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johnmangala's avatar
johnmangala
Rising Traveler
1 month ago

UFC 6's Grappling can be FIXED with PATCHES

UFC Grappling Patch Tunings

Below are 6 changes that can greatly improve grappling without actually overhauling it. This my second version of this that is more achievable and realistic as patch changes. Please consider these as they would greatly make the game more action packed and oriented.

1. Denial Limit Per Position

This is the single most requested ground game fix across every community — Operation Sports, EA Forums, Reddit, all of them. Right now, the bottom player can deny transitions infinitely as long as they have stamina. There is no cap. A competent defender can stall out an entire round from bottom by reading the same two-direction guessing game over and over.

The fix: give each position a finite number of denials before a transition forces through. Something in the range of 3-4 denials per position before the next attempt is undeniable. UFC Undisputed 3 did this and it's the reason that game's ground game is still referenced as the standard over a decade later. This doesn't remove the skill of denial — you still need to read the direction correctly — but it puts a timer on passivity. The bottom player has to start thinking about when to spend their denials and when to give up a position to reset the count in a better spot. That's strategy. That's grappling.

This is purely a system rule change. No new animations. No new inputs. Just a counter that resets when the position changes.

2. Remove Post-Denial Recovery Delay for the Attacker

Currently, when the top player gets denied, there's a recovery window where they can't attempt another transition. The attacker gets punished for being aggressive. This is backwards. In real grappling, a denial doesn't freeze the top player — it flows right back into another attempt, a different angle, a fake, or a strike. The current system turns the ground into a turn-based game where you attempt, get denied, wait, attempt, get denied, wait.

The fix: reduce or eliminate the lockout window after a denied transition so the attacker can immediately chain into another attempt or a fake. The defender already got rewarded — they stuffed the transition. They shouldn't also get a free window where the top player is frozen. This single change, combined with the denial limit, would transform the ground game's pacing from slow and procedural to fast and scrambly without touching a single animation.

3. Stamina-Gated Denial — No Denials Below a Threshold

If a fighter is completely gassed on the ground, they should not be able to stuff transitions. Period. Right now stamina affects the speed and cost of transitions, but a fighter running on fumes can still perfectly deny if they read the direction. That's not realistic and it's not fun.

The fix: below a certain stamina threshold (something like 15-20%), denials are disabled entirely. Transitions go through regardless of input. This creates a real consequence for gassing out on the bottom and gives the top player a clear payoff for grinding down their opponent's tank. It also discourages the lay-and-pray stalling problem from the other side — if you're on top doing nothing and your own stamina craters, the bottom player can now escape freely.

4. Grappling Stats Need to Actually Affect Frame Data

One of the most consistent complaints across forums is that a 95 grappling fighter and a 70 grappling fighter feel almost identical on the ground. Transition speed, denial windows, and recovery times don't scale meaningfully with attributes. A Khabib should feel categorically different from a Conor on the ground, and right now the difference is marginal.

The fix: widen the attribute scaling on transition startup frames, denial windows, and recovery times. A high-grappling fighter should have faster transitions, wider denial windows, and shorter recovery after getting stuffed. A low-grappling fighter should have noticeably slower transitions and tighter denial windows. This doesn't require any new system — the attribute hooks already exist in the code. The scaling just needs to be more aggressive so the ratings actually matter. When someone picks Makhachev, the ground should feel like his domain. When someone picks Holloway, it should feel like quicksand.

5. Increase Ground and Pound Damage to Force Action

Right now GnP damage is low enough that a bottom player can eat shots while focusing entirely on denial timing without meaningful consequence. There's no urgency. In a real fight, getting hit on the bottom forces you to shell up, give up frames to protect yourself, and creates openings for the top player to advance or submit. The current damage values don't create that pressure.

The fix: increase GnP damage values, particularly from dominant positions like mount and side control. This creates a forcing function — the bottom player has to choose between focusing on denials or protecting themselves from damage, and they can't optimally do both. That tension is what makes real ground fighting exciting. It also makes top position feel rewarding, which directly combats the "ground game is just a stamina race" criticism.


6. Major Transitions (Chained Doubles Using Existing Animations)

This one sounds bigger than it is. A Major Transition is simply two existing transitions chained back-to-back as a single committed attempt. For example: from Full Guard top, a Major Transition to Mount would play the existing pass-to-Half-Guard animation followed immediately by the existing Half-Guard-to-Mount animation, with the frame timing adjusted to speed through the intermediate position.

The tradeoff: Major Transitions are harder to land (require more grapple advantage, cost more stamina, or have a tighter input window), but they skip a position if successful. If denied at any point during the chain, the attacker eats a bigger stamina penalty than a normal failed transition. High risk, high reward.

This requires zero new animations. It's purely a system-level chaining of existing transitions with adjusted frame timing and stamina costs. But it would add an entire new layer of decision-making to the ground game — do I take the safe single advance, or do I commit to the major transition and try to skip straight to a dominant position?

2 Replies

  • johnmangala's avatar
    johnmangala
    Rising Traveler
    1 month ago

    Refined Changes top vs bottom balance-

    Below are 6 changes that can greatly improve grappling without actually overhauling it. This is my second version, more achievable and realistic as patch changes. Hope the devs do something during this patch cycle. Don't make us wait another 3 years for grappling changes.

    1. Denial Limit Per Position — Applies to Both Sides
    Right now the bottom player can deny transitions indefinitely, which is the most common complaint across every community. But the fix shouldn't just be a cap on the bottom player's denials. It should apply to both sides, scaled by grappling attributes.

