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EA Sports UFC: Breaking Down The Newest Patch


EA has released its first major update for EA Sports UFC, and it's come at a good time for the game's community. The free update adds three new fighters, some much-needed gameplay tweaks and a couple of other fun additions. The full details are available here.

The three fighters are TJ Dillashaw and Takeya Mizugaki at bantamweight and Tyron Woodley in the welterweight division. Dillashaw was the most obvious addition, as the bantamweight champion was noticeably absent from the game's release day roster. He has an overall rating of 95, with a 94 for striking, 96 for ground and 95 for submissions. Mizugaki has a 90 rating, with 89 for striking and 90 for both ground and submissions. Woodley emphasizes his explosive striking, with 93 for stand-up, 89 on the ground and an 86 for submissions. His overall rating is a 91. Adding two bantamweight fighters to the roster freshens things up, as online matches had gotten stale with lots of Renan Barão and Jose Aldo. Woodley adds another dynamic striker to mix it up at welterweight with GSP, Nick Diaz and Johny Hendricks.

In terms of gameplay and tuning, EA has actually changed quite a bit. As much as I've really come to appreciate how each of the systems interact in the game flow, there were still some obvious omissions and missing elements that could clearly be added. EA has gone further than I thought they would in the first update, as they've addressed some of the biggest gripes the community had about exploits and gameplay balance. Overall, I'm liking a lot of the changes, as I feel the gameplay has a more deliberate pace that punishes some of the cheap tactics people have gotten used to relying on.

The key changes touted by EA are:
 

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Touch Gloves: Users will now have the ability to manually make their fighter touch gloves (or choose not to touch gloves) before beginning to fight by pressing L2 on PS4 or LT on Xbox One. This can be done at the start of every round, or anytime the ref stands the fighters up.

A fun feature that was missing from the release version. It's great to see this added, and it's pretty simple to walk out with your hand extended and touch gloves to start a round. Even cooler, your fighter will bring his hand down if the other guy strikes at you, preventing some unsportsmanlike fools from abusing this situation.
 


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Finish the Fight: During a knockout, the attacking fighter can jump on their downed opponent and “finish the fight” by delivering extra strikes as the knockout occurs.

Certain knockouts and TKOs already allowed some strikes, but now you can get in extra shots in most scenarios, and you can even jump on top of an opponent to keep blasting him when he's down. It was fun in the THQ games, and it's a fine addition here.
 

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Sprawls: The defending fighter now sprawls when successfully defending against a power takedown.

This is a great change, as power slams from a double-leg takedown could get quite frustrating, especially if an opponent or AI spammed them in certain low-stamina situations. This way, a successfully blocked power takedown actually results in a sprawl (new animation) to instantly give you a choke position and a potential back mount. Single-leg takedowns will still be effective, but it's nice to see the power takedowns toned down by this counter.
 

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Clinch Break from the Cage: Fighters now have the ability to break out of a clinch when pressed against the fence by pressing the L3 button.

A lot of users got frustrated that they couldn't break away when in a Thai clinch along the cage. Honestly, this position isn't the death sentence it seemed to be when the game first came out, but nonetheless, this is an acceptable addition to me, as you can attempt a push-off in every other situation in the game.
 

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Power Takedowns and Sweeps: Power takedowns and side control sweeps have been removed from fighters who would not normally have them.

Another welcome change here, as certain fighters had absurd power takedowns and ground sweeps from the bottom (when in side control) that they'd just never be able to do in real life. These are rare instances in actual fighting, so I think they should be saved for elite fighters in the game. Even now, the power takedown has a proper counter (as noted above), and the revised timing window on the ground means that high-level fighters won't be able to run wild with side-control sweeps.

This also helps cement the ground game to me as something much more interesting and realistic than what the THQ games offered, as those just ended up being sweeps and reversals every few seconds.
 


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Stamina: Stamina no longer regenerates if the user holds block. The user will also take a larger stamina penalty if hit while weak blocking.

These two are huge, as stamina has been a hot topic in the online community. After playing some matches (offline and online), these changes absolutely slow the pace of the action, and you WILL be gassed by the third round. Even high-level fighters like Jon Jones, Uriah Faber, Renan Barão, Chris Weidman and Cain Velasquez were gassed in matches I had (both myself and opponents), and this resulted in a lot more judicious use of striking and takedowns and less spamming overall. I had plenty of exciting matches before, but there was also some goofy stuff going on from time to time. Now it seems like most matches will have a lot more pace and less knockdowns, and the ground game will end up being more important (as the striking was absolutely king before this patch).
 

