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EA Sports UFC 4 Patch 7.0 Available Today - More Fighters, Calf Kicks Added, Gameplay & Moveset Updates - Patch Notes

EA Sports UFC 4

EA Sports UFC 4 Patch 7.0 Available Today - More Fighters, Calf Kicks Added, Gameplay & Moveset Updates - Patch Notes

EA Sports UFC 4 game update 7.0 released earlier today, adding Jiri Prochazka and a new Legacy Conor McGregor model from UFC 178, along with a new custom Conor vanity. The team also unlocked and added 2 pre-existing models to the heavyweight roster, Andre Bishop and Isaac Frost, from the Fight Night series.

Gameplay received plenty of significant improvements in the update, focusing on making more impactful changes to both stamina and submissions. Additionally, there are many other improvements to gameplay including attribute balancing, and tons of fighter moveset updates.

A new type of leg kick has also been added to the game – calf kicks. With the addition of these new kicks, the regular leg kick is now done by holding the kick button and tapping the button results in the calf kick. Calf kicks target a lower part of the leg which makes them more effective for destabilizing your opponent (interrupting strikes) and safer than regular leg kicks versus checks. For balance purposes, these new kicks will deal a little less damage than regular leg kicks but they can combo with other strikes in the same way.

ufc-4-jp

Check out the patch notes below, along with the official blog for more details.

Major Updates

  • Added 2 new fighters:
    1. Conor McGregor from UFC 178 added to Featherweight
    2. Jiri Prochazka to Light Heavyweight
  • Added Jessica Andrade to Flyweight and Bantamweight divisions
  • Unlocked Andre Bishop and Isaac Frost in Heavyweight
  • Added a venue select to Online Quick Fight to prioritize venue preference during matchmaking
  • Fixed Event & Tournament Mode CAF scaling issues and mismatched Ratings & AI

Gameplay Updates

  • Added calf kicks to all fighters.
  • Added a new set of standup blocking animations and polished the old set.
  • Fixed an issue with attribute information displayed for a few archetypes.
  • Increased penalty for the attacker’s rapid movement in limb submissions.
  • Fixed an issue to allow Body Side Kicks to track walking to one side (the outside).
  • Tuned stamina recovery to be slower when stamina is high.
  • Tuned strike stamina costs between weight divisions.
    • Reduced the cost for heavier divisions and increased it for the lighter ones, with very little change to the divisions in the middle, such as lightweight. Even in the heaviest and lightest divisions, this adjustment was small.
  • Decreased permanent body damage by 10%.
  • Decreased block breakdown by 15%.
  • Decreased head roundhouse bleedthrough from 20% to 10%.
  • Single and low single bails now require a stamina advantage of 30%.
    • Attempting it without such an advantage will result in the drive ending in favor of the defender.
  • Fixed an issue where submissions were finishing before the progress bar had completed and when chains were activated at certain timing.
  • Reduced damage of clinch rear knees to head and body from collartie, Muay Thai, and single under by 20%.
    • This still leaves the head knees damage slightly higher than the elbows. The lead knees, which are slower, retained their previous damage.
  • Reduced Bleedthrough of clinch knees.
    • Since evading them is not an option, blocking the correct height is the best defense available so we made blocking them a bit better. They can still deal significant damage through the block if the block meter is low.
  • Slowed down the head peel fake from dominant back side
    • This is the entry for the bulldog choke and the transition to back sitting added in the previous patch. The starting animation was too fast, meaning it could be faked too quickly. We slowed the starting animation down considerably, but did not change the denial windows so only the fakes should be affected.
  • Refined the starting animation of the transition from back side to full guard
    • The animation was previously too hard to read because the shoulders took long to start to shift. Now the shoulders should start to shift right away, making reactive denials against this move more viable even though the denial window isn’t changing.
  • Increased denial window for the hip toss from collartie and muay thai clinch
    • Please note that this increase will affect the time the defender has to scramble. The hardest part for the defender will probably be to not be pressing high block by the time the scramble window starts, as that prevents the scramble.
  • Increased the permanent stamina cost of ground transition by 50%.
  • Reduced recovery of the resistance to head health events between rounds.
  • Greatly decreased the stamina cost of the wizzer escape.
  • Attacker can now cancel their submission pressing R1 and L1 together, (LB+RB on Xbox)
  • Increased the effect of submission defense rating
  • Submission strength tuning
  • Crucifix strike damage has been reduced by 25%
  • Reduced number of leg health events before TKO
  • Decreased the effect of the cardio attribute on starting stamina
  • Made plodding footwork stamina threshold more dynamic, based on footwork and leg health
  • Increased the clinch back takes stamina cost
  • Made special backwards leg lunge mitigate leg damage, instead of increasing it.
  • Made it so the defender can instantly escape from the back clinch after the osoto-gari scramble, unless the attacker has a 30% stamina advantage.
  • Restricted the use of the muscle modifier on the ground to the same rules we had in UFC 3
    • It is only available for get ups and the sitout sweeps from sprawl.
  • Tuned custom fighter AI tendencies.
  • Made reversals and arm traps wipe grapple advantage
    • Previously, reversals and arm traps would not clear the grapple advantage upon reaching the new position. Previously, the dominant fighter could have a lot of GA in his favor and would maintain it in the new position after being reversed, such as from an arm trap from side saddle to side control. Now, the reversals and arm traps will clear the GA and grant a small amount (of a successful denial) to the fighter who performed the reversal.
  • Lowered frequency with which the AI intercepts takedowns with strikes
  • Fixed bug in AI takedown feints reducing actual takedown frequency
  • Added ability for AI to execute imanari rolls

