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EA Sports UFC 3 Patch Adds New Fighters, Gameplay Additions, Fixes, AI Tuning & Much More

EA Sports UFC 3

EA Sports UFC 3 Patch Adds New Fighters, Gameplay Additions, Fixes, AI Tuning & Much More

EA Sports has released their Day 35 patch for EA Sports UFC 3, after collecting feedback since release. Check out the patch notes, which included videos, below.

Fighter Updates

  • Added three new fighters;
    • Colby Covington in Welterweight
    • Tom Duquesnoy in Bantamweight
    • Gökhan Saki in Light Heavyweight
  • Moved Yancy Medeiros to Welterweight; Moved Jake Matthews to Welterweight

Career

  • Difficulty tuning; reducing jump in difficulty at Contender
  • Stamina increase for first WFA fight

Ultimate Team

  • Fighter and Move Items may now include a temporary boost effect
  • Multi-Boost Items are now available
  • UI improvements made to Solo Challenges

Gameplay AI Tuning

  • Reduced AI aggression
  • Reduced AI tendency to leg check
  • Reduced AI grappling transition frequency following denials
  • Reduced AI tendency to throw strikes from poor grappling positions
  • Tuned AI to throw more standing strikes
  • Added Justin Gaetjhe custom block to his AI

Gameplay Fixes

  • Fixed various combinations that did not trigger properly
  • Fixed free strike after an active knockdown, getup, or catch kick counter
  • Fixed free strike in Side Control after a Power Takedown
  • Fixed a hang in Guard Arm Trap Triangle
  • Fixed stamina bug with Holloway Custom Taunt
  • Many more various bug fixes

Gameplay Additions

  • Added Referee break interactions during Finish the Fight
  • Added Gokhan Saki signature combinations
  • Added Max Holloway signature switch stance combination
  • Added Anderson Silva signature taunts
  • Added a new backwards moving slip animation
  • Added ability to queue takedowns and clinch attempts after strikes
  • Added ability to quick transition to takedown attempts after ducking and striking
  • Added stamina penalty to health events

Gökhan Saki Combination List

Like every fighter, Gökhan has a unique set of combinations that can be performed. Use the legend below to try and string together his moves:

1 – Jab

2 – Straight

3 – Lead hook

3b – Lead body hook

4 – Back hook

5 – Lead uppercut

6 – Back uppercut

7 – Lead overhand

8 – Back overhand

Combination list:

  • 1-2-5-4-3
  • 1-2-3-3b-Back Leg Kick
  • 1-2-3b-5-4-back leg kick
  • 2-3-5-5
  • 2-5-4-3
  • 2-5-2-3-3b
  • 2-3b-3-4-3
  • 2b-3-3b-Back Ducking Roundhose
  • 3-3b-Back Ducking Roundhouse
  • 3-5-5-8
  • 3-3b-5-8-3
  • 3-3b-4-3-4
  • 3-4-3b-4-3
  • 3-4-3-4-3
  • 5-5-8
  • 8-7

Gameplay Tuning

  • Tuned block to come up quicker when switching between High and Low block
  • Tuned stopping power rules for Jabs and Straights against forward moving opponents
  • Tuned health event frequencies and thresholds
  • Tuned grapple ratings impact on transition speeds
  • Tuned contact frames logic for slipping strikes
  • Tuned stamina on missed and blocked slip strikes
  • Removed double Uppercut combination coming out of a slip
  • Tuned block breakdown
  • Tuned referee standup/break timer on the ground and in the clinch
  • Reduced range on Iminari Roll
  • Tuned Submission Gates
  • Tuned damage logic on combination exchanges
  • Tuned counter damage bonus per weightclass
  • Reduced number of strikes before Referee steps in during Finish the Fight
  • Force denial to sprawl on takedown attempts from the clinch
  • Allow health regen to a limit determined by chin damage during health events
  • Slow down movement speed while holding block and moving forward when a straight punch is thrown at your block
  • Add slip vulnerability to slip strikes
  • Add momentum advantage off sub crucifix transition cancel
  • Turn off grapple advantage when holding block in single collar
  • Add counter damage bonus to back lunge evasion
  • Add a small amount of side head vulnerability to forward moving strikes
  • Tune takedown speed and ranges

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  1. EA SPORTS
    UFC 3 DAY 35 PATCH
    See the full list of EA SPORTS UFC 3 updates on Xbox One and PS4. Available March 5, 2018.
    We would like to thank every one of you who have been playing EA SPORTS UFC 3. Your feedback over the first 35 days of game play have helped us make the game the best it could be.
    We keep your feedback in mind and have made key updates to various areas of the game, including: adding new fighters, gameplay additions, gameplay and AI tuning, Career mode, and Ultimate Team.
    GAME UPDATE HIGHLIGHTS
    Fighter Updates
    Added three new fighters;
    Colby Covington in Welterweight
    Tom Duquesnoy in Bantamweight
    Gökhan Saki in Light Heavyweight
    Moved Yancy Medeiros to Welterweight; Moved Jake Matthews to Welterweight
    Career
    Difficulty tuning; reducing jump in difficulty at Contender
    Stamina increase for first WFA fight
    Ultimate Team
    Fighter and Move Items may now include a temporary boost effect
    Multi-Boost Items are now available
    UI improvements made to Solo Challenges
    Gameplay AI Tuning
    Reduced AI aggression
    Reduced AI tendency to leg check
    Reduced AI grappling transition frequency following denials
    Reduced AI tendency to throw strikes from poor grappling positions
    Tuned AI to throw more standing strikes
    Added Justin Gaetjhe custom block to his AI
    Gameplay Fixes
    Fixed various combinations that did not trigger properly
    Fixed free strike after an active knockdown, getup, or catch kick counter
    Fixed free strike in Side Control after a Power Takedown
    Fixed a hang in Guard Arm Trap Triangle
    Fixed stamina bug with Holloway Custom Taunt
    Many more various bug fixes
    Gameplay Additions
    Added Referee break interactions during Finish the Fight
    Added Gokhan Saki signature combinations
    Added Max Holloway signature switch stance combination
    Added Anderson Silva signature taunts
    Added a new backwards moving slip animation
    Added ability to queue takedowns and clinch attempts after strikes
    Added ability to quick transition to takedown attempts after ducking and striking
    Added stamina penalty to health events
    Gökhan Saki Combination List
    Like every fighter, Gökhan has a unique set of combinations that can be performed. Use the legend below to try and string together his moves:
    1 - Jab
    2 - Straight
    3 - Lead hook
    3b - Lead body hook
    4 - Back hook
    5 - Lead uppercut
    6 - Back uppercut
    7 - Lead overhand
    8 - Back overhand
    Combination list:
    1-2-5-4-3
    1-2-3-3b-Back Leg Kick
    1-2-3b-5-4-back leg kick
    2-3-5-5
    2-5-4-3
    2-5-2-3-3b
    2-3b-3-4-3
    2b-3-3b-Back Ducking Roundhose
    3-3b-Back Ducking Roundhouse
    3-5-5-8
    3-3b-5-8-3
    3-3b-4-3-4
    3-4-3b-4-3
    3-4-3-4-3
    5-5-8
    8-7
    Gameplay Tuning
    Tuned block to come up quicker when switching between High and Low block
    Tuned stopping power rules for Jabs and Straights against forward moving opponents
    Tuned health event frequencies and thresholds
    Tuned grapple ratings impact on transition speeds
    Tuned contact frames logic for slipping strikes
    Tuned stamina on missed and blocked slip strikes
    Removed double Uppercut combination coming out of a slip
    Tuned block breakdown
    Tuned referee standup/break timer on the ground and in the clinch
    Reduced range on Iminari Roll
    Tuned Submission Gates
    Tuned damage logic on combination exchanges
    Tuned counter damage bonus per weightclass
    Reduced number of strikes before Referee steps in during Finish the Fight
    Force denial to sprawl on takedown attempts from the clinch
    Allow health regen to a limit determined by chin damage during health events
    Slow down movement speed while holding block and moving forward when a straight punch is thrown at your block
    Add slip vulnerability to slip strikes
    Add momentum advantage off sub crucifix transition cancel
    Turn off grapple advantage when holding block in single collar
    Add counter damage bonus to back lunge evasion
    Add a small amount of side head vulnerability to forward moving strikes
    Tune takedown speed and ranges
    Check out these Tips and Tricks to improve your skills.
    Downloading now, glad to see those ref interactions. Nice to have another LHW I want to use, I've actually been putting in some work with Latifi and Johnson was the only other LHW I liked using. Hopefully the changes to take downs make them more realistic. They were oddly either too hard are too easy depending on the type of take down. Can't wait to see how this feels now, but of course having td-to-clinch sequences are most ideal sometime in the future. I definitely wasn't expecting it in an early patch, if at all in this game.
    chapmandachamp
    Just need servers up and we good to go!
    Sent from my iPhone using Operation Sports

    It says it'll be up around 2pm PST.. so not too long.
    The live tuner also just went up so I will post the tuner notes as I find them.
    Only negative I see is Blaydes not being in but I’m sure they picked the new fighters well before the Hunt fight. Looks good, can’t wait to try it.
    Edit: Although I’m pretty surprised Saki got the nod over Blaydes anyway. Saki will be more fun to play with probably but I guess his kickboxing popularity is a lot higher than I realized (I don’t follow it at all) for him to have gotten in with one UFC fight and only 2 MMA fights total. Again though, he’ll be fun to play with.
    td7
    Did Gracie get switched from a striker template to a Grappler template?

