UFC 6 CAF Feedback
We have had the same CAF archetypes for more than six years now, and the CAF community is getting frustrated. One of the biggest requests from the community is simple: allow us to use our Online Career Mode CAF builds in custom matches and invite modes. Since UFC 5, players have spent countless hours grinding and improving their Online Career Mode fighters, but those builds are locked to a single game mode. It feels disappointing that all that progress cannot be showcased to friends or other members of the CAF community. The CAF community would love one of these options: Allow Online Career Mode builds to be used in custom online matches and invite modes. Add full stat customization for CAF fighters. Introduce new archetypes and expand the CAF system, which has remained largely unchanged for years. We simply want more freedom to use and show off the fighters we've invested so much time into creating. Keeping CAF progression restricted to one mode limits the overall experience and creativity of the community. Can you help us out with this problem please? EA_Mako EA_Vendcera EA_Kent EA_David UFC 6 CAF COMMUNITYMORE CONTROL OF CAFs!!!
I saw another post asking for the ability to fully customize a CAFs moveset without having to go through career mode. My response: YES - and PLEASE let us customize attributes too. I understand a couple reasons why this probably isn’t available right now. First is being able to edit ratings could affect career progression. Second, and I assume the bigger deal, is players using overpowers CAFs in online modes. But there are several easy ways around that: 1. Disable CAFs in online modes where balance matters. 2. Let us use our fighters from career mode with their earned progression in other offline modes. This would be a great middle ground. 3. Allow full moveset and attribute customization for offline play only, but use the chosen base archetype and style for career and online modes. 4. Simply allow fully customized CAFs everywhere except ranked championships, online tournaments, and any other modes you don’t want them in. One of my favorite things to do in the game in creating classic or “what-if” events and tournaments. I even made my own universe mode through Create an Event. If I get a good matchup where I can’t decide who I want to win, I’ll just sit back and watch the AI fighters go at it. Right now, creating fighters doesn’t feel worthwhile because the attribute presets aren’t good enough across the board to compete with the well rounded fighters on the real roster. Some presets can excel at certain things but are incompetent in others, causing for a decent pool of unranked fighters; but nobody who can actually contend. Giving us full control of movesets and attributes would make custom fighters feel authentic, make tournaments and events more immersive, and add a huge amount of replay value. I’d gladly spend hours creating fighters if I could make them fight how I imagined them or accurately recreate classic fighters. PLEASE PLEASE PLEASE consider adding this to a UFC 6 update. I genuinely think this would be one of the biggest quality of life improvements possible for offline players, and would add a ton of longevity to the game.UFC 6 needs smoother between-round scenes and better instant replays
One presentation issue UFC 6 needs to improve is the way the game handles the breaks between rounds and the instant replays at the end of fights. The transitions between rounds currently feel extremely glitchy and disconnected. Instead of making the fight feel like one continuous broadcast, the camera cuts, animations, and screens can feel awkward and unfinished. It interrupts the flow of the fight and prevents the game from looking as polished and presentable as it could. The time between rounds should feel like part of the actual fight. Show both fighters returning to their corners, the cutmen working, the coaches giving instructions, damage being examined, and short highlights from the previous round. The transitions between those moments should be smooth instead of feeling like the game is jumping between unrelated scenes. The presentation could also display useful information during the break, such as significant strikes, takedowns, control time, health events, stamina usage, or which fighter appears to be winning the round. That would add immersion without making the break excessively long. I have previously suggested adding a pre-fight scouting rundown that shows the opponent’s fighting style, record, tendencies, physical measurements, Flow State, and strongest attributes. Improving the between-round presentation and post-fight replays would complete that same broadcast-style experience. The game should properly introduce the matchup, present the fight smoothly, and then give the finish the replay it deserves. The instant-replay system especially needs a major upgrade. The replays at the end of fights feel weak this year and often fail to capture what actually made the knockout or TKO impressive. EA already has impressive replay presentation in games like EA Sports FC. A Hypermotion-style replay system for UFC 6 could look incredible. After a finish, the game could replay the final sequence using dynamic camera angles, slow motion, impact-focused shots, and different perspectives around the cage. Instead of only showing the final strike, it could replay the final five to ten seconds and show the entire sequence that created the finish. For example, it could show the jab that broke the guard, the body shot that lowered the hands, and then the head kick or hook that ended the fight. The replay could even identify the major strikes in the finishing sequence and show information such as the strike type, impact location, damage, or timing. It should make the finish feel important rather than immediately rushing everyone back to a menu. These upgraded replays would also make UFC 6 far more shareable. Players could save the replay and upload a clean, cinematic clip to TikTok, Instagram Reels, YouTube Shorts, or other platforms. Those clips would make the game look incredible online while also giving players more reason to share their best knockouts. The fight itself may be the most important part of the game, but presentation matters too. Smooth between-round scenes and cinematic post-fight replays would make every matchup feel more complete, immersive, exciting, and worthy of being shared. "Here for the community, one with the community If y'all like my UFC suggestions and y'all wanna find more of this exquisite game, the name is Big Z Follow me at (instagram: @ztp.btl) and remember, stay striking n fightin, BIG Z DA BEST NOT LIKE DA REST 💤😎"Overhaul Grappling!
