 1 star fighter. What do you expect to see? This fixed, was enjoying this game, but now I've had to stop playing it. Career mode game braking bug.Solved2.3KViews10likes50CommentsUFC 5 CAF customization options
Can we some more customization options for CAFS. Seems like everything was just recycled from ufc 4 and we went backwards. And I don't mean more outfits and those cosmetics nobody cares about. More custom options for creating fighters appearance, style and moves. Maybe have a spot where you put their record. Even little changes will add to CAF [CM - Edited title for clarity]6.1KViews10likes72CommentsUFC 5 - April Gameplay Updates
BIG ROSTER UPDATES COMING TO UFC 5 THIS SPRING A significant roster update and gameplay adjustments arrive on April 4 IT’S TIME! At launch, we committed to you that we would work to get as many ranked and fan-favorite fighters into EA SPORTS UFC 5 as swiftly as possible. Since launch, we have added 11 new fighters to the game, and over the next three months, we will be significantly increasing the roster updates based on your feedback. Between April and June, we will introduce over 30 additional fighters to EA SPORTS UFC 5 and will reach 98% parity with the current UFC Top 10 Athlete Rankings - this marks the most substantial post-launch roster expansion in EA SPORTS UFC history. Every additional rostered fighter will be available for FREE with each update. Our first significant roster update is on April 4, ahead of UFC 300, followed by subsequent additions in May and June. With this week’s update we will be adding 9 additional rostered fighters, from the surging newcomer, Diego Lopes and his explosive submissions to the highly anticipated addition of Geoff “Handz of Steel” Neal and his fight-ending strikes. There has never been a better time for you to enter the Octagon and experience these exciting new additions to the roster. Here are the rostered fighters coming soon to UFC 5: April 4 Movsar Evloev (#5 FEATHERWEIGHT) Brendan Allen (#6 MW) Marina Rodriguez (#6 WSW) Muhammad Mokaev (#7 FLYWEIGHT) Serghei Spivac (#9 HW) Geoff Neal (#10 WW) Umar Nurmagomedov (#10 BW) Tracy Cortez (#11 WFW) Diego Lopes *Late April Matheus Nicolau (#5 FLYWEIGHT) Virna Jandiroba (#5 WSW) Manel Kape (#6 FLYWEIGHT) Natalia Silva (#8 WFW) Nassourdine Imavov (#8 MW) Marcin Tybura (#8 HW) Stephen Erceg (#10 FLYWEIGHT) “MVP” Michael Page (#13 WW) Drew Dober (#15 LW) *May Roman Dolidze (#9 MW) Benoît Saint Denis (#11 LW) Anthony Hernandez (#12 MW) *June Pannie Kianzad (#9 WBW) Loopy Godínez (#10 WSW) Norma Dumont (#11 WBW) Tagir Ulanbekov (#12 FLYWEIGHT) Alexandr Romanov (#13 HW) Mario Bautista (#13 BW) Chris Curtis (#14 MW) Jonathan Martinez (#14 BW) Caio Borralho (#15 MW) Kayla Harrison Michel Pereira Joaquin Buckley (#11 WW) Randy Brown *The exact timing of fighter additions is subject to change Please Note: After incorporating these additional fighters, we intend to return to our normal update cadence of introducing 2-3 fighters with each patch and ensuring that the in-game roster remains up-to-date with the current UFC Athlete Rankings. Let’s delve into the noteworthy gameplay updates. We’ve tuned stamina recovery between rounds, adjusted evasion properties while ducking, and re-balanced the speed and power for various strike types. The grappling and ground game has been updated with notable changes to the range and speed of double and single-leg takedown entries and we have increased the short-term stamina cost for muscle-modified transitions, among a slew of other adjustments that you can check out below. Please keep the feedback coming because we will continue to bring you more gameplay balance updates in the future. Here are all the details and everything you can expect from Patch 1.07 on April 4: PATCH LAUNCH DATE/TIME AND LAUNCH DOWNTIME April 4, 2024, at 10 am PT / Launch Downtime: None NEW FIGHTERS Movsar Evloev (#5 FEATHERWEIGHT) Brendan Allen (#6 MW) Marina Rodriguez (#6 WSW) Muhammad Mokaev (#7 FLYWEIGHT) Serghei Spivac (#8 HW) Geoff Neal (#10 WW) Umar Nurmagomedov (#10 BW) Tracy Cortez (#10 WFW) Diego Lopes UFC 300 FIGHT WEEK CHALLENGES AND NEW ALTER EGOS These will be added on April 9, 2024, at 10 am PT STRIKING Reduced Stamina recovery between rounds by around 20%. After the previous increases in stamina cost for blocked, missed, and evaded strikes, we saw that stamina seemed to be in a good place at the end of the first round, but that fighters could recover too much going into round two. This new reduction to the recovery between