Moveset Updates

Alex Perez

  • Added Lead Switch Kick Body Level 2
  • Lead and Back Roundhouse Body Level 2 to Level 3
  • Updated AI to use Cerrones

Anthony Pettis

  • Added Lead Axe Level 3
  • Back Uppercut Level 2 to Level 3
  • Back Hook Level 2 to Level 3
  • Back Spin Heel Kick 2 to Level 4

Brandon Moreno

  • Back Uppercut Level 2 to Level 3
  • Boxing Combos Level 3 to Level 4
  • Jab Level 2 to Level 3
  • Cross Level 2 to Level 3
  • Jab Body Level 1 to Level 2
  • Lead Hook Level 3 to Level 4
  • Lead Hook Body Level 2 to Level 3
  • Back Hook Level 2 to Level 3
  • Back Uppercut Level 2 to Level 3
  • Back Roundhouse Head Level 2 to Level 3
  • Lead Overhand Level 2 to Level 3
  • Back Overhand Level 2 to Level 4

Bruce Lee

  • Added Lead Question Mark Kick Level 3
  • Added Back Question Mark Kick Level 3
  • Added Lead Front Kick Body Level 2
  • Added Back Spinning Heel Kick Level 3

Charles Oliveira

  • Added Back Superman Elbow Level 1
  • Added Lead 6 to 12 Elbow Level 3
  • Added Power Single Leg Level 2
  • Added Power Double Leg Level 2
  • Added Back Spin Heel Kick Leg Level 2
  • Added Lead Tornado Kick Level 2
  • Added Back Spin Side Kick to Head Level 1
  • BJJ Level 4 to Level 5
  • Wrestling Level 1 to Level 2
  • Leg Locks Level 1 to Level 2
  • Boxing Combos Level 3 to Level 4
  • Jab Level 2 to Level 3
  • Cross Level 3 to Level 4
  • Lead Side Kick to Leg Level 1 to Level 2
  • Lead Side Kick Body Level 1 to Level 2
  • Lead Side Kick Head Level 1 to Level 2
  • Lead Roundhouse Head Level 1 to Level 2
  • Back Roundhouse Head Level 2 to Level 3
  • Lead Roundhouse Body Level 1 to Level 2
  • Back Roundhouse Body Level 2 to Level 3
  • Back Front Kick Body Level 2 to Level 3
  • Wrestling Takedowns Level 1 to Level 2
  • Back Single Leg Level 1 to Level 2
  • Back Double Leg Level 1 to Level 3
  • Back Leg Kick Level 2 to Level 3

Chris Weidman

  • Guillotine Submissions Level 2 to Level 4

Colby Covington

  • Wrestling Level 4 to Level 5

Cory Sandhagen

  • Added Back Spinning Backfist Level 3
  • Added Lead Side Kick Head Level 2
  • Added Back Ducking Roundhouse Level 2
  • Lead Side Kick to Leg Level 1 to Level 2
  • Lead Roundhouse Head Level 2 to Level 3
  • Back Roundhouse Head Level 2 to Level 3

Dan Henderson

  • Added Back Spinning Backfist Level 2

Deiveson Figueredo

  • Added Back Front Kick Head Level 2
  • Added Lead Front Kick Body Level 2
  • Added Back Superman Elbow Level 2
  • Added Lead Flying Double Knee Level 2
  • Boxing Combos Level 3 to Level 4
  • Wrestling Get Ups Level 1 to Level 3
  • Jab Level 2 to Level 3
  • Lead Uppercut Body Level 2 to Level 3
  • Back Hook Body Level 3 to Level 4
  • Lead Roundhouse Head Level 1 to Level 2
  • Back Roundhouse Head Level 2 to Level 3
  • Lead Roundhouse Body Level 1 to Level 3
  • Back Roundhouse Body Level 2 to Level 4
  • Lead Leg Kick Level 1 to Level 2
  • Back Leg Kick Level 2 to Level 3

