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EA Sports UFC 3 Content Update #8 Available, Patch Notes Here

EA Sports UFC 3

EA Sports UFC 3 Content Update #8 Available, Patch Notes Here

EA Sports UFC 3 game update 1.09 is available now for both Xbox One and PlayStation 4. The update adds three new fighters: Zabit Magomedsharipov, Tai Tuivasa, and David Branch.

The update also has a bunch of tweaks and improvements, including finishing the fight against the cage, active knockdowns, improvements to footwork, block counters, reaching straights, new signature techniques and much more.

Check out the patch notes below, along with the full details in the official blog.

Updates:
– Added three new fighters; David Branch in Middleweight; Tai Tuivasa in Heavyweight; Zabit Magomedsharipov in Featherweight
– Added Combined Weightclasses to Fight Now modes
– Added a strike range modifier for AI recording & playback behaviors in Practice Mode

Career Mode:
– Added gameplay sliders to Career Mode
– Added Career Fight History

Gameplay Additions:
– Added signature Justin Gaethje Rolling Thunder kick
– Added signature Wanderlei Silva hooks
– Added signature Zabit Magomedsharipov trip as an R1 modified clinch entry
– Added strikes to cage takedown positions
– Added a new cage seated finish the fight position
– Added a new single collar attempt animation
– Added ability to stay down during an active knockdown by pressing down on the Right Stick
– Added ability to grapple with your opponent as they get up from an active knockdown by pressing towards them with the Left Stick
– Added reaching straight punches to the body and head that can be thrown from kick range by first flicking forward with the Left Stick
– Added lead hook block counter to head hook that lands to lead side, body hook that lands to either side
– Added uppercut block counter to blocked body hooks
– Added new pivot lunges
– Added ability to block while lunging
– Added ability for an attacking fighter to stop tracking their opponent when a side lunge evades a forward moving strike
– Added new damage logic to account for large angles created when evading forward moving strikes with lunges
– Added lead body kicks following body punches (Muay Thai level 3 combos)
– Added rumble to takedown and clinch attempts when using haptic feedback setting

Gameplay Tuning:
– Major lunge evades overhands to the outside
– Improved the responsiveness of chaining lunges and throwing strikes out of lunges
– Intercepting a back lean with a straight will force a push back hit reaction
– Single collar punches to the head can now knockdown or knockout an opponent
– Slightly reduced the range of standing & forward overhands
– Reduced stamina tax of body strikes that force a push back hit reaction (Teep Kick for example)
– Removed stamina tax of auto lunges that trigger when blocking a straight kick to the leg
– Removed feints from total strikes thrown in post-fight stats
– Removed minor duck
– Fixed a bug where haymaker couldn’t be evaded by a side slip
– Fixed a bug where knees that redirected to the head could cause body health events
– Fixed a bug with the contact detection of lead elbows
– Fixed a bug with the sub side control which could not allow the hip-out getup to complete
– Fixed a bug with two slam takedowns that could cause damage to the wrong fighter
– Fixed certain takedowns and diving punches from counting incorrectly in the post-fight stats

Gameplay AI Additions:
– Added new outside, range-based counter striking behavior to AI
– Added new behavior to certain AIs to elect to not getup right away when on their back
– Adjusted many AI behavioral tendencies based on player feedback
– Expanded AI’s behavioral diversity
– Expanded AI’s knowledge of cage clinch positions, and the ability to move between them

Gameplay AI Tuning:
– Greco Roman AI can now instantly perform clinches when opponent’s back is to the cage
– Ground and Pound AI can now instantly perform takedowns when opponent’s back is to the cage
– Improved AI’s ability to block strikes and capitalize on grapple advantage while grappling
– Improved AI’s ability to enter and make use of stacked guard from ground as well as tower scenarios
– Improved AI’s ability to use the push-off strike
– Improved AI’s awareness of more complex evasion directions for certain strike scenarios
– Improved AI’s choice of strikes when advancing from range and throwing punches
– Reduced the frequency of grapple-initiation techniques based on AI difficulty
– Fixed a bug that caused AIs with special straight punches, such as Nate Diaz and Conor McGregor, to not dive on their opponent as often

Ultimate Team:
– Added a Sets shortcut on multiple screens
– Added an option to skip the pack opening sequence for Bundles

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Discussion
  1. I don’t think we have to worry about single collar becoming cheese because it is easy to block punches and it is a neutral position. I just hope that certain fighters who are great in the clinch don’t have a massive advantage.
    Sent from my iPhone using Operation Sports
    Freshly Baked Gregg
    I don’t think we have to worry about single collar becoming cheese because it is easy to block punches and it is a neutral position. I just hope that certain fighters who are great in the clinch don’t have a massive advantage.
    Sent from my iPhone using Operation Sports

    But shouldnt they?
    DC/Jones wreck dudes in the clinch
    It should be your job to prevent the clinch or break/get to thai ASAP
    Phillyboi207
    But shouldnt they?
    DC/Jones wreck dudes in the clinch
    It should be your job to prevent the clinch or break/get to thai ASAP

    Stats should not account for fight IQ. If a player is better at clinching than another player by a significant margin, he should win in the clinch. BUT if two equally good clinch players clinched each other but one was DC and the other was Manuwa or something, DC should win, but not in a dominating fashion.
    Phillyboi207
    But shouldnt they?
    DC/Jones wreck dudes in the clinch
    It should be your job to prevent the clinch or break/get to thai ASAP

    I agree with that statement. But I think it depends if they are going for realism vs fun in the game. I’m in favor of the realistic aspect, where guys like DC and Jones are beast in the clinch and your goal is to avoid it/deny it when you can
    Freshly Baked Gregg
    Stats should not account for fight IQ. If a player is better at clinching than another player by a significant margin, he should win in the clinch. BUT if two equally good clinch players clinched each other but one was DC and the other was Manuwa or something, DC should win, but not in a dominating fashion.

    No stats should account for a fighter’s skill
    If DC gets your Manuwa in the clinch he should dominate if y’all are equal. It’s your job to have a high fight IQ and avoid your opponents strength
    That’s like saying DC shouldnt be able to dominate Volkan on the ground
    Phillyboi207
    No stats should account for a fighter’s skill
    If DC gets your Manuwa in the clinch he should dominate if y’all are equal. It’s your job to have a high fight IQ and avoid your opponents strength
    That’s like saying DC shouldnt be able to dominate Volkan on the ground

    Of course he should have an advantage but it shouldn’t be like a cheat code. That is why McGregor is so OP. His stats are juiced up in areas where they really shouldn’t be just to compensate for his high fight IQ.
    Sent from my iPhone using Operation Sports
    Phillyboi207
    But shouldnt they?
    DC/Jones wreck dudes in the clinch
    It should be your job to prevent the clinch or break/get to thai ASAP

    Exactly this...
    That’s exactly what we want, fighters to play to their true self.
    Freshly Baked Gregg
    Of course he should have an advantage but it shouldn’t be like a cheat code. That is why McGregor is so OP. His stats are juiced up in areas where they really shouldn’t be just to compensate for his high fight IQ.
    Sent from my iPhone using Operation Sports

    McGregor’s stats being inflated in some areas is completely different from a fighter being dominant in the clinch in game if he’s also dominant in the clinch in real life.
    Do you consider DC a cheat code in real life when he’s dirty boxing dudes?
    Phillyboi207
    McGregor’s stats being inflated in some areas is completely different from a fighter being dominant in the clinch in game if he’s also dominant in the clinch in real lofe.
    Do you consider DC a cheat code in real life when he’s dirty boxing dudes?

    Yes, but it’s not like I should be able to pick DC and magically dominate in the clinch. It should assist me as I am playing to his strengths, but I shouldn’t win if I’m garbage at clinching.
    Sent from my iPhone using Operation Sports
    Freshly Baked Gregg
    Yes, but it’s not like I should be able to pick DC and magically dominate in the clinch. It should assist me as I am playing to his strengths, but I shouldn’t win if I’m garbage at clinching.
    Sent from my iPhone using Operation Sports

    If you really are garbage at clinching you'll get beat even as DC. Point is, if you don't want trouble don't clinch with DC.
    Improved the responsiveness of lunging after striking, striking after lunging, lunging after using head movement and chaining lunges. #patchspoilers #EAUFC3
    Made it so an attacking fighter will stop tracking their opponent when a side lunge evades a forward moving strike. #patchspoilers #EAUFC3
    This means side stepping a fwd moving combo will see your opponent go flying by you, allowing you to create angles on your opponent the game never supported before, for a potential counter opportunity or to regain control of the octagon. #patchspoilers #EAUFC3
    This is fantastic! We might actually be able to side step an overhand!!
    cal7_11
    Made it so an attacking fighter will stop tracking their opponent when a side lunge evades a forward moving strike. #patchspoilers #EAUFC3
    This means side stepping a fwd moving combo will see your opponent go flying by you, allowing you to create angles on your opponent the game never supported before, for a potential counter opportunity or to regain control of the octagon. #patchspoilers #EAUFC3
    This is fantastic! We might actually be able to side step an overhand!!
    Hoooooly **** I'm going to do what Dillashaw did to barao to so many people
    Sent from my LGMP450 using Operation Sports mobile app
    cal7_11
    Made it so an attacking fighter will stop tracking their opponent when a side lunge evades a forward moving strike. #patchspoilers #EAUFC3
    This means side stepping a fwd moving combo will see your opponent go flying by you, allowing you to create angles on your opponent the game never supported before, for a potential counter opportunity or to regain control of the octagon. #patchspoilers #EAUFC3
    This is fantastic! We might actually be able to side step an overhand!!

