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.

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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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