EA Sports UFC 3
Full List of EA Sports UFC 3 Changes Made Since Beta - Standup, Ground, Clinch, AI & Much More
EA has posted new EA Sports UFC 3 details on the changes that have been implemented in the game since beta. This includes updates for standup, AI, ground, clinch, visual improvements, and improved animations.
Check out the full list of changes below. EA Sports UFC 3 officially launches on February 2, fans that pre-order can get it up to 3 days earlier. EA Access subscribers can play the EA Sports UFC 3 trial on January 25.
Standup
- Ragdoll Tuning – See video above for details
- Slow down combo speed and locomotion speed based on stamina – See above video for more details
- Add fatigued lunges
- Visual improvements to falls and getups
- Added superman elbow
- Added second back overhand animation
- Reduce overhand vulnerability and adjust it to start later in animation
- Add missing McGregor taunts
- Added all missing feints
- Added more jab and straight animation variety
- Add an extra range to the superman punch
- Make it so side kicks to the head can be evaded with movement
- Add the ability to strike quickly out of switch stance
- Fix bug that prevented blocking during a feint animation
- Removed the restriction that only the first kick in a combo can be caught
- Tuned judge scoring logic
- Make standing TD slams deal damage to only the body
- Increase long term block breakdown
- Make it so CAFs can use base fighter custom animations and features
- Fixed bug that caused damage spikes in first ten seconds of a round
- Fixes for several sliding and warping issues while striking
- Tuned impact of perks on gameplay
- Tuned blocked and missed frames for strikes out of slips
- Fixed several bad animation transitions on several hit reactions
- Fixed bugs where fighters would get stuck mid takedown
- Moved some combos into lower combo packages
- Fix input queuing bug during hit reactions
- Fixed input bug that delayed strikes out of a sustained lean in some cases
- Fixed several broken combos
- Fix bugs preventing diving punches when opponent is knocked down
- Only count blocked strikes as landed when bleed through is greater than 25%
- Ensure that reach penalty as applied to strike speed gives at least a 2 frame advantage
- Make Iminari Roll take longer to initiate so it is more deniable and make sure it goes to a 4 stage submission instead of the 2 stage
- Fix mirroring bug related to stopping power and movement
- Turn off strike IK targetting when hand on floor in active KD for head strikes
- Reduce the number of evasion frames on the tail end of a forward slip
- Clear evasion state when cancelling a strike
- Tune combos so no combo has contact frames shorter than 12
- Tune safe frames on block up by 4, making slipping off a blocked strike more viable
- Fix bug where advanced lunges could get stuck on cage
- Fix evasion against the cage when mirrored
- Tuned catch kick break animations to look more athletic
- Increase the impact of the switch stance rating
- Disable combos during a liver health event
- Add post KO reaction animations
- Add Gaethje signature block and strike animations and logic
- Reduce leg and body vulnerability while taunting
- Fix crazy leg perk
- Add rear leg hit reactions
- Remove stamina cost on leg checks
- Make it so leg knock downs do not put you in a finish the fight position
Camera
- Make camera side switches less frequent
- Tuned the in-game camera
- Removed KO camera zoom
AI
- Rewrite of AI cage control movement logic
- Fix bug with AI blocking too late for leg checks
- Fixes to AI clinch and takedown attempt range logic
- Fix AI locomotion jittering
- Fix bug that made the AI catch too many body kicks
- Reduce easy AI blocking and denial rates
- Tune submission AI to make normal and everything below it slightly easier
- AI tuning – don’t allow getups from top for grappling specialists, and disable getups from bottom on submission specialists
- Allow AI to perform finish the fight submissions if they are submission specialists
- Add grapple momentum advantage knowledge to AI transition denials
- Allow AI to properly chain imanari roll into heel hook submission
- Increase AI tendency to block grapple-based strikes as health goes down based on competency
- Adjust average AI reaction time to make AI a bit better at defending and finishing subs
- Adjust AI difficulty tuning curve to make AI submissions significantly more dangerous at legendary skill level
- Made AI with tendency to switching stance do so when hurt
- AI – add checks for min health or grapple advantage when trying to escape certain dangerous situations
Ground & Clinch
- Make finish the fight moment more survivable from strikes
- Tune transition speeds in single collar and over under
- Added new clinch entry into cage over-under animations
- Submission gate speed tuning, including a better emphasis on stamina
- Improved visuals on side control KO animation
- Better integration of ground arm damage with standup long term block breakdown
- Diaz fingers tuned to Westside in signature triangle submission

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How did you find this link before they even sent it to me?
If anyone has any questions, let me know.
If anyone has any questions, let me know.
Hahaha
Just checked ufc 3 site and it was there!
"Make it so CAFs can use base fighter custom animations and features"
Nice!
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If anyone has any questions, let me know.
Is MartialMind's suggestion about a halt when you strike while moving sideways one of the mentioned fixes? It may be phrased differently, if it is, so I'm asking.
So does this mean that CAFs can use the MoCap animations that In-Game fighters have? So I can create a CAF that uses McGregors stance animations?
So does this mean that CAFs can use the MoCap animations that In-Game fighters have? So I can create a CAF that uses McGregors stance animations?
Yes.