The grappling isn’t skill-based and this is very obvious in the higher divisions- when both people know how to play the mini game, it automatically allows the person with higher ground stats to win the round (bare minimum). It’s a glorified version of guitar hero, where you just have to click the right input at the right time- there’s not any “mind-games” to be played in the higher divisions to where, even if you have worse grappling stats, you can still pull off a win- unlike the standup (which needs it’s own fixes - but that’s a different discussion). Failed takedown attempts should also cost more stamina - someone attempting 10+ takedowns a round should have a significant hit to their stamina by the end of 2nd round, bare minimum. As of right now, the game rewards spamming takedowns, strikes, and dodging- a clear fix to all of these problems is to make each one of them cost a bit more stamina. There is no incentive to playing with different play-styles in this UFC. I’ve played for over 10 years and have decided this is the last UFC title I’m buying until there’s a complete rework.Constructive Feedback From an Offline Player
I’ve put a lot of time into UFC 6 (103Hrs), and honestly… this game just isn’t that fun. As someone who mainly plays offline, it feels like we got UFC 5 with improved striking instead of an actual sequel. The striking is definitely smoother, but outside of that, almost everything feels exactly the same. One of my biggest issues is the Create-A-Fighter system. The archetypes are still one of the worst additions EA has ever made to the series. They completely limit creativity. I don’t understand why offline CAFs have to be restricted because of online balance. If balance is the concern, separate offline and online CAFs. Offline players should be able to create fighters however they want. Let us customize our own movesets, choose our own perks, and build fighters around different styles. Real UFC fighters all have unique weapons and specialties, so giving players the freedom to create unique fighters actually adds realism, depth, and replayability. Right now, most CAFs end up feeling like slightly different versions of the same archetypes. Career Mode is another area that desperately needs attention. It becomes repetitive way too quickly. Fighters are still competing into their late 40s and 50s. You get offered the same opponents 2-4 times throughout your career. The overall progression feels almost identical every single playthrough. There’s very little immersion outside of the fights themselves. Go back and look at UFC Undisputed 3. A game that came out over a decade ago had weigh-ins, different training camps, better presentations, proper fighter introductions, and an atmosphere that made every fight feel important. Why are we moving backwards? Another issue is the gameplay itself. Why does it take 4-7 knockdowns just to finally get a knockout? If I land multiple clean head kicks and drop someone over and over, the fight shouldn’t keep resetting like nothing happened. The stun system doesn’t make much sense either. A fighter can get rocked by a huge shot and then immediately start slipping punches, throwing perfect combinations, and defending like they’re completely fresh. It takes away from the impact of landing big strikes. Ground-and-pound also needs serious work. Finishing fights on the ground doesn’t feel nearly as satisfying or dangerous as it should. The frustrating part is that the potential is there. The improved striking proves the developers can make meaningful changes. But everywhere else, UFC 6 feels far too similar to UFC 5. This isn’t about wanting an arcade game. It’s actually the opposite. A lot of us who primarily play offline want more realism, more immersion, and more player freedom. We want Career Mode to feel alive again. We want CAF customization that lets us create unique fighters instead of being forced into preset templates. We want the presentation, atmosphere, and attention to detail that older UFC games delivered years ago. If more effort had gone into evolving the entire experience instead of mostly updating the striking, I genuinely think UFC 6 would’ve been a much stronger game. This feedback is entirely about the offline experience. Online balance matters, but it shouldn’t limit what offline players are allowed to do. Edit: This got marked as spam, not sure why I can’t express something this big. EA_MakoEA_EduEA_KentEA_VendceraEA_DavidNerf body spam, Stam, and retreat speed.
All are considerably too high. Most fights are ppl retreating looking for a body stun then five unblocked strikes in a row leading to health events or rocks. Literally all this game has become. Plus hurry up and patch this. I'm going to post this daily until I see some movement.Prates,Silva,Johnny Walker,lopes, Paddy, Volkov
Prates,Silva,Johnny Walker,lopes, Paddy,Caio,Buckley and Alexander Volkov Fighter Uniqueness,Moveset, Character models. All fighters listed above need more fighter animation uniqueness as well as moveset additions. Prates needs a spinning elbow, he needs more unique animations, his idle stance is great but when blocking all immersion disappears... He should have a lot of motion even when blocking. Lopes needs spinning elbow, Paddy has the most generic hooks etc, Volkov has mostly generic strikes as well and his stance animation idle/blocking looks nothing like him. He also needs a lead knee stomp. Walker absolutely needs to be motion captured like they did Jiri if they want to get him right. I also wanted to point out that what's up with most unique taunts being removed? Almost every fighter has the same ones... Jean silva at the very least needs his own set of taunts. Now as far as character models go. I noticed bucket is way off, he is far too lean and also Volkovs head is far too big. I'm going to add to this as I notice more and I'm sure I will.