Jared Connonier

  • Lead Leg Kick Level 2 to Level 3
  • Back Leg Kick Level 3 to Level 4

Jairzinho Rozenstruik

  • Added Level 2 Lead and Back Elbows

Jon Jones

  • Lead Flying Knee Level 2 to Level 3

Jose Aldo

  • Boxing Combos Level 3 to Level 4
  • Straight Body Level 3 to Level 4
  • Back Hook Body Level 3 to Level 4

Justin Gaethje

  • Back Ducking Roundhouse Level 3

Kevin Gastelum

  • Lead Hook Level 3 to Level 4

Louis Smolka

  • Back Leg Kick Level 2 to Level 3
  • Back Roundhouse Body Level 2 to Level 4

Max Holloway

  • Back Roundhouse Head Level 2 to Level 3
  • Lead Roundhouse Body Level 2 to Level 3

Stephen Thompson

  • Added Level 2 Lead and Back Elbows
  • Boxing Combos Level 2 to Level 3

Tecia Torres

  • Added Back Spinning Backfist Level 3
  • Lead and Back Hooks Level 2 to Level 3

Tim Means

  • Jab Level 2 to Level 3

TJ Dillashaw

  • Added Level 2 Lead and Back Elbows
  • Guillotine Submissions Level 2 to Level 3

Tony Ferguson

  • Added Lead Side Kick Body Level 2

Uriah Hall

  • Added Heel Hook from Stacked Guard Level 1
  • Added Leg Chokes Level 1
  • Added Back Oblique Kick to Leg Level 2
  • Added Back Ducking Roundhouse Level 2
  • Added Rolling Thunder Level 2
  • Added Lead Switch Kick Body Level 2
  • Added Lead Flying Knee Level 3
  • Back Roundhouse Head Level 2 to Level 3
  • Lead Roundhouse Body Level 2 to Level 3

Yair Rodriguez

  • Added Lead Hook Kick Level 2
  • Added Back Question Mark Kick Level 2
  • Added Lead Switch Kick Body Level 2

Zabit Magomedsharipov

  • Lead Roundhouse Head Level 2 to Level 3
  • Back Roundhouse Head Level 2 to Level 3
  • Lead Roundhouse Body Level 2 to Level 3
  • Back Roundhouse Body Level 2 to Level 3
57 Comments

Leave a Reply

Discussion
  1. Ban Bails. Seriously, **** bails and all the 50/50s involved in them.
    Back take and clinch meta is goated.
    p.s. Oh yeah, **** that clinch exit uppercut also
    Evil97
    Ban Bails. Seriously, **** bails and all the 50/50s involved in them.
    Back take and clinch meta is goated.
    p.s. Oh yeah, **** that clinch exit uppercut also

    They should make over/under into a clinch entry without bails. Use R1+rear overhand. Add a transition to back control from there.
    These all sound like great fixes, thanks Devs.
    Usually get some new fighter DLC with these patches...who do you guys think we might see? I have a feeling Rakic and Holland are gonna drop.
    MeowingForVengeance
    Nothing for career mode, I see. As is tradition.

    It is known.
    Anyway, at least we can cancel subs and get "legendary" doesn't auto-uppercut anymore (if what they say is true).
    johnmangala
    They should make over/under into a clinch entry without bails. Use R1+rear overhand. Add a transition to back control from there.

    There's already a transition to back control from over under.
    Zyaf
    There's already a transition to back control from over under.

    Wow really? Nice, how do you do it? I dont mean the one on the cage that's single under, but over/under from open space.
    I prefer if over/under became a normal clinch entry instead of bailing (I dont mind if they keep bails but should make the single leg to back control bit harder- maybe add a denial idk).
    johnmangala
    Wow really? Nice, how do you do it? I dont mean the one on the cage that's single under, but over/under from open space.
    I prefer if over/under became a normal clinch entry instead of bailing (I dont mind if they keep bails but should make the single leg to back control bit harder- maybe add a denial idk).

    Once in OU, tap the double leg input and then press R2 immediately
    For those worrying about pressure op. The stamina nerf for high stamina could work wonders. They would have to rest more in between combos if they want to be successful.
    Thanks. I overreacted on saying most day 2 spoilers as ***. Only removing power transitions suck imo. But that was op, they shouldve tuned the drain for op positions but kept it in. Oh well. It really only helped me get to back mount from backside.
    MGMW
    #patch-spoilers Increased the permanent stamina cost of ground transition by 50%
    Wait... wut?

