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EA Sports UFC 3 Patch 1.11 Available - Adds 2 Fighters, Balanced Grappling, Striking & More

EA Sports UFC 3

EA Sports UFC 3 Patch 1.11 Available - Adds 2 Fighters, Balanced Grappling, Striking & More

EA Sports UFC 3 game update 1.11 is available, adding Sean O’Malley (Bantamweight), Israel Adesanya (Middleweight),

Check out the patch notes below and click here to read more details.

Gameplay Additions:

  • Added Sean O’Malley signature 720 kick
  • Added Sean O’Malley signature 360 roundhouse kick
  • Added Sean O’Malley signature 360 guard pass
  • Added block damage and increased max damage dealt on a blocked catch kick punch
  • Added max stamina and body damage penalty when tripped off a catch kick
  • Added per position DOM/SUB on denial max stamina modifiers, making the SUB drain more stamina than the DOM in most positions
  • Added side head vulnerability to clinch attempts
  • Opponent now gains Grapple Advantage when you lose strike tracking
  • Zabit trip can now be denied with either R2 + Right Stick Up or Down
  • Stephen Thompson signature strikes can now be canceled
  • Switch kicks can now be canceled

Gameplay Tuning:

  • Knocked down fighters will now automatically get up if their opponent is knocked out
  • Takedown and clinch attempts chain faster off lunges and slips towards the back leg
  • Updated the stamina tax on standing takedown and clinch denials to scale with Grapple Advantage, making well-setup grapple attempts cost less stamina
  • Updated the side kick and spinning side kick to have an upward strike arc
  • Increased the activation range and made the timing more forgiving for reaching jabs and straights to the head and body
  • Tuned clinch attempt range and registration to make it easier to avoid clinch attempts through movement and striking
  • Tuned back mount strikes to have different arm trap windows vs damage profiles
  • Slightly increased the stamina tax on back sways
  • Slightly reduced the default clinch denial windows, which scale up or down with Grapple Advantage
  • Reduced the damage on roundhouse kicks when thrown from close range
  • Slowed down moving combos into spinning heel kick off a lead punch
  • Removed damage from the slam in single and double leg cage positions
  • Fixed a bug with double lunges
  • Fixed a bug with Thai clinch input
  • Fixed a bug with the front kick to the head converting to a roundhouse instead of a knee at close range.
  • Fixed a bug where Grapple Advantage was not gained when landing a strike on your opponent and putting them into a hit reaction
  • Fixed bad range values on straight to back roundhouse to the leg and body combos
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Discussion
  1. GPD, any thoughts on this video? The only way I could get a succesful single collar on a guy standing still was to hold forward and attempt it, but this causes the GA to shoot back to even instantly. The third one I did was the worst. I also tried switching stances, but Barboza switches right back and tries to grab with his left arm still.
    https://xboxdvr.com/gamer/evil97/video/61347213
    the range reduction is far too much and overshadows this entire update. the clinch still remains unusable. people will just run. this is a huge let down imo. not the buff we needed
    1212headkick
    the range reduction is far too much and overshadows this entire update. the clinch still remains unusable. people will just run. this is a huge let down imo. not the buff we needed

    That’s more than fair
    Grappling is also about cage/range control
    We need TD feints and uppercuts to be nerfed against people shooting. They should only do serious damage if you catch someone ducking into the shot.
    One thing I was disappointed with was the stamina changes for grappling. I wish instead of lowering some of the stamina tax it was just an increase to positions.
    Evil97
    GPD, any thoughts on this video? The only way I could get a succesful single collar on a guy standing still was to hold forward and attempt it, but this causes the GA to shoot back to even instantly. The third one I did was the worst. I also tried switching stances, but Barboza switches right back and tries to grab with his left arm still.
    https://xboxdvr.com/gamer/evil97/video/61347213

    The range on the entry seems a little unforgiving, making it very hard to clinch following a duck or back leg slip. Clinching after a lunge or a hit stun is the only thing that works for me at the moment
    Papadoc60
    The range on the entry seems a little unforgiving, making it very hard to clinch following a duck or back leg slip. Clinching after a lunge or a hit stun is the only thing that works for me at the moment
    Yep. It's not really the range that makes it frustrating, it's knowing you have to move forward to get it, and doing so shoots the GA right back to the middle. Defeats the whole purpose of the added GA scaling deny window.
    Sent from my SM-N960U using Operation Sports mobile app
    Evil97
    Yep. It's not really the range that makes it frustrating, it's knowing you have to move forward to get it, and doing so shoots the GA right back to the middle. Defeats the whole purpose of the added GA scaling deny window.
    Sent from my SM-N960U using Operation Sports mobile app

