Vulnerability
After over 100 fights in ranked gameplay I’m noticing that players are having the ability to recover and get out the way of damaging shots, even after being stunned multiple times. I feel as those players are getting away with reckless styles because they know that the game won’t give the ability to get out the way by simply backing up in a straight line. There needs to be more vulnerability Low stand up or poor head movementFighter Likeness Should Extend to CPU
First, I want to give credit where it's due. UFC 6 has made noticeable improvements to fighter likeness. The updated models, animations, stances, signature strikes, and overall presentation do a great job capturing the look and feel of many real-life fighters. Unfortunately, that authenticity often stops once the fight begins. Many fighters still feel like variations of the same underlying AI with different attributes. While they may look unique and have their own animations, their decision-making can often feel surprisingly similar. Common examples include: - Throwing combinations while clearly out of range. - Repeated double uppercuts and other questionable strike selections. - Overly aggressive output regardless of fighter archetype. - Poor long-term stamina management. - Limited adaptation during the course of a fight. - Distinct fighter styles becoming less noticeable once the fight is underway. I understand there are already gameplay sliders and AI settings that allow players to adjust things such as striking output, stamina consumption, damage, recovery, and other fight variables. Those options are appreciated and absolutely have their place. However, my concern isn't primarily about numerical tuning. It's about the underlying decision-making of the AI. Even with sliders adjusted, fighters can still make unrealistic choices because the issue isn't necessarily how much they're throwing—it's why they're throwing. A more advanced baseline AI would go much further than simply adjusting output percentages or stamina values. The foundation should be built around: - Fighter IQ and decision-making. - Range awareness. - Stamina awareness and resource management. - Risk assessment. - Style-specific tendencies. - Adaptive game planning. - Awareness of fight context and scorecards. - More natural setups, feints, and reactions. A realistic AI shouldn't just react to what is happening moment to moment. It should understand the broader state of the fight. For example: - A fighter comfortably winning on the scorecards may become more selective and prioritize risk management. - A fighter who is down two rounds should become increasingly urgent and willing to take risks. - A fighter who believes they need a finish should actively pursue one rather than continuing to fight as if the bout is even. - A fatigued fighter should adjust their approach instead of continuing to throw at the same pace. - A hurt fighter may become more defensive, desperate, or opportunistic depending on their style and tendencies. Most importantly, fighters should have stronger behavioral identities. For example: - Max Holloway should pressure with volume and pace. - Israel Adesanya should manage distance, set traps, and counter. - Alex Pereira should be patient, selective, and dangerous without excessive output. - Merab Dvalishvili should overwhelm opponents with relentless pressure and wrestling. An Adesanya fight should feel fundamentally different from a Holloway fight. A Pereira fight should feel different from a Merab fight. The challenge should come from solving different styles rather than facing the same AI with different attributes. I know some players will point out that online opponents can already provide this variety. A skilled player who chooses Adesanya may fight like Adesanya. A Holloway player may push a relentless pace. UFC 6 has done a better job than previous entries at encouraging players to lean into the strengths and identities of the fighters they select. However, not everyone primarily plays online. For offline players, the AI is the sport. Career Mode players, tournament players, event creation players, and people who simply enjoy fighting the CPU rely entirely on AI behavior to create authentic matchups. When fighter identities break down, a major part of the UFC experience is lost. In fact, stronger behavioral AI could also serve as a teaching tool for newer players. If fighters naturally behaved more like their real-life counterparts, players would begin to intuitively understand how certain fighters are meant to be used. They could learn pacing, distance management, pressure fighting, counter fighting, and stamina conservation through gameplay itself rather than having to study menus, ratings, or external guides. The series has made tremendous strides in visual authenticity. The next major step should be behavioral authenticity. The goal isn't simply less output or more stamina drain. The goal is smarter fighters that make smarter decisions and better reflect the athletes they are meant to represent. Fighters should not only look like their real-life counterparts—they should think and fight like them as well. Lastly, if any developers happen to read this, I would genuinely be interested to know whether this is something that can realistically be improved through UFC 6 updates, or if this type of AI overhaul is something that would need to wait for UFC 7. I'd love to hear how much flexibility currently exists within the AI systems and whether behavioral authenticity is something the team is actively exploring for the future.cant get dlcs
i bought the game for 95 dollars on ultimate edition and cant get the dlcs with it but im able to play the early release it makes i need my dlcs because thats 25 extra dollars on a game that i could of bought for 25 less i got the standard edition on early release for 95 dollars give me my dlcsParry Broken
The new parry feature negates all incoming damage to the body and head if you time it correctly which is game breaking, players are abusing this by choosing fighters with a long reach and parrying all incoming damage. When you lean back to defend and expose your body you should be vulnerable to body shots, currently it has the opposite effect of negating all incoming damage to the head and body.A job well done
Not gonna lie the hall of legends is absolutely beautiful I hope you guys extend on it more people like even people that didn’t win belts like cub Swanson or lyoto or shogun striking in this game feels authentic I wish the grappling was amplified to be as deep as the striking but EA you got me a job well done.UFC 6 or UFC 5.5?
After putting time into UFC 6, I honestly can’t believe how identical the meta feels to UFC 5. Everyone is still playing exactly the same: endless head movement, slip counters, pull counters, canned combos, and fishing for the same openings we’ve been abusing for years. It’s uncanny. New game, same playstyle. The craziest part isn’t that players want to play like UFC 5—it’s that they can. If the exact same strategies, timing, and exploits carry over with little adjustment, how different is the gameplay really? People are already fighting in UFC 6 like they’ve got 1,000 hours in UFC 5. That says a lot. The movement feels familiar. The counter system feels familiar. The combo meta feels familiar. Even the pacing of fights feels familiar. When you load into a match, it doesn’t feel like players are learning a new game—it feels like they imported their UFC 5 muscle memory and never skipped a beat. A sequel should evolve the gameplay, not preserve the exact same meta. Right now, UFC 6 feels less like a fresh experience and more like UFC 5 with a new coat of paint.