    What's the problem? Ground scrambles/movement barely cost any stamina (at least that was my impression), even though it's supposed to be grueling and taxing.
    Especially defensively, like working guard bottom, barely seems to drain.
    They brought Bishop and Frost back. That is hilarious lol.
    Listen, I'll take it. But it's hilarious because they were already in, got deleted and now put back in again.
    Sent from my SM-N975U using Tapatalk
    They added calf kicks. Now that is bad ***.
    I'll give this patch credit. They got creative in terms of fighter additions, largely because those art resources went to the obvious money making synergy of a McGregor fight.
    I can dig it.
    Sent from my SM-N975U using Tapatalk
    johnmangala
    Who's idea was it to remove power transitions?
    Worst decision since butchering subs.

    Yeah that guy should get punched in the face.
    Seriously though there were quite a few situations where power transitions were having a deleterious effect on the meta. Arm bar from kesa gatame (side saddle) for instance. Power transitions have not been removed entirely, they have just been reduced back down to the subset of transitions we had set up for power transitions in UFC 3. If you don't know which those are you are welcome to hold the power modifier all the time and you will only pay the additional stamina tax if you actually get the power transition.
    Changing things across the board was the only way to ensure we fixed the broken areas of the meta with the time we had. Now that we have done that I am happy to entertain suggestions as to which transitions should still support the power modifier.
    TapOrSnap
    Yeah that guy should get punched in the face.
    Seriously though there were quite a few situations where power transitions were having a deleterious effect on the meta. Arm bar from kesa gatame (side saddle) for instance. Power transitions have not been removed entirely, they have just been reduced back down to the subset of transitions we had set up for power transitions in UFC 3. If you don't know which those are you are welcome to hold the power modifier all the time and you will only pay the additional stamina tax if you actually get the power transition.
    Changing things across the board was the only way to ensure we fixed the broken areas of the meta with the time we had. Now that we have done that I am happy to entertain suggestions as to which transitions should still support the power modifier.

    Unrelated, but anything on the sliders? Are they scheduled for the next patch? Surely they wouldn't be put in the patch notes but be a long way out?
    TapOrSnap
    Yeah that guy should get punched in the face.
    Seriously though there were quite a few situations where power transitions were having a deleterious effect on the meta. Arm bar from kesa gatame (side saddle) for instance. Power transitions have not been removed entirely, they have just been reduced back down to the subset of transitions we had set up for power transitions in UFC 3. If you don't know which those are you are welcome to hold the power modifier all the time and you will only pay the additional stamina tax if you actually get the power transition.
    Changing things across the board was the only way to ensure we fixed the broken areas of the meta with the time we had. Now that we have done that I am happy to entertain suggestions as to which transitions should still support the power modifier.

    It's a bitter sweet necessity to do what you did. I will miss being able to fake transition people after they power crucifixed me, as I don't know of anyone that realized it created a modified version of crucifix where fakes killed the attackers stamina. Definitely frustrating in ranked where it was hard to tell if you got power transitioned on or not. I won't lose any sleep knowing it's gone.
    TheUFCVeteran
    Unrelated, but anything on the sliders? Are they scheduled for the next patch? Surely they wouldn't be put in the patch notes but be a long way out?

    I can't really give you any information on this. They were slated for this patch but because of capacity and timelines they didn't get in. It's not in my direct area so I can't speak to the challenges involved in their implementation and it would be inappropriate for me to attempt to do so. Unfortunately because we did have them scheduled at one point they were in the patch notes which were initially posted. This has since been rectified but because we have such a passionate playerbase you guys beat us to the punch.
    This was a large patch and I'm hoping you can find solace in the other changes we were able to include. I'm specifically hoping that the changes to the stamina behaviour help to address many of the concerns which led to the calls for online sliders in the first place.
    TapOrSnap
    Yeah that guy should get punched in the face.
    Seriously though there were quite a few situations where power transitions were having a deleterious effect on the meta. Arm bar from kesa gatame (side saddle) for instance. Power transitions have not been removed entirely, they have just been reduced back down to the subset of transitions we had set up for power transitions in UFC 3. If you don't know which those are you are welcome to hold the power modifier all the time and you will only pay the additional stamina tax if you actually get the power transition.
    Changing things across the board was the only way to ensure we fixed the broken areas of the meta with the time we had. Now that we have done that I am happy to entertain suggestions as to which transitions should still support the power modifier.

