UFC 6 IDEA
UFC 6 IDEA Hello EA Sports UFC Team, I am an active MMA fighter from Grozny (Chechnya), and I have been playing the UFC series for years. For UFC 6, I want to share a vision that would make the Career Mode truly legendary for the global community: Authentic Amateur Origins: Instead of starting in a generic cage, let us start in local gyms. If we choose a Wrestling base, let us fight on mats. If it’s Boxing or Kickboxing, let us fight in headgear and shin guards. This transition from amateur to pro would create a real emotional bond with our fighter. Regional Leagues (like ACA): Give us a path through tough regional promotions like ACA (Absolute Championship Akhmat) before reaching DWCS (Dana White's Contender Series). These leagues are where the 'iron' fighters are forged. This would be a massive hit for the CIS and Eastern European markets. Interactive Pre-Match Hype: We need real-time press conferences where our choices matter. Let us choose our 'vibe' — a respectful professional like Gaethje/Oliveira or a trash-talker like Chimaev/McGregor. Interactive post-fight interviews in the octagon are a must! Crowd Atmosphere: When we land a knockout, the arena should explode! We want to hear the roar, the chanting, and feel the shock of the commentators. As someone who trains in the gym every day, I can tell you: this level of realism is what will make UFC 6 the best sports game in history. Looking forward to the May reveal! It’s Time!25Views0likes0CommentsThoughts on control layout?
Hi, I’ve been an avid fan of every UFC game made by EA, they felt like they certainly got better and better up to UFC 3, then UFC 4 came out and it was completely different and imo it was worse than 3. But I did learn to love it and do still love it. Then UFC 5 came out, and that was a game that I could not learn to love, not matter how hard I tried. I stuck with it to get the platinum trophy, but once I did that, I went back to UFC 4, the controls scheme was absolutely atrocious. I leave this here in hopes of the devs somehow coming across this and hopefully acknowledging this, if you agree please leave a reply. Pearl abyss have given me a bit of hope that devs are out there looking to rectify and gripes that devout fans have with the product, but I’m not holding out with EA. Please bring back the old control scheme, don’t bring forward UFC 5’s layout or even attempt to build on it, it really was terrible. This is come from Simeon who across all 5 games so far, has well over 1000 hours. Don’t put the final nail in the franchise’s coffin. Sincerely.39Views1like1CommentUFC 6 IDEA
UFC 6 Is already not sounding great with the confirmation that grappling will remain largely the same. However, all is not lost imo. There are a few factors that can be introduced that would make up for this. I think a big issue with UFC 5 is that with the reworked controls, an issue was made in regards to there not being enough buttons to keep up with the actions like the Osoto Gari trip which we were not able to do due to the input already being bound to a single leg lift takedown. To fix this, I propose that emotes be removed to free up the d-pad for usage in either striking or my stance idea inspired by the game undisputed. STANCE CONCEPT: Each of the d-pad directions correlates to a stance for a different purpose. Down on d-pad- A regular stance with regular stats and the default we are all used to. No reductions. Left on d-pad- A looser stance, providing a temporary increase to footwork, speed and head movement , with different movement animations (think how MVP moves in his fights) But at the cost of increased stamina usage for evading with a reduction in blocking and overall durability. Up on d-pad- A wrestling stance, providing an increase in takedown offence and defence and reducing the cost of takedown attempts (think gaethjes posture vs khabib) At the cost of a reduction in striking stats and striking defence. Right on d-pad- Unsure for this one, maybe a boxing stance with reduced kicking and takedown defence? or maybe a defensive stance for when a fighter is rocked with a major reduction in offensive stats? A pure striking stance? Open to feedback on all of these and Ideas for right. The game has become so arcade like these last few releases and the serious players are forgotten about. If you agree with this concept please interact so it is pushed for EA to see.39Views0likes0CommentsПроблема с UFC5 ultimate на ps5
Здравствуйте. Купил игру UFC 5 ultimate edition на PS5 и столкнулся с такой проблемой. Не могу установить ultimate издание, пишет что у вас есть другие издания, а это не доступно. Только на стандартном издании написано приобретено. Как исправить эту ошибку, так как в транзакциях куплено именно Ultimate edition издание не стандартное. Удаление игры и восстановление лицензии не помогает. Может кто-то сталкивался и есть решение?171Views0likes5CommentsDEAR EA Sports UFC Team
Hello EA SPORTS UFC team My name is Chingiz, I am a content creator and a long-time player of the EA SPORTS UFC franchise. I have been playing the series since UFC 3 and have a deep love for the game and its competitive side. I would like to share feedback and suggestions based on my personal experience and communication with the community, including players from Kazakhstan and Central Asia. 1 - At the moment, many players from Kazakhstan and nearby regions are experiencing serious issues with matchmaking in Ranked Championships. Finding a fight often takes 30–40 minutes, which makes competitive play almost inaccessible and significantly reduces motivation to play ranked. I hope that in UFC 6 the regional matchmaking system will be improved or server distribution adjusted for regions with lower player population. 2 - Cross-platform play between PlayStation and Xbox would be a major step forward for the entire franchise. It would greatly reduce matchmaking times, expand the competitive player base, strengthen the esports and content ecosystem, and create more opportunities for content creators. In the long term, this would benefit both players and developers by increasing engagement and game sales. 