The CAFs will also get any signature animations the base fighter has that aren't included on the regular move assignments (like the Holloway taunt, Cruz sig head movement, diaz west side triangle, etc).
No it's not.
"Added superman elbow" What is this?? is this the same thing Dan henderson threw when lombard was rocked on the ground?
"Visual improvements to falls and getups" Intresting to see this.
"Increase long term block breakdown" HHHmmm i thought block breakdown was at a good place?? Will this mean it will be even harder to break block on the ground?? does the short term block break down quicker??
"Better integration of ground arm damage with standup long term block breakdown" What does this mean??
"Reduce overhand vulnerability and adjust it to start later in animation" Im not sure about this change i thought the overhand was strong if used right, and had a good vulnerability if you tried using it reckless.
Additional question!
Did you guys fix the bug where you are at side back control then transition to back mount and the game freezes???
Also is the max holloway taunt still active to stand and bang??
Is the crucifix position gone from the game??
Added second back overhand animation
Nice
The CAFs will also get any signature animations the base fighter has that aren't included on the regular move assignments (like the Holloway taunt, Cruz sig head movement, diaz west side triangle, etc).
can these features be used in UT??
Few questions:
What's that IK targeting being turned off when the active knockdown supposed to mean? Auto targetting off when opponents has more than 3 "point support"?
Also I see that all strikes can now be feinted and that's great, but I don't believe it was possible to feint a takedown in the beta, has it also been added?
Clear evasion state when strike cancelling? Again wondering what it means exactly. I blame language barrier lol.
What is this ? I played the beta but can't figure what this is about
The CAFs will also get any signature animations the base fighter has that aren't included on the regular move assignments (like the Holloway taunt, Cruz sig head movement, diaz west side triangle, etc).
What is this ? I played the beta but can't figure what this is about
when you knock them down in a rocked state and rain down punches to finish the fight. It is easier to survive now.
"Added superman elbow" What is this?? is this the same thing Dan henderson threw when lombard was rocked on the ground?
"Increase long term block breakdown" HHHmmm i thought block breakdown was at a good place?? Will this mean it will be even harder to break block on the ground?? does the short term block break down quicker??
No, short term block breakdown wasn't touched I don't think. This is a long term change only. It's to address the problem where later in the fight, with lower stamina, it was hard to break down the block on a rocked fighter due to low stamina. This is an attempt to fix that through a system that rewards effective offense. Hitting the block will break down the long term block, but breaking it will do considerably more to long term block effectiveness.
"Better integration of ground arm damage with standup long term block breakdown" What does this mean??
It just means that arm damage taken on the ground will now impact long term block breakdown while standing up, where they were two different meters in the beta.
"Reduce overhand vulnerability and adjust it to start later in animation" Im not sure about this change i thought the overhand was strong if used right, and had a good vulnerability if you tried using it reckless.
It's a minor change, but the overhand vulnerability was stacking in unintended ways making leg vulnerability too high.
Also, the shift of vulnerability start frames is minor as well, just to get rid of cases where people were getting 1pko'd before the overhand animation even visibly started showing.
Additional question!
Did you guys fix the bug where you are at side back control then transition to back mount and the game freezes???
Maybe? We fixed a lot of bugs like that and I didn't list them all on the website. Let me know if you find it in the final version.
Also is the max holloway taunt still active to stand and bang??
Yes.
Is the crucifix position gone from the game??
No.
I think so, but I'm not an expert on UT.
Is that strike any different, or is it just like a level 6 cross.
Is that mean more easier than now or more harder than now??
It was slower (as a lead) and had a different animation. It being slower makes it suck IMO
Few questions:
What's that IK targeting being turned off when the active knockdown supposed to mean? Auto targetting off when opponents has more than 3 "point support"?
Yeah, just fixing a bug that allowed for illegal strikes to happen on occasion.
Also I see that all strikes can now be feinted and that's great, but I don't believe it was possible to feint a takedown in the beta, has it also been added?
I don't think we added the TD feint. Talked about it but ran out of time.
Clear evasion state when strike cancelling? Again wondering what it means exactly. I blame language barrier lol.
There was a bug where if you feinted something like a ducking roundhouse, that had evasion frames in the animation, you'd still get the evasion as if the animation was playing out fully, even though it was feinted.
Celtic Cross is a move so you will have to add that to the fighter's moveset.
What is this ? I played the beta but can't figure what this is about
When someone dives on you and tried to finish the fight with ground and pound, it's now easier to escape to a ground position before getting KO'd.
Finish rate was too high in general in the beta, and it made the finish the fight submissions kind of pointless.
This should fix both.
its more harder to finish the fight with strikes now, you may opt to go for a finish the fight submission iinstead if you want??
Additonal question was the anolog flicking still active within ea ufc 3 to survive?
It was good in combination, but I like to lead with my straight a lot, and McGregor does that a lot, but it sucked as a lead IMO
It's a little weird.
Some moves (like the Celtic Cross) and different strike types altogether and need to be acquired however to acquire moves (I don't really know how this happens, I live in my little gameplay bubble).
Some moves (like the holloway taunt) you can only get by being Holloway. Those things are now inherited by using his posture in the CAF system.
I might be exaggerating with sucked for leading, it was definitely worse than the regular straight though.
