UFC poorly developed game.
EA it really feels like you guys downgraded. This is coming from a marketing major you guys did an excellent job with the alter egos, promos for live fights, etc. But it lacks a gameplay that connects with your fanbase actually. I want to know the need to add a doctor stoppage? Like the whole concept of that feature being in a video game with a significant amount of bugs makes the game feel even more bugged out. UFC 2 and 4 were great but I feel like changing the mechanics like you guys did wasn't smart at all. UFC 5 has major grappling system problems, striking delay, online lag, and a difficult feel of the game. It feels like people lose to much thanks to animations. You guys really need a new devo team for UFC 6 because UFC 5 was a complete downgrade.45Views0likes0CommentsI WILL WRESTLE CHEESE* UNTIL YOU FINISH THE OTHER HALF OF THE SPORT
I am tired of people complaining about the ground game in UFC 5 because EA decided to make it a glorified mini game year after year. Why are we complaining about the other 50% of the sport? It’s like playing Madden and complaining about “running” plays because they don’t put the time in. It’s disrespectful to the sport and the true fans of MMA. If EA spent half the time they put into cosmetics, into the ground game it would look like UFC UNDISPUTED 3**** When developers gave effort and cared about the sport. Please get rid of the license EA. The fan base you are targeting is not it. This isn’t Fortnite. I can’t wait to see the new “ground interface” that covers up the same slop. No pride, only a paycheck. Also fix the “DNF” on online career. Why am I in Div 20 at 3 stars because I get no xp for rage quit.56Views0likes0CommentsDan Hooker alter ego
Why is they have a Dan hooker alter ego in the game, yet it’s unavailable for purchase? I mean I went up and down the store for like 20 minutes thinking I was blind or something.. but nope! You cannot buy the Dan Hooker alter ego.. it’s only to look at when selecting characters, not to use?288Views2likes6CommentsUFC 6 – Additional Thoughts (Highly detailed) from a hardcore fan
While this post is a bit long and detailed, I hope this (as well as some of my previous posts and feedback) can make it to the hard working team behind the next installment of EA Sports UFC for us fans. Thank you Devs. Firstly, Full set of deep meaningful tutorials: Please don’t make the whole game overly simplified only to cater to new players. Instead, give us dedicated, in-depth tutorials for striking, grappling, clinch, transitions, denials, submissions, etc., and a robust practice mode. Please don’t lock tutorials behind Career Mode. That makes no sense. Bring back the skill challenges from UFC 3. Timed drills, challenges, etc., and “pro tips.” That’s how people really learn the game. Not watching a cutscene and doing one forced combo. Make it engaging and rewarding to train outside of career, and for new and experienced players to sharpen their skills. Teach basics of MMA. Fighter Perks Need to Matter And We Need More of Them: UFC 3 had perks that actually changed your playstyle depending on who you picked or how you created your CAF. Some examples: Negative Reinforcement (Levels 1–5): Delayed the opponent’s stamina regen by 12% after defending a takedown. Game Changer (Level 3): Dropped the opponent’s chin rating by -3 after a clean knockdown. Wrestle Clinic, Fluidity, El Guapo, Heavy Hands, Ground and Pound, Crushing Presence & more. These perks meant something and had an impact on the opponent when used accordingly. They made you fight a certain way. They weren’t just background numbers, they were part of your strategy. We also had perk levels that indicated how proficient a fighter was in a skill. Another small detail that’s now missing. In the current game, perks feel like filler. And they are. They don’t change anything noticeably (except for maybe a couple perks) and don’t really encourage adapting your gameplay. Bring back the old system or evolve it in a way that builds off what UFC 3 had. That game nailed it. Organic Strike Animations: Every punch or kick should have slight variation. In real life, no two jabs are ever 100% the same. Let fatigue, angle, and rhythm affect how strikes look. Not asking for a full physics engine, but just enough variation to stop combos from looking predictable and identical every single time. Rework Head Movement Mechanics: The most used counter in the game is still the same unrealistic lean back uppercut or hook. It’s been the go-to for years and it feels stale. Revamp the sway system to feel more dynamic and natural. Movement should have momentum and rhythm, not just a snapback with a perfectly timed nuke. Add dynamic sway that’s perhaps momentum-based. Let head movement be contextual