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EA Sports UFC 4 Patch Adds 2 New Fighters and Some Gameplay Updates - Patch Notes

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EA Sports UFC 4

EA Sports UFC 4 Patch Adds 2 New Fighters and Some Gameplay Updates - Patch Notes

The latest EA Sports UFC 4 patch has arrived, adding two new fighters, Aleksandar Rakić and Marvin Vettori. The new update also features some gameplay updates, check out the patch notes below.

Gameplay Updates:

  • Increased Permanent Block Damage
  • Fixed issue with pivot counters damage
  • Decreased defender scramble cost against the Hiptoss from Collartie and Muay Thai
  • Attempting the Muay Thai Hiptoss now requires a 20% stamina advantage
  • Slowed down Jab – Question Mark Kick combo
  • Slowed down Jab – Tornado Kick combo
  • Slowed down Knee on Belly fake
  • Made Mount to Half Guard Transition a little more readable
  • Polished the ending of various animations
  • Forward Back Clinch Drive Takedown
  • Back Clinch Forward Drive Turn Slam
  • Cage Back Clinch Forward Drag Takedown
  • Side Saddle to Back Side Transition
  • Heel Hook Escape to Mount
  • Fixed an issue with evasion consistency on the Back Lean
  • Decreased defender stamina drain on tower takedown scrambles
  • Fixed lack of evasion in single leg shots from combos
  • Fixed camera angle after the submissive over under trip
  • Fixed scramble animation for the submissive over under trip
  • Fixed rare issue with evasions in ground and pound not taxing the attackers stamina
  • Significantly slowed down the fatigued/stunned rear elbow
  • Fixed rare issue where body uppercuts could cause head hit reactions
  • Fixed issue where body strikes that redirect to the head would deal more damage and bypass the block
  • Fixed issue with knees sometimes being treated as a miss, despite visually connecting.
  • Fixed issues with the Dominick Cruz’s Special Outside Lunge. It now has the proper evasion windows and can actually evade two strikes
  • Fixed cases of 10-8 rounds being awarded without a significant amount of damage being dealt
  • Fixed rare issue where fighters could get stuck when striking out of the clinch

Also of note, Max Holloway is the latest fighter to achieve a five-star rating in UFC 4.

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  1. one month one time big patch
    2021
    APR ?? - X
    MAR ?? - 9.00
    FEB ?? - 8.00
    JAN 21 - 7.00
    2020
    DEC 10 - 6.00
    NOV 19 - 5.00
    OCT 22 - 4.00
    SEP 24 - 3.00
    SEP 04 - 2.03
    I highly doubt that. As you can see they tend towards the 2nd part of the month. The only changes needed after a PPV / big card are stat changes, and they input those with the "fighter updates".
    It would be ambitious if you're worried about quality and freshness to pull off a big patch this quickly.
    But all those dates listed above are UFC PPV fight weeks except the first one, which was a the first big post release launch. That doesn't seem like a coincidence.
    If they do a patch I'd expect a lot of window dressing. Seems like the moment they'd look around at fighters they've removed from the game and add them back in as "legends." Think Cro Cop, Mendes, Hunt, etc...maybe give Anderson Silva a new paint job, adjust his stats and market this patch as "play with the most exciting champion of all-time!"
    Feels like the strategy is to use the big PPV audience to tell them there is a new reason to buy the game if they haven't already (with a patch).
    Sent from my SM-N975U using Tapatalk
    TheRizzzle
    It would be ambitious if you're worried about quality and freshness to pull off a big patch this quickly.
    But all those dates listed above are UFC PPV fight weeks except the first one, which was a the first big post release launch. That doesn't seem like a coincidence.
    If they do a patch I'd expect a lot of window dressing. Seems like the moment they'd look around at fighters they've removed from the game and add them back in as "legends." Think Cro Cop, Mendes, Hunt, etc...maybe give Anderson Silva a new paint job, adjust his stats and market this patch as "play with the most exciting champion of all-time!"
    Feels like the strategy is to use the big PPV audience to tell them there is a new reason to buy the game if they haven't already (with a patch).
    Sent from my SM-N975U using Tapatalk