    Amazing. 10 characters.
    Added new pivot lunges. Pivot lunges are special lunges that chain in certain directions off successful head movement to allow you to pivot off and make your opponent stop tracking, giving you another way of creating angles. #patchspoilers #EAUFC3
    GEOFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :signball::signball::signball::signball::signball::signball::signball::signball::signball::signball::signball:
    HOW WILL I MAKE IT THROUGH THESE NEXT FEW DAYS AFTER SEEING ALL THESE SPOILERS :sumo:
    "Added new pivot lunges. Pivot lunges are special lunges that chain in certain directions off successful head movement to allow you to pivot off and make your opponent stop tracking, giving you another way of creating angles."
    Can't wait!
    Edit: "Added ability to block while lunging" HOLY MOLY!!! THE AI IS GOING TO GET TOUGH NOW
    AydinDubstep
    GEOFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :signball::signball::signball::signball::signball::signball::signball::signball::signball::signball::signball:
    HOW WILL I MAKE IT THROUGH THESE NEXT FEW DAYS AFTER SEEING ALL THESE SPOILERS :sumo:
    "Added new pivot lunges. Pivot lunges are special lunges that chain in certain directions off successful head movement to allow you to pivot off and make your opponent stop tracking, giving you another way of creating angles."
    Can't wait!
    Edit: "Added ability to block while lunging" HOLY MOLY!!! THE AI IS GOING TO GET TOUGH NOW

    From the videos I've seen....certain fighters use those lunges well. Machida.....you just need to see him.
    aholbert32
    From the videos I've seen....certain fighters use those lunges well. Machida.....you just need to see him.

    That is awesome
    I hope Stephen Thompson is hell to fight against
    Phillyboi207
    That is awesome
    I hope Stephen Thompson is hell to fight against

    From what I've seen, I expect the AI to make you slow your pace against certain AI fighters or you will look like a fool. That lunge looks great when timed right and if you are too aggressive, you will end up swinging at air.
    Anything from this list making it in:
    Orthodox vs Orthodox
    Outside pivot

    Inside pivot vs inside shuffle

    Southpaw vs Orthodox
    Inside Pivot

    Outside pivot

    Outside pivot with a throwaway left cross (one of my favourite moves in general)

    Outside pivot with a push

    Outside pivot with a hook push


    Another example

    One more example

    Outside step & block aka lunge & block

    Outside hook pivot, duck pivots, parry pivots, the whole works

    Some more outside and inside pivots:

    Inside pivot / shuffle:

    Inside pivot & cross into a push from front hand
    LeonVegaSuarez
    This game is going to be a completely different game after this patch, which isn't a bad thing at all.

    I know people are going to kill me for hyping up the game but this is truly how I feel.
    I was planning to have a few fights in my Universe yesterday but after seeing some of the videos I've seen of the AI post patch...I decided to hold off until the patch is released next week. Especially because two of the guys greatly affected by the AI changes in the patch (Machida and Romero) were on the card I wanted to run.
    Will it feel like a new game? Nah but it will feel different when it comes to AI.
    aholbert32
    I know people are going to kill me for hyping up the game but this is truly how I feel.
    I was planning to have a few fights in my Universe yesterday but after seeing some of the videos I've seen of the AI post patch...I decided to hold off until the patch is released next week. Especially because two of the guys greatly affected by the AI changes in the patch (Machida and Romero) were on the card I wanted to run.
    Will it feel like a new game? Nah but it will feel different when it comes to AI.
    I just deleted my whole universe out of Evernote.
    Sent from my SM-N920V using Tapatalk
    aholbert32
    I know people are going to kill me for hyping up the game but this is truly how I feel.
    I was planning to have a few fights in my Universe yesterday but after seeing some of the videos I've seen of the AI post patch...I decided to hold off until the patch is released next week. Especially because two of the guys greatly affected by the AI changes in the patch (Machida and Romero) were on the card I wanted to run.
    Will it feel like a new game? Nah but it will feel different when it comes to AI.

    Would it be to much to ask for a Universe starter guide? I've always been into the ranked part but i feel like offline players enjoy this game the most, i wanna give it a shot!
    Sent from my ONEPLUS A6003 using Operation Sports mobile app
    aholbert32
    I know people are going to kill me for hyping up the game but this is truly how I feel.
    I was planning to have a few fights in my Universe yesterday but after seeing some of the videos I've seen of the AI post patch...I decided to hold off until the patch is released next week. Especially because two of the guys greatly affected by the AI changes in the patch (Machida and Romero) were on the card I wanted to run.
    Will it feel like a new game? Nah but it will feel different when it comes to AI.

    I haven't played the game in a week and won't until the patch is out. AI changes are always good.
    I have to say, I was very critical of this game when it first came out. I never purchased it, but have been popping in every other month or so to see its progress. The amount of work the development team has put into this game post-launch is incredible, and the changes they are implementing appear to be in support of a realistic, simulation of MMA.
    I'm still awaiting more information on the upcoming patch, and will probably wait to see video of the new features in motion before actually purchasing, but as of now, if the patch looks as good as it sounds, I will most likely be buying in a week or two.
    aholbert32
    I know people are going to kill me for hyping up the game but this is truly how I feel.
    I was planning to have a few fights in my Universe yesterday but after seeing some of the videos I've seen of the AI post patch...I decided to hold off until the patch is released next week. Especially because two of the guys greatly affected by the AI changes in the patch (Machida and Romero) were on the card I wanted to run.
    Will it feel like a new game? Nah but it will feel different when it comes to AI.

    Wait have you played a build of the new patch or no?
    mr420_qq
    Would it be to much to ask for a Universe starter guide? I've always been into the ranked part but i feel like offline players enjoy this game the most, i wanna give it a shot!
    Sent from my ONEPLUS A6003 using Operation Sports mobile app

    What do you mean by a start guide? Like an explanation of how we run our universe or a file to open?
    cal7_11
    Made it so an attacking fighter will stop tracking their opponent when a side lunge evades a forward moving strike. #patchspoilers #EAUFC3
    This means side stepping a fwd moving combo will see your opponent go flying by you, allowing you to create angles on your opponent the game never supported before, for a potential counter opportunity or to regain control of the octagon. #patchspoilers #EAUFC3
    This is fantastic! We might actually be able to side step an overhand!!

    You can side step overhands just gotta have your sidesteps down most people completely abandoned them
    The lunge change is all about adding some "conservation of momentum" to the game in a realistic way.
    It should simulate something like this.

    Against the Overhand

    The pivot (Which works when you sway a strike then lunge to the outside of the strike) will act very closely to this:

    If all goes as planned, a player that constantly inputs a string of forward moving combos will quickly start looking really foolish once one of those strikes gets evaded by a lunge.
    This won't serve as a "Hand hold" for players who suck and don't wanna ever engage... it'll still require skill and yeah, you will most definitely still run into strikes and get stopped by pressure fighters while trying to use these tools, but at the very least... we will now have some solid solid distance creation tools.
    Can't wait.
    Freshly Baked Gregg
    What is frame trapping?
    Sent from my iPhone using Operation Sports

    Frame trap: An attack that, when timed correctly, opens up enough of a gap for the opponent to try to attack but nothing the opponent does will come out fast enough to avoid being stuffed.

    Source: http://shoryuken.com/glossary/
    Basically think of a top 50 Costa spammer. Gets you against the cage, pokes out jabs over and over to try to break your block and interrupt whatever you do. Throws an overhand after. Tries to apply pressure in such a way that anything you do gets interrupted by what he's doing, "trapping" you.
    ZombieRommel
    Source: http://shoryuken.com/glossary/
    Basically think of a top 50 Costa spammer. Gets you against the cage, pokes out jabs over and over to try to break your block and interrupt whatever you do. Throws an overhand after. Tries to apply pressure in such a way that anything you do gets interrupted by what he's doing, "trapping" you.

    Ah so this is the difference between fighting a pressure fighter where I feel I can actually counter them and fighting a pressure fighter where it feels hopeless. Thanks.
    Sent from my iPhone using Operation Sports
    ZombieRommel
    Source: http://shoryuken.com/glossary/
    Basically think of a top 50 Costa spammer. Gets you against the cage, pokes out jabs over and over to try to break your block and interrupt whatever you do. Throws an overhand after. Tries to apply pressure in such a way that anything you do gets interrupted by what he's doing, "trapping" you.