and punish predictable use. Remap Controls + Simplify Inputs: Some of the advanced strike inputs right now are too much. Pressing two buttons and a third input to throw a spinning strike? Room for error and not technical. A gamble to some degree that can cost you. Like spinning back fists and spinning elbows are basically useless right now, they almost always miss. Meanwhile, spinning head kicks and body kicks land like they’re homing missiles. Clean that up and make it more balanced and intuitive. I also feel like the holding mechanic is a bit weird but not entirely bad. Example: holding for overhand punch or power takedown/slam. Fix the Lead Collar Tie Mechanic: You guys should just remove this altogether. No one should be able to repeatedly grab a lead collar whenever they want just to automatically get thrown out of it. That’s not realistic and it’s one of the biggest issues in the game. People use it to spam and get out of bad situations. Make clinch entries more timing and range based. In real UFC fights, you don’t see guys constantly slipping into collar ties every five seconds mid exchange. Clinch should be as dominant as the ground game with potential to do big damage. Think Kamaru Usman vs Tyron Woodley or more recently, Bo Nickal vs RDR. The option should be there if that’s someone’s strategy. Let Us Fully Control HUD Settings: We should be able to turn off or edit any part of the HUD in any game mode. Ranked, quick fight, or offline. Also, in ranked, the opponent should NOT be able to see your stamina bar or the grapple advantage meter. That’s private info. It gives away too much and takes away from the realism and skill required to read your opponent. Stronger Haptics + Camera Feedback: Ground and pound, clinch strikes, body shots, etc. we should feel them. Haptics need to be more intense and satisfying like they were in UFC 3. A clean overhand or a flush body kick should feel heavy, not just look good. And while PS5’s DualSense gets all the love, Xbox players should have just as immersive of an experience. Please make sure the vibrations and feedback are tuned properly for Xbox controllers too. A bit of camera shake and vibration goes a long way. Every strike should have weight and power that varies based on accuracy, stamina, and damage. Alter Ego Fighters (Love that you guys introduced this) However It Needs More Substance: The idea is great, no doubt but the implementation is a bit mid. Right now it’s just a new skin with slightly boosted stats and a different stance if any. Each alter ego should have a genuine identity: movement patterns, signature combos, AI behavior, unique intros, taunts, etc. Prime Anderson and Late-Career Anderson shouldn’t just have different speeds… they should FEEL like different fighters. Even if subtly to reflect their actual “ego” at the time. Clean Up the Quick Fight Menu and In General: There’s “Main Event,” “Championship,” “Main Card,” etc., and a bunch of tabs and things you can flip through but they all basically feel like the same thing. Don’t just rebrand the same match format under different titles as if there’s a huge difference between them. Championship fights should have in-ring face-offs. Shorts Need to Feel and Look Like Shorts: I know a lot of players have talked about this. Here’s my input: The shorts are the least of my worries but they are stiff and almost look glued onto the fighter models. You can see the waist thickness just sitting awkwardly on top. Add movement to them, let them ripple, stretch, and respond to movement. Also please add Muay Thai-cut shorts like Jon Jones wears/open side slits, more real life variation. Little detail, but huge for immersion. And of course, blood on shorts like many players have requested. It brings to mind that the hue or vibrancy of the game right now is quite high. Lighting should be different for different venues and the like. Shorts and overall color should be only slightly muted or heightened depending on venue, etc… hope you get it. Honestly… UFC 3 Should Be a Case Study I get that a lot changed behind the scenes—new team, new director, new engine maybe. But it shows. UFC 3 just made sense across the board: Balanced striking Technical grappling Perk system that actually mattered Skill gap that rewarded learning Clean UI Tons of small features that added up This isn’t hate it’s just honest feedback. UFC 4 and 5 felt like they took steps away from what made UFC 3 great. If you’ve made it this far, I sincerely thank you for taking the time to read this. Please check my earlier posts too. Some key details may have been left out here. I appreciate everyone working hard on UFC 6 and genuinely hope these ideas help push the game forward. Thanks again.6.7KViews5likes7CommentsWelcome to the UFC 5 boards!