I don't think we added the TD feint. Talked about it but ran out of time.
There was a bug where if you feinted something like a ducking roundhouse, that had evasion frames in the animation, you'd still get the evasion as if the animation was playing out fully, even though it was feinted.
Thank goodness, can't wait to see how this works out.
Make standing TD slams deal damage to only the body
I just wanted KOs to be much more rare, but this works.
Fixes for several sliding and warping issues while striking
I'm hoping this involves some of the hopping footwork animations like we saw with the body jab.
Reduce leg and body vulnerability while taunting
Why? vulnerability for all strikes should be high when taunting.
Disable combos during a liver health event
This must mean for the person suffering the health event, I was confused for a second.
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I think it just looks different.
Some moves (like the Celtic Cross) and different strike types altogether and need to be acquired however to acquire moves (I don't really know how this happens, I live in my little gameplay bubble).
Some moves (like the holloway taunt) you can only get by being Holloway. Those things are now inherited by using his posture in the CAF system.
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Head tracking is fixed.
Add Gaethje signature block and strike animations and logic
Reduce leg and body vulnerability while taunting
Why? vulnerability for all strikes should be high when taunting.
It was a little absurd, to the point where you could 1pko someone from your back with leg kicks if they were standing above you taunting.
The leg vulnerability is still there, just not as crazy.
Disable combos during a liver health event
This must mean for the person suffering the health event, I was confused for a second.
Yes, that probably could have been worded better.
You can no longer perform combos while suffering a liver health event.
Add Gaethje signature block and strike animations and logic
Ha ha, this one is a lot of fun.
Aded some special stuff that only Gaethje has. Jeremy our lead animator came up with the idea after watching the Alvarez fight.
One of the bonuses of being a DLC fighter, we had a bit more time to do some special stuff for him.
Additonal question was the anolog flicking still active within ea ufc 3 to survive?
oh sorry. i misunderstood... I understand it but i don't like it. I think, it mean the tko scenario would be the same as ea ufc2. when someone fall down with Knock out animation and revive into the black side position automatically without any block or sway on the ground for survival in that time.
Aded some special stuff that only Gaethje has. Jeremy our lead animator came up with the idea after watching the Alvarez fight.
One of the bonuses of being a DLC fighter, we had a bit more time to do some special stuff for him.
A girl can dream.
Aded some special stuff that only Gaethje has. Jeremy our lead animator came up with the idea after watching the Alvarez fight.
One of the bonuses of being a DLC fighter, we had a bit more time to do some special stuff for him.
This is exciting.
I forgot about clinch leg kicks.
Aded some special stuff that only Gaethje has. Jeremy our lead animator came up with the idea after watching the Alvarez fight.
One of the bonuses of being a DLC fighter, we had a bit more time to do some special stuff for him.
Lol his blocking is probably lowering his head so players can hit his forehead or some sort of shoulder rolls he has. Gaethje takes shots man he doesn’t block for **** lol
He blocks with his face.
The leg vulnerability is still there, just not as crazy.
Yes, that probably could have been worded better.
You can no longer perform combos while suffering a liver health event.
LoL never had a chance to witness the taunt issue. I had a couple of traditional head kick KOs from taunting opponents that were pretty satisfying, but that change makes sense now. There's a lot to be great changes and additions, thanks.
Head vulnerability remains unchanged.
Lol I’ve watched a video when he said he lets the shots bounce off his forehead
Ain't you ever seen "gladiator"?
He won't last too long with that style of his. I can see him losing again, a few times actually. Anyone with any sort of discipline should be able to beat him (around himself in the rankings), anyone who will resist the temptation of a brawl with him. He even lost to Alvarez who was happy to brawl. His fight with Poirier should be on fire though, regardless.
Anyway, sorry for the off-topic :y1:
Okay, I know that sounds insane, but it's way better than being hit on the jaw. Like, obviously it's better to just not get hit, but if you're going to get hit, the forehead is pretty much the best spot.
via GIPHY
Aded some special stuff that only Gaethje has. Jeremy our lead animator came up with the idea after watching the Alvarez fight.
One of the bonuses of being a DLC fighter, we had a bit more time to do some special stuff for him.
R1 + R2.
You were close.
I'd prefer this one. I don't understand why they don't allow us more strikes when someone KD? We just wait while an opponent fall down and get up. This game is going to the opposite direction from me.
I'd prefer this one. I don't understand why they don't allow us more strikes when someone KD? We just wait while an opponent fall down and get up. This game is going to the opposite direction from me.
It's unfair for the person who get's KD, you can't block while you're stuck in that animation
Nick Diaz does the same thing.
It's actually a legit technique. It's the hardest part of your head, so you take less damage, and you can actually cause the other guy to break/injure his hand on your forehead, believe it or not..
If anyone has any questions, let me know.
“Rewrite of AI cage control movement logic”
Question: In the beta, AI would not defend takedowns late when against the fence and therefore players could not get AI opponents in the new (and awesome) takedown against the cage animation.
Skynet said a while back that this was fixed. Is that what this is referring to?
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You were close.
What, you do that and he sticks his head out, like a taunt?
It's actually a legit technique. It's the hardest part of your head, so you take less damage, and you can actually cause the other guy to break/injure his hand on your forehead, believe it or not..