    Good point, besides this I haven't found anything wrong though
    So far love the patch ...two things about adesanya ...kinda peeved a lil bit that his country is new Zealand as against Nigeria ...but that's real life tho .
    He is good but his striking stamina ...you gotta be careful with him . He can gas at the wrong moment .
    The sideways lunge / clinch bug is gone thank God .
    The leg trip from the catch kick I still have to study how much damage it does to long term stamina tho ?
    However I think low block for kicks is too slow ...way too slow .
    All in all good one .
    Sent from my Infinix X604 using Operation Sports mobile app
    SKITZADACTYL
    eh, after reading through the notes nothing in this patch really gets me excited.
    ah well, new fighters is always good.
    I don't think I've utilized most of it, I'm not the best at lunges and haven't felt too comfortable shooting immediately for a takedown when i do lol.
    Sent from my SM-J700P using Operation Sports mobile app
    SwedishTouch76
    How do you do O'Malley's 360 guard pass?

    Just pass to side control when you're in feet on hips. But it can only be done when you have grapple advantage I think.
    AydinDubstep
    Dunno what magic SKYNET has pulled behind the scenes but the Pro and Legendary AI feels awesome.

    Awwww Yeah!!
    It could be placebo but it feels much more intelligent in its grappling, pacing and footwork.
    Day before the patch I went like 18-1 against the Pro AI just playing like I normally do.
    Since the patch I've gone about 10-10 and I've been trying to win maybe half of those as well, as opposed to emulating who I'm using.
    In short, either I had a stroke my sleep or the AI is improved.
    Also, the one change I know happened has helped MASSIVELY.
    the reduction of Spin backfist and ? Kicks output has made Luke Rockhold and Carlos Condits AIs go from unplayable due to spam to some of the more accurate AIs in the game.
    Rockhold in particularly has benefited greatly fron this, his AI feels completely different/better.
    Overall, great patch.
    Wish I could read that gameplay blog but apparently my phone is waaay to s****y to load it lol.
    AeroZeppelin27

    Wish I could read that gameplay blog but apparently my phone is waaay to s****y to load it lol.