    I believe this happened earlier but I think i am wrong. I would think it made into this patch. Need confirmation.
    Finally Colby is added. Can’t wait to slap his face silly, detestable bloke! Gokhan is going to be a LOT of fun! Can’t wait to try him out, especially those signature combos. Great work on this patch!
    This looks like it's going to be great. I really love how you can create space now and punish people who run in throwing hooks. Plus my man saki and his famous combo's in the game... Cannot wait!
    Noticed something I didn’t see mentioned in the Patch Notes, Brian Ortega got a model update with his cornrow ponytail
    Thank you so much to all the GC’s and Game Developers the wait has been well worth it so far!!
    Super amazing patch, love it. Wonder if the 3 new fighters will be in career mode. Ill be restarting my career just incase, especially with new difficulty balance, yay
    l The Spider l
    Noticed something I didn’t see mentioned in the Patch Notes, Brian Ortega got a model update with his cornrow ponytail
    Thank you so much to all the GC’s and Game Developers the wait has been well worth it so far!!

    Ortega is my favourite in game and real life fighter, much appreciated update. Just need his stand up and stamina slightly buffed now.
    Poirier also has an updated hairstyle and theY FINALLY sorted out Ngannous model!
    johnmangala
    I believe this happened earlier but I think i am wrong. I would think it made into this patch. Need confirmation.

    This was updated in a tuner last week I think?
    Skynet
    This was updated in a tuner last week I think?

    Right I remember hearing about this earlier, just couldn't remember if it were fixed or not. Thanks for the confirmation.
    I’m noticing the striking and countering seem a bit sluggish to me now. I guess this is to counter the slip uppercut counters, but as someone who used them realistically, I’m a bit sad. I’m sure I’ll just have to adapt, and here’s hoping the changes (if they’re not just in my head) turn out to be for the best.
    ImAnOlogist
    I can't see it in the notes but was the sound at heavy weight and LHW fixed?

    I don't know anything about this sorry, some devs or GCS may have the answer.
    NYG_Meth
    I’m noticing the striking and countering seem a bit sluggish to me now. I guess this is to counter the slip uppercut counters, but as someone who used them realistically, I’m a bit sad. I’m sure I’ll just have to adapt, and here’s hoping the changes (if they’re not just in my head) turn out to be for the best.

    It's a fine balance, but they should still be fast enough to hit the counter window as effectively.
    There's a bit more i could do to further speed them up when used appropriately, but it was too much work to get in for this update and the problem seemed severe enough to risk this side effect.
    If it proves to be a problem I can always put in the time to do that extra work, but it will have to be balanced with other priorities.
    NYG_Meth
    I’m noticing the striking and countering seem a bit sluggish to me now. I guess this is to counter the slip uppercut counters, but as someone who used them realistically, I’m a bit sad. I’m sure I’ll just have to adapt, and here’s hoping the changes (if they’re not just in my head) turn out to be for the best.

    I'm finding myself countering more off lunges. The overhand has a nice evasion counter inside the animation, great against certain type of strikes so sometimes I'll trade and throw one of those into the mix to see what happens.
    I'm still finding countering the old way doable, with slipping & countering but using the uppercut much much less now which is great.
    Conor is a beast now.
    The jab head, jab body is quite a fast disruptor which is nice.
    I'd like the front teep body standing to have a smidge more range and come out faster like the side kick to body does. That would be fantastic for emulating thai style. Standing front teep is a bit too short imo and slow. The stepping one is fine, as that creates huge distance, the wind up makes sense.
    If the standing one was a bit faster but sacrifices damage lets say, that would be a great tool for keeping the fight at range / holding ground. The front side kick to body works well for this purpose but Gokhan doesn't have that.
    GameplayDevUFC
    It's a fine balance, but they should still be fast enough to hit the counter window as effectively.

    Tbh, it makes countering more difficult. You have to be more cautious and selective at countering at the opportune moment, rather than just spamming head movement & throwing straight after. Good change so far :y220b:
    This patch is a massive difference, feels like a complete new game!!
    Transitions on the ground feel faster, takedowns feel smoother, countering is amazing, fighters don’t float anymore and they feel like they have weight.
    Strikes aren’t blazingly fast like they were before.
    The block breaking feels like a perfect balance so far.
    I’m loving it atm!!!
    Yet to use Saki, will try him now.
    The game feels a lot more slowed down overall which I love, feels more simulated. The ref interactions are pretty cool aswell although I wasn’t really fussed about it.
    GameplayDevUFC
    It's a fine balance, but they should still be fast enough to hit the counter window as effectively.
    There's a bit more i could do to further speed them up when used appropriately, but it was too much work to get in for this update and the problem seemed severe enough to risk this side effect.
    If it proves to be a problem I can always put in the time to do that extra work, but it will have to be balanced with other priorities.

    I want to thank you so much for all you do, Geoff. I’ve seen glimpses inside the industry, and I know how much work, how much blood, sweat, and tears go into these projects, let alone maintaining a consistent presence within the community. There may be gripes I have, but I so appreciate your contribution to online sports gaming and to the community.
    rob3563
    Great patch,has custom sliders been added to custom event if not is it far away?

    Not yet, but from the sounds of it they would like to introduce it before the patches stop.
    homedepot20
    Patchstop?? Does that mean at the end of the patches like when the games done being updated or patched and tuned ? Like year or so? I'm confused John

    What I gathered too was that it'll be in within the next few months and was mostly just an oversight.
    homedepot20
    Patchstop?? Does that mean at the end of the patches like when the games done being updated or patched and tuned ? Like year or so? I'm confused John
    My bad, I mean when the devs are done with releasing patch for this game and start moving on to EA UFC 4.
    I meant when the patches stop not patch stop.
    So yeah within a year or so. No guarantee it makes it either tho, so don't keep your hopes up.
    rob3563
    Great patch,has custom sliders been added to custom event if not is it far away?

    Why not just play tournaments with custom sliders? What is the big deal about adding it to event mode. I really don't get what the big deal is.
    I'd much rather have a new mode like Universe mode.
    This patch is a major improvement over what we had at launch. The game feels so much better now.
    I mentioned it in an earlier thread, but just being able to block more effectively is huge. For me, that input lag was a major reason the game felt as rock 'em sock 'em as it did before. I don't have to get hit unnecessarily anymore. I've had about 5 or 6 fights so far (including one against HereticGabriel) and the meta just feels better.
    In my first fight, I got to go against a guy who charged forward and tried to abuse the uppercut, but I was able to effectively punish that style. He got frustrated and quit in the 2nd round.
    In the second match, I had one that went 5 rounds of real time before I got the KO. I had Stephens and my opponent had Choi. He was very aggressive early on, but he got gassed by the 4th. At that point, he wasn't throwing much of anything and just trying to survive.
    The rest of my fights have been against varied offensive attacks, but I now feel like the tools I'm given are more appropriate and better suited for how this game is built.
    Early impressions, but I'm very happy with this patch right now. I plan on looking at the patch notes in depth, and seeing the list of all the changes, so I can really pay attention to them.
    Has anyone else noticed a problem with introductions after this patch? At least in career mode? My guy is the heavyweight champion, and always got the same 2-3 intros for his walk to the octagon, now they talk about him as a contender. Same for the Bruce Buffer intro, Bruce didn't mention me as the champion whatsoever or my opponent as the challenger. Just that it was a 5 round title fight.
    Just did a few matches but I already want to play more than a few hours ago... The game after this patch feels so much better. Striking seems crisper, fighters less floaty, the changes to discourage cheese are great so far, chaining takedowns is really smooth and ref interactions are AWESOME !
    Huge thanks to GPD, you did an amazing work here. I really hope that this trend to put new animations / significant gameplay additions in big patches will be kept, that would be amazing too.
    Excellent improvement once again. Bravo.
    Yeah Pappy and I had a pretty good match, Cruz is so difficult to use tho especially with the lack of forward ability when it comes to jab/straights. Gonna take some time to figure out the takedowns, they still seem a little slow..
    One thing I did notice is I found a sway to hook counter felt sluggish, I’d sway a strike, go to pop off a counter hook and he’d block it almost every time. Not sure if I just wasnt quick enough, but felt like a delay on the counter strike was noticeable
    johnmangala
    My bad, I mean when the devs are done with releasing patch for this game and start moving on to EA UFC 4.
    I meant when the patches stop not patch stop.
    So yeah within a year or so. No guarantee it makes it either tho, so don't keep your hopes up.

    Fair enough
    Thanks
    GameplayDevUFC
    It's a fine balance, but they should still be fast enough to hit the counter window as effectively.
    There's a bit more i could do to further speed them up when used appropriately, but it was too much work to get in for this update and the problem seemed severe enough to risk this side effect.
    If it proves to be a problem I can always put in the time to do that extra work, but it will have to be balanced with other priorities.

    This was a fantastic update, man. Beyond my expectations.
    I do want to ask you about something. When I knock a fighter down, and he falls on his side, it seems like I can’t quickly get to his side to reign down strikes. My opponent fell right on his side and kinda laid there and I couldnt do much. I had to go up to his legs, where he then centered, and I was standing guard, then I had a choice to go into side control. From there I could then land punches.
    Am I missing something or is what I want not possible.... yet?
    Thank you
    Sent from my iPhone using Operation Sports
    cincinnati30
    This was a fantastic update, man. Beyond my expectations.
    I do want to ask you about something. When I knock a fighter down, and he falls on his side, it seems like I can’t quickly get to his side to reign down strikes. My opponent fell right on his side and kinda laid there and I couldnt do much. I had to go up to his legs, where he then centered, and I was standing guard, then I had a choice to go into side control. From there I could then land punches.
    Am I missing something or is what I want not possible.... yet?
    Thank you
    Sent from my iPhone using Operation Sports

    Diving on top of guys is possible, but not as often as most people would like. This is due to animation constraints at the moment, and improves over time. There's also three different kinds of knockdowns, of which only the most severe allows for you to jump on them.
    Active KO is when the fighter automatically springs right back up, alert KO is when the guy recovers really quickly onto his back, and finally health KOs are when the other guy is almost passed out for a few seconds and you have a window to jump on him for Finish The Fight.
    So do you get an extra stamina tax for missed and blocked strikes moving forward while striking and flicking the right stick? Or is the stamina tax only for missed stationary swayed strikes? Anybody know?
    iverson91
    So do you get a extra stamia tax for missed and blocked strikes moving forward with flicking the right stick? Or is the stamina tax only for missed stationary swayed strikes? Anybody know?