    This. I believe almost every patch has been the week of a PPV. No reason why this month will be different.
    I’m all for it. Every update has improved the game so far, in my opinion.
    I’d still like to see more responsiveness between striking and takedowns. The transition between the two should be immediate and seamless - it’s an MMA game after all. Seems like you need to completely stop in your tracks in order to shoot a takedown, totally disrupting the flow. Opponents see it coming a mile away.
    I’d also like to see the ability to come up with strikes immediately after missing a takedown. If you shoot from a little too far out, your fighter just reaches for the air then bails backwards. Looks unrealistic. You should be able to just immediately throw a hook once you recognize the shot is too far off. Then immediately reshoot off the hook without any delay. That’s how wrestling works in MMA... it’s totally chained in with striking. Throw a hook, immediate TD attempt, bail into an immediate uppercut... all seamless. That’s the type of exchanges we should be seeing from players trying to get it to the ground.
    And of course any increase in stamina penalty for throwing strikes is good. I’m always for that.
    Oh and lastly; we should keep an eye on the calf kicks. They could become sorta OP with how damaging they are, and the lack of defensive tools. I get that they’re kinda OP in real life too, but in a game it’s hard to implement such concepts without creating a cheesy meta (which so far UFC 4 is definitely the least cheesy standup meta I’ve seen on an MMA game since EA got the rights to the franchise).
    Blackman316
    That does make sense, if you think they have things down the pipeline that just isn't done yet or properly tested.
    Say... career mode changes? :cool:

    Every patch isnt reactionary to what the meta is or issues that people found since each patch. Thats why they shouldnt even be called patches. They are content updates.
    New fighters...new content like emotes and gear..gameplay fixes and improvements.
    Also, all of the updates other than the emergency patches are planned out. For example, I've known about new fighters that have been released months before the content update was released. Same with significant gameplay improvements.
    Good Grappler
    I’m all for it. Every update has improved the game so far, in my opinion.
    I’d still like to see more responsiveness between striking and takedowns. The transition between the two should be immediate and seamless - it’s an MMA game after all. Seems like you need to completely stop in your tracks in order to shoot a takedown, totally disrupting the flow. Opponents see it coming a mile away.
    I’d also like to see the ability to come up with strikes immediately after missing a takedown. If you shoot from a little too far out, your fighter just reaches for the air then bails backwards. Looks unrealistic. You should be able to just immediately throw a hook once you recognize the shot is too far off. Then immediately reshoot off the hook without any delay. That’s how wrestling works in MMA... it’s totally chained in with striking. Throw a hook, immediate TD attempt, bail into an immediate uppercut... all seamless. That’s the type of exchanges we should be seeing from players trying to get it to the ground.
    And of course any increase in stamina penalty for throwing strikes is good. I’m always for that.
    Oh and lastly; we should keep an eye on the calf kicks. They could become sorta OP with how damaging they are, and the lack of defensive tools. I get that they’re kinda OP in real life too, but in a game it’s hard to implement such concepts without creating a cheesy meta (which so far UFC 4 is definitely the least cheesy standup meta I’ve seen on an MMA game since EA got the rights to the franchise).