    Text only version:
    Long-awaited prospects Sean O’Malley and Israel Adesanya are here! Along with the new fighters in Content Update #9, Gameplay Update #9 brings several signature animations and some significant changes to the balance between grappling and striking. Let’s kick things off with Sean O’Malley’s signature animations.
    Sean O’Malley
    We were fortunate enough to have Sean O’Malley visit our development studio and participate in a full day of mocap recently. As a result, we were able to capture a wide variety of signature animations and some new techniques as performed by the fighter himself.
    In terms of animations, this update includes a full signature RPM (Real Player Motion) movement set for Sean O’Malley. In addition, he has a set of signature jabs and straights that only his fighter uses.
    The first is his signature 720 kick. You can perform this technique by pressing L1/LB + R1/RB and the rear uppercut button inputs. Aside from flash and style points, this kick offers the highest damage bleed through on block of any kick in the game at 0.5, and relatively low vulnerability compared to other kicks.
    The next signature kick is his 360 roundhouse kick. You can perform this technique by pressing L1/LB + R1/RB and the lead uppercut button inputs. This kick also offers a high degree of bleed through, a little less than the 720 kick though at 0.4. The 360 roundhouse has even lower vulnerability than the 720 kick.
    Finally, Sean O’Malley has his signature 360 guard pass animation that can be performed from the Feet On Hips position. The big benefit to the 360 guard pass is that it cannot be denied.
    To pull off the move, you’ll need to be at either neutral or positive Grapple Advantage.
    If you have the required Grapple Advantage, you can execute the move after any other move ends in Feet on Hips.
    For example, if you fake a transition left or right by tapping the stick, you can immediately perform the 360 guard pass by pressing the right stick left or right again after the cancel animation finishes.
    Alternatively, if you deny the bottom fighters transition you can immediately perform the 360 guard pass after the denial animation plays out.
    Gameplay Changes
    Clinch Entries
    The ability to enter into the clinch has been a hot topic since the last content update, when the single collar clinch animation was changed. As a result of this feedback, we took a fresh look at clinch entries and denial windows and made quite a few changes.
    We’ve added dynamic clinch entry denial windows with this Content Update that scale with Grapple Advantage. This will allow players to better set up clinch attempts and will further punish players who fail to set up their clinch attempts properly.
    The following table shows the denial window frame counts given full negative, neutral, and full positive Grapple Advantage.
    In addition to the denial window tuning, we’ve added pre-emptive denial animations for both clinch and takedown denials. This will allow you to see if your opponent is pre-emptively denying clinch attempts so you can shoot for a takedown instead, or allow you to attempt a clinch if your opponent is pre-emptively denying a takedown.
    Grapple Advantage
    We’ve made several changes to make setting up Grapple Advantage on your opponent easier.
    First off, we fixed a bug that prevented Grapple Advantage from being acquired after landing a strike and putting your opponent into a hit reaction. With that bug fixed, setting up grappling attempts with strikes will be much more viable.
    We’ve also removed the high block penalty on Grapple Advantage after a successful block. This should make setting up grapple attempts off successfully blocked strikes more viable as well.
    Finally, we’ve added grapple advantage to any situation where you create an angle on your opponent by sidestepping their forward moving strikes.
    And, if that wasn’t enough, to give you even more options to set up grappling attempts, we’ve added the ability to quickly chain from lunges into both takedown and clinch attempts and added the ability to quickly chain clinch attempts from successful head movement (ducks and slips towards the back leg).
    Defending the Clinch
    In order to balance out these changes, we’ve also made corresponding changes to the defensive side of grappling.
    We’ve added the ability to better defend against clinch attempts using basic standup mechanics. You can now use basic footwork to avoid clinch attempts, which reduces the effective range of clinch attempts and makes it harder to clinch someone who is retreating.
    In addition, we’ve tuned all the registration windows in the clinch attempt animations to allow strikes and clinch attempts to exchange more often. This essentially reduces the stopping power of clinch attempts versus strikes, which was often too high and resulted in unrealistic outcomes.
    On the Ground
    There are two tuning changes to the ground game that will be important to understand once the fight leaves the feet.
    The first change adds a new per position, DOM/SUB permanent stamina tax on denial. This allows us to tune how much permanent stamina is drained on denial in different scenarios, giving further benefit to holding dominant position outside of ground and pound or submission opportunities.
    The following table outlines the new stamina modifiers.
    Finally, we’ve added some depth to the strike selection in top back mount.
    As of this content update, the hammer fist from top back mount will now to the least amount of damage of all the strikes available from that position but will be the hardest to trap. The hook will be the next most damaging but will be slightly easier to trap. Finally, the double hook will be the most damaging but will be the easiest strike to trap.
    Body Kicks
    Two changes that will change the effectiveness of body kicks are worth describing, too.
    First off, in order to make catch kicks more effective as a deterrent to throwing predictable body kicks, we’ve made two significant changes.
    If the catch kick strike to the head is blocked, it will now do long-term block damage. We’ve also proportionally increased the amount of bleed through on long-term head damage off the blocked strike.
    Also, we’ve added a long-term stamina drain and body damage off the trip that leaves the dominant fighter standing. Prior to this change, the option to sweep the leg didn’t serve much purpose. The hope is that with this change, players will have to start considering the low block option and will strengthen the effect of the catch kick and a punish.
    And secondly, we’ve tuned the range-based damage falloff for roundhouse kicks, making kicks thrown from close range do even less damage than before.
    Zabit Trip
    And, we heard a lot of feedback that the Zabit trip was too difficult to defend. Along with the changes to clinch attempts that will make it possible to evade the Zabit trip with footwork, we made a change to allow you to defend the Zabit trip with both clinch denials and takedown denials.
    We will continue to monitor feedback, but we hope this change is enough to balance out that move.
    Patch Notes
    Updates:
    - Added two new fighters: Sean O’Malley at Bantamweight, Israel Adesanya at Middleweight
    Gameplay Additions:
    - Added Sean O’Malley signature 720 kick
    - Added Sean O’Malley signature 360 roundhouse kick
    - Added Sean O’Malley signature 360 guard pass
    - Added block damage and increased max damage dealt on a blocked catch kick punch
    - Added max stamina and body damage penalty when tripped off a catch kick
    - Added per position DOM/SUB on denial max stamina modifiers, making the SUB drain more stamina than the DOM in most positions
    - Added side head vulnerability to clinch attempts
    - Opponent now gains Grapple Advantage when you lose strike tracking
    - Zabit trip can now be denied with either R2 + Right Stick Up or Down
    - Stephen Thompson signature strikes can now be canceled
    - Switch kicks can now be canceled
    Gameplay Tuning:
    - Knocked down fighters will now automatically get up if their opponent is knocked out
    - Takedown and clinch attempts chain faster off lunges and slips towards the back leg
    - Updated the stamina tax on standing takedown and clinch denials to scale with Grapple Advantage, making well-setup grapple attempts cost less stamina
    - Updated the side kick and spinning side kick to have an upward strike arc
    - Increased the activation range and made the timing more forgiving for reaching jabs and straights to the head and body
    - Tuned clinch attempt range and registration to make it easier to avoid clinch attempts through movement and striking
    - Tuned back mount strikes to have different arm trap windows vs damage profiles
    - Slightly increased the stamina tax on back sways
    - Slightly reduced the default clinch denial windows, which scale up or down with Grapple Advantage
    - Reduced the damage on roundhouse kicks when thrown from close range
    - Slowed down moving combos into spinning heel kick off a lead punch
    - Removed damage from the slam in single and double leg cage positions
    - Fixed a bug with double lunges
    - Fixed a bug with Thai clinch input
    - Fixed a bug with the front kick to the head converting to a roundhouse instead of a knee at close range.
    - Fixed a bug where Grapple Advantage was not gained when landing a strike on your opponent and putting them into a hit reaction
    - Fixed bad range values on straight to back roundhouse to the leg and body combos
    We hope you enjoy the changes, and please keep the feedback coming! Don't forget to check out all the additions to the roster with Content Update #9.
    skz1904
    GDP, can we expect a lot more fighter mo-cap for UFC 4? Sean O'Malley is fantstic.