    Good question. Afaik, there is increased stamina tax on missed/blocked swaying strikes, didn't hear about any difference on moving or stationary strikes.
    Launch

    Patch

    You don't know how good it feels to finally be able to work the way that I want to now. It's like night and day, and these guys I'm playing look lost. I think a lot of people who were finding success before are going to have a rude awakening with this patch. LET ME BANG, BRO!
    how do i stop people spamming combos when you get into striking range??that does a lean down then to the side then rips a uppercut hook combo always rocks u then its gg.
    Skynet
    Diving on top of guys is possible, but not as often as most people would like. This is due to animation constraints at the moment, and improves over time. There's also three different kinds of knockdowns, of which only the most severe allows for you to jump on them.
    Active KO is when the fighter automatically springs right back up, alert KO is when the guy recovers really quickly onto his back, and finally health KOs are when the other guy is almost passed out for a few seconds and you have a window to jump on him for Finish The Fight.

    Appreciate it. Yeah, health KO’s is what I am referring to. I have opponents that seem really hurt just laying on their side and I want to be able to run up and maybe kneel right by their side, wrap one arm around their back, throw a few punches then maybe even transition to take their back and lock in a choke. But it sounds like that animation doesn’t exist yet?
    Sent from my iPhone using Operation Sports
    AI is soooooooo much better to play against. Playing on pro is the good kind of difficult, where you can enjoy fights even when you lose. Nothing's feeling cheap or unfair so far.
    They check enough leg kicks that you can't just throw them over and over, but if you work them into combos and time them you can have them in serious trouble after a couple rounds.
    And their ground game is smarter and less predictable. No more easy exploits when you're in top half guard.
    Patch is an absolute home run. :star:
    Thank God now it actually feels satisfying finishing the fight!!!
    Not even joking fighting the AI feels like a completely new game now!!
    Sent from my iPhone using Operation Sports
    This was an awesome update. Fantastic. Let's give Skynet some love on the AI side. Now that the CPU doesn't walk me down like a terminator I have more options on how I can/want to play. It's still challenging and one good shot can put me down and if I bum rush them they still make me pay.
    But I have time to think and formulate a plan. I haven't tried out a guy like Khabib, but those guys should be aggressive and it should feel special. Now that that the general AI has slowed down, those type of fighting styles should stand out more and make for more unique fights instead of before, where every fight felt like a tornado.
    Thank you guys.
    Sent from my SM-N920V using Tapatalk
    MeowingForVengeance
    AI is soooooooo much better to play against. Playing on pro is the good kind of difficult, where you can enjoy fights even when you lose. Nothing's feeling cheap or unfair so far.
    They check enough leg kicks that you can't just throw them over and over, but if you work them into combos and time them you can have them in serious trouble after a couple rounds.
    And their ground game is smarter and less predictable. No more easy exploits when you're in top half guard.
    Patch is an absolute home run. :star:

    Happy to hear it mate, but we're not done yet :grin:
    henda1988
    I'm glad I've secured my refund on this game. They've managed to turn online back into what it was on UFC 2 & that is a spammers heaven.

    It’s not that bad lol.
    Sent from my iPad using Tapatalk
    tissues250
    thanks so much! hopefully, fixed AI crazy submission on pro/legendary for the next patch.

    I could have sworn that was in this one...have you still been seeing it?
    Skynet
    I could have sworn that was in this one...have you still been seeing it?

    oh really? oh sorry man. I haven't test yet after patch. sorry again. I will be test it.
    Skynet
    I could have sworn that was in this one...have you still been seeing it?
    I don't know about anyone else but simple submissions are a nightmare to get out of no matter how many times I press X.
    johnmangala
    I don't know about anyone else but simple submissions are a nightmare to get out of no matter how many times I press X.

    If I recall correctly, simple submissions won't ever go above a pro AI level of capability, even if you've maxed out the button pressing speed. This was done because we didn't actually want to give simple subs the ability to consistently beat a legendary AI. If you're fighting that high up, you need to learn the submission meta as well.
    That being said, this change will effect all AI at pro/legendary, which means the simple subs will also suffer slightly, as the AI itself has suffered and it is playing for you.
    Skynet
    If I recall correctly, simple submissions won't ever go above a pro AI level of capability, even if you've maxed out the button pressing speed. This was done because we didn't actually want to give simple subs the ability to consistently beat a legendary AI. If you're fighting that high up, you need to learn the submission meta as well.
    That being said, this change will effect all AI at pro/legendary, which means the simple subs will also suffer slightly, as the AI itself has suffered and it is playing for you.

    Hmm interesting. But with the standard subs I can get out pretty often.
    But with simple submissions, it's like if they get you in a sub the fight is generally over no matter how much I press x.
    So basically it would be more about denying the sub than getting out of a sub with simple subs?
    ExOicho
    I'm finding this patch to be frustrating. Takedowns suck way worse than I expected.

    You have to find the sweet spot, or right range now. TD speed scales with distance so being in the right range will speed up your TDs and vice versa.
    - Added ability to queue takedowns and clinch attempts after strikes
    - Added ability to quick transition to takedown attempts after ducking and striking
    takedowns are more useful if you utilize these
    johnmangala
    You have to find the sweet spot, or right range now. TD speed scales with distance so being in the right range will speed up your TDs and vice versa.

    Double leg has been working for me and it seemed way easier. Only difference is I stayed at arms length. Threw a jab or two and shot for the takedown.
    Sent from my iPhone using Operation Sports
    pattyboybx
    Double leg has been working for me and it seemed way easier. Only difference is I stayed at arms length. Threw a jab or two and shot for the takedown.
    Sent from my iPhone using Operation Sports
    Right, the ability to chain striking and grappling now really helps.
    Woke up to this.
    Fantastic work GPD and team, truly appreciated.
    Also, didn't expect, but REALLY keen to use my man Turkish Tyson, hell yes.
    Epic work, this download is taking too long.
    it's really good you know that marjority of your losses comes because of an error or skills differnce... thanks guys
    ps. fix the camera in next patch
    bmlimo
    it's really good you know that marjority of your losses comes because of an error or skills differnce... thanks guys
    ps. fix the camera in next patch

    Except...Rhonda Rouseys striking is absolutely bonkers now.
    Not trying to take away from the positives of this patch, but the (primarily offline) exploit of rapid-fire side control elbows equating to easy KO is still present.
    I was experimenting to see if ref interactions occur with TKOs from top mount and accidentally knocked my opponent out from side control.
    Sent from my iPhone using Operation Sports
    So few things...
    First, loving the way striking and grappling mix now, feels smooth and fluid. Amazing job.
    I prolly dont have the timing or GA worked out yet, but aside from a miss kicked, I find takedowns are still a little slow, pop a jab, sway the uppercut then shoot and the meter takes roughly a full second to fill... using Cruz
    You guys are awesome, made quite a few move suggestions for Claudia Gadehla and you adding them all, she’s a beast now. Thank you.
    Sway hook counters seem a tad slow. I fought PappyKnuckles shortly after the update and he was able to block 70+ % of my counter hooks. Not sure if its a delay or just the change and Im not doing it fast enough now to make up for it.
    Overall I’m loving the fixes
    AeroZeppelin27
    Updated Holloway, Porier, Ngannou and Ortega look fantastic! Great job guys, so does Saki, he looks and feels great. Epic job. AI feels great so far.

    They also updated Jessica Andrade. Hopefully next we can get Bobby Green, Elias Theodorou, and Tim Elliot. Devs did an outstanding job with the re-models, hope to see more throughout the patches.
    tropicana420
    They also updated Jessica Andrade. Hopefully next we can get Bobby Green, Elias Theodorou, and Tim Elliot. Devs did an outstanding job with the re-models, hope to see more throughout the patches.

    Also i hope Stephens, TJ and Choi
    Since that thread on head movement got closed. I'll bring the discussion here.
    I think a stamina tax on head movement similar to lunges would be good because head movement now has all the armor of lunges without the stamina tax.
    johnmangala
    Since that thread on head movement got closed. I'll bring the discussion here.
    I think a stamina tax on head movement similar to lunges would be good because head movement now has all the armor of lunges without the stamina tax.

