UFC 6 General Fixes
Alright, the game has released and there are enough consistent complaints floating around here, the EA Forums, and the subreddit that it makes sense to compile them in one place. The striking improvements are genuinely the best the series has had. Fighter differentiation is real this time in ways it hasn't been before, the parry system has teeth, and body work actually matters now. That stuff deserves credit.
But there's a legitimate list of bugs and balance issues that need addressing before this cycle ends, so here it is organized by category. If the devs are reading, hopefully this saves time sorting through fifty individual threads.
Controls and Input
There are actually two separate controller issues getting conflated in a lot of threads so it's worth separating them.
The first is that there's no dedicated layout toggle for switch versus orthodox stance assignments. Players who fight southpaw or who switch regularly need a specific option that maps lead and rear hand commands to a consistent layout regardless of stance.
The second is that there IS a setting meant to keep lead and rear hand inputs orthodox regardless of stance and it is simply bugged. Right now this new feature isn't available online. It doesn't do what it says. The inputs swap when you switch stances anyway. Multiple people have reported this and it needs a proper fix, not a workaround.
On top of both of those, a chunk of the community wants legacy control toggles back. Specifically an option to revert to the UFC 5 body and leg kick input layout and the older button combo for spinning attacks. Not everyone wants to relearn muscle memory they've had baked in for years. Give people the option and let them choose.
Leg Damage and Stance Switching
This has been a complaint across multiple games now and it still isn't fixed. Landing leg kicks and building damage does nothing if the opponent can switch stances and immediately stop limping. Leg damage should persist through stance switches because the damage happened to the leg, not the stance. It's a small thing but it breaks immersion and removes real strategic value from committing to leg targeting across three rounds.
Clinch Strikes
Clinch strikes are still inconsistent. There are situations where an opponent blocks low, the strike should land, and the game fires an auto-escape instead. It's been reported in multiple threads and it's not a fringe case. It happens often enough that people are actively avoiding clinch work in competitive play because the outcomes feel random. That's a real problem for a system that's supposed to reward positional control.
Grappling and Ground Game
Referees in real MMA almost never stand fighters up from back control. It's one of the most dominant positions in the sport and refs give it extended time because there's legitimate danger to the bottom fighter at all times. The game's stand-up timer for back sitting is noticeably short compared to what would happen in an actual fight and the grappling community has been vocal about it. This is a pure value change.
The cage seated position was the headline grappling addition for UFC 6. It needs to be a selectable starting position in Practice Mode. It should have been there at launch.
Fighter-specific grappling also needs attention. Ken Shamrock should have leg locks available, especially from top full guard. That's his entire identity as a fighter and a pioneer of the sport and it's a glaring omission. Joshua Van's backpack position also needs to be in the game. Anyone who watched his RNC attempt against Tatsuro Taira knows that spot is as signature as it gets for him. These aren't requests for new mechanics across the board. They're asking for accuracy on specific fighters who are already in the game.
Flow State Visuals and Hitsparks
The Flow State mechanic itself is fine and most people understand the logic behind rewarding offensive momentum. The visual execution is where it falls apart for a big part of the player base. The black and white screen tint, the muffled audio, the impact effects during activation all make sim players feel like they've loaded into Tekken. There's a dedicated thread on the EA Forums with consistent support asking for a toggle to disable this. The mechanic can stay. The visual and audio presentation just needs to be something players can turn off in settings, especially in Simulation mode where it clashes the hardest.
The hitspark effect is worth calling out separately because it's a different complaint from the Flow State visuals. The white flash on blocks and regular strikes during normal exchanges, not just during Flow State, is drawing a lot of heat from the sim crowd. A toggle for hitsparks independent of the Flow State settings would address both issues without touching the underlying mechanics.
Venue Lighting + Sphere
The venue lighting is a separate issue that's not getting talked about as much as it should. A lot of arenas in the game have a uniform blue tint that washes out the visual presentation and ignores how those venues actually look in real life. Each arena has its own lighting character and the game is flattening all of it into the same wash. It's a presentation thing but this series markets itself on realism and the venues are a big part of that.
Plus Sphere Arena has been removed. Please add it back it was awesome.
PS5 Performance
This one is serious enough that it needs to be near the top of the priority list. There are widespread reports of severe frame drops, lag, and actual console overheating occurring in the Main Menu, the Gym, and the Create-A-Fighter screens. Not during gameplay. In the menus. That's not a minor optimization issue, that's something fundamentally wrong with how those screens are rendering and it needs urgent attention before it causes hardware problems for people.
Online Issues
The white screen crash is the biggest one. Matches load into an empty octagon or a white screen and force you to quit, which hands you a loss penalty in ranked. This has been known long enough now that it needs to be a priority fix. Getting penalized for a crash you had no part in causing is one of the worst experiences you can give players in a competitive mode.
The ranked menu also has "Look for Opponent" buried instead of sitting at the top of the list. Small thing but it's unnecessary friction every single time someone finishes a match and wants to queue again. It should be the first option.
Post-fight screen music cutting out when you return to the main lobby instead of carrying over is a minor audio thing but it comes up consistently enough to be worth mentioning.
Roster
The star rating system is getting roasted on the feedback board and honestly it's deserved. Fighters who aren't ranked are showing up as 4.5 stars while ranked contenders sit at 4. The 100-scale overall system every other EA Sports title uses is cleaner, communicates something meaningful, and is what the community is used to. Going back to it would be a straightforward win. There should be more 4 star and below fighers.
Several fighters are locked to a single weight class when they competed in multiple in real life. Conor McGregor and Jon Jones are the names coming up the most. Even if it's cosmetic second-division access without creating separate roster slots, the community wants the history represented.
The removal of PRIDE and Zuffa-era legends is also generating real frustration. Licensing may be driving some of it but the community deserves some clarity on what happened there rather than just noticing the absences.
There are also meaningful gaps in the current ranked roster. Fighters who are active and ranked right now are missing and with how deep the sport's roster has gotten those gaps are more visible than they used to be.