    Agree with everything else, but hard disagree on calf kicks. They are not OP and I am about to release a video highlighting some reasons why they are not and, as the premier leg kicking specialist in UFC 4, why I do NOT use them. They kind of suck and are easily counterable.
    Sent from my iPhone using Operation Sports
    RetractedMonkey
    Agree with everything else, but hard disagree on calf kicks. They are not OP and I am about to release a video highlighting some reasons why they are not and, as the premier leg kicking specialist in UFC 4, why I do NOT use them. They kind of suck and are easily counterable.
    Sent from my iPhone using Operation Sports
    I dont think they are OP, they are just right imo. But they definitely dont suck, idk about being easily countable. So I'm interested in your video. I've faced people who use them well and I only get by with grappling, but my striking sucks.
    Wrote out a list of my feedback as a competitive player and what I'd like to see in the upcoming patches, figured I'd post it here.
    - Tune damage & tracking on pull elbow
    - Fix tracking on FWD moving slip hook (tracking head movement and phasing through hooks)
    - Add a more significant LT stamina tax on denied takedowns
    - Add a 20% ST stamina tax requirement on the clinch hip toss from SC and Thai
    - Add a larger denial window to the standing guillotine
    - Tune the back sitting rear naked choke
    - Slow down strikes thrown while in a rocked state
    - Reduce total knockdowns needed for KO
    - Fix GA not affecting takedown denials
    - Add bigger denial window to the backpack
    - Lower damage on redirected body uppercuts
    - Fix teeps/front kicks converting to knees even when thrown at proper range
    - Slow down and reduce range on FWD moving switch kick
    - Fix leg kick feint to body kick speedup and FWD moving body kick feint to head kick speedup
    - Add higher vulnerability when going for clinch (should be similar to push)
    - Lower ST stamina drain when getting walked in a headlock
    - Fix strikes after whiffing an ankle pick
    - Allow for takedowns to be chained after combinations more fluidly
    - Slow down walking recovery after whiffing a big strike in the pocket (exiting range after whiffing)
    - Lower hit stun of strikes at improper range (straights at hook range//elbow range)
    - Fix north south submission through a transition
    - Fix clinch going through straights // uppercuts even when in proper range
    - Slightly buff triangle choke from guard
    - Add a fast up transition from side saddle (into back side?)
    - Reduce ST stamina drain for getting a straight slipped in GnP
    - Add 20% ST stamina advantage requirement for SUB ability to roll to back sitting when DOM is trying to take back mount
    - Slightly slow down half guard posture up
    Zyaf
    Wrote out a list of my feedback as a competitive player and what I'd like to see in the upcoming patches, figured I'd post it here.
    - Tune damage & tracking on pull elbow
    - Fix tracking on FWD moving slip hook (tracking head movement and phasing through hooks)
    - Add a more significant LT stamina tax on denied takedowns
    - Add a 20% ST stamina tax requirement on the clinch hip toss from SC and Thai
    - Add a larger denial window to the standing guillotine
    - Tune the back sitting rear naked choke
    - Slow down strikes thrown while in a rocked state
    - Reduce total knockdowns needed for KO
    - Fix GA not affecting takedown denials
    - Add bigger denial window to the backpack
    - Lower damage on redirected body uppercuts
    - Fix teeps/front kicks converting to knees even when thrown at proper range
    - Slow down and reduce range on FWD moving switch kick
    - Fix leg kick feint to body kick speedup and FWD moving body kick feint to head kick speedup
    - Add higher vulnerability when going for clinch (should be similar to push)
    - Lower ST stamina drain when getting walked in a headlock
    - Fix strikes after whiffing an ankle pick
    - Allow for takedowns to be chained after combinations more fluidly
    - Slow down walking recovery after whiffing a big strike in the pocket (exiting range after whiffing)
    - Lower hit stun of strikes at improper range (straights at hook range//elbow range)
    - Fix north south submission through a transition
    - Fix clinch going through straights // uppercuts even when in proper range
    - Slightly buff triangle choke from guard
    - Add a fast up transition from side saddle (into back side?)
    - Reduce ST stamina drain for getting a straight slipped in GnP
    - Add 20% ST stamina advantage requirement for SUB ability to roll to back sitting when DOM is trying to take back mount
    - Slightly slow down half guard posture up

    Mister_No_Name
    Just give me back my create a fighter stat edits.

    I remember when this (and only 22 caf slots again) was my biggest complaint.
    Then I discovered that clinch fighting is pretty much non existent.
    Mister_No_Name
    Just give me back my create a fighter stat edits.

    Continuing with 22 CAF is disappointing, not being able to completely edit the statistics and movements of the fighters created is definitely what is making me desperate about this UFC 4, I love creating characters, and seeing myself with the obligation to have that using stereotypes is a disaster for me,
    Zyaf
    Wrote out a list of my feedback as a competitive player and what I'd like to see in the upcoming patches, figured I'd post it here.
    - Tune damage & tracking on pull elbow
    - Fix tracking on FWD moving slip hook (tracking head movement and phasing through hooks)
    - Add a more significant LT stamina tax on denied takedowns
    - Add a 20% ST stamina tax requirement on the clinch hip toss from SC and Thai
    - Add a larger denial window to the standing guillotine
    - Tune the back sitting rear naked choke
    - Slow down strikes thrown while in a rocked state
    - Reduce total knockdowns needed for KO
    - Fix GA not affecting takedown denials
    - Add bigger denial window to the backpack
    - Lower damage on redirected body uppercuts
    - Fix teeps/front kicks converting to knees even when thrown at proper range
    - Slow down and reduce range on FWD moving switch kick
    - Fix leg kick feint to body kick speedup and FWD moving body kick feint to head kick speedup
    - Add higher vulnerability when going for clinch (should be similar to push)
    - Lower ST stamina drain when getting walked in a headlock
    - Fix strikes after whiffing an ankle pick
    - Allow for takedowns to be chained after combinations more fluidly
    - Slow down walking recovery after whiffing a big strike in the pocket (exiting range after whiffing)
    - Lower hit stun of strikes at improper range (straights at hook range//elbow range)
    - Fix north south submission through a transition
    - Fix clinch going through straights // uppercuts even when in proper range
    - Slightly buff triangle choke from guard
    - Add a fast up transition from side saddle (into back side?)
    - Reduce ST stamina drain for getting a straight slipped in GnP
    - Add 20% ST stamina advantage requirement for SUB ability to roll to back sitting when DOM is trying to take back mount
    - Slightly slow down half guard posture up