    I think it should be based on head movement/ stamina ratings
    Cruz, MM, Edgar, Cody would barely lose any stamina
    Derrick Lewis would gas badly if you’re chaining head movement.
    One slip with anyone would lose almost no stamina. But chaining them should drain stamina unless your head movement/stamina ratings are high
    Phillyboi207
    I think it should be based on head movement/ stamina ratings
    Cruz, MM, Edgar, Cody would barely lose any stamina
    Derrick Lewis would gas badly if you’re chaining head movement.
    One slip with anyone would lose almost no stamina. But chaining them should drain stamina unless your head movement/stamina ratings are high
    This is a good idea.
    The stamina tax wouldn't even be severe, in fact they would be barely noticeable like the lunges have now.
    No one complains about lunges being ineffective because of their stamina cost. I am saying head movement should be similar.
    Absolutely loving the patch, at least for playing the AI so far , but I do have a question, can CAF have FTF SUBS now since the patch ?
    Sent from my iPhone using Operation Sports
    Came across this bug offline.
    Round 3 vs Hard AI, I was Holloway.
    Noticed after a minute or so we both had full, non-depleting stamina.
    Here's a link to the vid I took, hopefully it doesn't affect online, might be something to do with holloways swang and bang thing? Though I didn't use it.
    Do excuse my crappy playing once I realise what's going on (and before that lol) I was just trying to spam as much as I could to show there is no stamina drain.
    https://youtu.be/VKp-QtDTba4
    AeroZeppelin27
    Came across this bug offline.
    Round 3 vs Hard AI, I was Holloway.
    Noticed after a minute or so we both had full, non-depleting stamina.
    Here's a link to the vid I took, hopefully it doesn't affect online, might be something to do with holloways swang and bang thing? Though I didn't use it.
    Do excuse my crappy playing once I realise what's going on (and before that lol) I was just trying to spam as much as I could to show there is no stamina drain.
    https://youtu.be/VKp-QtDTba4

    It is.
    I noticed this during the pre-release stream with Mighty Mouse.
    GPD assured me it was a bug and they were working on fixing it. Haven’t even thought about it since then tbh, assumed it was fixed.
    TheJamesKraus
    It is.
    I noticed this during the pre-release stream with Mighty Mouse.
    GPD assured me it was a bug and they were working on fixing it. Haven’t even thought about it since then tbh, assumed it was fixed.

    Oh okay, crazy, this was the first time I had it, I thought it mustve been new. Atleadt it isn't frequent and technically does give both players the advantage, though it should be patched obviously.
    AeroZeppelin27
    Oh okay, crazy, this was the first time I had it, I thought it mustve been new. Atleadt it isn't frequent and technically does give both players the advantage, though it should be patched obviously.

    I’m not sure if it’s tied to offline only since that’s the only place I’ve seen it happen.
    If someone could confirm if it’s possible online?
    So I just played a few matches after 2 weeks the game does feel different but I can't get a hold of the stand up at all it seems every fight that I fight my opponent beats me to the punch when I go to throw a Puch or a hook it register 3 seconds later thanks for all that the devs have done but that's it for me
    Pressure fighters have defensive armor which allows them to pressure forward so much.
    You don't see anyone lunging forward, or much lunging in general at all, but head movement is ubiquitous now because it's relatively safe with none of the stamina tax of lunges.
    The best bet now are the actual patch changes like the slowdown of block etc, they help a lot but there is still more to be done.
    johnmangala
    Pressure fighters have defensive armor which allows them to pressure forward so much.
    You don't see anyone lunging forward, or much lunging in general at all, but head movement is ubiquitous now because it's relatively safe with none of the stamina tax of lunges.
    The best bet now are the actual patch changes like the slowdown of block etc, they help a lot but there is still more to be done.

    How is head movement safe? That's the part I don't understand.
    Aside from the obvious head vulnerability, there's huge leg vulnerability on any fwd moving head movement.
    With the ability to create space, I don't understand how it's still not being punished.
    Gonna hop online soon myself to try it out.
    GameplayDevUFC
    How is head movement safe? That's the part I don't understand.
    Aside from the obvious head vulnerability, there's huge leg vulnerability on any fwd moving head movement.
    With the ability to create space, I don't understand how it's still not being punished.
    Gonna hop online soon myself to try it out.
    Don't get me wrong, it's much easier to punish with this patch. I am just saying there can still be more improvements.
    Head movement objectively give you the greatest defensive edge without much tax in this game.
    It's been head movment > block > footwork for a while. When it should be the reverse imo.
    The vulerability is good for single telegraphed sways, but people can be really slippery with stationary head movement and cycle through the various armors fast.
    It is definitely punishable, but it's so prevalent in the game- more than irl- because it has so many defensive advantages vs risks.
    A counter for this is apparently the back lunge counter, but that costs stamina.
    johnmangala
    Don't get me wrong, it's much easier to punish with this patch. I am just saying there can still be more improvements.
    Head movement objectively give you the greatest defensive edge without much tax in this game.
    It's been head movment > block > footwork for a while. When it should be the reverse imo.
    The vulerability is good for single telegraphed sways, but people can be really slippery with stationary head movement and cycle through the various armors fast.
    It is definitely punishable, but it's so prevalent in the game- more than irl- because it has so many defensive advantages vs risks.
    A counter for this is apparently the back lunge counter, but that costs stamina.

    It does cost stamina, but a slipped slip strike costs way, way more. It's a highly profitable thing to do.
    Okay so forward moving head movement seems fine. You can punish it. What isn't is stationary head movement. It's still silly. 1. because it can be spammed like crazy with no stamina tax.. 2. The vulnerability on it doens't always register. 3. It's still too easy to slip a jab and punish but it's much better.
    I agree that there should be an ever so slight stamina tax on head movement. I'll post a fight I just had with Nate Diaz in ranked in a second. He was spamming head movement on the outside. I beat him but it was really lame. Forced me to fight on the inside because I was losing so much stamina as he stood there spamming sways. It's fine that we lose stamina for missing. The issue is he can stand there spamming them when I'm not even throwing at him and not lose any at all.
    I also don't have much faith in vulnerability on stationary head movement. I'll try and get several examples in a video.
    The game is playing much better in general though. I don't think there's any issue with head movement while moving thus far.
    GameplayDevUFC
    It does cost stamina, but a slipped slip strike costs way, way more. It's a highly profitable thing to do.

    Which is what I am advocating for head movement. Good head movment will still profit you stamina on whiffed strikes etc, but excessive head movement would result in a net tax.
    I mean imagine lunges without a stamina tax and see how effective they would be at gassing your opponent for whiffed strikes.
    That's basically where head movement is at now. It's why it was so prevalent for so long, even if it took a big dent with this patch, there are still ways to go.
    johnmangala

    The vulerability is good for single telegraphed sways, but people can be really slippery with stationary head movement and cycle through the various armors fast.
    It is definitely punishable, but it's so prevalent in the game- more than irl- because it has so many defensive advantages vs risks.

    This is exactly right. I'm so gutted right now because the fight I just had in ranked with a player doing this didn't save on shareplay for some reason and it was such a good example. He was just cycling through the frames. left/right/duck/back etc. It's way more effective than it should be. And he'd be doing it even when I wasn't punching him so he's just moving his head in space. He's not doing it 100% of the time without stopping obviously as i'd get the timing on him a lot easier but it's not easy enough to punish these guys right now considering what they're doing.
    Serengeti95
    This is exactly right. I'm so gutted right now because the fight I just had in ranked with a player doing this didn't save on shareplay for some reason and it was such a good example. He was just cycling through the frames. left/right/duck/back etc. It's way more effective than it should be. And he'd be doing it even when I wasn't punching him so he's just moving his head in space. He's not doing it 100% of the time without stopping obviously as i'd get the timing on him a lot easier but it's not easy enough to punish these guys right now considering what they're doing.

    Did you go to the body or kick his legs?
    GameplayDevUFC
    How is head movement safe? That's the part I don't understand.
    Aside from the obvious head vulnerability, there's huge leg vulnerability on any fwd moving head movement.
    With the ability to create space, I don't understand how it's still not being punished.
    Gonna hop online soon myself to try it out.

    The challenge is the amount of damage a landed sway strike causes. I can catch them with hooks when they sway and uppercuts when they duck all round but they slip one and land and I am rocked. I have to predict every move they make all round but they only need to predict me throwing an uppercut once to sway and rock me.
    A small stamina tax on the head movement would make a huge difference. I trust your perspective on the game and value your insight but to me if the head movement isn't OP than why is it the strategy of every non ground fighter in the top 100? Also on a side note thank you for the crucifix fix, it has changed the meta massively for the ground guys in the top 100 and i can actually defend myself on the ground now.
    TheJamesKraus
    Did you go to the body or kick his legs?

    Yeah. That's how I won. But it was still gross lol. If somebody is being overly predictable with it it's pretty easy to beat them but when they're a little smarter about it it becomes a problem. I was trying to kick him in the head and got a couple rocks like that too but sometimes it doesn't register. He would be ducking too so sometimes I whiffed on the head kicks. Playing against someone doing this ruins the fun though because it makes the fight really unrealistic.
    Seriously so annoyed the shareplay didn't save it. Once it happens again I'll post it. I'll try messaging the player and get him to fight me again now too.
    Serengeti95
    This is exactly right. I'm so gutted right now because the fight I just had in ranked with a player doing this didn't save on shareplay for some reason and it was such a good example. He was just cycling through the frames. left/right/duck/back etc. It's way more effective than it should be. And he'd be doing it even when I wasn't punching him so he's just moving his head in space. He's not doing it 100% of the time without stopping obviously as i'd get the timing on him a lot easier but it's not easy enough to punish these guys right now considering what they're doing.

