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UFC 4 Patch 9.0 Available - Patch Notes

ufc 4 patch 9

EA Sports UFC 4

UFC 4 Patch 9.0 Available - Patch Notes

EA Sports UFC 4 patch 9.0 has arrived, adding two new licensed fighters, Kevin Holland and Vincente Luque. The new update also features some gameplay updates and an improved matchmaking system.

Check out the patch notes below.

Major Updates

  • Added 2 new fighters, Kevin Holland and Vicente Luque
  • Added a timed delay to matchmaking if a user repeatedly does not finish online matches

Gameplay Updates

  • Clinch Knees now receive a boost when Knees Boost is active in Career
  • Fixed animation issue in a specific diving punch knee on belly entry

Community Feedback

  • Updated Michael Chandler’s nickname to “Iron” Michael Chandler
  • Osoto-Gari is no longer available to Created Fighters
  • Slipping strikes are now slower while rocked
  • Significantly increased effect of Grapple Advantage on Takedowns
  • Decreased denial window for the low single takedown
  • Takedown denials now drain 20% more permanent stamina from the attacker
  • Fixed animation issue in the early denial of the open stance single leg
  • Added damage for the following slams:
    • Kimbo Slam (right turn from cage single leg)
    • Double Leg Slam from Cage Single Leg (left turn from cage single leg)
    • Cage Bodylock Slam (left turn from cage double leg)
  • Slowed down the advancing switch kick
  • Body knees and frontal kicks can no longer be evaded by head movement
  • Slowed down back side posture fakes and made the animation more readable
  • Slowed down lead overhand combos
  • Special counter from Side Saddle to North South now requires a large stamina advantage
  • Fixed issue with jab – body side kick combo not working with “mixed movement”, such using one strike advancing and another stationary.
  • Fixed a brief “freezing” animation issue when trying to walk and sway after a slipping straight
  • Significantly slowed down jab – handplant kick combo

The team has also posted a deep dive into the UFC 4 damage model, to get a better understanding of what’s going on behind the scenes. The blog provides plenty of details on base damage, damage range, damage modifiers and much more.

From both a competitive balance and real-life authenticity standpoint, we’ve done a lot of work over the years to make the impact of strikes feel just right. We try to account for all of the factors that contribute to how much damage a strike deals when it connects with an opponent. Most of these are pretty intuitive and make sense when you’re playing, but many community members have expressed a desire to know exactly what’s going on under the hood. Why does the same strike hit harder in some cases than others, and how much harder does it hit?

19 Comments

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Discussion
  1. Ribas, Luque, or Font I think will be the other fighter patched in.
    If we get Holland and Gane this month I will be happy regardless.
    With the recent updated rankings in the Heavyweight division we are now missing 8 of the top 15. That's rough.
    Henderson33
    Ribas, Luque, or Font I think will be the other fighter patched in.
    If we get Holland and Gane this month I will be happy regardless.
    With the recent updated rankings in the Heavyweight division we are now missing 8 of the top 15. That's rough.

    I would like to see Font or Luque, I would like to see Ribas too but her loss couldve delayed her- I feel she'll be added eventually tho.
    Haha yeah, I think top 5 ( maybe even top 10 for divisions like HW) of every division should be priority if they arent in already but I'll have to check who's missing with that in mind. Aspinall seems like a good choice down the road.
    johnmangala
    I would like to see Font or Luque, I would like to see Ribas too but her loss couldve delayed her- I feel she'll be added eventually tho.
    Haha yeah, I think top 5 ( maybe even top 10 for divisions like HW) of every division should be priority if they arent in already but I'll have to check who's missing with that in mind. Aspinall seems like a good choice down the road.

    Completely agree on Ribas, only reason I mentioned her is because I know it takes a bit of time for EA to get a fighter in the game after their scan and she was one of the biggest prospects in MMA before her loss. Also she fought (and won) around the same time as Prochazka & Rakic in 2020.
    But in the end it would be weird to add her and not have Rodriguez who she just lost to.
    Same reason I don't think Islam gets added tomorrow, if he loses to Dober EA looks silly to the mainstream fans having him and not the guy who just beat him.
    Can't wait to see who is added.
    Henderson33
    Completely agree on Ribas, only reason I mentioned her is because I know it takes a bit of time for EA to get a fighter in the game after their scan and she was one of the biggest prospects in MMA before her loss. Also she fought (and won) around the same time as Prochazka & Rakic in 2020.
    But in the end it would be weird to add her and not have Rodriguez who she just lost to.
    Same reason I don't think Islam gets added tomorrow, if he loses to Dober EA looks silly to the mainstream fans having him and not the guy who just beat him.
    Can't wait to see who is added.
    I think you're right they might add her despite her loss, it's happened before.
    On islam I think hes a special case, even if he loses hell be added this month. Hes one of the most touted prospects. But to be fair he was just as touted when this game was released but still wasnt in so I could be wrong.
    I dont think Dober or Rodriguez will added even if they win/won. They donr have the name value of Islam or Ribas. Who knows beating big names like they did/could might bump them.
    johnmangala

    - #patch-spoilers - Body knees and frontal kicks can no longer be evaded by head movement

    I hope this means that body front kicks won't be evaded by head movement. Would make no sense to not be able to use head movement to avoid front kicks to the head. The way it's worded there has me just a little bit concerned.
    TheRizzzle
    Is this making takedown even harder to stop? Good lord I'm already terrible at timing a takedown stuff.