    I'll run these suggestions past the team here.
    You're right that a patch is underway as there's spoilers on the Discord.
    I'm seriously hoping that they finally patch the career mode bugs and polish the mode a little. Either that or just announce that you're never going to touch the mode. It'll help to counter the disappointment every time the patch hits.
    People will understand if there's no changes incoming, as EA is obviously not obliged to do it. No one is going to buy the game only because of a career mode patch... But just say it and it'll make it easier for everybody. We've grown to expect it because of the previous games, though I don't recall big changes to UFC3's career mode.
    The mode is ok as it is, and I still spend about half my gameplay on it. But right now most people should be content with the engine. If not they'll always complain about something. The cycle the core gameplay went through during UFC3's release was almost mindboggling. I've never seen a game change so much after release. Definitely appreciated though. :freddy:
    I sincerely hope some of the complaints adressed on their own forum finally get adressed. Even simple fixes like the shorts colors. I can understand not adding the country colors after removing them. Sure. But ffs fix the black vs black matchups all the time. I've yet to see a UFC fight where they both fight in the same short color. This ticks me off more than it should, as it happens to me in career constantly.
    And I'm personally not that bothered by the longevity, but why not just let people play on? What's the problem here? Ok, so you're not the GOAT and never will be, but you can continue to enjoy your superstats. Is it too much to disconnect that slot from any achievements? I probably would never use the option unless for a couple more fights, but what's the stop those that do want to continue? Once you are comfortable with your stats and start auto-training you will do fight after fight and the career ends rather quickly.
    Not on PS4 yet but social says Rakic and Vettori are the DLC.
    Can't complain there. Well deserved. Both on the verge of title contention.
    Sent from my SM-N975U using Tapatalk
    Zyaf
    Wrote out a list of my feedback as a competitive player and what I'd like to see in the upcoming patches

    Bro what a list. Allow me to comment on some of the bigger points you made:
    - Add a larger denial window to the standing guillotine
    Yeah 150%. A simple, satisfactory solution to a very big problem.
    - Reduce total knockdowns needed for KO
    Yeah definitely man - wasn’t this supposedly addressed recently? Or what am I thinking about? Anyways yeah 100%. Gets a tad ridiculous - the match will be over 3 minutes before it’s over.
    - Fix GA not affecting takedown denials
    Ehhhh. Mechanically it’s a rational plight but I’d be more than OK with this specific problem being left unaddressed. This could make TDs surprisingly harder to obtain. Doesn’t seem to have a prevalent, reproducible impact on competitive gameplay.
    - Add bigger denial window to the backpack
    You sure? Why? Is there some tactic I’m unaware of? Doesn’t seem necessary to me. Even division 12 players deny it consistently
    - Lower damage on redirected body uppercuts
    What? What’s a redirected body uppercut?
    - Fix teeps/front kicks converting to knees even when thrown at proper range
    Yeah totally, gets very frustrating. I’d prefer it be tuned too far the OTHER WAY - so you can throw front kicks while TOO CLOSE - as opposed to throwing knees from too far.
    - Fix leg kick feint to body kick speedup and FWD moving body kick feint to head kick speedup
    Yeah I can tell you’re a top player. No clue this was a thing. Actually though, is it a problem? Sounds like a realistic thing tbh - fighters do prime their kicks in such a manner.
    - Lower ST stamina drain when getting walked in a headlock
    Pshh or remove it entirely. At least until it’s tuned to allow options for the defender. It’s not fair that my stamina should drain from a position where my controller inputs are locked. Besides how much stamina can 3 seconds in a head lock really drain.
    - Allow for takedowns to be chained after combinations more fluidly
    Yup 100%. And allow for combinations to be chained after failed takedowns more easily (whether bc you shot from too far away, or faked the shot).
    - Slow down walking recovery after whiffing a big strike in the pocket (exiting range after whiffing)
    Probably wouldn’t be the most realistic thing, although I’m all for any changes which increase Stamina Tax for striking - whiffed, landed or blocked.
    - Slightly buff triangle choke from guard
    Is it weak right now? Keep in mind it’s a pretty low percentage sub these days.
    - Add a fast up transition from side saddle (into back side?)
    Interesting idea. For some reason, despite there only being 2 directions for the SUB player, I never viewed this as a particularly OP position, or a position that’s overly easy to hold all day. But perhaps it is. Oddly, backside seems to be the easiest position for me to hold all day, despite their being 4 directions.
    - Reduce ST stamina drain for getting a straight slipped in GnP
    Ground and pound is so ugly in this game, as it was in UFC 3. I’d argue UFC 4’s a step backwards. The whole thing’s bad. The visuals and mechanics of the punches themselves - which just feel stiff and robotic, and look less realistic than Undisputed 2009. The lack of elbows. The defensive options, which feel very limited and forced. The way posturing works is just horrible. Your fighter just freezes into a motionless position to throw a few robot arm punches. The defensive player has no direct control over their fighter - they can’t even transition. Breaking posture is an automatic function after blocking a few strikes. Occasionally you’ll automatically reverse your opponent or scurry free and have literally no idea why.
    - Add 20% ST stamina advantage requirement for SUB ability to roll to back sitting when DOM is trying to take back mount
    What’s the point of that? SUB isn’t really benefiting from this scramble in the first place... back sitting is a bad position to end up on. Why require a stam advantage to end up in a bad position. Maybe I’m misunderstanding.
    - Slightly slow down half guard posture up
    It is fast come to think of it. But the problem is that bottom player can easily stall for a standup from bottom HG and having a fast posture makes this harder. Forces them to actually get up by playing the game... as opposed to sitting there and denying everything for 30 seconds. Twas a major problem on UFC 4. Ending up in HG was just an instant stalemate and ref standup since strikes from postured down HG don’t reset the timer and every transition has easy tells and denies, even with fakes.
    Good Grappler
    Bro what a list. Allow me to comment on some of the bigger points you made:

    I'll do the same!
    - Fix GA not affecting takedown denials
    "Ehhhh. Mechanically it’s a rational plight but I’d be more than OK with this specific problem being left unaddressed. This could make TDs surprisingly harder to obtain. Doesn’t seem to have a prevalent, reproducible impact on competitive gameplay. "
    Actually, this would benefit the offender; chewing up legs or getting rocks with GA doesn't really help because GA doesn't affect takedowns. Goes both ways.
    - Add bigger denial window to the backpack
    "You sure? Why? Is there some tactic I’m unaware of? Doesn’t seem necessary to me. Even division 12 players deny it consistently"
    This is to get rid of the 50/50 of guessing either a backpack or a back drag; you literally have to guess which one they'll do. Make it reactable.
    - Lower damage on redirected body uppercuts
    "What? What’s a redirected body uppercut?"
    They actually did fix this this patch, it's body uppercuts redirecting to the head and doing wayyy too much damage.
    - Fix leg kick feint to body kick speedup and FWD moving body kick feint to head kick speedup
    "Yeah I can tell you’re a top player. No clue this was a thing. Actually though, is it a problem? Sounds like a realistic thing tbh - fighters do prime their kicks in such a manner."
    Yeah, it's a problem. You can feint the first kick and the second one will be wayyyyy too fast. Almost unreadable.
    - Slow down walking recovery after whiffing a big strike in the pocket (exiting range after whiffing)
    "Probably wouldn’t be the most realistic thing, although I’m all for any changes which increase Stamina Tax for striking - whiffed, landed or blocked."
    I'd argue that being able to whiff a 3 piece ending in a body kick and then still being able to hold high block and back up out of range before getting hit with a counter is more unrealistic.
    - Slightly buff triangle choke from guard
    "Is it weak right now? Keep in mind it’s a pretty low percentage sub these days."
    Yeah, too weak. Almost impossible to get.
    - Add 20% ST stamina advantage requirement for SUB ability to roll to back sitting when DOM is trying to take back mount
    "What’s the point of that? SUB isn’t really benefiting from this scramble in the first place... back sitting is a bad position to end up on. Why require a stam advantage to end up in a bad position. Maybe I’m misunderstanding."
    Right now, it's impossible to get back mount as the DOM fighter because the SUB fighter can roll to back sitting every single time. Sometimes I just want back mount man. Add a stam requirement so I can get it without my opponent letting me.
    So there's some new stuff at least. Anyone can clearify what this even means? Not even a verb like "added x" or "fixed x"... To be frank, it looks like someone in charge of the website doesn't have a clue what these things are and just desribes them on the spot.
    • Forward Back Clinch Drive Takedown
    • Back Clinch Forward Drive Turn Slam
    • Cage Back Clinch Forward Drag Takedown
    What's the difference between a Forward Back Clinch Drive and a Back Clinch Forward Drive? I didn't even know there was a drive sequence. Is it when ducking under a hook and pressing forward? As a casual, I'm clueless.
    Looks like EA is getting back to it's "let's a add a bunch of secret features and tell nobody what it does"... Like in EAUFC2 where I found out after over a year after release that you can turn the stick while transitioning. :smirk:
    Don't want to be harsh, but any other fighting game says: "new move for character x; here's the input".

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