    To add to this... you would be blocking in this situation where there are block recovery frames where even after you release block you can’t perform a strike till these recovery frames execute. So the jab is the fastest and least dangerous strike in the game. If he continually jabs and you try to counter he will catch you in the required strike start up frames that stops your strike you try to throw after block. Basically trapping you in a block trap if the player is knowledgeable enough.
    aholbert32
    I havent but I've seen clips of the new gameplay.

    Any chance this footage could make its way to the forums, or is it too early of a build of the patch and therefore no longer a good representation of the finished product?
    I'd love to see the new footwork mechanics and Finish the Fight stuff in action.
    Reinfarcements
    Any chance this footage could make its way to the forums, or is it too early of a build of the patch and therefore no longer a good representation of the finished product?
    I'd love to see the new footwork mechanics and Finish the Fight stuff in action.

    Sorry. It will never see the light of day for multiple reasons. You guys are just going have to wait until you see the finished product.
    With that said, the gifs that Martial posted are pretty spot on when it comes to the new lunges.
    aholbert32
    From the videos I've seen....certain fighters use those lunges well. Machida.....you just need to see him.

    I'm a bit scared to see the AI now cuz guys like DC (who isn't even a striker) were using lunges and head movement well on pro and up.
    WarMMA
    I'm a bit scared to see the AI now cuz guys like DC (who isn't even a striker) were using lunges and head movement well on pro and up.

    Headmovement, its pretty good.
    Lunges, no.
    The AI is currently awful at lunging on all difficulties. Sure, it will occasionally lunge away from a strike if you use it often, but 85% of my high kick KOs are from the AI lunging into my roundhouse AFTER I've thrown it.
    It's headmovement isn't bad at all, but can easily be disrupted and baited with fients easily.
    Jab fient into rear uppercut is DCs bane.
    He often trys to time the jab and shoot on it, thus headbutting the uppercut.
    WarMMA
    I'm a bit scared to see the AI now cuz guys like DC (who isn't even a striker) were using lunges and head movement well on pro and up.

    You dont need to be a striker to have good head movement.
    aholbert32
    You dont need to be a striker to have good head movement.

    Yh obviously, but you get where i'm coming from. Like imagine how guys with really good head movement and footwork are gonna be moving. Can't wait to see it.
    WarMMA
    Yh obviously, but you get where i'm coming from. Like imagine how guys with really good head movement and footwork are gonna be moving. Can't wait to see it.

    DC uses a lot of head movement. So much so that Jones made reads and knocked him out based on said head movement.
    Kingslayer04
    DC uses a lot of head movement. So much so that Jones made reads and knocked him out based on said head movement.

    I know this man. Obviously every fighter uses head movement or they would get knocked out easy. I used DC as an example to say imagine how guys with extrodinary head movement and footwork (guys like Anderson,Machida,ect) will be moving if DC can move like that on pro and up. Like how aholbert was talking about machida's AI looking better with the footwork additions.
    WarMMA
    I know this man. Obviously every fighter uses head movement or they would get knocked out easy. I used DC as an example to say imagine how guys with extrodinary head movement and footwork (guys like Anderson,Machida,ect) will be moving. Like how aholbert was talking about machida's AI looking better with the footwork additions.

    Oh sure, hopefully there's a lot more individuality thanks to the patch.
    Added block counter strikes. Lead hook block counter to any hook or overhand that lands on your lead side block. Same side uppercut counter to any blocked body hook. #patchspoilers #EAUFC3
    Block counters are guaranteed to land before you opponent can get their block up to defend them, or before any strike combo'd off the blocked strike would land. They can however be slipped or lunged. #patchspoilers #EAUFC3
    Removed minor duck. All forward sways will now do the major duck regardless of input timing. #patchspoilers #EAUFC3
    Made it easier to duck under head kicks by making the height requirements to do so more forgiving at kicking range, though less forgiving at elbow range. #patchspoilers #EAUFC3
    Added a cooldown timer for switching between clinch and Takedown denial. #patchspoilers #EAUFC3
    Added a block cooldown timer for clinch and takedown pre-deny. #patchspoilers #EAUFC3
    cal7_11
    Added block counter strikes. Lead hook block counter to any hook or overhand that lands on your lead side block. Same side uppercut counter to any blocked body hook. #patchspoilers #EAUFC3
    Block counters are guaranteed to land before you opponent can get their block up to defend them, or before any strike combo'd off the blocked strike would land. They can however be slipped or lunged. #patchspoilers #EAUFC3
    Removed minor duck. All forward sways will now do the major duck regardless of input timing. #patchspoilers #EAUFC3
    Made it easier to duck under head kicks by making the height requirements to do so more forgiving at kicking range, though less forgiving at elbow range. #patchspoilers #EAUFC3

    GEOFFFFFFFFFFFFFFFF!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :bil::bil::bil::bil::bil::bil::nchuck::nchuck::nchuck::nchuck::nchuck::nchuck::freddy::freddy::freddy:
    AydinDubstep
    GEOFFFFFFFFFFFFFFFF!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :bil::bil::bil::bil::bil::bil::nchuck::nchuck::nchuck::nchuck::nchuck::nchuck::freddy::freddy::freddy:

    I don't really get what these block counters are.
    UFCBlackbelt
    Wow they really have been listening

    Yup just about every single patch note has a thread (or 10) about it somewhere on OS haha team effort all around from GCers to forum guys but of course GPD deserves all the credit if only for not giving up on us as we are a tough crowd....to say the least lol :)
    Hmmm only change im not a big of a fan of is making it easier to duck headkicks
    I think the back lunge should be the go to for dodging them
    Really happy for block counters and I how it’s expanded upon
    Kingslayer04
    I don't really get what these block counters are.

    Sounds like if certain strikes hit your lead side block, you can fire off a counter that will beat your opponents next strike.
    Same with blocked body hooks I think.
    Gion
    I'm a little wary about the block counters but I like it. It forces us to throw combinations short and deliberate, only stringing long combinations for finishing the fight
    Sent from my LGMP450 using Operation Sports mobile app

    You’d also have to be less predictable
    Could really open up the use of feinting mid combo
    Boiler569
    No more spamming clinch and takedown predeny......something I've been asking for since launch....u the man GPD, this patch is gonna be epic

    Hopefully man! The wording is a little bit of a concern. Added a cooldown... i take it that’s just technical term for stopping people switching between the two.
    Speed up forward moving side slipping open side straight and hook counter strikes making it possible to evade and counter a standing 1-2 with a forward moving slip straight. #patchspoilers #EAUFC3
    Intercepting a back lean with a straight strike will now play a push back hit reaction. #patchspoilers #EAUFC3
    Improved AI’s ability to block strikes and capitalize on grapple advantage while grappling. #patchspoilers #EAUFC3
    Improved AI's choice of strikes when advancing from range and throwing punches. #patchspoilers #EAUFC3
    Expanded AI’s behavioral diversity and adjusted many AI behavioral tendencies based on player feedback. #patchspoilers #EAUFC3
    Kingslayer04
    I don't really get what these block counters are.

    They are indeed complicated, conceptually. Basically, it means that you'll have time to squeeze a lead hook, after you block a punch with your lead arm. It's a realistic counter. It will probably hard to pull off and the opponent can still counter your counter, by using head movement after he punches your block with the "bad hook" of his. The cool thing is that the "bad hook" will depend on the stances. If the stances are not the same, the lead hook will be the unsafe thing to throw. If the stances match, the rear hook is the unsafe one.
    I didn't really make things better, did I? :y13:
    Maybe some gif gods can help us, showing some real life examples of this.
    Boiler569
    No more spamming clinch and takedown predeny......something I've been asking for since launch....u the man GPD, this patch is gonna be epic

    Good work gpd!
    ZombieRommel
    Source: http://shoryuken.com/glossary/
    Basically think of a top 50 Costa spammer. Gets you against the cage, pokes out jabs over and over to try to break your block and interrupt whatever you do. Throws an overhand after. Tries to apply pressure in such a way that anything you do gets interrupted by what he's doing, "trapping" you.

    Strictly speaking that is not it. But it is very close to it. And the guy who mentioned frame trapping first probably meant that.
    The reason that pressure works in the game is the hesitation caused by the possibility of the opponent continuing his combo. It's not about the actual frames. In fact, the actual frames are tuned to make this strategy less powerful. The frames are actually working against the dude performing the combo pressure. This mitigates the effect of the hesitation. But the hesitation factor is still pretty strong.
    A legit frame trap in the game would be landing an overhand cleanly, then striking the opponent with a straight, right away. It would interrupt any attack he would throw at you right after eating the overhand (unless he'd somehow evade it).
    Solid_Altair
    Strictly speaking that is not it. But it is very close to it. And the guy who mentioned frame trapping first probably meant that.
    The reason that pressure works in the game is the hesitation caused by the possibility of the opponent continuing his combo. It's not about the actual frames. In fact, the actual frames are tuned to make this strategy less powerful. The frames are actually working against the dude performing the combo pressure. This mitigates the effect of the hesitation. But the hesitation factor is still pretty strong.
    A legit frame trap in the game would be landing an overhand cleanly, then striking the opponent with a straight, right away. It would interrupt any attack he would throw at you right after eating the overhand (unless he'd somehow evade it).

