DEAR 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]42Views0likes1CommentUFC 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 McMillion42Views0likes0CommentsWhy UFC 6 should be on PC as well .
Dear EA , As we all know that UFC is one of the best MMA Sports games out there and has been going viral due to the hype of real life UFC Entertainments . We would love to have the next UFC Game released on PC as well and I'll tell you why . The reach of audiance will be greater in numbers , including the UFC community. Influencers will definitely try it out since most recordings or streams are done on PC to promote the game. People who don't have the alternate option of having a console will be more than happy to play the game (Including UFC Fans who only owns gaming laptops or PC) Controls can be modified in several ways according to the player (mouse + keyboard, keyboard only or connected controllers) Most profitable method that makes the company satisfied as well as the buyers Bug reports and errors can be found out easily since there will be more exploits on PC Higher potential to reach the next level of graphics and higher optimization. Potential of having Ray Tracing and advanced lighting to improve the visuals Higher Refresh rates and Lower latency Better network connectivity Cross platforms with higher online reach of players to match Most of all low input lag which is the most important thing while playing a game .1.2KViews8likes4CommentsMy Wishlist for UFC 6
I would love to see some more hairstyles especially for African American men and women creations. Another thing that could work is what I read where you could create your own octagon/arena and choose where the events should take place. One of the best grapple moves that I want to see return is the Single Collar Clinch like in EA UFC 2 and 3 like in actual wrestling because I kind of don't like how the new version looks. It just doesn't feel right to me.30Views0likes0CommentsUFC MOBILE
"Dear EA Sports Team, I am writing to you as a dedicated fan of the UFC game franchise. We were very disappointed to see UFC Mobile 2 shut down in 2025. There is a huge community of MMA fans who prefer playing on mobile devices. We truly miss having an official UFC game on our phones. Please consider developing a new project (UFC Mobile 3) or bringing back the service for mobile players. We are ready to support the game and help it grow. The mobile community is waiting for your move. Please don't leave MMA fans without a game! Best regards, [Husen]"62Views0likes0CommentsPLEASE UFC6 COME TO PC
trust me bro the fanbase is big enough please renegotiate your deals why wouldnt you just put it on pc aswell it cant be thattt hardd considering u can do it with eafc surely just put it on pc but require a controller i dont got a console and i love ufc118Views0likes0CommentsLong-time UFC fan & heavy UFC 4/5 player – happy to help with feedback/playtests
Hi EA_Mako and the EA UFC team, I’ve been playing EA Sports UFC since the very first game and I’m a long-time MMA fan who follows the sport closely. I really care about the franchise and would love to contribute in a constructive way. My background as a player / fan: Hundreds of hours across UFC 4 and UFC 5 on PlayStation Deep interest in MMA strategy, fighter archetypes, event structure, matchmaking, and career mode systems I’m not here to send unsolicited game ideas (I know the policy) - instead, I just want to say: 👉 If there are any official ways for dedicated players to help — surveys, interviews, focus groups, workshops or playtests — I’d be very happy to participate. I recently signed up for EA Playtesting and completed my profile, but I wanted to introduce myself here as well so the team knows I’m available and interested. I enjoy giving thoughtful, realistic feedback and I’d be happy to help with anything from gameplay feel to career mode structure to overall UFC authenticity. In the meantime, I’ll keep supporting the franchise. Thanks to the dev team for all the work you do — and thanks EA_Mako for always being present here. Happy to discuss with anyone in the community as well!81Views1like1CommentFan Feedback for EA Sports UFC 6
I’ve been a dedicated fan of the UFC video game series since UFC 1, and I’m writing to provide detailed feedback as someone who has spent countless hours playing these games. While I love the franchise, I’ve grown increasingly frustrated with the lack of depth and passion in recent instalments across striking, grappling, submissions, and overall fighter mechanics. When I first watched UFC live, I found the sport itself somewhat boring. It was only after playing the video games that I began to truly appreciate how technical and intricate real fights are. The games have the unique ability to educate players on strategy, timing, and technique, turning casual viewers into informed, passionate fans. The current instalments have shown care in certain areas, such as striking, but the same level of attention and authenticity isn’t consistently applied across all aspects of the game. I believe UFC 6 has the opportunity to go beyond simply catering to casual players. By rewarding skill, strategy, and authentic fighter styles—similar to how FIFA engages casual players but still prioritises depth for hardcore fans—the game can incentivise casuals to become more hardcore, while giving longtime fans the complexity they crave. This feedback represents a fan perspective informed by years of experience, both in the real sport and in the video game series. Suggested Changes for EA Sports UFC 6 Striking System Landing Strikes Should Be Harder In UFC 5, it’s too easy to land clean shots. In real fights, landing a significant strike requires setups and timing. UFC 6 should make us work harder to connect, so every strike feels rewarding. Recovery After Stuns Should Involve Skill Opponents in UFC 5 recover unrealistically fast, often fighting as if nothing happened. In real fights, being rocked changes everything. Suggested Fix: Add a player-controlled recovery system using analog sticks (like Rockstar’s “drunk” mechanic in GTA/RDR). This adds skill-based depth and realism. Flash Knockouts Need To Be More Common Currently, fighters often need 5–6 knockdowns before a KO. In real fights, a single clean shot can end it. Impact of Harder-to-Land Strikes: Once landing strikes requires skill and setup, the chances of flash knockouts should naturally increase and feel more satisfying. This makes precision striking more rewarding and punishes reckless or poorly timed aggression. 