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EA Sports UFC News Post


The EA Sports UFC demo is available now for Xbox One (queue it up here), it weighs in at 2.7GB. If you are up for it, you can also download from your PS4 by creating a European account, then downloading from this link.

UPDATE: The demo is now available for PS4 users in North America. Search for EA Sports UFC in the PlayStation Store or click here to queue it up.

The demo includes light heavyweight champ Jon “Bones” Jones vs. Alex “The Mauler” Gustafsson in a three round fight at MGM Grand Garden Arena in Las Vegas Nevada. The difficulty is set to normal with a walkthrough tutorial included.

Play a few matches and post your impressions!

Game: EA Sports UFCReader Score: 6/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 7 - View All
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Member Comments
# 401 GameplayDevUFC @ 06/06/14 05:46 PM
Quote:
Originally Posted by Gotmadskillzson
I have a question. Are reversals toned down in the retail version ? Because in the demo they do reversals way too much. I lost count how many times I been reversed when I was in full mount or in side control. It is like as soon I get into those positions, 3 seconds later, reversal.

Another question. Are single leg take downs success rate toned down in the retail version ? The success rate for single leg take downs seems too high. Almost automatic in a way.
Originally all transitions had the same denial window for consistency, but based on internal feedback we increased the denial windows for specific transitions, guard to mount and side control to side control being the specific ones I remember. I honestly can't remember if that change was made before or after the demo was shipped, but for sure in the retail version of the game those specific transitions are much easier to defend than the other more standard transitions (guard to half guard for example), by pretty much doubling the size of the window.

I've notice a lot of people are having trouble stuffing takedowns and I'm not 100% sure why that is. So people know, the window to deny the takedown is from the time the fighter begins the takedown to when he grabs onto you. There is then a brief idle in this position that is determined by stamina and ratings, then the takedown finish starts. You cannot deny once the finish starts. The denial window is in the first two stages. The window is affected by stamina and ratings so it's not always that full length, but it falls in that segment of the animation. So that's when you need to react.

I'm wondering if people are trying to deny during the wrong phase of the takedown, or if they just aren't picking up on the animation fast enough and that will come with practice.
 
# 402 aholbert32 @ 06/06/14 05:49 PM
Quote:
Originally Posted by GameplayDevUFC
Originally all transitions had the same denial window for consistency, but based on internal feedback we increased the denial windows for specific transitions, guard to mount and side control to side control being the specific ones I remember. I honestly can't remember if that change was made before or after the demo was shipped, but for sure in the retail version of the game those specific transitions are much easier to defend than the other more standard transitions (guard to half guard for example), by pretty much doubling the size of the window.



I've notice a lot of people are having trouble stuffing takedowns and I'm not 100% sure why that is. So people know, the window to deny the takedown is from the time the fighter begins the takedown to when he grabs onto you. There is then a brief idle in this position that is determined by stamina and ratings, then the takedown finish starts. You cannot deny once the finish starts. The denial window is in the first two stages. The window is affected by stamina and ratings so it's not always that full length, but it falls in that segment of the animation. So that's when you need to react.



I'm wondering if people are trying to deny during the wrong phase of the takedown, or if they just aren't picking up on the animation fast enough and that will come with practice.

I was having that takedown issue with the x1 version but not the ps4. I couldn't defend the takedown at all on x1
 
# 403 Phobia @ 06/06/14 05:51 PM
Quote:
Originally Posted by GameplayDevUFC
Originally all transitions had the same denial window for consistency, but based on internal feedback we increased the denial windows for specific transitions, guard to mount and side control to side control being the specific ones I remember. I honestly can't remember if that change was made before or after the demo was shipped, but for sure in the retail version of the game those specific transitions are much easier to defend than the other more standard transitions (guard to half guard for example), by pretty much doubling the size of the window.

I've notice a lot of people are having trouble stuffing takedowns and I'm not 100% sure why that is. So people know, the window to deny the takedown is from the time the fighter begins the takedown to when he grabs onto you. There is then a brief idle in this position that is determined by stamina and ratings, then the takedown finish starts. You cannot deny once the finish starts. The denial window is in the first two stages. The window is affected by stamina and ratings so it's not always that full length, but it falls in that segment of the animation. So that's when you need to react.