    I always thought frame traps were based around block stun, recovery, and start up?
    In game doesnt our start up and recovery for each strike increase as our stamina increases?
    So theoretically it shouldnt be possible to do a frame trap all fight long
    AydinDubstep

    Blocking a lead hook and returning with his own lead hook

    Yh this is a legit thing fighters do in combat sports and the reason it works well is cuz the lead hand is closer and comes out faster. So in this gif this guy gets tagged here cuz he attacked and tried to follow up with another strike (looks like was going to be a kick), thus he ended up getting tagged mid strike and the active kd happened. I like this being added to the game. More ways to shut down spamming is always good.
    Phillyboi207
    So for block counters will the block stun be removed?
    Or will the counter strike be sped up?

    Both. Plus the block will lock in earlier giving you time to input the strike before the blocked strike actually lands.
    It all happens very fast but it's tuned to be fully achievable with a bit of practice.
    GameplayDevUFC
    Both. Plus the block will lock in earlier giving you time to input the strike before the blocked strike actually lands.
    It all happens very fast but it's tuned to be fully achievable with a bit of practice.

    Strike recording in practice should work well for this? I mean to get the timing down.
    AydinDubstep

    Blocking a lead hook and returning with his own lead hook

    Yes! That's a very good example. Thanks!
    Phillyboi207
    I always thought frame traps were based around block stun, recovery, and start up?
    In game doesnt our start up and recovery for each strike increase as our stamina increases?
    So theoretically it shouldnt be possible to do a frame trap all fight long

    In a strict sense a frame trap is attacking the opponent, ending up with frame advantage (that is rare in this game, even on hit), then (without comboing) using a fast strike that will intercept any strike that opponent throws at you.
    Actual frame traps are very rare in UFC 3. But combo pressure still works very well, despite the frames.
    Freshly Baked Gregg
    But they are different stances! Apparently the lead hook is meant to be unsafe in a situation like this.
    Sent from my iPhone using Operation Sports

    It's not really unsafe. It's up to the guy throwing to be defensively responsible. Only reason the guy throwing got caught is cuz he was just thinking "throw a combo".
    WarMMA
    It's not really unsafe. It's up to the guy throwing to be defensively responsible. Only reason the guy throwing got caught is cuz he was just thinking "throw a combo".

    This x 10000. Commiting to the wrong combo IRL can get you seriously hurt.
    Freshly Baked Gregg
    Look at Solid_Altair’s third last comment though
    Sent from my iPhone using Operation Sports

    Oh I was speaking in terms of real life but game wise, GPD says you can still slip and lugne the block counters. So if you're worried about throwing a lead hook and getting caught by the block counter of your opponent who is in opposite stance, just be prepared to slip or lunge after you throw. That way your being defensively responsible ;)
    Solid_Altair
    Yes! That's a very good example. Thanks!
    In a strict sense a frame trap is attacking the opponent, ending up with frame advantage (that is rare in this game, even on hit), then (without comboing) using a fast strike that will intercept any strike that opponent throws at you.
    Actual frame traps are very rare in UFC 3. But combo pressure still works very well, despite the frames.

    Thanks that’s what I was thinking
    As far as I know the block stun in this isnt that crazy to create a lot of true frame traps
    WarMMA
    Oh I was speaking in terms of real life but game wise, GPD says you can still slip and lugne the block counters. So if you're worried about throwing a lead hook and getting caught by the block counter of your opponent who is in opposite stance, just be prepared to slip or lunge after you throw. That way your being defensively responsible ;)

    Oh I thought this was about the safety of the block counter-er, not the person attacking in the first instance.
    Sent from my iPhone using Operation Sports
    Solid_Altair
    Yeah. It would be kind of unsafe on block, in the sense that if it's blocked, you won't have time to block the counter. But you can still slip it.

    Yup and if it works the way it sounds, you can even use it to bait cheezers. Like if you see a player is constantly fishing for the block to lead hook counter, you could throw a lead, slip his lead and send the straight down the pipe! :duck:
    Freshly Baked Gregg
    Oh I thought this was about the safety of the block counter-er, not the person attacking in the first instance.
    Sent from my iPhone using Operation Sports

    Ohhh ok. Well i'd think similar rules apply? The guy who threw the block counter should be able to get his guard up or slip himself before he gets re countered i'd assume.
    Phillyboi207
    Thanks that’s what I was thinking
    As far as I know the block stun in this isnt that crazy to create a lot of true frame traps

    Even by hit stuns, there aren't that many that leave the attacker positive on normal hit.
    Reinfarcements
    So I just got another Fighter Update. And everything feels kinda faster. In a good way. Am I going crazy?

    I got one too. I wouldn't say things feel faster though?
    I’m sorry but this has just killed the patch hype for me...
    GPD Twitter;
    One follow up detail on this, if you pre-deny a takedown you can still block low immediately, but won't be able to block high for about half a second. And if you pre-deny clinch you'll still be able to block high, but won't be able to block low for about half a second.
    Why oh why oh why can you still PRE DENY takedown or clinch
    cal7_11
    I’m sorry but this has just killed the patch hype for me...
    GPD Twitter;
    One follow up detail on this, if you pre-deny a takedown you can still block low immediately, but won't be able to block high for about half a second. And if you pre-deny clinch you'll still be able to block high, but won't be able to block low for about half a second.
    Why oh why oh why can you still PRE DENY takedown or clinch

    I liken it to just like how I can down block a takedown in wrestling practice before a sprawl, or just clear ties so my opponent doesn't get to work inside.
    RomeroXVII
    I liken it to just like how I can down block a takedown in wrestling practice before a sprawl, or just clear ties so my opponent doesn't get to work inside.

    If that’s how you rationalise it then it would be good to actually see an animation where the fighter holds his arm out up high or low. At least you can then see they are pre denying one way or the other.
    August 20
    Why are we still waiting for the patch?
    God of War patch has been updated today
    I remember it was a few weeks before each month.
    We will get the patch
    But it is now close to September.
    Then when is our September patch?
    weekend is gone again, still can't play new patch
    AydinDubstep
    THURSDAY?!
    I thought it was out tomorrow....

    I was just going off the past patches.
    Don't get me wrong, I PRAY I'm wrong haha.
    I think the Icon update dropped on a Tuesday so there is hope. Though GPD said he was starting spoilers earlier than normal so I dunno.
    martialxd
    August 20
    Why are we still waiting for the patch?
    God of War patch has been updated today
    I remember it was a few weeks before each month.
    We will get the patch
    But it is now close to September.
    Then when is our September patch?
    weekend is gone again, still can't play new patch

    The patch was never scheduled to release on or before Aug 20
    God of War has nothing to do with this title.
    This is a significantly bigger patch so it takes longer
    People have known the patch will likely drop on the 23rd for weeks now.
    The patch will drop before September so that doesnt matter.
    September patch will come in September.
    Sucks about your weekend but the patch is coming soon so your next weekend wont suck.
    cal7_11
    I’m sorry but this has just killed the patch hype for me...
    GPD Twitter;
    One follow up detail on this, if you pre-deny a takedown you can still block low immediately, but won't be able to block high for about half a second. And if you pre-deny clinch you'll still be able to block high, but won't be able to block low for about half a second.

    Why oh why oh why can you still PRE DENY takedown or clinch

    That sounds pretty realistic imo. In real life, takedown defense isnt always reactive. Alot of times fighters are anticipating a takedown and they have their hands/arms in position to defend a takedown that they believe is coming.
    In the game, if you are predenying, you are now going to take clean strikes to the face. So I assume that people who pre deny will be susceptible to lots of head damage or takedowns if people mix them up by going to head strikes and then attempting a takedown.
    aholbert32
    The patch was never scheduled to release on or before Aug 20
    God of War has nothing to do with this title.
    This is a significantly bigger patch so it takes longer
    People have known the patch will likely drop on the 23rd for weeks now.
    The patch will drop before September so that doesnt matter.
    September patch will come in September.
    Sucks about your weekend but the patch is coming soon so your next weekend wont suck.
    Ooh so there is a patch coming after this one? Makes me happy because i expected this one to be the last, and the patches so far are doing wonders for the game.
    Sent from my ONEPLUS A6003 using Operation Sports mobile app
    aholbert32
    That sounds pretty realistic imo. In real life, takedown defense isnt always reactive. Alot of times fighters are anticipating a takedown and they have their hands/arms in position to defend a takedown that they believe is coming.
    In the game, if you are predenying, you are now going to take clean strikes to the face. So I assume that people who pre deny will be susceptible to lots of head damage or takedowns if people mix them up by going to head strikes and then attempting a takedown.

