EA Sports UFC's Third Patch Impressions and Thoughts
Submitted on: 10/05/2014 by
Glenn Wigmore
EA Sports UFC has its third patch out, and EA is once again showing that they’re at least committed to making meaningful changes to the gameplay months after the initial release. There are quite a few changes in this update, and there are two new fighters as well. Here are the details.
The new combatants are Tim Kennedy at middleweight and Gunnar Nelson at welterweight. EA has also allowed Nick Diaz to fight at middleweight. Tim Kennedy has a 91 rating, and that comes from his 91 in striking, 89 in ground and 88 in submissions. I’ve had success with him against moderate competition (on the hardest difficulty) such as Costa Philippou, who is rated 87 overall. Kennedy’s perks are geared around clinch work and pushing the pace (both in the clinch and on the ground). Gunnar Nelson is s 90 overall, and his ratings are 90 for striking, 87 for ground and 91 for submissions. He has strong ground perks, including “Infinite Core,” “Chess Master” and “Crushing Presence.”
As for other gameplay tweaks…
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• Finish the Fight 2.0: Finish off a rocked opponent, running them down across the Octagon with a flurry of punches once they’ve been wobbled. |
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• Guillotine Takedown Reversals: Users can now attempt a Guillotine submission while being taken down. This move is only available to fighters who can perform a Guillotine choke from Full Guard. To initiate the submission, deny the takedown by pressing R1/RB and down on the Right Stick. |
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• Takedown Variety: More variety added to takedowns based on denial and input times. Perfect takedowns will now end in Half Guard, while late denials or inputs will end in Full Guard. |
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• Slips: Back slips will now hold longer to avoid strikes and side slips now have improved evasive properties. |
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• Fatigued Kicks: New animations now added for fatigued kicks during health events or low stamina. |
The update also contains lots of tuning and tweaking, with the most important change coming from the combo branching system. You’ll probably notice that strikes are bit faster now, as you can set up new strikes a few frames earlier. It’s more subtle than I thought it would be, but there is some extra fluidity and speed on the combos. My worry is that the stamina system, while improved, isn’t where it needs to be to handle this sort of addition to the game.
We’ll see how things look online — and against AI offline — in the coming weeks.
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