I'm wondering if people are trying to deny during the wrong phase of the takedown, or if they just aren't picking up on the animation fast enough and that will come with practice.
Maybe that is my issue, I'm attempting to deny when I see them shooting, not once they make contact with my character. If, I'm understanding what you are saying it is once they make initial contact that we must attempt deny?
 
# 404 GameplayDevUFC @ 06/06/14 05:52 PM
Quote:
Originally Posted by Phobia
Thanks for the feedback

Now on the controls.

Lets look at it from a logical standpoint.

You are not going to see guys jumping in lunging while blocking hands high. Lunging in, in real life is a risky situation. So from my view point I would remove lunging/dodges when R2 is held. You are covering up, which means deflecting a incoming shot or swaying incoming attacks (flicking LS). So in short, my purposed control scheme would be.

R2 - Block
L2 - Body modifier
L1/R1 - Power attacks (just leave it to change less)
Face buttons - Strikes

Changes
LS + flick - dodge/lunge
R2 + LS flick - sway

If I'm not mistaken wasn't fight night champion control scheme similar to what I'm proposing?
Lunges forward are as you describe, but flicking the stick back or right/left perform evasive moves which are defensive and would more likely be something you'd want to perform while blocking, or at least start while you're holding block even if you release to counter as the move finishes.

Other than that, I think your logic is sound. And I think you're right about FN, except I think you were locked in place while swaying no? So a flick wasn't necessary, just modifier and stick movement. I could be wrong on that, haven't played it in a while but I remember that from the discussions.
 
# 405 GameplayDevUFC @ 06/06/14 05:53 PM
Quote:
Originally Posted by aholbert32
I was having that takedown issue with the x1 version but not the ps4. I couldn't defend the takedown at all on x1
I can't explain that, they should be identical.
 
# 406 Senor Nascar @ 06/06/14 05:54 PM
Quote:
Originally Posted by GameplayDevUFC
Originally all transitions had the same denial window for consistency, but based on internal feedback we increased the denial windows for specific transitions, guard to mount and side control to side control being the specific ones I remember. I honestly can't remember if that change was made before or after the demo was shipped, but for sure in the retail version of the game those specific transitions are much easier to defend than the other more standard transitions (guard to half guard for example), by pretty much doubling the size of the window.

I've notice a lot of people are having trouble stuffing takedowns and I'm not 100% sure why that is. So people know, the window to deny the takedown is from the time the fighter begins the takedown to when he grabs onto you. There is then a brief idle in this position that is determined by stamina and ratings, then the takedown finish starts. You cannot deny once the finish starts. The denial window is in the first two stages. The window is affected by stamina and ratings so it's not always that full length, but it falls in that segment of the animation. So that's when you need to react.

I'm wondering if people are trying to deny during the wrong phase of the takedown, or if they just aren't picking up on the animation fast enough and that will come with practice.
It's really nice to see a UFC developer in these forums now. I think a lot of people need answers to figure out if they are going to buy this game or not. After reading some of your answers to the concerns people have, I am definitely going to buy this game now.

I can confirm that on Xbox One I have had issues stuffing the body slam takedown...the single leg on the other hand has not been a problem to stop if I time it right.
 
# 407 GameplayDevUFC @ 06/06/14 05:55 PM
Quote:
Originally Posted by GameplayDevUFC
I can't explain that, they should be identical.
Actually, we did initially post the wrong controls on our website for X1 that has since been updated, but I doubt that's it since you're playing both. RT+down on RS to defend.
 
# 408 Phobia @ 06/06/14 05:56 PM
I have a interesting one for you. How has internal testing been for head to head been? Has the fights been realistic more so than arcade if two skilled guys on the sticks face off? Plus do you believe online will encounter any of the issues EA MMA did with exploits such as the hook spam and if so will you guys look to patch or server side fix any complaints?
 
# 409 aholbert32 @ 06/06/14 05:59 PM
Quote:
Originally Posted by GameplayDevUFC
I can't explain that, they should be identical.
I can't either. I played 20 plus games on the x1 that night and did not stop one takedown. The next day I downloaded the pa4 version and stopped the first Gus takedown. I'm getting the pa4 version just to be safe.