1a. Footwork & Movement Mechanics Issue: Many players find the footwork in UFC 5 unresponsive, with poor positioning rarely punished. Real fights reward smart movement and punishing overcommitted opponents. Suggested Fix: Make footwork more deliberate and impactful. Overcommitting, poor lateral movement, or backing into corners should leave fighters open to counters. Impact: Encourages skilful positioning, improves defensive gameplay, and adds another layer of realism to striking exchanges. Animations & Pace More Strike Variety Needed: Real fighters throw strikes with subtle differences. A larger animation library would make fighters feel unique and realistic. Slightly Slower Overall Gameplay: UFC 5 can feel cartoonish at times. A small slowdown makes exchanges more authentic and impactful. Weight Class Speed Differences: Lighter divisions (flyweights, bantamweights) are fast but weaker; heavyweights are slower but hit harder. Suggested Fix: Emphasise speed, fluidity, and stamina for lighter classes, and increase knockout power for heavier classes. Impact: This gives players a reason to choose lower weight classes, creating fast-paced, skill-based fights that are fun and rewarding. Currently, many avoid them because they feel less exciting compared to heavier divisions. Damage System Current Issues: Damage in UFC 5 is often cosmetic or exploitable (e.g., doctor stoppages with little effect on gameplay). Proposed Fix: If landing strikes is harder, visible damage (cuts, bruises, swelling) becomes meaningful. Impact: Players are encouraged to engage strategically and actively, mirroring real fights where accumulating damage impacts performance and can end a fight. Additional Purpose: With harder-to-land strikes, opponents might try to avoid attacks and run away. The damage system prevents this over time, as even small strikes accumulate, creating pressure and incentivising engagement rather than stalling. Fighter Styles & Identity Replicate Real-Life Strengths and Weaknesses: Fighters in UFC 5 often feel interchangeable. Real fights are defined by styles and matchups. Example: Alex Pereira is dominant moving forward but weaker fighting off the back foot. UFC 6 should replicate this, forcing players to fight like their real-life counterparts. Elaboration: The game should almost require players to use each fighter in their real-life style. If a fighter excels at forward pressure, fighting defensively should reduce effectiveness; if a fighter thrives on counters, aggressive rushing should carry higher risk. This ensures that the fighter you select matters for matchup strategy, and countering an opponent’s chosen fighter becomes a key tactical decision. Players can no longer rely on generic play styles; success depends on understanding and executing the fighter’s authentic approach. Unique Play styles Add Depth: Like hero shooters such as Overwatch, each fighter should feel unique. Players should adapt their style to the fighter’s strengths and weaknesses, creating meaningful choices and encouraging strategic gameplay. Grappling System Still Behind Striking in Quality: Grappling in UFC 5 is shallow; many players avoid it because it feels limited and repetitive. In real fights, grappling is as technical as striking. Expanded Transitions: Current positions allow only ~3–4 transitions, limiting depth. Suggested Fix: Use both sticks—left for direction, right for expanded transitions—making each position more dynamic. Impact: Players will want to engage on the ground because skilled play is rewarded and choices are meaningful. Struggle Mechanic for Realism: Allow fighters to attempt risky transitions at the cost of stamina. Example: Sprawl and waste energy, or stay patient and risk being advanced on. Impact: Adds real-time risk/reward decisions, making ground fights more exciting and rewarding for skilled players. Encourage Active Engagement: Prevent passive top-position play by combining transitions and struggle mechanics. This keeps grappling engaging, mirrors real fight dynamics, and motivates players to fight strategically. Educational Potential: A deeper grappling system teaches players the complexity of real ground fighting, transforming it from an ignored mechanic into a fun, skilful aspect of the game. Clinch System Currently Abused: Clinches in UFC 5 are often spammed for elbows. In real fights, clinching requires setup and positioning. Proposed Fix: If striking is harder to land, clinches become strategic, requiring proper positioning and timing. Impact: Players will want to use the clinch because it rewards planning, timing, and skill, rather than acting as a spammy shortcut. Submission System Unrealistic Execution: In UFC 5, locking in a choke only reduces a health bar, requiring repeated attempts. In real fights, a choke often ends the fight immediately unless escaped. Suggested Fix: Remove the submission health bar. The challenge should be securing the submission position. Added Depth: Introduce a wider array of submission techniques and transitions, allowing players to use more skill, strategy, and timing on the ground. This creates depth similar to striking, so submissions feel skill-based rather than repetitive. Impact: Submissions feel more realistic and rewarding. Once locked in, fights are likely to end, mirroring real UFC dynamics, while maintaining skill-based depth. Conclusion UFC 6 has the potential to be the most immersive and skill-driven entry in the franchise yet. By implementing these changes, the game can better reflect the technical depth, strategy, and realism of real UFC fights while rewarding players who invest time in mastering its systems. My feedback comes from a place of passion as a longtime fan, and I truly hope it can help guide the development of a game that both challenges and excites players. Thank you for taking the time to consider this feedback. I’m looking forward to seeing UFC 6 reach its full potential and provide an experience that satisfies both longtime fans and new players alike.63Views0likes0Comments