rounds hits the recovery going into the second round the hardest and should also make a noticeable difference across many rounds, for fights that go the distance. (Despite being listed in the striking section, this change applies to between-rounds stamina recovery as a whole, not just from striking.) Improved the evasive properties of the stationary duck. Its start-up has been reduced by 1 frame. This is when a lot of motion happens, as the fighter lowers their head. It should reduce cases of strikes unnaturally aiming down at the opponent’s jaw as they duck already quite low. And this will particularly benefit shorter fighters. When fighters have the same height or are taller than the opponent, this new extra frame won’t benefit them as much, though it’ll still help. The punches will no longer go down to their chin and will instead hit the top of their head, keeping a plausible arc. This will deal a lot less damage and won’t cause a hit stun. This mitigation mechanic isn’t new but wasn’t coming into play much, given the previous tuning of the evasion frames themselves. Improved the evasive properties of advancing and retreating ducks. This change had a similar purpose but different details. In the case of these ducks mixed with footwork, the issue wasn’t the start-up time to their evasion window, but that the evasion window had a gap in the middle of it. That happened right when your head was very low. We have closed this gap and now these moving ducks should behave as one would expect. No more roundhouses tracking your head super low as you retreat with a duck. Slowed down the haymaker execution. The execution means how long it takes from starting the attack to landing it. These are the fastest values. Fighters who are slower or from heavier weight classes take more frames to make contact with the opponent. Even considering its shorter range, the haymaker was a little too fast related to the overhand. Execution from 22 to 24 frames. Sped-up the execution of the rear overhand. With both this and the haymaker’s change, the overhand will become only 2 frames slower and continue to have a longer range. Execution from 28 to 26 frames. Increased the slap’s base damage and damage scaling and sped up its execution. The slap was unnecessarily slow and didn’t have any power scaling to increase its damage based on punch power. Now it should hit more than twice as hard and be significantly faster. Let’s see who can score some slap KOs! Base Damage from 5 to 7.5 Damage Scaling from 0% to 65% Execution from 32 to 26 frames Increased the stopping power of all leg kicks. Stopping power means how early in the opponent’s strike’s execution you need to hit them to interrupt them. The higher the stopping power of your strike, the later you can afford to hit the opponent and still interrupt them. Lead and Rear Leg Kicks = 20% to 30% Lead and Rear Calf Kicks = 40% to 50% Lead Side Kick to the Leg and Oblique Kick = 60% to 80% Made the cartwheel kick and the rolling thunder much easier to counter after blocking them. There is now ample time to punish these kicks after blocking them. However, timing your inputs and selecting the proper strikes with which to counter can still prove challenging, as the animations for getting after throwing the kick can naturally keep the head or torso out of reach. We recommend experimenting with potential counters in practice mode. You might be surprised! Reduced the cartwheel kick’s block stun by 10 frames. Increased the time it takes to block after landing the cartwheel kick by 16 frames. Reduced the rolling thunder’s block stun by 30 frames. Increased the time it takes to block after landing a rolling thunder by 14 frames. Increased rolling thunder’s base damage from 35 to 45. It is now much riskier and isn’t as nimble and evasive as the cartwheel kick. So it now deserves an increased reward to make up for the added risk. Increased rear hook kick’s base damage from 40 to 45. Its main benefits are being safe on block and conceding less vulnerability than a roundhouse. But, considering how slow it is, we figured its damage could rise closer to the roundhouse damage (50). Increased the lead and rear jumping switch kicks block bleedthrough from 30% to 40%. The block bleedthrough means the damage percentage that goes through the block even if the block meter is full. This is the main purpose of this kick, in comparison to the regular roundhouses. The trade-offs are being slower and less combo-friendly. Increased the tornado kick base damage and