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Sweep Defense: The dominant fighter in the Full Guard position now has a larger window to reverse the Full Guard sweep to Mount.

This is a very welcome change as well, as too often a fighter on the bottom could sweep from full guard to full mount. A move like this is for high-level guys, and it should be very rare. I found it much easier to block this sweep in matches I played, and it only happened when I let my stamina get fairly low. The full guard is really a neutral state for both fighters (bottom guy having sub opportunities and top guy having some basic striking options), so it's good that the bottom guy no longer has a big edge.

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There are some other changes in this update as well, including an absolutely necessary fix for a user's ability to posture up and land a free strike. The online community debated this one for a while, but really it was a silly way to get free shots (resetting your opponent's block) and even finish fights when the user's head was in the red. Another stamina balance means that when playing with an accelerated clock, damage and stamina will be valued accordingly. I definitely noticed this in some online matches.

The update also fixes some physics and glitch issues, and it adds a new tournament for online mode as well a red belt division to reward black belts who want to go one step further.
 

Outlook


It's awesome that this update was free, as having some new fighters, gameplay wrinkles and exploit fixes keeps things feeling fresh. My early matches, both offline and online, using the patch has yielded more realism and balance, and I'm excited about future updates.


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Member Comments
# 1 RoyalBoyle78 @ 07/24/14 12:47 PM
great, cant wait to download it later
 
# 2 ManiacMatt1782 @ 07/24/14 12:59 PM
All in all its good. 1 thing is though that guard dominant is now too strong of a position. What I would do is allow the sweep to be quick while somone postures. If you don't block 1st postured punches stop the transition anyway. Right now there is just no way to really gain a stamina advantage from bottom to threaten with subs. You can sit in their guard, and not have to pass, and throw postured shots with impunity because you don't have to worry abouta block and pass. Because you have extra time to react left and right and there is no lockout, you can always guess to block the standup 1st then just fix it, and block the sweep atempt.
 
# 3 aparks87 @ 07/24/14 01:05 PM
Can anyone with the patch confirm whether a cut-scene or otherwise if the ref will intervene now to stop the fighter/fight when a knockout or tko occurs?

Thanks.
 
# 4 2k10Fonzarelli @ 07/24/14 01:14 PM
Actually surprising that so much complexity was added in a patch. Im still not a fan of the ground game compared to Undisputed but it looks like after another patch or two i will be. Good show fight night team!
 
# 5 aholbert32 @ 07/24/14 01:25 PM
Quote:
Originally Posted by aparks87
Can anyone with the patch confirm whether a cut-scene or otherwise if the ref will intervene now to stop the fighter/fight when a knockout or tko occurs?

Thanks.
Depends on the location of the ref when the stoppage occurs but if close enough the ref will pull a fighter off of the other fighter.
 
# 6 ManiacMatt1782 @ 07/24/14 01:56 PM
I had someone last night give me their back and just block to survive, Well postured shots eat up the defensive persons stamina, and then it was RNC time while they had zero stamina. amazing. Back mount actually means something and is truly a dominant position where you do NOT want to be.

This wasn't possible pre-patch as they would just maintain stamina and block and hope you didn't posture and throw so they could get a standup.
 
# 7 GameplayDevUFC @ 07/24/14 02:24 PM
Quote:
Originally Posted by aholbert32
Depends on the location of the ref when the stoppage occurs but if close enough the ref will pull a fighter off of the other fighter.
He actually does it all the time, but if he's behind the camera you won't see it happen because the ref is invisible.

We didn't have time to tune ref visibility as part of this patch (he's actually turned off during replays since he never did anything useful before).

Hoping we can address these issues in the future.
 
# 8 SwedishTouch76 @ 07/24/14 02:42 PM
Quote:
Originally Posted by ManiacMatt1782
I had someone last night give me their back and just block to survive, Well postured shots eat up the defensive persons stamina, and then it was RNC time while they had zero stamina. amazing. Back mount actually means something and is truly a dominant position where you do NOT want to be.