    So does that mean there is now an animation to show if they are pre denying clinch or takedown? If not there’s still no downside to holding a pre denial as your opponent won’t be aware they are fully open to high/low strikes.
    I will wait to see it in action but I feel denying takedown or clinch should be based on your reactions to input the denial in accordance with TDD and Clinch Grapple attributes.
    cal7_11
    So does that mean there is now an animation to show if they are pre denying clinch or takedown? If not there’s still no downside to holding a pre denial as your opponent won’t be aware they are fully open to high/low strikes.
    I will wait to see it in action but I feel denying takedown or clinch should be based on your reactions to input the denial in accordance with TDD and Clinch Grapple attributes.

    Even if there is no animation (obviously would be better if there was) you'll still benefit from this change. If you are switching it up with takedowns, and your opponent starts pre-denying, you'll ultimately end up landing more clean shots standing up since he is pre-denying.
    Then he has a choice, to keep eating shots or to become more vulnerable to takedowns by not pre-denying.
    Animation or not, this change does its job.
    mr420_qq
    Ooh so there is a patch coming after this one? Makes me happy because i expected this one to be the last, and the patches so far are doing wonders for the game.
    Sent from my ONEPLUS A6003 using Operation Sports mobile app

    The devs haven’t indicated that August is the last patch. With that said, we can’t expect them to add all the stuff they have from here on out. Eventually they will have to start focusing on the next game and usually they do that after the 6 mos mark.
    Sent from my iPhone using Tapatalk Pro
    Reinfarcements
    Even if there is no animation (obviously would be better if there was) you'll still benefit from this change. If you are switching it up with takedowns, and your opponent starts pre-denying, you'll ultimately end up landing more clean shots standing up since he is pre-denying.
    Then he has a choice, to keep eating shots or to become more vulnerable to takedowns by not pre-denying.
    Animation or not, this change does its job.

    This. I would love an animation but if you are e actually setting up your takedowns it really shouldn’t be an issue.
    Sent from my iPhone using Tapatalk Pro
    aholbert32
    This. I would love an animation but if you are e actually setting up your takedowns it really shouldn’t be an issue.
    Sent from my iPhone using Tapatalk Pro

    I wish we could feint TDs. That would do wonders for helping set them up
    Reinfarcements
    Even if there is no animation (obviously would be better if there was) you'll still benefit from this change. If you are switching it up with takedowns, and your opponent starts pre-denying, you'll ultimately end up landing more clean shots standing up since he is pre-denying.
    Then he has a choice, to keep eating shots or to become more vulnerable to takedowns by not pre-denying.
    Animation or not, this change does its job.

    Disagree entirely. If you have no indication if your opponent is pre denying then the advantage is still with them. Are you supposed to just guess they are pre denying and throw a strike in hope? That’s not going to work out too well for you.
    I agree we will still benefit from this change but it’s still not a fair exchange. You should be at a disadvantage if you are pre denying a clinch or takedown.
    Added the ability to stay down during an active knockdown by pressing down on the right stick. #patchspoilers #EAUFC3
    Added the ability to push your opponent into the new cage seated position as they are getting up from an active knock down. #patchspoilers #EAUFC3
    First is a good common sense addition. Second one is interesting, can’t see many people choosing to get up in that position but it’s a good addition.
    cal7_11
    Added the ability to stay down during an active knockdown by pressing down on the right stick. #patchspoilers #EAUFC3
    Added the ability to push your opponent into the new cage seated position as they are getting up from an active knock down. #patchspoilers #EAUFC3
    First is a good common sense addition. Second one is interesting, can’t see many people choosing to get up in that position but it’s a good addition.

    There are some more spoilers that are connected to this coming.
    Added the ability to put your opponent into the single under clinch position as they are getting up from an active knock down. #patchspoilers #EAUFC3
    cal7_11
    Added the ability to stay down during an active knockdown by pressing down on the right stick. #patchspoilers #EAUFC3
    Added the ability to push your opponent into the new cage seated position as they are getting up from an active knock down. #patchspoilers #EAUFC3
    First is a good common sense addition. Second one is interesting, can’t see many people choosing to get up in that position but it’s a good addition.

    Seated cage confirmed! Thank god. Definitely wasn't expecting the stay down during active kd either. These are great.
    Reduce the size of the input window for catch kicks, making them harder to perform. #patchspoilers #EAUFC3
    YAAAAAAAASSSSSSSSSS!!!! Thank you GPD. Question... how much harder???
    cal7_11
    Reduce the size of the input window for catch kicks, making them harder to perform. #patchspoilers #EAUFC3
    YAAAAAAAASSSSSSSSSS!!!! Thank you GPD. Question how much harder???

    I'm so pumped for this. I love throwing kickboxing combos but almost primarily box because body kicks are so easily caught.
    Catch Kick Window tweak --- nice!!!
    These new Active Knockdown scenarios --- whether being able to stay on the ground if you got popped; or push people into the cage/put them into SC to go for the finish --- man that's so cool.
    This is going to be the longest work week ever. I wish it were just Thursday night already !!
    xtremeba1000
    I'm so pumped for this. I love throwing kickboxing combos but almost primarily box because body kicks are so easily caught.

    Easily the best patch spoiler so far. I would’ve preferred it to be removed but hopefully the window to catch is incredibly small.
    Boiler569
    Catch Kick Window tweak --- nice!!!
    These new Active Knockdown scenarios --- whether being able to stay on the ground if you got popped; or push people into the cage/put them into SC to go for the finish --- man that's so cool.
    This is going to be the longest work week ever. I wish it were just Thursday night already !!

    Yh i'm liking these active kd tweaks too. Gonna help grapplers keep the pressure on and get the fight to the ground in those senarios, instead of allowing the guy to just pop back up.
    Awesome spoilers so far
    I hope we’ll have a “get up” taunt to signal to the ref that we want the fighter up
    This way people couldnt always just stay down to recovef
    pdandy
    Lots of new improvements. Love it!
    My only hope is that the AI is aware of all these moves and can use them correctly.

    I can confirm that the AI is aware of these moves.
    cal7_11
    Added the ability to stay down during an active knockdown by pressing down on the right stick. #patchspoilers #EAUFC3

    Is it too late to add this in!!??

    Would go together perfectly!!
    Added new behavior to certain AIs to elect to not getup right away when on their back. #patchspoilers #EAUFC3
    Greco Roman AI can now instantly perform clinches when opponent's back is to the cage. #patchspoilers #EAUFC3
    Ground and Pound AI can now instantly perform takedowns when opponent's back is to the cage. #patchspoilers #EAUFC3
    Improved AI’s ability to enter and make use of stacked guard from ground as well as tower scenarios. #patchspoilers #EAUFC3
    Aholbert32 used to drop some strong hints which made it almost clear which fighters would be coming.
    I think we're getting Mackenzie Dern, Sean O'Malley for sure.
    The third could be Israel Adesanya or Zabit. Maybe both. If one of the new fighters is Adesanya, I'm already happy.
    Other canditates could be David Branch, Thiago Santos or.....BROCK LESNAR????
    LeonVegaSuarez
    Aholbert32 used to drop some strong hints which made it almost clear which fighters would be coming.
    I think we're getting Mackenzie Dern, Sean O'Malley for sure.
    The third could be Israel Adesanya or Zabit. Maybe both. If one of the new fighters is Adesanya, I'm already happy.
    Other canditates could be David Branch, Thiago Santos or.....BROCK LESNAR????

    Lol. Don’t assume anything based on what I said. I just said that I think most people will be happy with who they chose. I could easily be wrong. In fact, GPD doesn’t agree with me.
    Sent from my iPhone using Tapatalk Pro
    cal7_11
    Fixed a bug with the contact detection of lead elbows. #patchspoilers #EAUFC3
    Yes please!!!

    I'm not saying I sat in practice mode, tested out how bugged the lead elbow was, and made numerous videos about it, which I then sent to the devs or anything but...

    ZOM - BIE - ROM
    360 leg-drops lead elbow bug
    LeonVegaSuarez
    Aholbert32 used to drop some strong hints which made it almost clear which fighters would be coming.
    I think we're getting Mackenzie Dern, Sean O'Malley for sure.
    The third could be Israel Adesanya or Zabit. Maybe both. If one of the new fighters is Adesanya, I'm already happy.
    Other canditates could be David Branch, Thiago Santos or.....BROCK LESNAR????

    Don't forget cody stamann he has a fight coming up and got scanned as well
    ZombieRommel
    I'm not saying I sat in practice mode, tested out how bugged the lead elbow was, and made numerous videos about it, which I then sent to the devs or anything but...