Hey UFC fans! Looking for a place to chat about UFC with other players? Trying to find more information about UFC 5? Just need some technical help with the game? You're in the right place! For the latest information on UFC 5, be sure to check out our news feed here: UFC 5 - News - EA SPORTS Index Purchase information: UFC 5 - Buy Page - EA SPORTS Store Pages: Xbox Series X|S | PlayStation 5 Gameplay details: UFC 5 - Gameplay - EA SPORTS Features and modes: UFC 5 - Features - EA SPORTS Tips & Tricks page: EA SPORTS UFC 5: Tips & Tricks Beginner guide: EA SPORTS UFC 5: Beginner Tips Game Updates Changes since Closed Beta: EA SPORTS UFC 5: Changes since the Closed Beta For members of the press or content creators, you can check out the following links: PR Contacts EA Creator Network. How to request permission to use EA content If you're new to EA Forums, you can find some information on how to navigate and post in our Getting Started guide! By using EA Forums you are agreeing to abide by our posting rules and guidelines, so be sure to check them out before posting!2.5KViews7likes0CommentsSerious Concerns About UFC 5 Career Mode and Expectations for UFC 6
Hello EA Sports Team, I am writing as a long-time UFC fan and customer to express my serious disappointment with UFC 5, particularly its Career Mode, and to outline what must change if UFC 6 is going to rebuild trust with the community. At its core, Career Mode in UFC 5 lacks depth, immersion, and any real sense of journey. It does not feel like you are living the life of a fighter or building a meaningful legacy. Instead, it feels shallow, repetitive, and extremely limited. There is no strong narrative, no emotional investment, and no authentic sense of progression or realism. One of the biggest issues is the absence of a proper storyline. Other sports games—such as NBA 2K’s MyCareer modes in past years or FIFA’s story-driven career experiences—have shown how powerful narrative-driven modes can be. UFC desperately needs something similar. Career Mode should feel like a journey filled with highs, lows, choices, rivalries, and consequences—not just a sequence of disconnected fights. Another major flaw is the ranking system. Rankings are often inaccurate, stagnant, and unrealistic. Fighters remain ranked for years without meaningful change, and there is a severe lack of new, young, upcoming fighters entering the division. In real MMA, divisions are constantly evolving, with prospects rising, veterans declining, and new threats emerging. In UFC 5, you often face the same fighters repeatedly until they retire, which quickly becomes boring and immersion-breaking. For UFC 6, Career Mode needs: A dynamic ranking system that reflects performance, momentum, and realism New, young fighters consistently entering the rankings, with proper names, styles, personalities, and backstories Meaningful rivalries built around these fighters, making fights feel personal and story-driven rather than generic Career Mode also lacks interaction and life outside the cage. There is almost no engagement with fans, media, or the wider UFC world. Adding these elements would massively improve immersion and hype. Key features that need to be added or expanded include: Pre-fight press conferences, interviews, and weigh-in shows Post-fight celebrations and media reactions Fan interaction, social responses, and reputation-building moments Activities outside of the cage, such as promotional events, training camps, and career decisions that affect popularity and legacy The ability to truly be the fighter, not just control them in fights Additionally, Career Mode progression feels overly simplistic. Longevity is reduced to a basic meter rather than a realistic system. UFC 6 needs: An improved longevity and injury system that accounts for cumulative damage, career-altering injuries, and wear over time The ability to move between weight classes naturally as your career evolves Deeper training systems, coaching choices, and preparation strategies Realistic career outcomes, where not every career ends in dominance or championships The game would also benefit greatly from a universal-style mode, similar to what WWE games offer, where the entire UFC ecosystem feels alive. Fighters progress simultaneously, rivalries evolve, rankings shift, and storylines unfold whether the player is directly involved or not. While adding depth, it is also important not to overcomplicate controls. Immersion should come from systems, storytelling, and realism—not from unnecessary complexity. Finally, I want to be honest: considering the premium price we are expected to pay, the effort shown in the last two releases has been unacceptable. UFC 4 and UFC 5 have felt underdeveloped, uninspired, and disconnected from what the MMA community actually wants. Many players are already questioning whether they will continue purchasing future titles. UFC 6 has the potential to turn this franchise around—but only if real innovation, effort, and respect for the community are clearly demonstrated. Fans want to believe again, but that belief has to be earned. Thank you for taking the time to read this. I sincerely hope EA Sports listens to its players and delivers a Career Mode that finally reflects the drama, evolution, and realism of mixed martial arts. Sincerely, A concerned UFC fan606Views1like1CommentTraining in Career mode Hip Toss Bug won't work
Training is bugged in career mode. 1st off none of the gameplay settings such as stamina, power, movement speed work. 2nd and main problem is that I'm currently told to press R1 & A to do a hip toss in the clinch. But when I am in the clinch, holding R1+A, nothing happens. I'm playing on Xbox Cloud because EA is too stupid to figure out that people on PC want to play their game.563Views0likes5CommentsRanked System Exploitation
Hello. This is now the 2nd time I’ve run into the player [Removed - EA_Barry] on Xbox. He does an exploit where right before you load into the match, he makes the white screen load infinitely, until someone loses. I’ve reported him on Xbox where nothing has been done, it’s been a few days, I’ve run into him again and he is still doing the same cheat. Please fix this, thanks.Solved205Views0likes3Comments