    I even do practice mode and just record a basic sway and 2 hooks followed by a ducking uppercut to hook and it is so hard to punish even when I know exactly what is coming. The hook on sways and uppercut on ducks is like 50/50 on actually working effectively. Dodging all four strikes requires knowing exactly what is coming and it is still super hard to get the timing right. As you have said in the past it isn't them reading you it is sway and pray and it works ten times better than the counters against it do.
    Loving the patch,now AI on Normal difficulty is blocking head shots more and not coming forward constantly like before the patch and is best suited for the casual player. I am still finding Hard difficulty pretty hard to win even though i seem to be getting more strikes in now but still constantly get rocked with counters from the AI. Don't get me wrong i still love the patch it will just take time to get the timing of moving in and striking.
    Any grapplers find takedowns are a little slow? I can duck a headkick and shoot and still be denied.. trying to do something like jab, lead hook, shoot(single or double) the hud fills slowly, takes roughly a second and I get denied... what has anyone found that works well, distance wise and such for takedowns?
    Only time I can get one majority of the time is if I can get them to the cage, or right after a rock then theyre newr instant
    Not sure if anyone else is experiencing this but whether someone loses stamina from being knocked down or rocked seems kinda random. Sometimes your stamina drains tons and sometimes you can knock a guy down twice and it doesn't have much effect. Not sure why. It's frustrating when you have a back and forth fight but for whatever reason you end up with much less stamina than your opponent though.
    Slickrick_csc

    Fingers crossed for a new finish the fight w ref interaction haha. God how awesome would that be. Either that or online support for sub n stand n bang modes. Those are my 2 biggest wants right now.
    Can’t wait to see the new fighters too. I’m thinking Perry, Colby n saki

    HELL YEAH! haha 3/4 in my predictions
    only thing I messed was the Perry prediction. Lovin the patch notes. Haven’t had a chance to play yet but looking forward to playing.
    I'm also not sure it's easy enough to create space still. Still seems too easy to crowd someone. I haven't had much fortune with jabbing at a guy duck/upper spamming in my face yet. I've actually noticed duck/upper spam more often now. Could be a coincidence but these guys aren't throwing anything else anymore. Not even a hook with it. Just duck/upper. I can sometimes punish it. Sometimes can't. I'll hit them as they're ducking and the vulnerability doesn't seem to work quite often. Seems pretty 50/50 to me.
    I don't want to seem negative because I like the patch. It's 100% a step in the right direction. I just think we still need some more steps. Nobody uses side lunges in game. Circling off the cage doesn't feel very good in this game. I think there are vulnerability issues with head movement sometimes (isn't recognised). I think most of us want a game where picking your shots is how it works and want to get away from too many sway strikes and fishing for rocks. We're not quite there yet with this patch but it's a solid, solid improvement.
    The static front teep (thrown as a single shot) being faster with a smidge more range would help a lot for keeping the fight on the outside.
    Stamina tax on head movement would be a travesty for offline play. The AI already manages their stamina so much better than I can.
    If it ever were to be added, then custom sliders will be needed for career and event mode too.
    Much of this patch can be summarized as too little of a good thing. Sways are still the primary form of attack, people just stop at one strike now so they can't be countered. A small stamina tax is still in order and blocked punches still need more drain. Right now you an still sit there and block 15 sway counters and not notice enough.
    Jabs and straights are perfect.
    Ground changes are great although I haven't been able to use the new crucifix momentum because the fake transition is so easy to deny.
    Strikes into takedowns are awesome but the stamina drain from striking limits takedown effectiveness.
    RetractedMonkey
    Much of this patch can be summarized as too little of a good thing.

    Offline play has hugely improved though. The finish the fight, AI leg check fix, AI submission gates, AI aggression, new stamina with the rocks, takedowns off head movement and buff to straight counter has done wonders.
    Saki's 2-3-5-5 combo is like.. obscenely effective, I love same side combos and that is not one people expect, that double lead upper is killer.
    All his 3-3b combos are sweeeeet too. Love the attention to detail on Saki, already my new go to LHW, even with his iffy gas tank and appropriate lack of ground/clinch game, feels like a nice specialty character. Really well done, makes me excited as hell for future DLC fighters too.
    AeroZeppelin27
    Came across this bug offline.
    Round 3 vs Hard AI, I was Holloway.
    Noticed after a minute or so we both had full, non-depleting stamina.
    Here's a link to the vid I took, hopefully it doesn't affect online, might be something to do with holloways swang and bang thing? Though I didn't use it.
    Do excuse my crappy playing once I realise what's going on (and before that lol) I was just trying to spam as much as I could to show there is no stamina drain.
    https://youtu.be/VKp-QtDTba4
    How do you initiate the stand and bang
    Sent from my SM-G920T using Tapatalk
    RetractedMonkey
    Much of this patch can be summarized as too little of a good thing. Sways are still the primary form of attack, people just stop at one strike now so they can't be countered. A small stamina tax is still in order and blocked punches still need more drain. Right now you an still sit there and block 15 sway counters and not notice enough.
    Jabs and straights are perfect.
    Ground changes are great although I haven't been able to use the new crucifix momentum because the fake transition is so easy to deny.
    Strikes into takedowns are awesome but the stamina drain from striking limits takedown effectiveness.

    That's the exact feedback I've given GPD so far. The concept is good, but it was applied way too little. From what I understand it, the whiff tax on slip strikes only really kicks into gear when someone throws consecutive slip strikes without letting their stamina refill, and almost nobody abusing the slip strikes uses them like that. They just throw 10,000 of them in a fight, spaced out a few seconds a piece.
    Thetruth11
    How do you initiate the stand and bang
    Sent from my SM-G920T using Tapatalk

    Press down on the D-pad in the last 20 seconds of a round as Holloway, if the opponent taunts back its on baby.
    But that's not what happened here, this was a bug, and I didn't do the stand and bang thing in the fight.

    GPD... Please read/watch and I'd like to hear your thoughts.
    So here is me fighting the duck/upper god. 70% of what he throws is a duck/upper. It's incredibly annoying and makes for bad fights. If I try and fight at range I get duck/upper'd coming in for the most part. It's just too risky. It's way too easy for him to spam that **** constantly and eventually get a rock.... dude just holds block too. If I go to the body I get duck/upper'd. Not enough risk for him. Too much reward.
    Gonna list some examples of annoying **** below. This is unrelated to the stationary head movement concerns but I'm wondering if moving head movement also doesn't have enough vulnerability attached. At the end of the day... I knew what this guy was doing and had an incredibly difficult time punishing it. Fighting this guy makes me want to stop playing. It just feels so dumb.
    0:57 i time an uppercut on his duck but no vulnerability reward.
    1:08... I time an upper on his duck but no vulnerability reward... he then head kicks me and I lean away from it but I still get rocked.
    1:17... I uppercut him as he ducks but the vulnerability still isn't recognised.
    1:47.... catch him with another upper but no vulnerability.
    2:03... I sway his duck/upper perfectly but am only able to punish him with one strike and I get no rock.
    2:05 .... I sway away from his head kick but get rocked. What is up with the vulnerability system??
    2:30... I once again time an upper on his duck but the vulnerability doesn't register. I only get the rock because I hit him with two as I decided to start spamming uppers because it was so irritating at that point.
    Sway strikes still need tweaking. Most people just seem to throw one instead of two now. I've had some really enjoyable fights since the patch but I've also had some annoying ones. Fighting on the outside and keeping someone away from you and not getting dragged into an inside fight is still too difficult unfortunately.
    Let's say the vulnerability on the duck is working as intended here... you'd need to nerf how effective it is at countering if so. Because if it lands it often causes a rock. Or when you're trying to fight on the outside and get caught with one it at least does a lot of damage. It's just too easy.
    Did people really request this? As is you barely had a chance to get up from a finish the fight scenario even the first time. Okay yeah, there were a couple times where I was like, ah I wish I could have finished that person right there, but for the most part, it was fine. They had to have already been dropped a few times to then go in an finish the fight without them being able to recover or you had to catch them clean with a brutal counter.
    Now...it's the total opposite. Especially in Ultimate Team (where there are no ref stoppages...guess they forgot about that mode) Now your first time down, just from combos, not even a well-timed head kick counter or something, and the finish the fight occurs you have ZERO time to recover. It takes them barely any strikes for them to finish you, you don't even get one chance to recover. I've noticed it in all my fights so far with me and my opponent. I'm not recovering and they aren't recovering from the FIRST drop and finish the fight sequence. Your meter barely gets a chance to fill at all to recover before the fight's over and it's a TKO.
    So they've basically tuned it to now whoever drops the other guy first and gets a finish the fight animation is going to win because the opponent has no time and ability to recover.
    This needs to be fixed. We can have 10 rocks per game but only 1 fractional chance to recover on the ground? If they wanted slightly fewer strikes to finish fights, they way overdid it.
    It's making the standup game almost unplayable. Not to mention just how slow and sluggish everything feels in general.
    They need to patch their patch. Typical EA style.
    It's better now I think.
    Offline play especially.
    Before, I could drop or get dropped by the AI, jump on them and land punches and recover easily. It became pointless to even bother most of the time and rocks / drops were meh.
    Now it is deadly and fight altering, but there is still hope for recovery. Not sure how bad it is in your ultimate team playthrough but exhibition match is okay.
    The Connor mcgregor patch needs adjusting the rocks should only deplete stamina on knockdown.
    I'm literally tagging mcgregor like graffiti and 1 hook at a time has my stamina drained.
    The single leg needs a speed up
    Other than that the patch seems perfect
    Sent from my SM-G920T using Tapatalk
    Serengeti95
    Not sure if anyone else is experiencing this but whether someone loses stamina from being knocked down or rocked seems kinda random. Sometimes your stamina drains tons and sometimes you can knock a guy down twice and it doesn't have much effect. Not sure why. It's frustrating when you have a back and forth fight but for whatever reason you end up with much less stamina than your opponent though.
    I noticed that this mourning against the ai I dropped my opponent and his stamina stayed the same
    Sent from my SM-G950U using Operation Sports mobile app
    So after 20 plus games , uppercut spam still an issue smh and now body knees to elbows is being spammed to play LOL I think this game is just legit broken
    AydinDubstep
    The static front teep (thrown as a single shot) being faster with a smidge more range would help a lot for keeping the fight on the outside.
    Stamina tax on head movement would be a travesty for offline play. The AI already manages their stamina so much better than I can.
    If it ever were to be added, then custom sliders will be needed for career and event mode too.