3 - Many players already compete in virtual leagues created within the community, such as the popular ESFL league. Currently, these leagues are forced to simulate their competitions using Quick Fight, which is very limiting. It would be great to see a dedicated in-game league or tournament mode in UFC 6, allowing custom rules, schedules, rankings, and divisions directly inside the game. 4 - There is a critical white screen exploit that has carried over from game to game since UFC 3 and has existed for almost 10 years. The issue occurs when a player leaves the game during replay viewing, causing the system to incorrectly think they are still in the previous match. This player can then enter another fight and trigger a white screen glitch for the opponent, forcing them to quit and lose Ranked PTS. Unfortunately, this exploit is still being actively abused, including by players currently in the top 10 of the global rankings, and as of January 29, 2026, it is still reproducible. Through communication with other content creators such as Romero and Prayoxis, it is known that there are multiple variations of this exploit. I strongly hope this issue will be prioritized and fully fixed, and that it will not carry over into UFC 6. 5 - I run the ChingizUFC channel and would like, like other content creators, to collaborate with EA by providing feedback, participating in testing, and helping to improve and promote the franchise. I truly believe that close cooperation with active players and content creators can positively impact the future of the EA SPORTS UFC series. My platforms YouTube https://www.youtube.com/@ChingizUFC TikTok https://www.tiktok.com/@chingizufc Best regards Chingiz ChingizUFC [CM - Edit for formatting/spacing]Solved286Views0likes2CommentsSuggestion for UFC 6
I'm a player who's been playing UFC since UFC Undisputed, I own all the games in the EA franchise, but I miss an old game mode. In UFC Undisputed, there was a more elaborate tournament mode where AI fighters faced off, and there was a ranking system. Players could choose any fighter and start from the bottom, having to fight their way up to the title. Once they won the title, there was a title defense mode. It would be really cool for players who just like to have fun offline. Thank you!114Views0likes0CommentsFallo de conexión con clubes FC26
No puedo entrar a clubes, he probado todo, reinicio, reinstalar juego, borrar caché.. . Puedo jugar a todos los demás modos del juego. Desde anoche que no puedo entrar. El pase de temporada tampoco puedo entrar desde PS5, no sé si puede estar relacionado.Solved86Views0likes4CommentsUFC 6 fixes and needs
Hello EA UFC Development Team, I’m a long-time fan of the EA UFC series and wanted to share constructive feedback regarding UFC 5, along with suggestions that could help shape UFC 6 moving forward. Much of this reflects not only my own experience, but concerns that are consistently echoed across the broader UFC gaming community. One of the most noticeable issues in UFC 5 is the inconsistency and overall sloppiness of knockout and knockdown animations—an issue frequently discussed by players across forums, social media, and competitive circles. KOs often feel abrupt, awkward, or visually disconnected from the strikes that trigger them, which diminishes the impact of fight-ending moments. Similarly, knockdowns against the cage frequently look unnatural or poorly blended, with fighters collapsing or reacting in ways that don’t align with strike direction, momentum, or cage physics. These moments break immersion during what should be some of the most intense exchanges in the game. Fighters can take to much damage unless it is off a counter and counters should matter but so should flush strikes. Reward blocking and good head movement as well as counters. Earlier titles—especially the first EA UFC—handled knockout and knockdown animations with more weight, fluidity, and realism. Many players feel that revisiting or modernizing those animation systems, particularly for cage interactions, would significantly improve authenticity and player satisfaction in UFC 6. Beyond animations, core gameplay balance remains a major concern. Counter damage in UFC 5 often feels overtuned across the board, allowing nearly any fighter to rely on counter-heavy exchanges regardless of archetype or skillset. At the same time, true counter-strikers do not feel meaningfully distinct or rewarded for precision, timing, and defensive reads. Counters should matter more for fighters built around counter striking, not be universally dominant for every playstyle. Uppercuts, in particular, feel inconsistently balanced and disproportionately strong in many situations, leading to repetitive and unrealistic exchanges. Refining damage scaling so that counter effectiveness is tied more closely to fighter attributes, timing, positioning, and archetype—rather than raw system-wide tuning—would create more authentic and varied fights. Another frequently discussed issue is the lack of meaningful fighter uniqueness. Many fighters feel as though they share the same core playstyle, with limited differentiation beyond ratings. Fighter tendencies, specialties, and attributes should play a much larger role in how each character feels to use. Strikers, counter-fighters, pressure fighters, and grapplers should naturally encourage different approaches, rather than funneling players into a single dominant strategy. Greater individuality would significantly improve immersion, replayability, and competitive depth. Additional gameplay concerns commonly raised by the community include: Stamina and damage balance that can feel inconsistent across fights. Strike responsiveness and hit reactions that sometimes feel delayed or disconnected. Grappling transitions and ground control that feel overly stamina-based rather than positioning-driven. Doctor stoppages and cut mechanics that often feel random instead of organic. Online balance and input responsiveness that can be inconsistent in competitive play. Would like to see more than two grappling transitions to get out of subs which is true to irl grappling. In Depth Clinch system similar to other titles Damage affecting fights more and damage showing up visibly on the fighters when it occurs. ground game having more depth than just who has more stam and 1st time sub finish. The EA UFC series has a strong foundation, but improvements to animation blending, physics-based reactions, damage tuning, counter logic, and fighter individuality could greatly elevate the experience. I’m sharing this feedback because I genuinely care about the franchise and want to see UFC 6 deliver the most authentic MMA experience possible. Thank you for your time and for continuing to support the UFC gaming community. Best regards, Ethan McMillion750Views1like0Comments