    Thanks you're good. I appreciate y'all being open to suggestions.
    Power modifier for get ups is great, glad that wasnt removed.. if I'm understanding you you're saying some transitions still have the power option available or were you referring to the getups?
    As for the rest, I think they should all return- but have the problematic op positions have even more drain to flashing so even getting the position the sub can escape easier... or do what you are suggesting and not have the power transition available for op positions. In that case, the transitions that should be okay imo are transitions out of positions or into back mount from backside, or passing guard. There is a pause during backside transition that makes it to easy to avoid back mount imo.
    Power subs can remain gone unless they increase the move level at the cost of stamina so it acts closer to flat rnc. Or have the modifier actively drain stamina for increase progress/bar speed like the equivalent of EA MMA stamina management. Most people say ea MMA had the best sub system because of that stamina management factor.
    Btw thanks for this patch, I overreacted a little earlier but this is easily the best patch since launch for 4. The calf kicks, block animation, stamina/pressure fix, sub fix, etc are awesome. The game feels different. You have people on discord who normally trash the game praising this patch so good work.
    Only thing I would suggest too is bringing back the old calf kick animation for rear calf kick, it was much better.. the lead calf kick looks nice.
    TapOrSnap
    I can't really give you any information on this. They were slated for this patch but because of capacity and timelines they didn't get in. It's not in my direct area so I can't speak to the challenges involved in their implementation and it would be inappropriate for me to attempt to do so. Unfortunately because we did have them scheduled at one point they were in the patch notes which were initially posted. This has since been rectified but because we have such a passionate playerbase you guys beat us to the punch.
    This was a large patch and I'm hoping you can find solace in the other changes we were able to include. I'm specifically hoping that the changes to the stamina behaviour help to address many of the concerns which led to the calls for online sliders in the first place.

    Thanks for the response. I understand why you can't talk about when they might come.
    I do like the stamina changes, but personally, I wanted sliders to ramp up the damage and increase stamina drain further. I really, really hope they make the game soon. I'd play so much more. It would alleviate so many of the issues I have with the game.
    johnmangala
    Thanks you're good. I appreciate y'all being open to suggestions.
    Power modifier for get ups is great, glad that wasnt removed.. if I'm understanding you you're saying some transitions still have the power option available or were you referring to the getups?
    As for the rest, I think they should all return- but have the problematic op positions have even more drain to flashing so even getting the position the sub can escape easier... or do what you are suggesting and not have the power transition available for op positions. In that case, the transitions that should be okay imo are transitions out of positions or into back mount from backside, or passing guard. There is a pause during backside transition that makes it to easy to avoid back mount imo.
    Power subs can remain gone unless they increase the move level at the cost of stamina so it acts closer to flat rnc. Or have the modifier actively drain stamina for increase progress/bar speed like the equivalent of EA MMA stamina management. Most people say ea MMA had the best sub system because of that stamina management factor.
    Btw thanks for this patch, I overreacted a little earlier but this is easily the best patch since launch for 4. The calf kicks, block animation, stamina/pressure fix, sub fix, etc are awesome. The game feels different. You have people on discord who normally trash the game praising this patch so good work.
    Only thing I would suggest too is bringing back the old calf kick animation for rear calf kick, it was much better.. the lead calf kick looks nice.

    All sub getups are still muscle modifiable.
    Dom can muscle transitions from guard to guard up and stacked guard.
    Sub can muscle the transition from sprawl to back side dominant.
    Sub can muscle the transition from backmountflat to backmount.
    Dom can muscle transition from halfguard to halfguard up.
    Again I am open to suggestions. Though that should probably be done in a separate thread where everyone can argue back and forth until they all agree :y220: on a list.
    TapOrSnap
    All sub getups are still muscle modifiable.
    Dom can muscle transitions from guard to guard up and stacked guard.
    Sub can muscle the transition from sprawl to back side dominant.
    Sub can muscle the transition from backmountflat to backmount.
    Dom can muscle transition from halfguard to halfguard up.
    Again I am open to suggestions. Though that should probably be done in a separate thread where everyone can argue back and forth until they all agree :y220: on a list.
    That's actually fair. Those are good by me.
    I mean the ones I would add arent as important as the ones you listed like dom guard pass, backside to back mount (this one is important imo, apparently it doesnt help with the contextual/momentum transition out of backside when trying to get back mount). If possible I want them al just with different stamina cost/GA (maybe give some ga to defender when power transitioning to problematic positions) for positions based on being too strong or not. But I'm fine with the new system now I see there are still some power transitions. Thanks
    These stamina fixes are great. I was manbun connor against max and neither of us were spamming but we still gassed way more than usual. Pressure feels less effective too, especially with the block break nerf.
    Liking this patch so far. It's a big step in the right direction. The new calf kick and the overall leg kick damage increase + noticeably slowing the fighter down who has his legs all jacked up, actually makes attacking the legs a valid technique now and if you aren't checking them leg kicks you're gonna pay for it bad. So thats great.
    Stamina changes are a nice improvement too, though I would like to see less stamina taken away from you in full mount going for an arm bar. It takes like half your stamina just to do an arm bar, at which point it negates the entire idea of having a stamina advantage to go for a sub in the first place.
    Speaking of subs, the choke submissions are still a joke. They need to be buffed. The mini-game is just soooo incredibly easy. If you are even half decent you can escape a choke submission with that circle mini game even if you have a fighter with terrible ground stats and zero stamina vs a full stamina RDA or tony ferguson. I don't even bother with chokes anymore because they're just so easy to get out of. I just use the joint subs but that sucks because it takes away a ton of options.
    So significantly buff the choke subs.
    I still notice some problems with input delay and improper inputs coming out when they shouldn't. Tracking has gotten better but it still needs work.
    It is also still too easy to break somebodies block so block breaking meta is still alive and well. Needs another 10-15% at least strength.
    Overall though this is a great patch and if you take care of the last few issues people have than patch 8 will have this game in a really nice place for more realistic, non cheesy, actual tactical fighting.
    Good job devs! Great work taking this game from the brutal shape it was in at launch to now. Night and day. Had a lot of fun playing today.
    Two things:
    1. - I have not launch the game yet, did the Beautiful & Lethal Angela Hill get a hair update (Afro) yet?
    2. If not is it possible for you guys to work on it?
    Much appreciation, keep grinding & be safe.
    ragreynolds
    He had a moveset update.