    Doesn't look like it. If the effect of GA is increased, it could be near-impossible to stop if timed well.
    Plus it literaly says the denial window is shortened so...
    MeowingForVengeance
    I hope this means that body front kicks won't be evaded by head movement. Would make no sense to not be able to use head movement to avoid front kicks to the head. The way it's worded there has me just a little bit concerned.
    Im pretty sure they mean body front kicks. I hope body punches do the same too.
    TheRizzzle
    Is this making takedown even harder to stop? Good lord I'm already terrible at timing a takedown stuff.
    Sent from my SM-N975U using Tapatalk
    It's a double edged sword. If you have higher GA yourself you can defend TDS easier (so work the legs, that builds your own GA) if they have high GA they can land TDs easier.
    johnmangala
    Patch is out. Holland and Luque are the fighters.
    Glad Luque is in. I hate that there are certain guys who will consistently win 3/4 fights, hover in that Top 10-15 range and somehow keep missing the cut because the timing of their losses stunts momentum.
    In the off-season between games it would be great if those guys got prioritized but I get why it isn't (we've discussed this before).
    Solid DLC.
    Sent from my SM-N975U using Tapatalk
    Glad to see Holland and Luque added. Here’s who should be next in each division, just for fun.
    HW: Ciryl Gane
    LHW: Magomed Ankalaev
    MW: Sean Strickland
    WW: Geoff Neal
    LW: Islam Makhachev
    FW: Dan Ige
    BW: Rob Font
    FLW: Kai Kara-France (or Brandon Royval)
    WFW: Felicia Spencer
    WBW: Irene Aldana
    WFLW: Roxanne Modafferi
    WSW: Yan Xiaonan
    At this point they might need the final patch to just be whoever they havent accounted for at HW. That division has completely turned over lol.
    Sent from my SM-N975U using Tapatalk
    Find_the_Door
    Slowed down backside posture fake? Wonderful so now that position is completely worthless and stall city again smh

    To be clear the old animation had a bunch of dead frames at the beginning which meant you were already starting the transition and your opponent had no visual cues. Those frames have been trimmed so the visual cue is earlier. This makes the game feel more responsive.
    Additionally prior to this change the backside posture could be cancelled so quickly after the visual cue that denying the cancel was basically impossible causing people to have to risk a denial penalty if they attempted to deny and their opponent faked or a transition if they didn't deny and their opponent was not faking. In general our community does not appreciate this sort of coin flip mechanic, which is why in general really early denials supersede cancels, so we added about a quarter second before the transition would be cancellable after the visual cue appears.
    They made takedown denials slightly harder for defenders, yet increased stamina tax for takedown offenders. It should be the other way around. TD denials should be slightly easier, whereas stamina tax for shooting should be less punishing, that way a player can wear on someone with TD attempts just to get into some of these beautiful clinch animations... regardless of whether the shot succeeds or not.
    The wrestling mechanics and animations in this game would favor a less punishing stamina system so as to encourage and allow for more of said clinch scrambles and sequences. Whereas the denials could then be increased slightly due to the strategic viability of simply shooting more.
    TapOrSnap
    To be clear the old animation had a bunch of dead frames at the beginning which meant you were already starting the transition and your opponent had no visual cues. Those frames have been trimmed so the visual cue is earlier. This makes the game feel more responsive.
    Additionally prior to this change the backside posture could be cancelled so quickly after the visual cue that denying the cancel was basically impossible causing people to have to risk a denial penalty if they attempted to deny and their opponent faked or a transition if they didn't deny and their opponent was not faking. In general our community does not appreciate this sort of coin flip mechanic, which is why in general really early denials supersede cancels, so we added about a quarter second before the transition would be cancellable after the visual cue appears.

    There’s a similar problem from rocked knee on belly position; you can simply bail back down into backside then immediately cue up a transition to crucifix. The crucifix transition in this specific case is 100% “dead frames” as you put it - meaning the entire circle fills before any visual cue. This allows for a tactic where, upon rocking your opponent from crucifix, you can just bail down and go straight back into crucifix, rinse and repeat until their head health is zero. Then just stand up and toy with them.

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