    Wouldnt the goal be to improve stamina management???
    Plus if you have a fighter with good stam/head movement you’d barely notice
    Hazenjuice
    So after 20 plus games , uppercut spam still an issue smh and now body knees to elbows is being spammed to play LOL I think this game is just legit broken
    I think it's some of the people who play it are broken
    Sent from my SM-G950U using Operation Sports mobile app
    Chmielu9123
    Yes mcgregor now is super OP he is rock machine.
    Wysłane z mojego LG-H525n przy użyciu Tapatalka

    That sounds right lol
    Your goal against Connor should be to grapple or have him tire out in the stand up before you go for a finish
    Takedowns are not effective at all, and ground stats have been nerfed significantly. This is very disappointing. I appreciate that you can queue takedowns and clinch entry now, but these tools still just aren't effective enough ESPECIALLY after these changes.
    On top of this, I don't see much change in the meta at all. I just see ducks and uppercut/hook variations still except now grappling is a lot less fruitful. It may just be me here, but jabs and straights are not that effective for me either. I expected to be stopping people with clean straights, but it's not really doing much even at the correct range.
    I'm ok with the stamina tax for rocks, but I hope this doesn't end up favoring high recovery fighters and it still needs work for sure.
    Phillyboi207
    Wouldnt the goal be to improve stamina management???
    Plus if you have a fighter with good stam/head movement you’d barely notice

    Problem is the AI is so damn efficient that I can't keep up stamina wise as is.
    Git gud is a possible response but my response to that is gimme sliders in event mode and so I can tweak the stamina 2 notches.
    Am I crazy or are the higher weight classes more responsive now?
    I stopped playing for awhile because I couldnt enjoy the game prepatch. But Derrick Lewis felt good.
    Phillyboi207
    Am I crazy or are the higher weight classes more responsive now?
    I stopped playing for awhile because I couldnt enjoy the game prepatch. But Derrick Lewis felt good.

    Honestly, I felt like they played faster too but could be some jedi mind tricks being played on me. Didn't see it mentioned in patch notes.
    Ok after about 20games in 5 division as a outside fighter i lost 14 fight i think.
    Its even worse for outside fighters cause 1 rock afrer they slip duck my jab or straighy and im done for the fight.
    Will give it a go a little more but i guess i will wait for another patch.
    Wysłane z mojego LG-H525n przy użyciu Tapatalka
    Phillyboi207
    Am I crazy or are the higher weight classes more responsive now?
    I stopped playing for awhile because I couldnt enjoy the game prepatch. But Derrick Lewis felt good.

    same here. They felt more responsive. great!!
    This is definitely the patch for Connor I just picked and I rocked my opponent and literally had infinite stamina the rest of the round
    Sent from my SM-G920T using Tapatalk
    Phillyboi207
    That sounds right lol
    Your goal against Connor should be to grapple or have him tire out in the stand up before you go for a finish
    So how do you beat him with Holloway, Connor is literally a 1 hit rock
    Sent from my SM-G920T using Tapatalk
    Super Quick Review after 3 hours of ranked last nite:
    * Love how the head movement spammers are getting nerfed. I think we're about 75% the way there. They still are a bit OP at times. But it's much better than it was.
    * Losing Stamina when rocked/knocked down is AWESOME, great addition. Great.
    * Jabs and Straights DO have a bit more stopping power now :) I've finally been able to keep some distance against pressure fighters with 1-1 and 1-1-2 type combos. Nice.
    * I'm still in some fights where guys are throwing 90+ strikes per round and not gassing much. There is still not enough permanent stamina drain for missed/blocked strikes. Yes, coming out of a bob & weave ---- that was fixed and is much better --- but there are still 'regular spammers' who are getting away with a ridiculous amount of volume.
    Most the time you can play it safe against them and try to counter in the later rounds. But I still think blocked & missed strikes (of all types) should cost extra permanent stamina as compared to now.
    * I experienced several laggy games last night....not sure why....hopefully not related to patch :/
    * Looks like the Overhands were changed for many fighters. Took a little bit to get used to but I really like the new overhand right of Eddie Alvarez for example ;)
    * Overall damage system seems like it's been tweaked and improved some, nice!!!
    * Takedowns ---- I really like how they scale with distance now. Makes total sense. Overall though I think TDs are still underpowered.
    OK I'll leave it at that ---- great stuff so far I give the patch a 9 out of 10, a couple more of these and we'll really be rolling :coola::coola::coola::coola:
    Thetruth11
    So how do you beat him with Holloway, Connor is literally a 1 hit rock
    Sent from my SM-G920T using Tapatalk

    You use head movement and movement and cause misses in the first round. You also counter fight since most people are hyper aggressive with Conor. His stamina is average so after a round of whiffs, his power is less noticable and he is easier to finish.
    aholbert32
    You use head movement and movement and cause misses in the first round. You also counter fight since most people are hyper aggressive with Conor. His stamina is average so after a round of whiffs, his power is less noticable and he is easier to finish.
    I don't know who your playing but everybody fight patient with Connor.
    Not to mention the td are almost impossible without clinching
    Watch the leaderboard favorite fighters change just watch
    Sent from my SM-G920T using Tapatalk
    jamesbenz1993
    is anybody having trouble winning since the patch, I’ve been struggling like crazy and it’s wierd cuz I’m not a spammer

    I’ve been going the distance in 3 round fights a lot more now, which is refreshing.
    One thing I want to see added is sped up lunges/back dash/footwork. It is pretty annoying when you get backed up against the cage, and it’s so sluggish to circle out. UFC 2 had this down imo.
    TheJamesKraus
    I’ve been going the distance in 3 round fights a lot more now, which is refreshing.
    One thing I want to see added is sped up lunges/back dash/footwork. It is pretty annoying when you get backed up against the cage, and it’s so sluggish to circle out. UFC 2 had this down imo.

    I think it was too easy in UFC 2, one lunge would take you almost entirely around your opponent, although it's entirely possible moving and striking would mitigate the issue.
    3 does need work though and a middle ground would be great, so that it's reasonably difficult to put someone on the fence and reasonably difficult to get off the fence when you're put there. As it is now, the balance is pretty significantly in favour of the pressure fighter because it's pretty easy to put someone on the fence and quite difficult to get off once you're there.
    TheJamesKraus
    I’ve been going the distance in 3 round fights a lot more now, which is refreshing.
    One thing I want to see added is sped up lunges/back dash/footwork. It is pretty annoying when you get backed up against the cage, and it’s so sluggish to circle out. UFC 2 had this down imo.

    Yeah I’m scared to go the distance cause you can be dominating and the judges won’t see it 😂
    jamesbenz1993
    is anybody having trouble winning since the patch, I’ve been struggling like crazy and it’s wierd cuz I’m not a spammer

    Just takes some adjusting too. Once you learn all the new changes and apply them you'll be back to your better days.
    This patch was pretty massive so I would expect it to feel pretty different, which takes some getting used to.
    My best advice would be to watch the reference videos repeatedly, and try to apply those as best you can. Also take the best aspects of legendary/Pro AI and apply that to your game.
    The AI is doing stuff now that most people cannot yet just because of experience.
    Nugget7211
    I think it was too easy in UFC 2, one lunge would take you almost entirely around your opponent, although it's entirely possible moving and striking would mitigate the issue.
    3 does need work though and a middle ground would be great, so that it's reasonably difficult to put someone on the fence and reasonably difficult to get off the fence when you're put there. As it is now, the balance is pretty significantly in favour of the pressure fighter because it's pretty easy to put someone on the fence and quite difficult to get off once you're there.

    But that’s how easy it should be(assuming your fighter has high footwork). Just give lunges ridiculous vulnerability if you lunge into a strike.
    Show me any clips of fighters with great footwork being stuck against the cage
    It doesnt happen because they’re one lunge away from turning the corner.
    Nugget7211
    I think it was too easy in UFC 2, one lunge would take you almost entirely around your opponent, although it's entirely possible moving and striking would mitigate the issue.
    3 does need work though and a middle ground would be great, so that it's reasonably difficult to put someone on the fence and reasonably difficult to get off the fence when you're put there. As it is now, the balance is pretty significantly in favour of the pressure fighter because it's pretty easy to put someone on the fence and quite difficult to get off once you're there.

    It was risky though because if you kept exiting out to one side, your opponent would read it and land a strike which would rock you.
    I’d also argue that a lot of top level guys in the UFC can circle off the cage relatively easy. It could tie into the footwork.
    There does need to be balance though since atm when you get put against the cage, you are basically trapped until your opponent stops throwing strikes.
    The footwork is all in straight lines which doesn’t reflect these high level fighters at all.
    TheJamesKraus
    It was risky though because if you kept exiting out to one side, your opponent would read it and land a strike which would rock you.
    I’d also argue that a lot of top level guys in the UFC can circle off the cage relatively easy. It could tie into the footwork.
    There does need to be balance though since atm when you get put against the cage, you are basically trapped until your opponent stops throwing strikes.
    The footwork is all in straight lines which doesn’t reflect these high level fighters at all.

    The advanced lunge is not straight line at all, it's circular.
    And with a footwork rating of 100, you'll circle out a full 90 degrees.
    jamesbenz1993
    Yeah I’m scared to go the distance cause you can be dominating and the judges won’t see it 😂

    Yeah I’ve had a few shady decisions for and against me lol.
    Adalaide Byrd must have been a secret addition into the patch.
    GameplayDevUFC
    The advanced lunge is not straight line at all, it's circular.
    And with a footwork rating of 100, you'll circle out a full 90 degrees.

    Is the advanced lunge the signature one?
    You can feel the footwork with the top level guys but I still feel like it should be more apparent.
    Take Wonderboy vs Hendricks as a prime example.
    I just do not understand the stamina mechanics in this game . I like the addition of losing stamina after a knockdown , but overall output of strikes does not reflect a real MMA fight at all. For example, in the Mcgregor vs Diaz 2 fight Mcgregor threw 322 strikes and Diaz threw 435 in a 5 round fight. Conor Mcgregor can throw about 120 strikes in the first round and still have a full bar of stamina going into the second and will keep that pace up the entire fight. What happen to stamina management?
    Morgan Monkman
    can someone descirbe the differences in lunges and how to do them?
    thought i understood that there was a short lunge and far lunge?