    He did, but they forgot a few of the moves, that were also backed up with video evidence. The big 1 missing still is the Question Mark Kick. But some of the other are Spinning Elbow, Lead Spinning Back Fist, Heel Hook from sub Mount.
    GrindFactor
    Liking this patch so far. It's a big step in the right direction. The new calf kick and the overall leg kick damage increase + noticeably slowing the fighter down who has his legs all jacked up, actually makes attacking the legs a valid technique now and if you aren't checking them leg kicks you're gonna pay for it bad. So thats great.
    Stamina changes are a nice improvement too, though I would like to see less stamina taken away from you in full mount going for an arm bar. It takes like half your stamina just to do an arm bar, at which point it negates the entire idea of having a stamina advantage to go for a sub in the first place.
    Speaking of subs, the choke submissions are still a joke. They need to be buffed. The mini-game is just soooo incredibly easy. If you are even half decent you can escape a choke submission with that circle mini game even if you have a fighter with terrible ground stats and zero stamina vs a full stamina RDA or tony ferguson. I don't even bother with chokes anymore because they're just so easy to get out of. I just use the joint subs but that sucks because it takes away a ton of options.
    So significantly buff the choke subs.
    I still notice some problems with input delay and improper inputs coming out when they shouldn't. Tracking has gotten better but it still needs work.
    It is also still too easy to break somebodies block so block breaking meta is still alive and well. Needs another 10-15% at least strength.
    Overall though this is a great patch and if you take care of the last few issues people have than patch 8 will have this game in a really nice place for more realistic, non cheesy, actual tactical fighting.
    Good job devs! Great work taking this game from the brutal shape it was in at launch to now. Night and day. Had a lot of fun playing today.