This wasn't possible pre-patch as they would just maintain stamina and block and hope you didn't posture and throw so they could get a standup.
Ive noticed all the same things as you. Good players can hold you in your guard quite easily. The back mount I experienced too. Guys would sit there and block take no damage or stamina loss. Since u play alot. Dumb question. When im in full guard how do I regain control of my opponents head. Is it different for each fighter?
Also what would u suggest for this cheese? I know the obvious answer is defend the takedown. Guy using Mighty Mouse would get me in side control. Block my transition attempts. He would spam the little elbows u cant block. They dont ko u but would get my head flashing. Then of course he would go for ko.
 
# 9 KyGamerLT @ 07/24/14 02:49 PM
Quote:
Originally Posted by GameplayDevUFC
He actually does it all the time, but if he's behind the camera you won't see it happen because the ref is invisible.

We didn't have time to tune ref visibility as part of this patch (he's actually turned off during replays since he never did anything useful before).

Hoping we can address these issues in the future.
Will we see tweaks in the next two weeks? Stamina drain in the 3rd is a little much with accelerated clocks. A lot of players use the side control glitch. Also want to know if y'all have the time to add sweeps in rubber guard because it is unbalanced due to not having any options other then standing up or sub.

By the way thank you for the patch very impressive work.
 
# 10 aholbert32 @ 07/24/14 02:51 PM
Quote:
Originally Posted by KyGamerLT
Will we see tweaks in the next two weeks? Stamina drain in the 3rd is a little much with accelerated clocks. A lot of players use the side control glitch. Also want to know if y'all have the time to add sweeps in rubber guard because it is unbalanced due to not having any options other then standing up or sub.

By the way thank you for the patch very impressive work.
He cant comment on when the next patch or changes will happen.
 
# 11 KyGamerLT @ 07/24/14 03:00 PM
Quote:
Originally Posted by aholbert32
He cant comment on when the next patch or changes will happen.
Cool thanks.
 
# 12 ManiacMatt1782 @ 07/24/14 03:08 PM
Quote:
Originally Posted by SwedishTouch76
Ive noticed all the same things as you. Good players can hold you in your guard quite easily. The back mount I experienced too. Guys would sit there and block take no damage or stamina loss. Since u play alot. Dumb question. When im in full guard how do I regain control of my opponents head. Is it different for each fighter?
Also what would u suggest for this cheese? I know the obvious answer is defend the takedown. Guy using Mighty Mouse would get me in side control. Block my transition attempts. He would spam the little elbows u cant block. They dont ko u but would get my head flashing. Then of course he would go for ko.
Mix your transitions. Don't always go left or right. If they are un postured and striking they have to block your transition. The standup animation from side contol is long and easy to block. Try to move to half guard 1st where they think you may try to transition to guard, then try to escape.
 
# 13 SwedishTouch76 @ 07/24/14 04:18 PM
Quote:
Originally Posted by ManiacMatt1782
Mix your transitions. Don't always go left or right. If they are un postured and striking they have to block your transition. The standup animation from side contol is long and easy to block. Try to move to half guard 1st where they think you may try to transition to guard, then try to escape.
I tried to get back to half guard. I did mix it up. I rarely click ls to standup unless I see the guy clearly isnt good on the ground. This guy literally blocked every transition. First time ive encountered this. Its a lose lose. Do nothing and his lame elbows cant be blocked. Transition too much and drop stamina. Open up a sub. Mighty Mouse's shot is so quick I had a hard time defending it.
 
# 14 ManiacMatt1782 @ 07/24/14 05:53 PM
I find it's almost a little too easy to keep a fight standing. The only time I get taken down is If I am in the middle of a combo. Shot's timed on me mid kick or mid power hook, that I had zero business stuffing because it was a perfectly timed shot, I will stuff. But I felt this way pre patch too. There is an exploit that people did prepatch, and still exists post patch, which is take advantage of no lockout being programmed into certain positions, so they can block transitions by inputting both Left and right transition deny commands, and they overlap eachother. so you get stuck, and not because someone is just really good at reading transitions.
 
# 15 SwedishTouch76 @ 07/24/14 06:44 PM
Im guessing thats what this guy did. Never encountered someone this goid at blocking transitions. So essentially they hold block then move ls quickly left and right and it overlaps? I think i did that accidentally in training mode
 
# 16 ManiacMatt1782 @ 07/25/14 12:05 AM
No I think r2 + rs left. Letting go then quickly r2 and rs right
 

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