    There are flick lunges just by flicking the movement stick (very short, I have campaigned for more range on these)
    Advanced lunges by flicking the movement stick plus a technique modifier (longer)
    Signature by flicking the movement stick plus a technical modifier (only certain people have this, they are mostly switch stance lunges)
    Phillyboi207
    But that’s how easy it should be(assuming your fighter has high footwork). Just give lunges ridiculous vulnerability if you lunge into a strike.
    Show me any clips of fighters with great footwork being stuck against the cage
    It doesnt happen because they’re one lunge away from turning the corner.

    My problem with 2 was that it lacked the high footwork caveat you just gave, literally any fighter could get around the opponent and off the fence in a single lunge when the vast majority of MMA fighters aren't great at that IRL. Like, Stefan Struve is awful at getting of the fence, as are Pettis, JDS and Rockhold, but they'd all circle the whole way around you with a single lunge in 2. The only problem I had with James Kraus' comment was "UFC 2 had this down", because I think it was too easy to get most fighters off the fence
    Obviously it should be harder to keep fighters like Aldo, Wonderboy and Joanna against the cage than it currently is in 3, but I think it's about right for the Pettis' and JDS' of the world, you know?
    bmlimo
    Knee spam still there and very effective ...

    Until you all get on board with removing these strikes from block it will always be a problem. Trying to slow down or add more vulnerability to those moves isn't realistic as they are low range, quick safe strikes to throw.
    Sent from my iPhone using Operation Sports
    SMOKEZERO
    Until you all get on board with removing these strikes from block it will always be a problem. Trying to slow down or add more vulnerability to those moves isn't realistic as they are low range, quick safe strikes to throw.
    Sent from my iPhone using Operation Sports

    Like John said a knee catch would help a lot and be really effective
    TheJamesKraus
    Is the advanced lunge the signature one?
    You can feel the footwork with the top level guys but I still feel like it should be more apparent.
    Take Wonderboy vs Hendricks as a prime example.
    The advanced side lunge I find works really well to circle off the cage if my back is against the cage I'm trying to bait you into throwing so I can either counter your way in or advance side lunge to circle out and put them against the cage it works more times than not for me but I use a lot of movement when I play so maybe I'm just use to how it works?
    Sent from my SM-G950U using Operation Sports mobile app

    GPD... this patch has given me a real, real taste of this game's potential. But please, please, please, please do something about this. Look at how easy he slips my jab every single time. I also can't follow up with another strike because of the recovery frames I go through that come with his slip. Look at how many times in the video I clap his head around with hooks while he moves it side to side directly in front of me before I get one rock. I also can't create distance against him. This player wasn't the smartest as he kept swaying side to side in front of me while I threw hooks but the game didn't punish him so it didn't matter.
    Idk if you saw my post at the top of page 16 but a response would go a real long way mate. I just hope this is being acknowledged and thought about.
    Nugget7211
    My problem with 2 was that it lacked the high footwork caveat you just gave, literally any fighter could get around the opponent and off the fence in a single lunge when the vast majority of MMA fighters aren't great at that IRL. Like, Stefan Struve is awful at getting of the fence, as are Pettis, JDS and Rockhold, but they'd all circle the whole way around you with a single lunge in 2. The only problem I had with James Kraus' comment was "UFC 2 had this down", because I think it was too easy to get most fighters off the fence
    Obviously it should be harder to keep fighters like Aldo, Wonderboy and Joanna against the cage than it currently is in 3, but I think it's about right for the Pettis' and JDS' of the world, you know?

    I feel you on that but hopefully the ratings would reflect that difference
    johnmangala
    There are flick lunges just by flicking the movement stick (very short, I have campaigned for more range on these)
    Advanced lunges by flicking the movement stick plus a technique modifier (longer)
    Signature by flicking the movement stick plus a technical modifier (only certain people have this, they are mostly switch stance lunges)
    And also L1 plus the right stick will do advance evasions lunges
    Sent from my SM-G950U using Operation Sports mobile app
    A well placed knee is currently the best defensive tactic against all these bob and weave pressure fighters as it doesn't leave you completely hanging waiting to get 1 punch koed.
    jamesbenz1993
    Like John said a knee catch would help a lot and be really effective

    just make a huge stamina in a missed knee or high vulnerability...
    its almost impossible to play against someone who uses this kind of exploit
    Morgan Monkman
    A well placed knee is currently the best defensive tactic against all these bob and weave pressure fighters as it doesn't leave you completely hanging waiting to get 1 punch koed.

    the problem is that spam to exploit the knee
    Serengeti95

    GPD... this patch has given me a real, real taste of this game's potential. But please, please, please, please do something about this. Look at how easy he slips my jab every single time. I also can't follow up with another strike because of the recovery frames I go through that come with his slip. Look at how many times in the video I clap his head around with hooks while he moves it side to side directly in front of me before I get one rock. I also can't create distance against him. This player wasn't the smartest as he kept swaying side to side in front of me while I threw hooks but the game didn't punish him so it didn't matter.
    Idk if you saw my post at the top of page 16 but a response would go a real long way mate. I just hope this is being acknowledged and thought about.

    I'm going to try and put together a video with some suggestions around this.
    bmlimo
    just make a huge stamina in a missed knee or high vulnerability...
    its almost impossible to play against someone who uses this kind of exploit

    For now, hooks are the best counter to knee spam.
    Straights get too much damage reduction to be a good counter.
    But if you can catch them coming forward with a hook, it can almost be fight ending.
    I'm working on some more changes to make this a bit more intuitive, but if you get the hook timing down you can blow someone up who's spamming knees.
    GameplayDevUFC
    I'm going to try and put together a video with some suggestions around this.

    Okay, but I'd heavily advise you to watch both videos. I think even you'd be surprised. The suggestion should be to throw hooks at someones head who is swaying side to side like that. If that happens irl it's an instant KO. And I'm not asking for that.... But the guy should be getting punished at least.
    He didn't even realise he was doing anything wrong because he kept doing it. The game should be telling him he's doing something very wrong. The video also shows how crazily easy it is to slip the jab. I should be able to follow up with a hook and punish that but I can't. That would be the appropriate reaction irl. My fighter just freezes every time the jab is slipped.
    I'm open to your suggestions but I really don't think this is how the game should be playing out even if there is an easier way to punish it (which I'm sceptical about tbh).
    GameplayDevUFC
    For now, hooks are the best counter to knee spam.
    Straights get too much damage reduction to be a good counter.
    But if you can catch them coming forward with a hook, it can almost be fight ending.
    I'm working on some more changes to make this a bit more intuitive, but if you get the hook timing down you can blow someone up who's spamming knees.

    Yeah I've definitely found this to be the case. Throwing a 1-3 when you know a guy is gonna try to knee spam on you will **** with his timing badly in my experience
    The FTF should be a little bit harder to finish early on 97% of the time I never recover off the first knockdown I think it’s a bit aggressive. One counter is to not put myself in that position but I think it happens to auixkly
    Yup. Head movement is broken. I could post videos for days. Sways are completely abused and it takes no skill. I really hope this isn't pushed under the rug. It's straight up broken. And that's a strong word but they're not working as intended. Essentially the way to cheese sways has slightly changed but it's still cheesed. Really disappointing.... It was looking promising at first. Might post another video in a second but I think you guys get the point at this point. I jab this dude sitting on the outside abusing stationary leans and slipping everything. I then head kick him. No rock. I then try a punch to the body and get uppercut immediately with the first punch thrown and rocked.
    I'm top 10. I'm better than these players but it doesn't matter. They're better at exploiting the game. I don't think this is a situation where a work around is the answer. I think tweaks are needed. I really do.
    In my experience signature/advanced lunges are also broken, you cannot effectively maintain distance using them as the animations are clunky and they are not responsive enough.
    The side lunge is ok but the back stepping one is completely useless imo. Would like to see a player using backstepping lunges. The only way to exit the pocket is to flick RS while moving back with LS, and even that should have better evading properties imo.
    I’m not really having a problem with headmovement now since they slowed it down. However I do understand Seregenti’s frustration with stationary head movement.
    Due to the added stamina tax on whiffed strikes, many players just stand still like a Prime Silva just obnoxiously moving the RS. I normally draw them out eventually but it is pretty ridiculous and unrealistic.
    GameplayDevUFC
    For now, hooks are the best counter to knee spam.
    Straights get too much damage reduction to be a good counter.
    But if you can catch them coming forward with a hook, it can almost be fight ending.
    I'm working on some more changes to make this a bit more intuitive, but if you get the hook timing down you can blow someone up who's spamming knees.

    i understood... bait them to they feel that they are in a safe place than adjust your hook to catch them ... sounds pretty easy as i was trying to use movement + jab straight... but doesn't worked well because they guard is always up and they are ready to upper if u go to the body
    Great patch having a blast. Are fighter specific signature combos listed in the moveset menu? I can't find them if they are. Please add them in a future patch, it's kind of important to access these. Would also like the ability to pull up the move lists during online play. It's a good reference if I don't feel like skipping the cutscenes and I'm looking for another move as a mix up. Or just because I enjoy using all the fighters and don't want to take every single one of them into practice.
    Sent from my iPhone using Operation Sports
    Serengeti95
    Yup. Head movement is broken. I could post videos for days. Sways are completely abused and it takes no skill. I really hope this isn't pushed under the rug. It's straight up broken. And that's a strong word but they're not working as intended. Essentially the way to cheese sways has slightly changed but it's still cheesed. Really disappointing.... It was looking promising at first. Might post another video in a second but I think you guys get the point at this point. I jab this dude sitting on the outside abusing stationary leans and slipping everything. I then head kick him. No rock. I then try a punch to the body and get uppercut immediately with the first punch thrown and rocked.
    I'm top 10. I'm better than these players but it doesn't matter. They're better at exploiting the game. I don't think this is a situation where a work around is the answer. I think tweaks are needed. I really do.