    Every player — top or bottom — gets a finite number of denials per position before the next attempt forces through. The count available to each player scales with their defensive grappling rating. A high-grappling bottom fighter like Oliveira gets more denials before a transition forces through. A low-grappling bottom fighter like Conor hits his cap fast. The same logic applies to the top player denying sweeps and reversals — a low-grappling top fighter like Gaethje will run out of denial budget when Oliveira starts working for reversals, while Khabib can stuff sweeps all night.

    This is a system rule change. No new animations. No new inputs. Just a counter on both sides that resets when the position changes and scales with the relevant defensive grappling attribute.

    2. Remove Post-Denial Recovery Delay — Applies to Both the Attacker and the Escaper
    Currently when the top player gets denied, there's a lockout window before they can attempt again. The attacker gets punished for being aggressive. But the same problem exists on the other side — when a bottom player's sweep or getup attempt gets stuffed, they're also frozen.

    The fix is the same for both: reduce or eliminate the recovery lockout after any failed attempt, regardless of who is initiating. The person who got denied already got their reward — they stuffed the attempt. They shouldn't also get a free window where the other person is frozen. A top player denied on a transition should be able to immediately try another angle, fake, or GnP. A bottom player denied on a sweep should be able to immediately try another direction, feint, or sub entry.

    Combined with the denial limit in point one, this makes the ground feel like a live scramble rather than a turn-based exchange, for both players.

    3. Stamina-Gated Denial — Both Sides Lose Denials When Gassed
    Right now stamina affects transition cost, but a completely gassed fighter can still perfectly deny by reading direction. That needs to change on both sides of the position.

    Below a certain stamina threshold — roughly 15-20% — denial ability is disabled entirely. Transitions and reversals go through regardless of input. A gassed Conor on the bottom can't stuff Khabib's advances. A gassed Gaethje on the top can't deny Oliveira's sweeps. This creates a real consequence for letting your stamina crater on either side of a grappling exchange and directly rewards the fighter who managed their output better.

    It also punishes passive play from both ends — stalling on bottom bleeds your stamina and eventually makes you helpless against advances; stalling on top without actively working means your own stamina drops, and a skilled bottom fighter will start escaping for free.

    4. Grappling Stats Need to Affect Frame Data — For All Positions, Not Just Top
    A 95 grappling fighter and a 70 grappling fighter feel nearly identical on the ground regardless of who's on top or bottom. Transition speed, denial windows, and recovery times don't scale meaningfully with attributes from either position.

    The fix is to widen the attribute scaling across the board. High grappling on top means faster transitions, wider denial windows against sweeps, shorter recovery after getting stuffed. High grappling on the bottom means faster sweep startup, tighter sub entry windows that are harder to see coming, and faster getup speed. Low grappling in any position means slower attempts and tighter denial windows.

    This is what makes Khabib-vs-Conor feel oppressive — not that top is inherently stronger, but that Khabib's top game attributes versus Conor's bottom game attributes create a massive gap. It's also what makes Gaethje-vs-Oliveira feel dangerous for Gaethje on top — Oliveira's bottom game attributes versus Gaethje's submission defense create a gap in the other direction. The system is neutral. The ratings do the work.

    5. GnP Damage Up, Sub Threat From Bottom Up — Both Force Action
    Right now GnP damage is low enough that the bottom player can eat shots and focus entirely on denial timing without urgency. There's no pressure. The fix for that is to increase GnP damage from dominant positions. But you can't do that without also increasing the submission threat from the bottom, or you've just made top position a place where you park and punch with no risk.

    The balance: increase GnP damage from dominant top positions, but simultaneously increase the potency of sub entries from bottom when the top player is in a striking posture. In real grappling, committing to punching from top compromises your base and creates submission openings. When a top player loads up for GnP, the bottom player's submission window should tighten — meaning a faster entry, harder for the top player to anticipate before it's already halfway there.

    This creates the tension that makes real ground fighting exciting. The top player can hurt you badly with GnP but they're taking on submission risk to do it. The bottom player can choose to eat some shots and hunt for the sub. A skilled top grappler like Khabib has the base and positioning to GnP safely. A lower grappling top fighter who recklessly goes for damage opens himself up. That's an actual decision tree, and it requires no new animations — just adjusted damage multipliers and sub entry timing values.

    6. Major Transitions — Available From Both Top and Bottom
    A Major Transition is two existing transitions chained back-to-back as a single committed attempt. The original framing only described this going from top toward more dominant positions, but it should work in both directions.

    From top: a Major Transition from Full Guard to Mount chains the existing pass-to-Half-Guard animation immediately into the Half-Guard-to-Mount animation, with the intermediate position sped through. Harder to land, costs more stamina, tighter window, but skips a position if successful.

    From bottom: a Major Reversal works the same way in reverse. From bottom Mount, it would chain the existing buck-to-Half-Guard animation immediately into the existing Half-Guard sweep, landing on top. Same tradeoff — harder to land, bigger stamina cost, but skips a position if it connects.

    Both versions eat a larger stamina penalty on failure than a normal failed attempt. Both require more grapple advantage to execute than a standard transition. The attribute gap determines who can realistically land these — a top-heavy Khabib has the grapple advantage to chain top major transitions with consistency, while a sub-threat bottom fighter like Oliveira has the grapple advantage to chain major reversals and put weaker top fighters on their backs without working through every intermediate position.

    Zero new animations. Purely system-level chaining of existing transitions with adjusted frame timing, stamina costs, and attribute thresholds.