    You have to work on your technique. And try chokes from more dominant positions. The side saddle arm triangle is strong, wouldn't be surprised if they nerf it.
    I'm not the best at subs and I've been getting subs a lot more now.
    If they were to buff chokes I would just suggest to make the bar move slower at low stamina or be harder to keep small- forcing them to move slower.
    Some people have slower reaction time so for them this would help. The actual progress rate is good now.
    Evil97
    I don't want to be that guy and totally ignore this amazing patch, but unblockable clinch exit strikes really need to be addressed.
    There's no such thing - that's a designed mechanic. You're supposed to stop trying to pull out, block the strikes then time your unblockable exit.
    Sent from my SM-N986U using Tapatalk
    Plz use the old calf kick animation from UFC 2/3 as the high level calf kick animation. Use the new one as the low level leg kick.
    It's weird to see guys with good leg kicks throw those good thigh kicks then throw the uglier calf kick, when ufc 2 had the prettiest leg kick in any ea UFC game.
    Played 4 hours last night against some good competition in my stream; and a bit of ranked.
    I LOVE IT!
    Stamina changes make a difference. I can finally use tactics, defense & skill to punish my opponent. I feel like counters hit different too. Maybe hit detection was secretly fixed?? I really think it was. It felt like it at least.
    But I'll give a couple more days to make sure hahaha ... there are still a few gremlins in the machine but counters & hit detection felt smoother. Still could use some work.
    More points for using low rated fighters ... thank you!!!!!! ... I beat a 5-star JBJ with my 4-star Chuck Liddell ... about the same division level ... +45 points!! Seems like it makes a big difference, maybe I would have gotten +35 back pre patch ???
    Leg kicks are fun and I feel like they are pretty balanced. You can punish someone who spams leg kicks w/ checks quite effectively. Calf Kicks were a great surprise. Already seems to result in more striking variety from people.
    Leaving them open for destructive strikes from me while they try to play footsie w/ me ;)
    But for real, the new leg damage is nice. You MUST pay attention to leg health and I really suggest switching stance pretty early if you are getting hurt ... BAD idea to let your leg health get below 50% without switching. GOtta conserve it !!!! Just like real life. I love it.
    Anyway, yea, I know I'm fan-boying out but I feel like this game...this franchise....!...... has finally made it over the hump! Great job Devs, GCers, people in the forums, and everyone who never gave up lol
    :y220:
    Boiler569
    Played 4 hours last night against some good competition in my stream; and a bit of ranked.
    I LOVE IT!
    Stamina changes make a difference. I can finally use tactics, defense & skill to punish my opponent. I feel like counters hit different too. Maybe hit detection was secretly fixed?? I really think it was. It felt like it at least.
    But I'll give a couple more days to make sure hahaha ... there are still a few gremlins in the machine but counters & hit detection felt smoother. Still could use some work.
    More points for using low rated fighters ... thank you!!!!!! ... I beat a 5-star JBJ with my 4-star Chuck Liddell ... about the same division level ... +45 points!! Seems like it makes a big difference, maybe I would have gotten +35 back pre patch ???
    Leg kicks are fun and I feel like they are pretty balanced. You can punish someone who spams leg kicks w/ checks quite effectively. Calf Kicks were a great surprise. Already seems to result in more striking variety from people.
    Leaving them open for destructive strikes from me while they try to play footsie w/ me ;)
    But for real, the new leg damage is nice. You MUST pay attention to leg health and I really suggest switching stance pretty early if you are getting hurt ... BAD idea to let your leg health get below 50% without switching. GOtta conserve it !!!! Just like real life. I love it.
    Anyway, yea, I know I'm fan-boying out but I feel like this game...this franchise....!...... has finally made it over the hump! Great job Devs, GCers, people in the forums, and everyone who never gave up lol
    :y220:

    Absolutely agree !!
    The meticulous Esp
    Patch 7..01 is here in Ps4, more than 6 Gb !!
    Does anyone know what s changed or implemented??

    That's odd, it was just under 2gb for me. It says mostly online changes including sliders on the ea sports website
    Love that you guys are all so happy about it. As an offline player, on paper it doesn't seem at all exciting to me apart from some minor stuff. But I'll reserve my judgment 'til I play the game again. :)
    I am not trying to rain on your parade but I really really dislike this patch. I do think it has done some things that would improve the game but as a whole the gameplay from my perspective is significantly worse in the stand up. I know most of you think this has made the game more tactical and pressure fighting less overpowered but I really feel like that is only typical for average and lower skilled players. Striking at the highest levels will play even more straight up IMO. Before this patch I was finally able to completely master the head movement and footwork to the point where I could toy with even highly skilled pressure fighters using defensive characters such as Cruz. Before the patch I basically never lost with him, and since I truly feel he is no longer a viable character. The stamina tax has applied to sways, lunges and it feels like using a sway eats at your short term stamina as much as a whiffed strike. With the vulnerability structure in this game it is already somewhat risky to use these defensive options and now you are punished for using them freely. It took a ton of skill and time to master these defensive techniques and punish the legions that wanted to take the easy way with high output but it was absolutely possible and very rewarding. To decrease pressure one change was to make the block stronger which is the exact opposite of realism and instead they should have instituted tutorials on how to properly use the defensive options. As an example Cruz went from being my favorite to use to feeling like I cannot use him against a good opponent.
    It is still early and maybe I will figure more things out and compensate for what I feel was lost, but my initial impression is just sadness for losing the gameplay I recently fell in love with.
    BQ32
    I am not trying to rain on your parade but I really really dislike this patch. I do think it has done some things that would improve the game but as a whole the gameplay from my perspective is significantly worse in the stand up. I know most of you think this has made the game more tactical and pressure fighting less overpowered but I really feel like that is only typical for average and lower skilled players. Striking at the highest levels will play even more straight up IMO. Before this patch I was finally able to completely master the head movement and footwork to the point where I could toy with even highly skilled pressure fighters using defensive characters such as Cruz. Before the patch I basically never lost with him, and since I truly feel he is no longer a viable character. The stamina tax has applied to sways, lunges and it feels like using a sway eats at your short term stamina as much as a whiffed strike. With the vulnerability structure in this game it is already somewhat risky to use these defensive options and now you are punished for using them freely. It took a ton of skill and time to master these defensive techniques and punish the legions that wanted to take the easy way with high output but it was absolutely possible and very rewarding. To decrease pressure one change was to make the block stronger which is the exact opposite of realism and instead they should have instituted tutorials on how to properly use the defensive options. As an example Cruz went from being my favorite to use to feeling like I cannot use him against a good opponent.
    It is still early and maybe I will figure more things out and compensate for what I feel was lost, but my initial impression is just sadness for losing the gameplay I recently fell in love with.

