My issues with UFC 6
1. The Flow State system is absolute garbage. Anime glows, trails, colorful sparkles — it looks like a cheap arcade fighter, not an MMA sim. It's an eyesore and completely kills the atmosphere. 2. The impact sounds are disgusting. Instead of heavy, meaty punches, I hear wet noodles or celery crunching. There's no weight, no "thud", no realism. 3. You CANNOT turn off these effects or sounds. No toggle in settings. We're forced to eat this crap. 4. This is false advertising. They promised a simulation, but delivered arcade diarrhea with visual noise. Why break what was working? All we needed was better physics, graphics, and a few new modes. 5. The game doesn't bring fun — just frustration. It's a mental pain in the **bleep**, not a fighting simUFC 1 veteran with spasticity: We need accessibility options, not arcade boosts!
I am a passionate fan and have been playing since the very first UFC 1. However, I face a major challenge: I have spasticity and cannot hold the controller normally. To be able to play at all, I rest the DualSense controller in my lap and operate it using only my index and middle fingers. Despite this difficulty, I pushed through and beat UFC 5. But your control layout makes it incredibly hard for me and many others. For basic moves like a superman punch, the game requires button combinations where you have to press four or five buttons simultaneously. With my hand positioning, this is anatomically impossible. Instead of implementing accessibility options—like a simplified layout or macros that allow complex moves to be mapped to a single button—you are wasting development time in UFC 6 on an unrealistic arcade "Flow State" boost. This has nothing to do with a simulation. Please finally start thinking about all of your players.Give option to change back buttons when switching stance
The changing of the buttons so a straight is always triangle and a jab is always square and so on and so forth is utterly bonkers and is not more intuitive. It made more sense to have it tied to which limb it represented and worked perfectly fine in the last five games.Give option to change back buttons when switching stance
The changing of the buttons so a straight is always triangle and a jab is always square and so on and so forth is utterly bonkers and is not more intuitive. It made more sense to have it tied to which limb it represented and worked perfectly fine in the last five games.General feedback
The game does feel like an improvement over 5, but there are a few areas where it feels is going into the wrong direction. Flow State. This is so gimmicky and takes away from the immersion, would be better to have the option to disable it or implement it in a way that is your actual skill going into flow State and not one magic button. Lighting in the Arenas, the color grading and lighting in the Arenas is so bad, it tries to be cinematic but just looks like a filter applied on top. Blood and character faces are not visible enough, skin tones look so strange and it just looks worse than previous gen games. Lighting in training gym and even in the replays looks better, please enable an option to at least disable the filter if you're not going to invest in good lighting. Lack of Updated roster, this is a big concern as UFC 5 fighters don't appear in 6, I would expect that same roster as a minimum Legacy mode, nobody asked for this, please improve the actual career mode, both modes are lacking depth and interest, it is quite boring and push away people that just like to play offline Universe mode, please add a universe mode, this has been requested so many times Grappling, just take the grappling from Undisputed 3, can't believe that a 10year old game is still better Luckily got the game on trail, I won't be buying this in is current state.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.Luke Rockhold and other legends, and the lack of Fighters in multiple divisions
Why isn't Luke Rockhold in the game when he was featured in one of the trailers? As I mentioned in a previous post, you're basing your game's promotion partly on the fact that all fighters will be at their prime, but you're removing a huge number of legends, in addition to the fact that many fighters are now only in one division (I'm not counting fighter skins because normally we shouldn't have to unlock a character in a division by unlocking a skin). I'm not saying this harshly, but genuinely wanting to understand the logic behind these choices, which are clearly not well-received, judging by the community's feedback on social media and the forum. I hope you'll answer these questions with a clear explanation, even if it's just about licensing issues.New Fighter Models and Stop Using Older Models + ETC
To begin I think you should stop using older fighter models and create entirely new ones such as Tai Tuivasa's old model we've had since ufc 4. A lot of the models are simply outdated and do not look like the fighters currently. A whole list of the fighters I think you should change in terms of looks are; Payton talbott (Shorten his hair), Movsar Evloev (Longer his hair ), Max Holloway (Shorten his hair), Mateusz Gamrot (Make him bald), Rafael Fiziev (Give him braids), Sean Brady (His beard is TOO thick/Big), Joaquin Buckley (Buzz his hair), Geoff Neal (Buzz his hair), Marvin Vettori (Give him his combover), Roman Kopylov (Make his hair fuller), Roman Dolidize (Give him his current hair), Brendan Allen (Make his Cornrows down the middle instead of the sidepart we have), Nikita Krylov (Change his model completely), Curtis Blaydes (His beard is too big and bushy), Waldo Cortes Acosta (His stomach is TOO big no offense), and lastly Tai Tuivasa (HIS WHOLE MODEL). Another thing I might add is you need to change the fighter ratings to overalls instead of the star system we currently have. An example of this is the fact that Ignacio Bahomondes who isn't even ranked is a 4.5 star fighter while Carlos prates who's ranked second is 4 stars. Another complaint I have is that some fighters who've fought in multiple weight classes ARE ONLY IN ONE WEIGHTCLASS. Fighters such as Conor Mcgregor and Alex Pereira. One last complaint I have is something im not sure you guys are able to control. There are A TON of ranked fighters missing such as Kyoji Horiguchi, Lone'er Kavangh, Edgar Chairez, David Martinez, Vinicius Oliveira, Marcus McGhee, Kevin Vallejos, Aaron Pico, Melquizael Costa, Quillian Salkilld, Tom Nolan, Fares Ziam (Unranked but still deserving), Gabriel Bonfim, Yaroslav Amosav, Uros medic, Christan Leroy Duncan, Ikram Aliskerov, Bogdan Guskov, Rizvan Kuniev, Tyrell Fortune, Ante Delija, Valter Walker, and Brando Pericic.