block bleedthrough. As a very slow kick, it should hit harder and should make opponents care more about dodging the kick instead of merely blocking. Base Damage from 50 to 52.5. Block Bleedthrough from 30% to 40%. Increased the 720 Spinning Kick (O’Malley Kick) base damage and block bleedthrough. This is a similar case to that of the tornado kick, except the 720 kick is even slower, and blocking them should be a terrible idea. Base Damage from 55 to 57.5 (the new highest base damage). Block Bleedthrough from 50% to 70%. Sped up the lead front kick’s execution. This should make it compete with the rear front kick, especially when advancing. Standing Execution from 28 to 26 frames Advancing Execution from 34 to 28 frames Reduced the rear front kick’s base damage and slowed down its advancing execution This kick has been a thorn in many players’ sides - or rather, chin. Its damage is a bit high for how fast it is. And the advancing version should be slower, to be more in line with other rear advancing kicks. Its lead version should now be preferable when advancing. Base Damage from 35 to 32.5. Advancing Execution from 30 to 34. Increased the lead side kick’s base damage and sped up its execution. The side kicks are similar to the front kicks but safer and less explosive. Despite the lead side kick bright sides, we figured its speed and power should be closer to the front kick’s and hopefully make it a more equally appealing option. Base Damage from 25 to 27.5 Standing Execution 26 to 24. Advancing Execution 32 to 28. Increased the rear side kick’s base damage. The rear version of the side kick didn’t need as many buffs as the lead one to be more competitive in relation to the front kicks. This damage buff should make it a great option for causing and aggravating nose injuries, as the side kicks enjoy a similar buff to that of elbows and knees, against facial injuries. Base Damage from 20 to 32.5. Fixed a rare issue that could cause strikes or takedowns to mix against forward lunges performed after a series of lunges in other directions. Tuned visual damage to match doctor check results more authentically and intuitively. Cuts will now only reach maximum bleeding when the cut damage is maxed out. Visual swelling will be more limited until the swelling damage is maxed out. This should create a clearer distinction between when eyes are almost swollen and when they are. These changes should result in fewer instances of “just rub some dirt on it” moments - when it looks like it should be a stoppage but the doctor lets the action continue. Removed reduction of visual swelling after fighters are treated by cutmen, such as when going into a new round or the official decision. For instance, eyes should now remain swollen shut when going into the Bruce Buffer announcement of a doctor stoppage TKO. GRAPPLING Significantly increased the range and speed of double legs and single legs. These takedowns, especially the double legs, felt like they didn’t grab the opponent from far enough. They also had several “dead frames” at their beginning, which we could shave off to make them feel much smoother and more responsive. It should now be much more viable to shoot on opponents before they walk away, as well as timing your shots against incoming strikes or after the opponent misses. Allowed the single leg to morph into the low single leg when the opponent walks out of range. This change should further help with the issue of takedown range. Fixed an issue that made double legs often miss when used from combos. They would almost always miss even from close range. Now their behavior in combos should match that of when used as a single action. Increased the short-term stamina cost of muscle-modified transitions by 50%. We had halved the cost in the December patch. It was a change that helped with the problem of some positions in the ground game being too easy to hold. However, the cost reduction went too far, and escaping from positions such as side control is reportedly too easy, now. So, we’re bringing the cost to a value in between the launch and the December patch costs. These are the multipliers that apply to the short-term stamina cost of the transitions. Please note that there is still a long-term stamina cost multiplier on top of these, which we haven’t changed. Launch Value = x 5 December Patch Value = x 2.5 New value = x 3.25 Allowed Single Under Escapes to interrupt the dominant fighter’s elbows. It was possible to throw the elbows continuously and guarantee that one would