    I think this really depends on the fighters.
    Like, if they're willing to take time out of their schedule to go to Vancouver to do Mo-Cap then the devs will happily snatch that opportunity.
    Everyone who is in the game that also did Mo-Cap has unique 1-2's and stuff (Corey Anderson, Carla Esparza, Kalin Curran, John Dodson, O'Malley and a few others)
    But if they don't wanna do it, or can't.
    Then what can they do kinda.
    Personally, I think this is why we haven't seen certain fighter updates.
    Like, I can't see Jeremy Stephens going to VC to get his face and heard scanned to be remodeled.
    Though if honest I'd assume they could do scans and possibly even Mo-Cap at the UFC Performance institute, that would help a HEAP because a lot of fighters go through there.
    If they don't do that, they really should.
    I do believe we will see a LOT of move variety in UFC 4 though, as the striking doesn't need a revolutionary amount of work I can see it being expanded and fleshed out with a ton of new moves and variations.
    GPD mentioned wanting to get roundhouse kicks in as a patch addition before launch so its definitely something they're aware needs work.
    WarMMA
    Just pass to side control when you're in feet on hips. But it can only be done when you have grapple advantage I think.

    So is this stacked guard? I still cant figure out the position to get in to do this
    SwedishTouch76
    So is this stacked guard? I still cant figure out the position to get in to do this
    feet on hips - fake side control transition or deny opponent transition - flick stick to the left/right = 360 guard pass. works only with neutral or positive GA
    Sent from my WAS-LX1 using Operation Sports mobile app
    SwedishTouch76
    How do you do O'Malley's 360 guard pass?