    ZOM - BIE - ROM
    360 leg-drops lead elbow bug

    Did we just become best friends?
    aholbert32
    Lol. Don’t assume anything based on what I said. I just said that I think most people will be happy with who they chose. I could easily be wrong. In fact, GPD doesn’t agree with me.
    Sent from my iPhone using Tapatalk Pro
    That's because Brock Lesnar won't be in. (Maybe I can reverse jinx this thing).
    I'm easy to please though. I'm the same guy that would pay for 5 fighters a month every month until the new game comes out every couple years. So I appreciate that they are free.
    Sent from my SM-N920V using Tapatalk
    All the spoilers are great and all but if I dont get a updated GOAT KILLASHAW and a Cody "NO CHIN" Garbrandt models ill be disappointed especially since they just did very solid numbers. and because TJ is the GOAT. lol
    EDIT: But in all seriousness, the patch sounds great. The effort the devs have put in thus far, IMO is the most effort I have seen from a dev team. I do hope they update some guys, but also hope ragdoll comes back, and we get Israel, Zabit, and Sugar Sean.
    I've got a pretty soild prediction for a new fighter addition.
    Dan Hooker at Lightweight.
    He's already beat 5 lightweights that are in game, almost as hard as I'm beating this drum.
    I'm guessing Big Mac and Sugar are high possibilities, along with Stamman and Groovy Lando.
    So I'm expecting a mix of those 3 + LW Dan Hooker.
    However, I'm secrectly praying for David Branch, Stylebender, Tuivasa and LW Dan Hooker, but I realise all but one of these are unlikely.
    cal7_11
    Disagree entirely. If you have no indication if your opponent is pre denying then the advantage is still with them. Are you supposed to just guess they are pre denying and throw a strike in hope? That’s not going to work out too well for you.
    I agree we will still benefit from this change but it’s still not a fair exchange. You should be at a disadvantage if you are pre denying a clinch or takedown.

    If they are stuffing all your takedowns and you have a feeling they are pre-denying then throw some head strikes. When he starts blocking all your head strikes, set up a TD.
    If he blocks all of your strikes and denies all your takedowns, its likely he is not pre-denying, and that he is just better at TD-Defense then you are at TD-Offense.
    Look I know its not ideal without an animation (I want one too), but this change IS putting pre-denyers at a disadvantage on the feet, since they cannot block either high or low. This in turn will discourage a lot of people from pre-denying if you capatalize on this disadvantage. I don't see how you can disagree with that much at least.
    The ability to fake a TD would allow us to bait out pre-denyers even more, complimenting this change immensely. #hopefullyapatchspoiler #stillhopingforragdollspoilers
    AeroZeppelin27
    I've got a pretty soild prediction for a new fighter addition.
    Dan Hooker at Lightweight.
    He's already beat 5 lightweights that are in game, almost as hard as I'm beating this drum.
    I'm guessing Big Mac and Sugar are high possibilities, along with Stamman and Groovy Lando.
    So I'm expecting a mix of those 3 + LW Dan Hooker.
    However, I'm secrectly praying for David Branch, Stylebender, Tuivasa and LW Dan Hooker, but I realise all but one of these are unlikely.

    Your for Dan hooker at lightweight I’m for Dan hooker stat boost.
    Reinfarcements
    If they are stuffing all your takedowns and you have a feeling they are pre-denying then throw some head strikes. When he starts blocking all your head strikes, set up a TD.
    If he blocks all of your strikes and denies all your takedowns, its likely he is not pre-denying, and that he is just better at TD-Defense then you are at TD-Offense.
    Look I know its not ideal without an animation (I want one too), but this change IS putting pre-denyers at a disadvantage on the feet, since they cannot block either high or low. This in turn will discourage a lot of people from pre-denying if you capatalize on this disadvantage. I don't see how you can disagree with that much at least.
    The ability to fake a TD would allow us to bait out pre-denyers even more, complimenting this change immensely. #hopefullyapatchspoiler #stillhopingforragdollspoilers

    I’m not disagreeing with everything. I agree it’s ‘better’ but without the animation (which I know you said you’d prefer too) its just a guessing game whether they are pre denying and doesn’t give them a disadvantage.
    With an animation this system would actually be brilliant. It would stop pre denyers straight away as they would just get picked apart.
    Yaari
    Really liking the patch spoilers, and I am fully expecting Brock Lesnar to make his return.

    Just make sure his stats are realistic.
    He should go down after 3 consecutive superman punches, but not knocked out, so I'm calling for 90 chin. :signball:
    QUESTIONS to Devs about patch spoilers:
    1)
    Reduce the size of the input window for catch kicks, making them harder to perform.
    VS Round Body kicks/Knees/Kicks transformed into Knees on close distance (for ex. Front Body kicks or Head kicks) – (may holding) L2+R2. (may holding) L2+R2 - will be Blocking, NO Catch kick.
    VS Front Body kicks/Straight trajectory kicks – (holding) L2+R2 - it's automatic with Low block, no timing necessary.
    Right now only Round Body kicks/Knees/Kicks into Knee require timing.
    Does Front Body kicks/Straight kicks still NOT require timing at all - you can pre-emptively hold L2+R2 to catch them?
    2)
    Added the ability to stay down during an active knockdown by pressing down on the right stick
    dont you think that it will be better (more intuitive, logical, ergonomical) to NOT stand up at all from ANY KD w/o clicking RS Up after i touched the grund when i want it and wanted moment?
    3)
    One follow up detail on this, if you pre-deny a takedown you can still block low immediately, but won't be able to block high for about half a second. And if you pre-deny clinch you'll still be able to block high, but won't be able to block low for about half a second.
    emmm, Do we have TD or Clinch attempts FEINTS already for this baiting? we had it in prev UFC 1-2 games, but it was removed from UFC 3...
    You still allowing pre-emptive denial in standing. Why we dont have it on the ground and in the clinch but have it i stand up? this is 1. not logical, 2. this restricted skill in grappling game and nerf grapplers (even genuine TD setup/preparation will be broken my simple primitive holding denial all the time or after every strike permanently).
    4)
    Removed minor duck. All forward sways will now do the major duck regardless of input timing
    MINOR FWD Sway – is ONLY be useful for fighters who are shorter than his opponent (not if taller or even the same).
    Why you are cutting short vs long reach elements from the game , which brough diversity and depth into gameplay?!
    5)
    Block counters are guaranteed to land before you opponent can get their block up to defend them, or before any strike combo'd off the blocked strike would land. They can however be slipped or lunged
    Normal 0 false false false EN-US X-NONE X-NONE
    Added block counter strikes. Lead hook block counter to any hook or overhand that lands on your lead side block. Same side uppercut counter to any blocked body hook.
    This is very difficult, not intuitive.
    Lets talk simpler:
    1. Any Hook or overhand that lands on my Lead side block - counter it by any strike with execution <=20 frames
    https://forums.operationsports.com/forums/ea-ufc/922369-strike-frame-damage-data.html
    Yes? If not then why body versions or jab, straight can not to counter? what is your logic basement?
    2. Any blocked body hook - counter it by any strike with execution <= 20frames
    Yes? if not, why other strike which are faster can not be a counter?
    TOO MANY NOT INTUITIVE NOT LOGICAL Sometime META - i dont see any reason why other strikes except named can not be a counter....
    Normal 0 false false false EN-US X-NONE X-NONE
    I think , here is a problem - huge Meta, which is not always come from logic and intuitive principles (so may be discovered by the players themselves) BUT needs to be searched very long time, accumulated and scrum it again and again.
    The right game must to have:
    1. Basement rules-mechanics
    2. frame data
    > so, the players themselves were able to discover ALL special cases by logic, math, physics... NOT by scrumming +100500 unnatural mini rules for every strike and situation - this is impossible .
    Normal 0 false false false EN-US X-NONE X-NONE
    xtremeba1000
    Your for Dan hooker at lightweight I’m for Dan hooker stat boost.

    Oh I'm all for another Hooker stat boost, his grappling could've been buffed for the Diakiase fight, his chin could be higher, Gilbert Burns hits like a truck.and Hooker walked through his shots.
    He still needs the 3b-3 boxing combo he finished Burns with, I could go on and on (but I'd be rehashing what I've already posted to the stat thread)
    But at this point his stats aren't as off as his weight, and if there isn't much noise made about it, then it may not happen. And that would suuuck.
    Reinfarcements
    My bad I guess this threw me off:

    Yeah poor choice of words initially from me. We are kinda stuck in a half way house with this new system (granted we haven’t actually played with it yet)
    Either stop the ability to pre deny entirely or give us an animation (with this new system) so we can see if they are pre denying and we can then pick them apart.
    SUGATA

    5) Normal 0 false false false EN-US X-NONE X-NONE
    This is very difficult, not intuitive.
    Lets talk simpler:
    1. Any Hook or overhand that lands on my Lead side block - counter it by any strike with execution <=20 frames
    https://forums.operationsports.com/forums/ea-ufc/922369-strike-frame-damage-data.html
    Yes? If not then why body versions or jab, straight can not to counter? what is your logic basement?
    2. Any blocked body hook - counter it by any strike with execution <= 20frames
    Yes? if not, why other strike which are faster can not be a counter?
    TOO MANY NOT INTUITIVE NOT LOGICAL Sometime META - i dont see any reason why other strikes except named can not be a counter....
    Normal 0 false false false EN-US X-NONE X-NONE
    I think , the here is a problem - huge Meta, which is not always come from logic and intuitive principles (so may be discovered my the players themselves) BUT needs to be searched very long time, accumulated and scrum it again and again.
    The right game must to have:
    1. Basement rules-mechanics
    2. frame data
    > so, the players themselves were able to discover ALL special cases by logic, math, physics... NOT by scrumming +100500 unnatural mini rules for every strike and situation - this is impossible .
    Normal 0 false false false EN-US X-NONE X-NONE

    Think of the block counters as special stances in arcade games.
    Solid_Altair
    Think of the block counters as special stances in arcade games.