land “for free” when the opponent escaped, regardless of how they timed the escape. Made the AI’s ground-and-pound strike selection more unpredictable. It should now mix hooks and straights more equally and use elbows more rarely. Furthermore, elbows can now be used as the first or second strike in the combos, although rarely. Lowered the chances of the AI posturing up from full guard and half guard. The AI was attempting these postures too frequently, making the posture attempts predictable and easy to deny, as well as making the ground and pound from these riskier positions easy to reverse. It should now be relatively more likely to pursue ground and pound from more dominant and stable positions. MISC. ADDITIONS AND UPDATES Added Aljamain Sterling to Featherweight Career Mode Longevity Attribute decay will now be affected by the chosen Fighter Style and the overall impact has been reduced. Career Mode Fitness has been increased to allow users to get to Peak Fitness faster. Enabled vanity preview within the Punch Card when accessed from the main menu option Updated walkout commentary for over 30 fighters New vanity rewards added ****** UFC 5 Extended Roster and Gameplay Updates - EA SPORTSEA_Mako10 months agoCommunity Manager2.4KViews10likes14CommentsChampion trunks
For the love of god please let us choose to wear champion trunks again for every fighter, instead of having to wait for weeks for you to bother changing it yourself. And so we can finally do proper custom events again. And, if possible, allow us to choose the type of trunks so it's in line with what the fighters actually wear instead of a fixed one.2.1KViews8likes35CommentsMajor latency issues makes the game unplayable
As it was in the beta there is huge game ruining latency issues. Like the game isn't registering inputs till a literal second and a half after the button is pressed.its happening to me in every other match. I can even tell when it's happening to my opponent. This makes the game unplayable and just straight up not fun. Why was this not fixed since the beta there's no way this went unnoticed. This happens in all aspects of the game. Stand up, striking, movment,transitions,denials, and ground n pound on the series x. Had a party of 15 people and we all had the experience at some Point during play.2.4KViews8likes53CommentsAdd an option to disable Longevity in career mode
Product: UFC 5 Platform:Xbox Series X What area of the service are you experiencing an issue with? General Feedback How often does the bug occur? Every time (100%) Summarize your bug Please add an option to turn off the Longevity in career mode and let us play with out characters for as long as we want, we been asking for this option for many years and it would make the career mode so much more interesting if we can just keep on playing. Please add an option to turn off the Longevity in career mode and let us play with out characters for as long as we want, we been asking for this option for many years and it would make the career mode so much more interesting if we can just keep on playing. Now adding onto that but optional: 1. An option to Retire manually when we want 2. An option to Unretire and make a comeback 3. An option to manually move up and down in weight classes 4. An option to sim while in retirement so we are like 2 years later when we unretire to make a comeback These all would make for interesting role playing stories when we do streams telling the story of a fighter who around 40 retires but makes a comeback at age 42. You can do all sorts of fun things having these options. You guys added all these nice tuning options to let the game play as we want at least let us turn off the Longevity in career mode because it is seriously missing and we been asking for that for so long.patrickb19732 years agoNew Hotshot2.6KViews7likes13CommentsUFC 5 Community Roadmap
Hey UFC fans, Here's a brief look at what you can expect to see over the next couple months as we approach launch on October 27! What are you most looking forward to learning about? INDEX UFC 5 First Look | Gameplay & Features - Answer HQ UFC 5 Official Gameplay Trailer | Deep Dive ft. Martial Mind - Answer HQ (ea.com) | Deep Dive Gameplay Blog UFC 5 Official Presentation Trailer | Deep Dive ft. ImUhBoxer - Answer HQ (ea.com) | Presentation Deep Dive Blog UFC 5 Official Game Modes Trailer | Deep Dive ft. Bayliun - Answer HQ (ea.com) | Game Modes Deep Dive BlogEA_Mako2 years agoCommunity Manager1.9KViews7likes10CommentsWelcome to the UFC 5 boards!