    Like all of the good transitions in this game it is ‘contexual’ You need to have grapple advantage to perform it
    "Gpd I'ma let u finish your patch notes..... but ragdoll needs to come back" *Kanye voice* don't mind me I'm just here for my monthly ragdoll post
    ZombieRommel
    Text only version:
    Long-awaited prospects Sean O’Malley and Israel Adesanya are here! Along with the new fighters in Content Update #9, Gameplay Update #9 brings several signature animations and some significant changes to the balance between grappling and striking. Let’s kick things off with Sean O’Malley’s signature animations.
    Sean O’Malley
    We were fortunate enough to have Sean O’Malley visit our development studio and participate in a full day of mocap recently. As a result, we were able to capture a wide variety of signature animations and some new techniques as performed by the fighter himself.
    In terms of animations, this update includes a full signature RPM (Real Player Motion) movement set for Sean O’Malley. In addition, he has a set of signature jabs and straights that only his fighter uses.
    The first is his signature 720 kick. You can perform this technique by pressing L1/LB + R1/RB and the rear uppercut button inputs. Aside from flash and style points, this kick offers the highest damage bleed through on block of any kick in the game at 0.5, and relatively low vulnerability compared to other kicks.
    The next signature kick is his 360 roundhouse kick. You can perform this technique by pressing L1/LB + R1/RB and the lead uppercut button inputs. This kick also offers a high degree of bleed through, a little less than the 720 kick though at 0.4. The 360 roundhouse has even lower vulnerability than the 720 kick.
    Finally, Sean O’Malley has his signature 360 guard pass animation that can be performed from the Feet On Hips position. The big benefit to the 360 guard pass is that it cannot be denied.
    To pull off the move, you’ll need to be at either neutral or positive Grapple Advantage.
    If you have the required Grapple Advantage, you can execute the move after any other move ends in Feet on Hips.
    For example, if you fake a transition left or right by tapping the stick, you can immediately perform the 360 guard pass by pressing the right stick left or right again after the cancel animation finishes.
    Alternatively, if you deny the bottom fighters transition you can immediately perform the 360 guard pass after the denial animation plays out.
    Gameplay Changes
    Clinch Entries
    The ability to enter into the clinch has been a hot topic since the last content update, when the single collar clinch animation was changed. As a result of this feedback, we took a fresh look at clinch entries and denial windows and made quite a few changes.
    We’ve added dynamic clinch entry denial windows with this Content Update that scale with Grapple Advantage. This will allow players to better set up clinch attempts and will further punish players who fail to set up their clinch attempts properly.
    The following table shows the denial window frame counts given full negative, neutral, and full positive Grapple Advantage.
    In addition to the denial window tuning, we’ve added pre-emptive denial animations for both clinch and takedown denials. This will allow you to see if your opponent is pre-emptively denying clinch attempts so you can shoot for a takedown instead, or allow you to attempt a clinch if your opponent is pre-emptively denying a takedown.
    Grapple Advantage
    We’ve made several changes to make setting up Grapple Advantage on your opponent easier.
    First off, we fixed a bug that prevented Grapple Advantage from being acquired after landing a strike and putting your opponent into a hit reaction. With that bug fixed, setting up grappling attempts with strikes will be much more viable.
    We’ve also removed the high block penalty on Grapple Advantage after a successful block. This should make setting up grapple attempts off successfully blocked strikes more viable as well.
    Finally, we’ve added grapple advantage to any situation where you create an angle on your opponent by sidestepping their forward moving strikes.
    And, if that wasn’t enough, to give you even more options to set up grappling attempts, we’ve added the ability to quickly chain from lunges into both takedown and clinch attempts and added the ability to quickly chain clinch attempts from successful head movement (ducks and slips towards the back leg).
    Defending the Clinch
    In order to balance out these changes, we’ve also made corresponding changes to the defensive side of grappling.
    We’ve added the ability to better defend against clinch attempts using basic standup mechanics. You can now use basic footwork to avoid clinch attempts, which reduces the effective range of clinch attempts and makes it harder to clinch someone who is retreating.