Yeah, like, it's crazy and you should encourage people to fight like that, but it's not an extremely dumb thing to do. In fact, it's basically standard defence in Lethwei, double forearms guard with a protruding forehead.
So I guess what I'm most curious about, in the first round, are you able to block multiple strikes in full mount without your arms getting red?
No, I'm trying to capture some footage from the alvarez fight but OBS stopped working all of a sudden.
Alvarez/Gaethje rd 1 4:15 is a good example.
I'd prefer this one. I don't understand why they don't allow us more strikes when someone KD? We just wait while an opponent fall down and get up. This game is going to the opposite direction from me.
That looks brutal i never knew you could do that, but its also unfair as we get no say if we can block or not, Perhaps it could have been like the finish the fight 0.5 if you can land.
Does this make it possible to go from a strike feint into a sway immediately, or can you still not do that?
I'd prefer this one. I don't understand why they don't allow us more strikes when someone KD? We just wait while an opponent fall down and get up. This game is going to the opposite direction from me.
Geoff did say the reason why, some illegal strikes would be thrown at times in these instances like strikes that would ressemble soccer kicks or knees on a downed opponent for exemple. Could they have possibility made it so it's just not possible to throw kicks? Maybe.. That's a question for Geoff.
Probably way harder to do because it's new animations
Alvarez/Gaethje rd 1 4:15 is a good example.
Um, okay, he kinda blocked the shots with his forehead, yeah :) Idk how that will be reflected in the game, what will it do, etc, we'll find out :) On a side note, those leg kicks are vicious, though.
EDIT: Man, I said he blocks shots with his face as a joke, but he really does, I mean, on purpose. Still has the hands up around the head though.
So I guess what I'm most curious about, in the first round, are you able to block multiple strikes in full mount without your arms getting red?
Its still the same but apperently it breaks down their long term block quicker and the stand up block is connected to the ground block. So if you break down their block alot stand up it will translate onto the ground aswell instead of refreshing to a new fresh ground block. However i still think there should be a TKO feature if you dont move position taking alot of blocked strikes not moving.
Yup, that's his signature block.
Hands up to the side of your face, full protection from round strikes (no block breakdown) but full damage on straight attacks.
If you block a round strike with the sig block, there's no block stun.
Signature hooks, overhands and leg kicks out of the sig block.
Only Gaethje has this.
Always? If you managed your stamina well, you could even go to a 5 rounds decision. Always depends on how you play, if you go all in for the KO or stoppage in the early rounds of course you'd be gassed in the middle of the fights.
Hands up to the side of your face, full protection from round strikes (no block breakdown) but full damage on straight attacks.
If you block a round strike with the sig block, there's no block stun.
Signature hooks, overhands and leg kicks out of the sig block.
Only Gaethje has this.
Only Gaethje has this.
This sort of fighter specific / uniqueness make me very excite.:splat::y220a::coola::o:y8::grin::ohno::y1::34::y220b::star::y9::D:crazy::brickwall
Alvarez/Gaethje rd 1 4:15 is a good example.
The high block and duck down? Just watched and he blocks while ducking down is that what you mean ?
This means hairs, tattos and even the face and body? We can make "Prime Anderson" or "TRT Vitor". That would so awesome! :D
Hands up to the side of your face, full protection from round strikes (no block breakdown) but full damage on straight attacks.
If you block a round strike with the sig block, there's no block stun.
Signature hooks, overhands and leg kicks out of the sig block.
Only Gaethje has this.
The most ballsy pressure pocket fighter in the game. No one gets out clean against this guy
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Hands up to the side of your face, full protection from round strikes (no block breakdown) but full damage on straight attacks.
If you block a round strike with the sig block, there's no block stun.
Signature hooks, overhands and leg kicks out of the sig block.
Only Gaethje has this.
Wow, does anyone else have signature...moves like that? We know about lunges and DJ's submission but this sounds really cool. So, anyone else like that? :)
this one?
Hands up to the side of your face, full protection from round strikes (no block breakdown) but full damage on straight attacks.
If you block a round strike with the sig block, there's no block stun.
Signature hooks, overhands and leg kicks out of the sig block.
Only Gaethje has this.
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What GPD outlined doesn't sound OP in the slightest, just throw straight punches if he's doing that block
Werdum flying side kick, Wonderboy has unique combinations, that's all I know
I'm sure just about every big dude has something unique. 5000+ new animations.
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Only 30% of nigerians are MMA fans
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Sent from my Infinix Zero 4 using Tapatalk
It’s like the combos would block your controller input when you tried a takedown attempt at the same time.
No way man. You had to take advantage of the mid-range to lead with it properly. I mained McGregor in the beta and that was my main offensive weapon along with the jab-lead hook. You need to stay juuuust out of range to let them either try a strike or let their guard down and then you can blast them. It's surprisingly deceptive, just like McGregor in real life.
I would say how I'm feeling right now, but I'll relent for fear of making more sexual remarks.
It’s like the combos would block your input fwhen you tried a takedown attempt at the same time.
Unfortunately no, just some minor tuning that probably isn't what you're asking for. It's something I'm waiting to get feedback on once we launch though.
Have a few ideas but no point in starting on it until we see where TDs land.