    When you’re hitting them are they moving the head right before? They could be mitigating damage by changing their vulnerability location.
    SMOKEZERO
    Great patch having a blast. Are fighter specific signature combos listed in the moveset menu? I can't find them if they are. Please add them in a future patch, it's kind of important to access these. Would also like the ability to pull up the move lists during online play. It's a good reference if I don't feel like skipping the cutscenes and I'm looking for another move as a mix up. Or just because I enjoy using all the fighters and don't want to take every single one of them into practice.
    Sent from my iPhone using Operation Sports

    Unfortunately not. I've asked to get a "signature" section to the combo list but that may not happen for a while.
    Serengeti95
    Yup. Head movement is broken. I could post videos for days. Sways are completely abused and it takes no skill. I really hope this isn't pushed under the rug. It's straight up broken. And that's a strong word but they're not working as intended. Essentially the way to cheese sways has slightly changed but it's still cheesed. Really disappointing.... It was looking promising at first. Might post another video in a second but I think you guys get the point at this point. I jab this dude sitting on the outside abusing stationary leans and slipping everything. I then head kick him. No rock. I then try a punch to the body and get uppercut immediately with the first punch thrown and rocked.
    I'm top 10. I'm better than these players but it doesn't matter. They're better at exploiting the game. I don't think this is a situation where a work around is the answer. I think tweaks are needed. I really do.

    i believe they will patch in the next one... they still tunning to find the sweet spot
    Serengeti95
    Yup. Head movement is broken. I could post videos for days. Sways are completely abused and it takes no skill. I really hope this isn't pushed under the rug. It's straight up broken. And that's a strong word but they're not working as intended. Essentially the way to cheese sways has slightly changed but it's still cheesed. Really disappointing.... It was looking promising at first. Might post another video in a second but I think you guys get the point at this point. I jab this dude sitting on the outside abusing stationary leans and slipping everything. I then head kick him. No rock. I then try a punch to the body and get uppercut immediately with the first punch thrown and rocked.
    I'm top 10. I'm better than these players but it doesn't matter. They're better at exploiting the game. I don't think this is a situation where a work around is the answer. I think tweaks are needed. I really do.
    Same feeling man.
    I refuse to use this sways and end up losing a lot of fights.
    I had similiar experience yesterday.
    But after around 25 fights the only 1 difference i see is stamina on rocks/knockdowns other than that its almost the same.(only talking about online gameplay)
    Wysłane z mojego LG-H525n przy użyciu Tapatalka
    Phillyboi207
    When you’re hitting them are they moving the head right before? They could be mitigating damage by changing their vulnerability location.

    Nah. Watch any of the videos below. It happens very frequently. It's just even more apparent now that gameplay has been slowed down.


    ^ I uppercut that guy as he ducked roughly ten times in that video. Vulnerability never triggered.

    ^
    Clap this guy's head around multiple times in the video with hooks as he sways side to side in front of me. Imagine what this would do to you irl.

    ^
    And here's another one if you don't want to watch the longer videos. Notice how I read that he's ducking and go for the uppercut. Adaptation is not rewarded in game like it should be. The longer ones really illustrate the problem though because it happens over and over. It's not a rare occurrence. Risk/reward for this is way off rn. The game is so much more fun when sways aren't abused.
    The Connor one you were at like 60% stamina and i dunno what his kick levels are. But yeah it should’ve done more damage.
    The other ones I’d blame on pillow fist Nate.
    I still wish there was a small stamina drain for head movement that would fix this cheese.
    Phillyboi207
    The Connor one you were at like 60% stamina and i dunno what his kick levels are. But yeah it should’ve done more damage.
    The other ones I’d blame on pillow fist Nate.
    I still wish there was a small stamina drain for head movement that would fix this cheese.

    Those things aren't the issue. The vulnerability is not registering. The head kick does the same amount of damage that a normal head kick does... Hence indicating the vulnerability isn't being triggered.
    I was using Nick and he has a power rating of 90 and decent level punches. The vulnerability simply isn't being triggered. You can often tell by the amount of damage done.
    GPD just posted a thread on the forums addressing the head movement right now. Check it out, I'll come back with any findings. But would take time. Many people here would be more experienced.
    head movement should have risk. good reward / lack risk. thats why ppl spamming it. I will be happy that add more vulnerability to head movement if don't want put stamina cost.
    Is this game even fixable? I'm getting the feeling that it will never work as it should. :( I'm losing even more than before now after the patch lol it seems like that every fix brings like 4 new problems. This game is a Hydra.
    I don't want to hate I know that you guys work on it cause it's your own baby but your baby loves cheese. :D
    Serengeti95
    Those things aren't the issue. The vulnerability is not registering. The head kick does the same amount of damage that a normal head kick does... Hence indicating the vulnerability isn't being triggered.
    I was using Nick and he has a power rating of 90 and decent level punches. The vulnerability simply isn't being triggered. You can often tell by the amount of damage done.

    I thought 50% for a head kick is standard damage with full stamina. You still doing 50% with like 60% stamina doesnt indicate it didnt register.
    The anount of damage also depends on stamina(hence stamina drain for head movement being needed) and power/chin rating.
    It isnt as black and white as auto rock if you’re hit in a vulnerable state against someone who has average power.
    You’ve posted the videos and I dont see any mention from GPD that the vulnerability didnt register
    Phillyboi207
    I thought 50% for a head kick is standard damage with full stamina. You still doing 50% with like 60% stamina doesnt indicate it didnt register.
    The anount of damage also depends on stamina(hence stamina drain for head movement being needed) and power/chin rating.
    It isnt as black and white as auto rock if you’re hit in a vulnerable state against someone who has average power.
    You’ve posted the videos and I dont see any mention from GPD that the vulnerability didnt register

    If you think that head kick shouldn't have rocked him I don't know what to tell you. It can't be justified. If it didn't glitch it would have rocked him. Maybe even knocked him down. It was so perfectly timed. People should be jumping on all the evidence I just gave. GPD posted a thread where you have to land it at a specific time. Idk about you but everything I posted above all looks really well timed to me. It wouldn't make head movement useless if you increased vulnerability or if it functioned how it's supposed to. People would just use it less and more intelligently. Currently you don't have to think. Just spam it and get lucky. It's mostly luck. Whether you're facing somebody who is smarter about it often does not matter.
    I'm gonna lay low on this one and let the community decide whether it's an issue because their opinions are the ones that matter. The sways either need more consistent or more vulnerability or the effectiveness of them needs to be reduced. It's clear as day to me.
    No
    You are absolutely preaching to the choir regarding current head movement and damage.
    Im saying the game is working as intended.
    They dont want strikes doing too much/ realistic damage. Nor do they want stamina to be too realistic.
    So you arent going to see a ton of rocks/KDs unless you catch someone mid strike.
    Phillyboi207
    No
    You are absolutely preaching to the choir regarding current head movement and damage.
    Im saying the game is working as intended.
    They dont want strikes doing too much/ realistic damage. Nor do they want stamina to be too realistic.
    So you arent going to see a ton of rocks/KDs unless you catch someone mid strike.

    I feel you bro.
    They don't necessarily have to make it so every time you catch someone at the right time it causes a rock though. It just needs to happen more frequently. Particularly if some idiot is standing directly in front of me moving his head side to side while I bat his head around with hooks.
    Another work around is making the head movement counters less effective. The way your fighter freezes every time the opponent dodges a strike isn't helping anything either.
    Here's the famous example where Maidana counters Floyd's pull counter and hurts him by throwing his rear hand after the jab. You can't do this in game because of recovery frames every time your punch gets slipped. If a guy keeps slipping my jab to the side I want to be able to capitalise better and follow up with a rear hook or something. Just something man. The jab is bad rn.

    There's several ways to change things. I just strongly believe change is needed in some way.
    I've said it numerous times already. But single strikes need to do more damage, rocks, knockdowns too. Thats also why people sway spam, for the added counter damage.
    If someone is just standing there not blocking, there's no vulnerability so they rarely if ever will get rocked or anything from even an overhand, head kick, flying knee. Thats very unrealistic.
    MMA Damage
    I've said it numerous times already. But single strikes need to do more damage, rocks, knockdowns too. Thats also why people sway spam, for the added counter damage.
    If someone is just standing there not blocking, there's no vulnerability so they rarely if ever will get rocked or anything from even an overhand, head kick, flying knee. Thats very unrealistic.

    Strong username to post content ratio lol!
    But yeah i agree with y’all.
    Especially the point about the jab. It’s a non commital strike and shouldnt lead to eating heavy counter damage unless someone timed a power strike when you throw it. I should be free to jab and then recover. It’s meant to be a safe strike
    Phillyboi207
    Strong username to post content ratio lol!
    But yeah i agree with y’all.
    Especially the point about the jab. It’s a non commital strike and shouldnt lead to eating heavy counter damage unless someone timed a power strike when you throw it. I should be free to jab and then recover. It’s meant to be a safe strike

    My buddy and I were talking about this the other day. The way they hinder outside striking is the opposite of how it should be. He has around 40 pro fights and was saying that the thing he hears from me in the corner the most when standing is "go first". You always want to strike first and get the upperhand in the exchange. In the game you never want to go first because the only effective strikes are the strikes you throw in the middle of your opponents combo. There should be advatages to being the one who engages.
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