    In addition, we’ve tuned all the registration windows in the clinch attempt animations to allow strikes and clinch attempts to exchange more often. This essentially reduces the stopping power of clinch attempts versus strikes, which was often too high and resulted in unrealistic outcomes.
    On the Ground
    There are two tuning changes to the ground game that will be important to understand once the fight leaves the feet.
    The first change adds a new per position, DOM/SUB permanent stamina tax on denial. This allows us to tune how much permanent stamina is drained on denial in different scenarios, giving further benefit to holding dominant position outside of ground and pound or submission opportunities.
    The following table outlines the new stamina modifiers.
    Finally, we’ve added some depth to the strike selection in top back mount.
    As of this content update, the hammer fist from top back mount will now to the least amount of damage of all the strikes available from that position but will be the hardest to trap. The hook will be the next most damaging but will be slightly easier to trap. Finally, the double hook will be the most damaging but will be the easiest strike to trap.
    Body Kicks
    Two changes that will change the effectiveness of body kicks are worth describing, too.
    First off, in order to make catch kicks more effective as a deterrent to throwing predictable body kicks, we’ve made two significant changes.
    If the catch kick strike to the head is blocked, it will now do long-term block damage. We’ve also proportionally increased the amount of bleed through on long-term head damage off the blocked strike.
    Also, we’ve added a long-term stamina drain and body damage off the trip that leaves the dominant fighter standing. Prior to this change, the option to sweep the leg didn’t serve much purpose. The hope is that with this change, players will have to start considering the low block option and will strengthen the effect of the catch kick and a punish.
    And secondly, we’ve tuned the range-based damage falloff for roundhouse kicks, making kicks thrown from close range do even less damage than before.
    Zabit Trip
    And, we heard a lot of feedback that the Zabit trip was too difficult to defend. Along with the changes to clinch attempts that will make it possible to evade the Zabit trip with footwork, we made a change to allow you to defend the Zabit trip with both clinch denials and takedown denials.
    We will continue to monitor feedback, but we hope this change is enough to balance out that move.
    Patch Notes
    Updates:
    - Added two new fighters: Sean O’Malley at Bantamweight, Israel Adesanya at Middleweight
    Gameplay Additions:
    - Added Sean O’Malley signature 720 kick
    - Added Sean O’Malley signature 360 roundhouse kick
    - Added Sean O’Malley signature 360 guard pass
    - Added block damage and increased max damage dealt on a blocked catch kick punch
    - Added max stamina and body damage penalty when tripped off a catch kick
    - Added per position DOM/SUB on denial max stamina modifiers, making the SUB drain more stamina than the DOM in most positions
    - Added side head vulnerability to clinch attempts
    - Opponent now gains Grapple Advantage when you lose strike tracking
    - Zabit trip can now be denied with either R2 + Right Stick Up or Down
    - Stephen Thompson signature strikes can now be canceled
    - Switch kicks can now be canceled
    Gameplay Tuning:
    - Knocked down fighters will now automatically get up if their opponent is knocked out
    - Takedown and clinch attempts chain faster off lunges and slips towards the back leg
    - Updated the stamina tax on standing takedown and clinch denials to scale with Grapple Advantage, making well-setup grapple attempts cost less stamina
    - Updated the side kick and spinning side kick to have an upward strike arc
    - Increased the activation range and made the timing more forgiving for reaching jabs and straights to the head and body
    - Tuned clinch attempt range and registration to make it easier to avoid clinch attempts through movement and striking
    - Tuned back mount strikes to have different arm trap windows vs damage profiles
    - Slightly increased the stamina tax on back sways
    - Slightly reduced the default clinch denial windows, which scale up or down with Grapple Advantage
    - Reduced the damage on roundhouse kicks when thrown from close range
    - Slowed down moving combos into spinning heel kick off a lead punch
    - Removed damage from the slam in single and double leg cage positions
    - Fixed a bug with double lunges
    - Fixed a bug with Thai clinch input
    - Fixed a bug with the front kick to the head converting to a roundhouse instead of a knee at close range.
    - Fixed a bug where Grapple Advantage was not gained when landing a strike on your opponent and putting them into a hit reaction
    - Fixed bad range values on straight to back roundhouse to the leg and body combos
    We hope you enjoy the changes, and please keep the feedback coming! Don't forget to check out all the additions to the roster with Content Update #9.