I've got some nerfs and buffs in my back pocket, ready to go.
I'll admit to not spending a huge amount of time with McGregor, he's not really my style of fighter. It just felt weird to me when I did use him is all I was really saying. I might play around with it a bit in practice mode when the game comes out.
Add rear leg hit reactions
Add rear leg hit reactions
Sometimes you'll land a low kick on your opponents rear leg, and it'd be clean as hell and they'd just no react at all, but their leg health would go down.
Have a few ideas but no point in starting on it until we see where TDs land.
I've got some nerfs and buffs in my back pocket, ready to go.
Any chance the input buffer could be added for TDs? Even if the animations aren't made to combo, it'd be great if at least we could perform the input during the recovery of strikes or slips, and have it count once thsi recovery is over, so we can shoot as quickly as possible. Being unable to do that usually left me iddle eating punches, so I almost always only tried TDs from the outside (when we're ust dancing and not recovering from anything).
It's possible, but unfortunately not simple.
Something certainly worth adding to the list though.
Something certainly worth adding to the list though.
Nice! I'm a bit surprised it's not simple. But I'm glad to know it's conceivable.
The inputs for striking, lunges, head movement are all part of the "new" input system where the combo system lives.
The inputs for clinch and takedown attemtps are all on the "old" input system from UFC 2.
Bridging the two *in combination* hasn't been done yet.
The inputs for clinch and takedown attemtps are all on the "old" input system from UFC 2.
Bridging the two *in combination* hasn't been done yet.
So when the game launches grapplers are going to be at a disadvantage?
If you are bad at grappling, then yes.
I got sorta excited here, but I'm assuming this just means the victorious fighter celebrates/walk-off KO animation after a KO?
Getting takedowns is like 200% more difficult when you can't shoot after strikes, or after sways.
I know quit a few of HIGH LEVEL grapplers in UFC 2 who were having a very hard time landing a takedown in UFC 3, without clinching first.
This 1 guy HereticGabriel has the most insane PERFECT takedown timing ive ever seen, and many people can account for him. And even he himself was talking about how difficult it is to land a takedown in UFC 3 now.
GnP got a bit of a buff. We tried to tune it to be in line with UFC 2, and err on the side of more powerful if we couldn't reach parity.
Probably the #1 thing I'm going to be looking for feedback on at launch.
It's something we can tune live without a patch I believe.
Probably the #1 thing I'm going to be looking for feedback on at launch.
It's something we can tune live without a patch I believe.
It's actually not difficult once you learn and perfect how the grapple momentum system worked (they miss that high kick, and then you sway a couple times quickly then shoot). You could land instant takedowns once you perfected it. On that note, I would love a faster deny window for equal grapple advantage. However, I don't want that speed up to bleed into the grapple advantage takedowns that are already fast enough.
Probably the #1 thing I'm going to be looking for feedback on at launch.
It's something we can tune live without a patch I believe.
Awesome, great to know you have a close eye on it. I am actually not overly concerned about take-down balance yet. Hoping it is a learning curve issue. When there is a will there is a way, and I usually find a way.
The measure we used was number of strikes from full health/full stamina against a turtle and against no block.
There could be other factors (like regen rates) that we're not accounting for that could have accidentally buffed or nerfed GnP just enough to be problematic at a high level.
I'm not 100% sure we nailed it yet, which is why I'll be watching that feedback closely.
There could be other factors (like regen rates) that we're not accounting for that could have accidentally buffed or nerfed GnP just enough to be problematic at a high level.
I'm not 100% sure we nailed it yet, which is why I'll be watching that feedback closely.
If the regen rates are too slow, then I could see a potential problem if say someone has just been blasted on the feet, then it goes to the ground into what seems like a huge uphill battle to get your arms back. I don't recall the regen being slow enough for that though. We will see for sure though.
only we know that though, many people that dont come on the forums might not know that!
They'll figure it out when they throw a straight punch and it lands clean haha
That makes no sense tho
You shouldnt have to sway to land TDs
If anyone has any questions, let me know.
Are there any character model changes being made? Wonderboy tweeted he didn't look like himself...
The whole community agrees Francis needs changed...
I would like to know this more than anything..
We heard there were some concerns regarding OLED displays & potential for burn in due to the intensity, so we wanted to negate that and just make it adjustable for you.
It's currently defaulted at 80% from the previous setting in the Beta. If you want to crank it up higher or lower you can access that setting from the Extra/Visuals menu.
We're aware of a bug in the menu where the value may appear locked if you enter/exit the screen several times. The current workaround is to tab over to another tab and then tab back to update the setting.
You shouldnt have to sway to land TDs
Correct. Just stating how it worked in UFC 2.
It's currently defaulted at 80% from the previous setting in the Beta. If you want to crank it up higher or lower you can access that setting from the Extra/Visuals menu.
We're aware of a bug in the menu where the value may appear locked if you enter/exit the screen several times. The current workaround is to tab over to another tab and then tab back to update the setting.
Good to know, in the beta I got stuck in color blind mode, most likely that was the reason.
In the futures adjustable opacity on submission mini game would be amazing! Feels a little in your face in this game. It would be cool to see fighters actual movements better. I think the mini game could be a fair amount dimmer and still easy to see.