Hey UFC fans! Looking for a place to chat about UFC with other players? Trying to find more information about UFC 5? Just need some technical help with the game? You're in the right place! For the latest information on UFC 5, be sure to check out our news feed here: UFC 5 - News - EA SPORTS Index Pre-order information: UFC 5 - Buy Page - EA SPORTS Store Pages: Xbox Series X|S | PlayStation 5 Gameplay details: UFC 5 - Gameplay - EA SPORTS Features and modes: UFC 5 - Features - EA SPORTS Tips & Tricks page: EA SPORTS UFC 5: Tips & Tricks Beginner guide: EA SPORTS UFC 5: Beginner Tips Game Updates Changes since Closed Beta: EA SPORTS UFC 5: Changes since the Closed Beta For members of the press or content creators, you can check out the following links: PR Contacts EA Creator Network. How to request permission to use EA content If you're new to EA Forums, you can find some information on how to navigate and post in our Getting Started guide! By using EA Forums you are agreeing to abide by our posting rules and guidelines, so be sure to check them out before posting!EA_Mako2 years agoCommunity Manager2.2KViews7likes0CommentsThanks for the evolution of the game
Hello @EA_Mako Just to give you feedback Of course there will always be things to improve in terms of gameplay. As has already been said, I find that it would be necessary to add some variations of submission types. I am mainly focused on the roster and although I thank you very much for all the additions of important fighters in recent months, I find that there are still about 5 important fighters missing per weight category. On the other hand, I wanted to salute your work over the last few months where all the elements of gameplay improvement. I find that the progress of the game in one year is spectacular and that the playful and simulation aspect is much better than when the game was released. So thank you, I hope you continue to improve the game and add to the roster A player satisfied with the evolution of the game 😌 it's sometimes also good to take the time to say positive things on a forumpvsa5w3zr2id4 months agoSeasoned Adventurer248Views7likes1CommentOffline Career Longevity
As a new player, at first I liked the idea of the longevity feature because it's realistic. However, it doesn't work properly at all! Sometimes I lose way too much longevity although I barely get a bruise in a fight. It's extremely punishing for no reason. What's even more annoying is that I grinded with all the trainings, marketing, leveling up my fighter, etc... but I had to retire in prime during my early 30s with low-medium damage received per match while fighters like The Korean Zombie and Max Holloway were still active in their 50s in my career mode. This is ridiculous and not "as real as it gets". I see two logical solutions. 1- Let the players turn it on or off. 2- In any case, players shouldn't have to retire as soon as their longevity hits zero. Instead, the fighter's attributes and skills, especially cardio and power attributes, should go down over time after longevity hits zero. Just like in real life. I mean, how did nobody think about it when you were developing the game?? This is so obvious. I hope changes will be made because I genuinely don't want to play the game anymore after what happened.Solved7.2KViews6likes20CommentsGround Game tips to help the ground haters
Tips for all the ppl who seem to not understand how it works. So number one is switch to legacy controls. Number two, don't keep trying the same transition over and over. Number three, mix punches and transition feints from the bottom in until you get full GA then go for it but don't blow your stamina getting there. Number four, don't use long animation feints ie under hook sit up in half guard or posture up from any postion to feint..best feints are left, right, or down from guard. Full guard feint from half to set up back take or sit up sweep.. Number five, spend time in practice learning the lt rt counters on the ground for instant sub positions on top and the lt rt lb takedown defense to land in a sub. Or lt rt rb to throw your opponent from the TD. Number six, quit panicking when you get taken down..stay calm and know they have a 90% chance of faking left or right in full guard to pass..if they posture up they can't pass your guard if your stam is good so don't panic and start swaying a bunch. Also if they lose the stam advantage while postured up for gnp rb will give you an option on right stick forn instant get ups from guard or back side posture. Other positions will allow you to escape back to a more defensive position. Number seven, learn to