    Block is the weakest defense in MMA, it's not like boxing where they have these big gloves. Footwork is the most important in MMA.
    I'm not a high level player, but all the high level players on discord are saying it's good nerf to stamina and pressure.
    Use more leg kicks, they slow down the opponent more now and are more deadly.
    I havent noticed that defense stamina being nerfed, but idk how you play. Try taking it up with guys like GCs, Monkey, Zyaf, Tomi, etc here and go on discord for more high level players to compare.
    BQ32
    I am not trying to rain on your parade but I really really dislike this patch. I do think it has done some things that would improve the game but as a whole the gameplay from my perspective is significantly worse in the stand up. I know most of you think this has made the game more tactical and pressure fighting less overpowered but I really feel like that is only typical for average and lower skilled players. Striking at the highest levels will play even more straight up IMO. Before this patch I was finally able to completely master the head movement and footwork to the point where I could toy with even highly skilled pressure fighters using defensive characters such as Cruz. Before the patch I basically never lost with him, and since I truly feel he is no longer a viable character. The stamina tax has applied to sways, lunges and it feels like using a sway eats at your short term stamina as much as a whiffed strike. With the vulnerability structure in this game it is already somewhat risky to use these defensive options and now you are punished for using them freely. It took a ton of skill and time to master these defensive techniques and punish the legions that wanted to take the easy way with high output but it was absolutely possible and very rewarding. To decrease pressure one change was to make the block stronger which is the exact opposite of realism and instead they should have instituted tutorials on how to properly use the defensive options. As an example Cruz went from being my favorite to use to feeling like I cannot use him against a good opponent.
    It is still early and maybe I will figure more things out and compensate for what I feel was lost, but my initial impression is just sadness for losing the gameplay I recently fell in love with.

    Nothing was done to sway tax, but your issue could be an indirect result of the new stamina function. Overall I agree though, Im not too happy with the way the new stamina logic or the block.
    Getting into point style karate matches with people 5 divisions beneath me repeatedly until I wittle them down in round 2-3 isnt fun and already getting monotonous.
    Im loving the leg kick changes and the submission changes for the most part though
    ZHunter1990
    Nothing was done to sway tax, but your issue could be an indirect result of the new stamina function. Overall I agree though, Im not too happy with the way the new stamina logic or the block.
    Getting into point style karate matches with people 5 divisions beneath me repeatedly until I wittle them down in round 2-3 isnt fun and already getting monotonous.
    Im loving the leg kick changes and the submission changes for the most part though

    I wish I could get someone to chill tf out and have a point style karate match with me.
    johnmangala

    I havent noticed that defense stamina being nerfed, but idk how you play. Try taking it up with guys like GCs, Monkey, Zyaf, Tomi, etc here and go on discord for more high level players to compare.

    Thanks for the compliment but those guys are way above me. I can squeeze into Div 20 but they make top 100 in their sleep with CM Punk.
    What exactly does this mean?
    --------
    Fixed Event & Tournament Mode CAF scaling issues and mismatched Ratings & AI.
    --------
    What are scaling issues? What ratings were mismatched?
    Mister_No_Name
    What exactly does this mean?
    What are scaling issues? What ratings were mismatched?

    Does it matter? It's fixed. :p
    The scaling was apparently that fighters grow bigger or smaller upon quitting the ground, as the ground positions shrink every 'larger' fighter to the same size, so that all the animations work out. You should spectate a match between the biggest possible CaF and the smallest one and check out their size during grappling. The issue was that a check was not being made or something and a fighter kept growing bigger.
    At least that's what I think. Not sure here.
    Morgan Monkman
    What’s the secret to submissions now? Because I’m getting choked out full stamina

    The notes don’t seem to reflect whatever happened to subs. Regardless of stamina I am getting subbed and submitting people at will. It seems like they broke it with this patch.
    It's pretty hard to constantly change your play style after these patches. I just now got used to using block constantly again but I feel like they are gonna change it in the next patch
    Mister_No_Name
    What exactly does this mean?
    --------
    Fixed Event & Tournament Mode CAF scaling issues and mismatched Ratings & AI.
    --------
    What are scaling issues? What ratings were mismatched?

    In tournament mode there was an issue that certain data values were not updating properly between successive fights. So the values from the fighters in the previous fight would carry over rather than being replaced by the new fighters' values. We fixed that.

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