    The following table outlines the new stamina modifiers.Where is the table?
    Fixed a bug with double lunges.What was the bug to begin with?
    Tuned back mount strikes to have different arm trap windows vs damage profiles. What does that even mean?
    Excuse my ignorance on these points but can you explain what these changes are as they are not exactly explained very well?
    CAPTAINKUKAMUNGA
    The following table outlines the new stamina modifiers.Where is the table?
    Fixed a bug with double lunges.What was the bug to begin with?
    Tuned back mount strikes to have different arm trap windows vs damage profiles. What does that even mean?
    Excuse my ignorance on these points but can you explain what these changes are as they are not exactly explained very well?

    Double lunges would come out when major lunges were performed while your opponent was striking. Fixed
    Back mount bottom you can catch punches which will shrug your opponent off your back. Before any strike had the same exact timing required to complete it. Now the strikes scale to make that timing window change based on strike type you are catching:
    Hammer fist- smallest window to catch
    Hook- intermediate window to catch
    Double hook- largest window to catch
    As for the table it is there but you might not understand it. Just know that when in a dominant grappling position you gain a stamina advantage on denials compared to your opponent on bottom. The severity of advantage is scaled on dominance of the position.
    Positions like crucifix and back mount for example are clearly advantageous positions and provide the most denial advantage.
    Point blank it will cost your opponent on bottom (most of the time) more stamina when they deny a transition then when you get denied. If trading denials you will now notice a stamina advantage start to build in your favor.
    SwedishTouch76
    So is this stacked guard? I still cant figure out the position to get in to do this

    Feet on hips...the position when they kick you off from stacked guard and their feet are on your waist hip area.
    Idea I have to add TD feints without needing new inputs/animations.
    Just add GA back to the duck but only let it last for a second. This way you can change levels to threaten the TD.
    To balance it just get rid of stamina tax in pre-denials and increase damage on ducks into flying knees/rear knees. Side kicks were already buffed to hit ducking opponents so that’s another option as a counter.
    Fighters change levels all the time just to threaten the TD and most center of the cage takedowns come from either caught kicks(already in game) or perfectly timed level changes.
    Phillyboi207
    Idea I have to add TD feints needing new inputs/animations.
    Just add GA back to the duck but only let it last for a second. This way you can change levels to threaten the TD.
    To balance it just get rid of stamina tax in pre-denials and increase damage on ducks into flying knees/rear knees. Side kicks were already buffed to hit ducking opponents so that’s another option as a counter.
    Fighters change levels all the time just to threaten the TD and most center of the cage takedowns come from either caught kicks(already in game) or perfectly timed level changes.

    That's a really good idea.
    GameplayDevUFC
    That's a really good idea.

    I'd suggest the higher vuln on the duck would be unnecessary, though. It's already risky enough and would likely remain so, even with the buff to it. The amount GA generated by it should also probably be smaller than it used to be, at launch.
    Solid_Altair
    I'd suggest the higher vuln on the duck would be unnecessary, though. It's already risky enough and would likely remain so, even with the buff to it. The amount GA generated by it should also probably be smaller than it used to be, at launch.

    Pretty please leave the GA the same
    If it’s only for a second you’d either have to commit right away to the TD or risk losing it.
    Solid_Altair
    I'd suggest the higher vuln on the duck would be unnecessary, though. It's already risky enough and would likely remain so, even with the buff to it. The amount GA generated by it should also probably be smaller than it used to be, at launch.

    I think the damage for intercept knees specifically should be higher.
    They currently seem to do roughly as much damage as an intercept uppercut despite being much, much harder to time correctly.
    Aside from the rewarding feeling of timing a knee on a ducking opponent I don't see any reason to use it to intercept over a uppercut.
    Or maybe the intercept uppercut is just insanely powerful, I do think lead uppercut intercepts on ducking, TDs and body strikes is veeerry powerful.
    AeroZeppelin27
    I think the damage for intercept knees specifically should be higher.
    They currently seem to do roughly as much damage as an intercept uppercut despite being much, much harder to time correctly.
    Aside from the rewarding feeling of timing a knee on a ducking opponent I don't see any reason to use it to intercept over a uppercut.
    Or maybe the intercept uppercut is just insanely powerful, I do think lead uppercut intercepts on ducking, TDs and body strikes is veeerry powerful.

    I wonder if the knee damage could be especifically tweaked to be higher when it morphs to a head knee. That would reach the desired result without making the knee also powerful too powerful when hitting the body.
    Solid_Altair
    I wonder if the knee damage could be especifically tweaked to be higher when it morphs to a head knee. That would reach the desired result without making the knee also powerful too powerful when hitting the body.

    That sounds perfect honestly.
    One of the things I wish they would get rid of is the cutscenes right after you finish the round/fight. Often times, whenever you're not standing, a cutscene of a fighter on top of the other and the ref stepping in to stop will play, except they don't make much sense because you're not usually in the position the cutscene shows.
    Plus the game already has animations for the fighters getting up from whatever position they're in, and those are much better than the cutscenes that they usually show anyway. The game already does that.
    The transitions from fighting to the round/fight ending would be a lot better if those cutscenes didn't show up. I'm not sure how feasible it is the remove them, but just an idea.
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