    No, it is not.
    The closest term is REVERSAL from NRS games - attacks that can be buffered and launhces immediately after blocking opponent's strike w/o any delay (even more , skipping 1 frame from counter startup).
    But in GPD's situation it is Reversal PUNISHMENT b/c is guaranteed to land as i get.
    Problem is in recognizing which strikes CAN be such Reversal punishment and which can NOT.
    SUGATA
    i dont see any reason why other strikes except named can not be a counter....

    Because the arm and hand position after blocking these particular strikes matches the posing of a hook with the wind up cut out.
    It's absolutely intuitive and realistic to the sport. Firing off any other strike early from this situation would not make sense.
    Same with the uppercut counters. A low body side block puts your hands and hips in the perfect position to fire off an uppercut immediately without any adjustment.
    This is about as intuitive as it gets.
    Try in out yourself in real life. Especially the body ones. It feels natural. And it happens in boxing/MT/MMA.
    TheRizzzle
    A full Dan DLC. Nothing less will be acceptable.
    Sent from my SM-N920V using Tapatalk

    Ok I'm gonna get in trouble for this but I need to say it.
    The upcoming patch will not be an all Dan DLC.
    I'm sorry. I asked the devs to do it but they said no.
    aholbert32
    Ok I'm gonna get in trouble for this but I need to say it.
    The upcoming patch will not be an all Dan DLC.
    I'm sorry. I asked the devs to do it but they said no.

    All Brock DLC will do as well, I just hope they manage to fit all these Brocks in.
    GameplayDevUFC
    Because the arm and hand position after blocking these particular strikes matches the posing of a hook with the wind up cut out.
    It's absolutely intuitive and realistic to the sport. Firing off any other strike early from this situation would not make sense.
    Same with the uppercut counters. A low body side block puts your hands and hips in the perfect position to fire off an uppercut immediately without any adjustment.
    This is about as intuitive as it gets.
    Try in out yourself in real life. Especially the body ones. It feels natural. And it happens in boxing/MT/MMA.

    GPD could you please let us know how much harder it is to now catch a body kick?
    I really hope there is 3 more days worth of spoilers to come because as GPD said this is a big patch,Also he talked about of lot of new animations if a recall correctly so far we have only heard of 3 or 4 new ones?Where is the rest?
    Oh and for the love of God please add David Taymur,Drakkar klose and lando vanatta And T-rex arms the Goat and i will be happy.
    Also is there any more improvements coming to the ground game?
    aholbert32
    Ok I'm gonna get in trouble for this but I need to say it.
    The upcoming patch will not be an all Dan DLC.
    I'm sorry. I asked the devs to do it but they said no.
    I'm out. Y'all might as well ban me now. Burn it all down.
    Sent from my SM-N920V using Tapatalk
    GameplayDevUFC
    Because the arm and hand position after blocking these particular strikes matches the posing of a hook with the wind up cut out.
    It's absolutely intuitive and realistic to the sport. Firing off any other strike early from this situation would not make sense.
    Same with the uppercut counters. A low body side block puts your hands and hips in the perfect position to fire off an uppercut immediately without any adjustment.
    This is about as intuitive as it gets.
    Try in out yourself in real life. Especially the body ones. It feels natural. And it happens in boxing/MT/MMA.

    So, even these strikes a guaranteed to land and hit, i.e. they are unblockables (aka punishes)?
    Please, clear things, needs more details about upcoming patch:
    QUESTIONS to Devs about patch spoilers:
    1)
    Reduce the size of the input window for catch kicks, making them harder to perform.
    VS Round Body kicks/Knees/Kicks transformed into Knees on close distance (for ex. Front Body kicks or Head kicks) – (may holding) L2+R2. (may holding) L2+R2 - will be Blocking, NO Catch kick.
    VS Front Body kicks/Straight trajectory kicks – (holding) L2+R2 - it's automatic with Low block, no timing necessary.
    Right now only Round Body kicks/Knees/Kicks into Knee require timing.
    Does Front Body kicks/Straight kicks still NOT require timing at all - you can pre-emptively hold L2+R2 to catch them?
    2)
    Added the ability to stay down during an active knockdown by pressing down on the right stick
    dont you think that it will be better (more intuitive, logical, ergonomical) to NOT stand up at all from ANY KD w/o clicking RS Up after i touched the ground when i want it and wanted moment?
    3)
    One follow up detail on this, if you pre-deny a takedown you can still block low immediately, but won't be able to block high for about half a second. And if you pre-deny clinch you'll still be able to block high, but won't be able to block low for about half a second.
    emmm, Do we have TD or Clinch attempts FEINTS already for this baiting? we had it in prev UFC 1-2 games, but it was removed from UFC 3...
    You still allowing pre-emptive denial in standing. Why we dont have it on the ground and in the clinch but have it i stand up? this is 1. not logical, 2. this restricted skill in grappling game and nerf grapplers (even genuine TD setup/preparation will be broken my simple primitive holding denial all the time or after every strike permanently).
    4)
    Removed minor duck. All forward sways will now do the major duck regardless of input timing
    MINOR FWD Sway – is ONLY be useful for fighters who are shorter than his opponent (not if taller or even the same).
    Why you are cutting short vs long reach elements from the game , which brough diversity and depth into gameplay?!
    CAPTAINKUKAMUNGA
    I really hope there is 3 more days worth of spoilers to come because as GPD said this is a big patch,Also he talked about of lot of new animations if a recall correctly so far we have only heard of 3 or 4 new ones?Where is the rest?
    Oh and for the love of God please add David Taymur,Drakkar klose and lando vanatta And T-rex arms the Goat and i will be happy.
    Also is there any more improvements coming to the ground game?

    idk I feel like GPD has already given out 2 patches worth of Patch Notes, beggars can't be choosers man! ---- but don't let that stop you from continuing with more if you have them GPD ahahah
    Def. hope that Ground & Clinch get a bit more love, although I'm sooo happy about the Single Collar damage buff omg been waiting to knock fools out from single collar forever :) That plus the nerf to pre-denies of Clinch & TD are going to have a huge impact in of themselves
    SUGATA
    No, it is not.
    The closest term is REVERSAL from NRS games - attacks that can be buffered and launhces immediately after blocking opponent's strike w/o any delay (even more , skipping 1 frame from counter startup).
    But in GPD's situation it is Reversal PUNISHMENT b/c is guaranteed to land as i get.
    Problem is in recognizing which strikes CAN be such Reversal punishment and which can NOT.
    You can slip the counter so it's not automatic
    Sent from my SM-G950U using Operation Sports mobile app
    dfab14
    You can slip the counter so it's not automatic
    Sent from my SM-G950U using Operation Sports mobile app

    exactly! just think about it for a sec - you can not ris up your hands to block (which is much more easier and faster) but can move you torse (sway) or entire body (lunge). Am i the only one who see this unnatural and not logical?!
    SUGATA
    exactly! just think about it for a sec - you can not ris up your hands to block (which is much more easier and faster) but can move you torse (sway) or entire body (lunge). Am i the only one who see this unnatural and not logical?!

    No, because you're being hit on the same side as the strike you just landed. So your hand has to get back to your head to block, but not to sway backwards.
    Makes perfect sense to me.
    SUGATA
    exactly! just think about it for a sec - you can not ris up your hands to block (which is much more easier and faster) but can move you torse (sway) or entire body (lunge). Am i the only one who see this unnatural and not logical?!

    IRL slipping is usually faster than blocking.
    MacGowan
    IRL slipping is usually faster than blocking.

    Blocking is pet forming not only by using your hands but shoulder and lowering your chin as well (which meets the hit)
    You are wrong. Even more - every time when you are striking, the other your hand always defending blocking your chin and liver!
    IRL Blocking is the 1st way to defend against fast strikes.
    Sway good against large wind up strikes and series.
    So this new counter strike mechanics is unrealistic and not logical.
    GameplayDevUFC
    No, because you're being hit on the same side as the strike you just landed. So your hand has to get back to your head to block, but not to sway backwards.
    Makes perfect sense to me.