Imo
The whole community agrees Francis needs changed...
I would like to know this more than anything..
Elias.
Lentz.
I don't particularly care for Lentz but those dudes need hair stat. DP as well.
It's currently defaulted at 80% from the previous setting in the Beta. If you want to crank it up higher or lower you can access that setting from the Extra/Visuals menu.
We're aware of a bug in the menu where the value may appear locked if you enter/exit the screen several times. The current workaround is to tab over to another tab and then tab back to update the setting.
I hope the stamina bar can fade in like the other meters.
Lentz.
I don't particularly care for Lentz but those dudes need hair stat. DP as well.
We should do a patch dedicated to nothing but hair cuts.
Hair cuts are important
**** off, Nugget7211 - GPD, 2018
Elias is so fan friendly on Twitter, and Pert Plus has changed my life. Elias deserves some love after his last fight imo.
I've already bought 3 copies man, you're trying to bankrupt me
Why you buy 3 copies? Do you have to buy a copy every time gpd tells you to **** off?
Nah, I said in a thread I'd buy 3 copies if GPD told someone to **** off, and he told me to **** off. So, I've bought 3 copies, I think he was trying his luck in case it wasn't a one time thing.
For $10 and self addressed prepaid postage packaging I'll autograph a copy for you if send one to me.
For $10 and self addressed prepaid postage packaging I'll autograph a copy for you if send one to me.
Tempting, but I think I'll have to pass.
In the beta.." I was lucky to land takedowns, if I swayed to avoid shots, or threw a few then tried after a whiff, most times Id stand there idle staring into the distance due to my takedown input not going through then I eat a few punches... only time Id really get a takedown is against the cage and most times thatd be due to the extra chance with the new animation..
In the beta.." I was lucky to land takedowns, if I swayed to avoid shots, or threw a few then tried after a whiff, most times Id stand there idle staring into the distance due to my takedown input not going through then I eat a few punches... only time Id really get a takedown is against the cage and most times thatd be due to the extra chance with the new animation..
You're not the only one who has given this feedback.
Just couldn't get the changes in in time for launch.
Seriously though, first thing I'm doing is superman elbow with Angela Hill. (I did complain about takedowns first though)
Seriously though, first thing I'm doing is superman elbow with Angela Hill. (I did complain about takedowns first though)
Like I said, he wasn't the only one who gave that feedback.
I'd prefer this one. I don't understand why they don't allow us more strikes when someone KD? We just wait while an opponent fall down and get up. This game is going to the opposite direction from me.
Thiago Santos is freaking awesome, but remember when Gegard drilled him while he was standing up? Can we do that in UFC 3?
I know why you want them they way they were. I now know going forward to take what you say with a grain of salt as you're putting personal success over realism/balance.
Does this mean there is now a reaaon to do subs? In the beta 1-2 punches ended the fight every time, usually before the recovery HUD even appeared..
Submission gate speed tuning, including a better emphasis on stamina
So stamina now plays a part in subs? A difference in speed between 100% 50% or 0% will be seen?
Reduce leg and body vulnerability while taunting
Personally, I think head should be toned just slightly... people taunt often in UFC(Diaz bros?) I dont think a single shot should be a clean KO, maybe a health event at most, unless its something big like a flying knee, or some power strike
It's currently defaulted at 80% from the previous setting in the Beta. If you want to crank it up higher or lower you can access that setting from the Extra/Visuals menu.
We're aware of a bug in the menu where the value may appear locked if you enter/exit the screen several times. The current workaround is to tab over to another tab and then tab back to update the setting.
As long as he can block (which means his weight isn't being supported by one of his hands) then yes.
I know why you want them they way they were. I now know going forward to take what you say with a grain of salt as you're putting personal success over realism/balance.
Takedowns off certain sways is fine, like ducks and deep side slips, but UFC 2 treated all sways the same, which is dumb. Obviously takedowns do need work, since they were real rough in the beta.
Any passive aggressiveness or anything of the sort on this forum is just my weird sense of humor GPD, didn't mean to offend. (Unless Tyson is in the convo, then I get kinda uppity)
There were several fights IRL where Nog had to bait with stand up exchanges to finally work it to the mat (Tim Slyvia fight for example).
I know why you want them they way they were. I now know going forward to take what you say with a grain of salt as you're putting personal success over realism/balance.
Regardless of what he wants or does tho, you can’t deny that takedowns in the beta(if you tried them) were a lot harder to get. Dont forget in 3 being predictable and spamming them will get you KOd from a knee or uppercut, theres more risk this game unless 2 where you were free to spam takedowns or clinch
Mir caf Easter Egg arm break
There were several fights IRL where Nog had to bait with stand up exchanges to finally work it to the mat (Tim Slyvia fight for example).
I basically only go for GSP style reactive doubles as a mixup from my normal counter combinations. The slight input delay or whatever it was made doing that a real nightmare. I didn't really try very many aggressive takedowns.
There could be other factors (like regen rates) that we're not accounting for that could have accidentally buffed or nerfed GnP just enough to be problematic at a high level.
I'm not 100% sure we nailed it yet, which is why I'll be watching that feedback closely.
Is the sided logic still applying like in UFC 2?