hold the submission position with rt and left or right when in offense..practice it with a friend, it makes a lot of difference. Like rb and up to block subs. Number eight, use your stamina struggle in subs on offense or defense. Be clever with your timing. Also certain transitions instantly let you out of subs when they go for them. Like the full guard guillotine escape.. Number nine, learn the muscle modifier to escape half guard without being countered. Number ten, don't forget about your rb down transitions. From sub offense or rt down on defense when you've been taking down with a guillotine. Number eleven, if guillotined. A Lot of fighters can counter to von flue with LT and away from the opponent. Same for heel hooks. Number twelve, if you don't want to get taken down don't try to have crazy forward pressure because you're setting yourself up. Control your range and find uppercuts. Number thirteen, guillotined and flying subs standing are countered just by holding RT. Number fourteen, when in guard the best chance to take a back comes from feinting down for armbar a few times then going to the back with modifier and left or right. This has a higher percentage for me in like 70% of my fights I get this.. Number fifteen, RNC is the most dominant position. Get here and end fights easy. And remember just like in real life. You're going to end up in bad positions, sometimes through no fault of your own..just roll with the punches..in currently over 850 wins with less than 150 losses. It just takes time to feel out the ground and dominate your opponents. Good luck and if anyone wants or needs help on xb hit me up.309Views6likes1CommentNo dynamics in grappling
Hello. First of all I want to say thanks for the changes to the striking it looks a lot better. We have the problem of a non-dynamic ground game interferes too much and slows down the game. Takedowns have become easier and given the lack of dynamics in transitions on the ground and the slow development of grappling advantages, most often the fight on the ground looks like a series of endless fakes and blocks of transitions and fussing in 1-2 positions. This aspect of the game is incredibly boring and slow. Please make some changes. I really hope for you @EA_Makoplease make any changes to this process in the next patch614Views6likes23CommentsStamina/spam fix
Hi. PLease make some change in stamina. Last change make stamina better, thank you. But it's not enough. 1)We still don`t have any penalty for long combination. We shoud have that panalty, the more hit in a combination, the more damage to a missed blow should be and the more stamina each next blow should consume. 2)Body hit don't do damage and doesn't hit stamina sensitive 3)We don't have penalty for submission, it's too easy to make them. Pls bo some penalty for itr. Penalty on stamina or bigger frame for denied @EA_Mako pls try to do something with that262Views6likes1CommentUFC 6 WISHLIST 🔥😱📈
UFC 6 WISHLIST ‼️ 1. Visual Part + Add other judges + Ragdoll knockouts, as in UFC 1,2 + Mouth guard departure, at knockdown + Ability to control the camera in Replay + TV camera, with different angles and 90's camera style + Add a REAL Staredown in Octagon, with the Referee and Bruce Buffer, as it was in UFC 1-4. (Screenshot) + Add Russian and Spanish language 🇷🇺🇪🇸 + Exit of a fighter with the Flag of the country + Bring back normal colorway in the fight 🌈 + Pride mode with Boxing Ring 🥊 + Add Bloods on Pants + Ultimate Team, as in UFC 2 2. Control Button + L3 for random Taunts, as it was in UFC 2 + ⬆️⬇️➡️⬅️ For modifications Punch and Kicks or Fake Punch and Kicks. + Give an option to pick what control set up you'd like to use 3. CAF + New Body (like Kevin Randleman) + New Tattoos + New Mouth guard + New Face 4. Career Mode + Career mode, throw back to Fight Night round 3. + Bring back those hard training sessions like UFC 3. + Possibility to choose a line of conduct at a press conference. 5. Store + Open all clothing in Store, like it was in UFC 4 Mask: Dragon, T-Rex, Bat, Shark, Gorilla, Bigfoot, Bee, Rat, Spider, Mascot, Rabbit Outfit: Businnes Suit, Farmer Suit, Diver Suit, Biker Suit, Deep-sea diver, Jeans Pants, Denim Overalls, Classic Costume, Headband (Like Adesanya Original) Gentelmen Hats, Pirate Hat, Orange Prisoner Suit Also: Sunglasses, Caps, Bandana’s, Diving Mask, 6. Other + Bruce Buffer's jacket change, (randomly or tied to the arena) + Bring back Joe Rogan Commentary + Possibility to hit a Referee + Power Slap Mode + BMF Belt ☠️ + Game face + PC Version 🖥️ * This is not the final version, write your wishes in the comments9.6KViews6likes25Comments