    Geoff, I don’t understand why you are ignoring 4 other questions which shows contradictions in upcoming patch details?
    CAPTAINKUKAMUNGA
    I really hope there is 3 more days worth of spoilers to come because as GPD said this is a big patch,Also he talked about of lot of new animations if a recall correctly so far we have only heard of 3 or 4 new ones?Where is the rest?
    Oh and for the love of God please add David Taymur,Drakkar klose and lando vanatta And T-rex arms the Goat and i will be happy.
    Also is there any more improvements coming to the ground game?

    Any response to this GPD
    I hate pulling this card; but I do train MMA.
    That is, I SHOULD be training MMA, right now I'm in bed with a cold, eating ice cream and feeling sorry for myself.
    SUGATA
    Blocking is not only by using your hands but shoulder and lowering your chin as well.

    Chin should always be tucked, but fine.
    Sure you can do Philly shell in MMA. lots of people do it.... like 4?
    Sorry, I'm being glib. Shoulder rolling is not a block mechanic in this game. if anything it's closer connected to the minor sways and circling out. You can weather a storm in this game by getting hit as long as you are moving away from the punches. To me it looks kinda cool. shoulder rolling-ish when you are in the corner, swaying, blocking, ducking.
    SUGATA
    You are wrong.

    No, good sir, you are wrong.
    SUGATA
    every time when you are striking, the other your hand always defending blocking your chin and liver!


    GPD was talking about the same hand. right?
    as the GIF shows, you are more vulnerable to a counter on the side you threw the punch from.

    Chin AND liver at the same time? this is not boxing.
    SUGATA
    IRL Blocking is the 1st way to defend against fast strikes.

    Cody is that you? Move your head off the center line.
    number 1 defence is NOT BEING THERE. move in, move out, footwork, angles, slips, head movement! head movement!

    SUGATA

    Sway good against large wind up strikes and series.

    Like a hook? like what we're talking about?
    SUGATA
    this new counter strike mechanics is unrealistic and not logical.

    I'm gonna wait and play the patch first. I'm sure the devs are sitting by ready to emergency fix if there are large problems with the patch.
    edit: Also sorry to Cody for using him as a joke. The footwork and head movement against Cruz is legit the greatest thing ever.
    MacGowan
    I hate pulling this card; but I do train MMA.That is, I SHOULD be training MMA, right now I'm in bed with a cold, eating ice cream and feeling sorry for myself.

    See so you're actually a guy on here with experience in the actual sport, yet ppl on here may think you're just some village idiot spouting his mouth off :whitsmile
    Mr_Cool_Ice
    I think they are simplifying and removing ragdolls and ko animations all together. There will just be an overlay that says “KO!”.
    Sent from my iPhone using Operation Sports

    😂😂😂 I wouldn't be surprised at dis point
    SUGATA
    exactly! just think about it for a sec - you can not ris up your hands to block (which is much more easier and faster) but can move you torse (sway) or entire body (lunge). Am i the only one who see this unnatural and not logical?!

    Being able to slip sooner than being able to block, after throwig a basic punch is actually the general rule in the game. It doesn't apply only to this block counter scenario.
    Again, think of this as a special stance mechanic.
    WarMMA
    See so you're actually a guy on here with experience in the actual sport, yet ppl on here may think you're just some village idiot spouting his mouth off :whitsmile

    a lot of people here train mma or some facet of it.
    SUGATA
    Blocking is pet forming not only by using your hands but shoulder and lowering your chin as well (which meets the hit)
    You are wrong. Even more - every time when you are striking, the other your hand always defending blocking your chin and liver!
    IRL Blocking is the 1st way to defend against fast strikes.
    Sway good against large wind up strikes and series.
    So this new counter strike mechanics is unrealistic and not logical.

    Man, you're just totally off the mark here.
    I'm going to address some of the things you've said breaking it up into paragraphs.
    The first line of defense is footwork, the second is head movement, third is parrying/blocking.
    Head movement is not the primary tactic against big and slow strikes. Simply not being there is. And once you establish that they only throw big strikes, your next move is countering either right before or right after they throw.
    Blocking is not THE primary defense of fast strikes. It is ONE defensive choice. In theory, the better choice against faster strikes WOULD be to use head movement. In MMA, blocking all those strikes is nearly impossible because of the glove size. You can do pretty well if you have a good shell like Robbie Lawler, but most people end up being finished when they turtle up against a bunch of fast strikes.
    Head movement can be used to counter someone being predictable or when you have a pattern recognized in order to dodge or counter, but more often than not (watch Jose Aldo) the fighter is already slightly moving their head in stance because having your head already in motion makes it easier to slip a punch. Anderson Silva's head movement wasn't him seeing every single punch and entering the Matrix. It's trickery. He was just moving his head in a left-right pattern, making minor adjustments when possible. That's how Chris Weidman caught him. He threw a same-side throwaway back hand to fool and overextend Silva for the next big hook.
    Taking a hit to your guard and firing a shot off the side you just got hit is very common in traditional boxing. You have to establish the pattern and immediately fire the counter once you feel the hit on your glove.
    Lunging to the front or side, it is natural to have your hands up in some capacity for a block, but going backwards with your hands up is not a natural movement. You don't lunge back with your arms up because it will stiffen you up and cut your length short. Lunging backwards is normally done just like the animation in game; lead hand down and right hand near the chin. You could probably Philly shell while lunging back, but that would still cut the distance.
    RetractedMonkey
    Man, you're just totally off the mark here.
    I'm going to address some of the things you've said breaking it up into paragraphs.
    The first line of defense is footwork, the second is head movement, third is parrying/blocking.
    Head movement is not the primary tactic against big and slow strikes. Simply not being there is. And once you establish that they only throw big strikes, your next move is countering either right before or right after they throw.
    Blocking is not THE primary defense of fast strikes. It is ONE defensive choice. In theory, the better choice against faster strikes WOULD be to use head movement. In MMA, blocking all those strikes is nearly impossible because of the glove size. You can do pretty well if you have a good shell like Robbie Lawler, but most people end up being finished when they turtle up against a bunch of fast strikes.
    Head movement can be used to counter someone being predictable or when you have a pattern recognized in order to dodge or counter, but more often than not (watch Jose Aldo) the fighter is already slightly moving their head in stance because having your head already in motion makes it easier to slip a punch. Anderson Silva's head movement wasn't him seeing every single punch and entering the Matrix. It's trickery. He was just moving his head in a left-right pattern, making minor adjustments when possible. That's how Chris Weidman caught him. He threw a same-side throwaway back hand to fool and overextend Silva for the next big hook.
    Taking a hit to your guard and firing a shot off the side you just got hit is very common in traditional boxing. You have to establish the pattern and immediately fire the counter once you feel the hit on your glove.
    Lunging to the front or side, it is natural to have your hands up in some capacity for a block, but going backwards with your hands up is not a natural movement. You don't lunge back with your arms up because it will stiffen you up and cut your length short. Lunging backwards is normally done just like the animation in game; lead hand down and right hand near the chin. You could probably Philly shell while lunging back, but that would still cut the distance.

    *sheds tear* well said!
    WarMMA
    See so you're actually a guy on here with experience in the actual sport, yet ppl on here may think you're just some village idiot spouting his mouth off :whitsmile

    Even with his experience, I still think Macgowan is the village idiot. :-)
    Sent from my iPad using Tapatalk Pro
    MacGowan
    I hate pulling this card; but I do train MMA.
    That is, I SHOULD be training MMA, right now I'm in bed with a cold, eating ice cream and feeling sorry for myself.
    Chin should always be tucked, but fine.
    Sure you can do Philly shell in MMA. lots of people do it.... like 4?
    Sorry, I'm being glib. Shoulder rolling is not a block mechanic in this game. if anything it's closer connected to the minor sways and circling out. You can weather a storm in this game by getting hit as long as you are moving away from the punches. To me it looks kinda cool. shoulder rolling-ish when you are in the corner, swaying, blocking, ducking.
    No, good sir, you are wrong.

    GPD was talking about the same hand. right?
    as the GIF shows, you are more vulnerable to a counter on the side you threw the punch from.

    Chin AND liver at the same time? this is not boxing.
    Cody is that you? Move your head off the center line.
    number 1 defence is NOT BEING THERE. move in, move out, footwork, angles, slips, head movement! head movement!

    Like a hook? like what we're talking about?
    I'm gonna wait and play the patch first. I'm sure the devs are sitting by ready to emergency fix if there are large problems with the patch.
    edit: Also sorry to Cody for using him as a joke. The footwork and head movement against Cruz is legit the greatest thing ever.

    Great post. Glad you put the last part in too, Cody Cruz will forever be in my memory. Absolute artistry that fight.
    Have you guys thought about adding double up combos for boxing level 4 or 5?
    Double lead hook
    Double rear cross
    Rear uppercut, rear cross
    Lead body hook, lead uppercut
    Lead body hook, lead hook
    Would go well with this new patch
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