Yes. It's kind of important to the arm trap meta.
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I would seriously pay $$$$ for that. Not even joking in the slightest.
Truly a legend.
Submission gate speed tuning, including a better emphasis on stamina
So stamina now plays a part in subs? A difference in speed between 100% 50% or 0% will be seen?
I always rant and rave about this sub system compared to EA MMA and how much I loved EA MMA's system. But if they just made stamina more of a thing during subs, to the point you both actually have to pace yourself at times, it could not only give the feel of a submission battle but reduce the spamming of subs. I really do not like the full throttle race to fill gates every 4 seconds.
The guy was able to shoot 25+ takedowns on me per fight relatively risk free. If someone shot that many times in real life they'd gas the crap out of themselves. I wouldn't mind if takedowns were easier to get/harder to deny so long as this logic applied.
No one should be able to shoot that many takedowns and only land 2 or 3 and end up with full stamina. For an example of this look no further than the Maia Woodley fight.
Takendowns should require skill and setup.
im with you on that one.
The guy was able to shoot 25+ takedowns on me per fight relatively risk free. If someone shot that many times in real life they'd gas the crap out of themselves. I wouldn't mind if takedowns were easier to get/harder to deny so long as this logic applied.
No one should be able to shoot that many takedowns and only land 2 or 3 and end up with full stamina. For an example of this look no further than the Maia Woodley fight.
Takendowns should require skill and setup.
THIS! 100%
That was one of the biggest things in EA Sports UFC 2. People shooting for 10 or more takedowns a round and missing them or getting denied, yet they would still have tons of stamina.
I believe it's perfect the way it is, if it gets any easier then we will have the same issue. That will be taking a step back.
If someone is landing them and has that perfect timing, then that's what others need to figure out as well.......... not ask to get spoon fed.
Same thing with people who love to go for the single collar/double under every 20 seconds, they should get a pretty big penalty for doing so, especially if they are denied. Otherwise, why not just give everyone infinite stamina then right? Might as well if they aren't going to be penalized for it....
Super pumped about this year's UFC game. Can't wait!
So people looking for takedowns from standing are at a disadvantage?
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That was one of the biggest things in EA Sports UFC 2. People shooting for 10 or more takedowns a round and missing them or getting denied, yet they would still have tons of stamina.
I believe it's perfect the way it is, if it gets any easier then we will have the same issue. That will be taking a step back.
If someone is landing them and has that perfect timing, then that's what others need to figure out as well.......... not ask to get spoon fed.
Same thing with people who love to go for the single collar/double under every 20 seconds, they should get a pretty big penalty for doing so, especially if they are denied. Otherwise, why not just give everyone infinite stamina then right? Might as well if they aren't going to be penalized for it....
Yes, takedowns do need good timing and skill, or should, but should also be punishable if you are predictable or sloppy. The issue is, the difference in ability to shoot between 2 and 3 is different. In 2 I had crazy timing and understanding of the GA. Many, many times I’d get psn messages about me cheating and hacking and being reported, because they could not deny my takedowns at all unless I shot just for the hell of it.
During the beta, it all changes due to the movement system, sways and the input delay. I’d id throw a combo, sway to avoid a shot and shoot, or use angles or lunge and shoot, duck under a shot and shoot for a takedown, but instead my fighter would stand there idle and then eat follow up shots. Only time I had a good chance of getting a takedown was against the cage, or they just missed a head kick, and even then it was usually denied .
You can’t duck under a shot, or set it up with strikes that well like you see IRL like GSP, Romero etc, do. There is a noticeable delay and the transition between striking, head movement and takedowns is not fluid. That is the issue people are having and trying to figure out.
Someone spamming takedowns? Lead with uppercuts or knees, or lunge back, or just deny/sub counter. Uppercuts and knees are perfect counters now and can lead to KOs unlike in UFC 2 where it might interrupt the takedown and thats it unless they were rocked
During the beta, it all changes due to the movement system, sways and the input delay. I’d id throw a combo, sway to avoid a shot and shoot, or use angles or lunge and shoot, duck under a shot and shoot for a takedown, but instead my fighter would stand there idle and then eat follow up shots. Only time I had a good chance of getting a takedown was against the cage, or they just missed a head kick, and even then it was usually denied .
You can’t duck under a shot, or set it up with strikes that well like you see IRL like GSP, Romero etc, do. There is a noticeable delay and the transition between striking, head movement and takedowns is not fluid. That is the issue people are having and trying to figure out.
Agreed. Takedowns need to be more fluid (amongst other things).
See below Stipe mixing head movement with takedowns as an example
https://streamable.com/c04xv
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When someone is going for a modified strike, it should be a take down from standing position more than not with a slim window to recover and defend the take down, esp for the wrestlers. But we really need those take downs to engage into a clinch sometimes (ideally double unders and single leg clinch). Then be able to transition or break out from there. Perfectly timed denials should avoid the take down all together, while being a bit off timing would get you the clinch positions. Of course getting denied those attempts in clinch can hurt your stamina and you are possibly open for strikes and standing guillotine.
Fine work GPD & team.
Hands up to the side of your face, full protection from round strikes (no block breakdown) but full damage on straight attacks.
If you block a round strike with the sig block, there's no block stun.
Signature hooks, overhands and leg kicks out of the sig block.
Only Gaethje has this.
This is guddamn awesome.
I really hope there a few fighters like this (super fleshed out and unique, true to their real life counterparts)
Sweet lord can this week go any slower..
The CAFs will also get any signature animations the base fighter has that aren't included on the regular move assignments (like the Holloway taunt, Cruz sig head movement, diaz west side triangle, etc).
Yessssssss this is amazing ,the beta changes are on point 👍 Champions edition and EA access it is lol cheers boss on another job well done 🍺
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Someone spamming takedowns? Lead with uppercuts or knees, or lunge back, or just deny/sub counter. Uppercuts and knees are perfect counters now and can lead to KOs unlike in UFC 2 where it might interrupt the takedown and thats it unless they were rocked
My answer versus takedowns spammers in UFC 2 is always the same;
- L1+right stick backwards to transition double under.
- L2+right stick backwards to transition top lateral position.
Obviously you need a fighter with these movesets, the majority of whestler have both.
I take this opportunity to ask GPD if these two options work the same way in UFC 3!?
Thanks in advance and excuse my english.
I,m very very happy after read the Beta changes, great work !!
I wish there are more in future patches because a big thing that bugs me watching gameplay is that most strikes look the same for different fighters, like leg kicks, uppercuts, takedowns etc (not mentioning straights, jabs and overhands because these are the ones I see were added variety since beta)
Thanks for the extra animations and uniqueness for fighters, I just wish we had Bas Rutten still.. The new body kick animation suits him perfectly, and the slap animation from the diaz bros could've been implemented to him as well and he'd feel so authentic.. Huge loss and I hope the devs will bring him back with Tyson
This should be part of the game. This is a BIG feature all by itself. Think of all the extra moves that come out of this. If someone kicks someone when this happens just have the refs.... Oh.... Wait...
I still think this should be in.
I can't subscribe to the "no strikes when they fall because it's un-fair". The whole reason your on the ground in a semi-dazed position in the first place is because we failed to block or do something intelligent. We should be able to be punished when this happens IMO.
In the beta and before you would switch into mirror stance when in clinching in open guard standing.
Same ,like a package of hair cuts ,tattoos ,slashes on eyebrows and much more for character creation. GPD why not talk to the EA higher ups or someone so u guys can add other ea game face presets from nba live 18, nhl 18 ,madden, their haircuts and tattoos 👍 . Couldn't they send u those files and u guys can touch it up a bit ,I love the hair cuts from nba live 18 and let us use UFC 3 real fighter hair cuts to
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Probably the #1 thing I'm going to be looking for feedback on at launch.
It's something we can tune live without a patch I believe.
Do strikes landed on the ground, specifically strikes to the body, still not effect your opponent's standing strike stamina and movement? Are striking and grappling stamina still two separate stamina pools?
This is probably my top if only remaining concern regarding gameplay, but it's a pretty big one as I'm a fan of using ground and pound against overaggressive strikers.
In the beta and before you would switch into mirror stance when in clinching in open guard standing.
Also what about the cage interactions with cage takedown positions, was this not able to be resolved at the moment? & What about Cage Seated Position's?
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Read through the thread I have my answers.
Hands up to the side of your face, full protection from round strikes (no block breakdown) but full damage on straight attacks.
If you block a round strike with the sig block, there's no block stun.
Signature hooks, overhands and leg kicks out of the sig block.
Only Gaethje has this.
Is Gaethje the only fighter on the roster with a unique block?
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I don't believe you guys will be able to stop all strikes that look illegal I personally was able to hit people with some combos that I practiced to land like my clip tissue posted in this thread of the active Knockdown KO.
I have several clips I never posted on here as well such as this one. Which was clearly a low blow that occurred because of a kick I threw.
Low Blow Replay Camera Angle
Low Blow Gameplay Camera Angle
What he wants is - in instances like those - for both fighters' torso's to be facing the same direction so they are still in their regular stances
Edit: So you could just read what he said as 'open stance' instead of open guard to avoid confusion
Would like guard pulls as well. But I was referring to stance when clinching.
Open guard in regards to stand up means two fighters in mirrored stances (southpaw vs orthodox). Closed Guard is both in the same stance.
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Just put it in as a kind of clinch takedown (that doesn't count as one from a statistical perspective), the it wouldn't be any more spammable than any other clinch takedown.
Wouldn't it be like if the other fighter doesn't want to engage on the ground and backs up, the ref would stand him up? I don't think I want this as an option in the game though, we might get a lot of Overeem vs Werdum 2 situations.
I wouldn’t oppose to it being in but only for sub specialist who does it in real life you don’t see it a lot anymore people aren’t willing to just pull guard and get punched in the face if they put it in I only wanna see 3-4 fighters have it
Not really if it’s implemented I think it’d be clinch entry first then a pull guard option meter to fill and I guess the only chance of stopping it is denying it but if you don’t due to a faked transition or you just don’t see it coming your in your opponents guard and who knows how his ground game is. It’s just very easy to spam especially with the easy subs in guard people would do triangle switch armbars all day from pulling guard lol. Not saying I wouldn’t be able to stop it myself but for others it’s ve frustrating for someone to pull guard all day if they can’t get a TD