Sent from my iPad using Tapatalk HD
 
# 410 Factzzz @ 06/06/14 06:03 PM
Can you transition from half guard to mount?

Also, any help would be appreciated with explaining how to choose which transition your trying to make. For example, every time i'm in side control, i always try to transition into mount, but half the time i end up transitioning to north south, it's basically a toss up.
 
# 411 Phobia @ 06/06/14 06:07 PM
Quote:
Originally Posted by Factzzz
Can you transition from half guard to mount?

Also, any help would be appreciated with explaining how to choose which transition your trying to make. For example, every time i'm in side control, i always try to transition into mount, but half the time i end up transitioning to north south, it's basically a toss up.
Before completing your rotation, hold the stick to a side and you will notice your fighter "planning" which direction the move will be made. Basically you always going to north/south due to direction you are rotating.
 
# 412 kingsofthevalley @ 06/06/14 06:17 PM
My statement from the control thread.

The controls are ok. The only thing that I'm having a problem with is the sway mechanic. Not understanding why they would map that to the left trigger directly up under the movement stick which pretty much stops you from moving when you're ready to use the sway/lean feature. I would've liked to have been able to use the sway at the same time I'm moving. With that being said, I use sway, but very rarely. I'm compensating for that by using the "hop to the side" to weave out of the way in most instances.
 
# 413 Anaxamander @ 06/06/14 06:25 PM
A question for the dev:

Are the move sets in the demo the same as the move sets Jones and Gustafsson have in the retail game?
 
# 414 aholbert32 @ 06/06/14 06:43 PM
Quote:
Originally Posted by Anaxamander
A question for the dev:



Are the move sets in the demo the same as the move sets Jones and Gustafsson have in the retail game?

He answered that in the reddit thread posted earlier. The move sets are the same in the retail version.
 
# 415 Cpre5 @ 06/06/14 06:54 PM
Any luck doing the crucifix?
 
# 416 TheShizNo1 @ 06/06/14 06:57 PM
And just like that, I'm hype again.

Sent from my SCH-I535 using Tapatalk
 
# 417 aholbert32 @ 06/06/14 06:59 PM
Quote:
Originally Posted by Cpre5
Any luck doing the crucifix?

Not me. I read that control wise it's somewhat difficult and I'm fine with that. That move should be difficult.
 
# 418 GameplayDevUFC @ 06/06/14 08:51 PM
Quote:
Originally Posted by Phobia
I have a interesting one for you. How has internal testing been for head to head been? Has the fights been realistic more so than arcade if two skilled guys on the sticks face off? Plus do you believe online will encounter any of the issues EA MMA did with exploits such as the hook spam and if so will you guys look to patch or server side fix any complaints?
It's been lots of fun! I think higher skilled players do tend to tone down the arcadiness of the fights simply due to the fact that success standing up comes down to counter punching and combinations which are not going to happen if you spam strikes. In fact spamming strikes is the best way to set yourself up for a counter punch so a skilled player should shut that down pretty quickly. In addition, a lot of the flashy strikes I hear people complaining about are also the most obviously telegraphed visually. I really don't see spamming cartwheel kicks leading to anything outside of amusing youtube videos. Stamina management is also key for when it eventually goes to the ground, so all in all you see slower paced fights with more measured striking.

We did find and fix some exploits during internal testing. You can never know if you caught them all though until the game is out in the wild.

However I cannot comment on future plans for the title.
 
# 419 rafaelpaolo84 @ 06/06/14 08:53 PM
Really enjoying the demo as well. Been practicing a whole lot in the tutorial and live matches. Last night I did a couple of fights where at the start of the round I would immediately back up against the cage and let Gus come to me. I'd stand still just practicing my sways, blocks / parries, and counters. A couple of times Gus would engage me in the clinch and back me up against the cage, so I got to practice my defense there as well (on that note, has anyone been able to successfully reverse against the cage??)

Stuffing takedowns in my experience has been similar to EA MMA (although EA MMA has the push-off as well as the sprawl depending on the timing), so it didn't take me long to get the hang of it. The only adjustment I had to make was pressing the R2 together with the flick of the stick.
 
# 420 rafaelpaolo84 @ 06/06/14 09:06 PM
Thank you so much GameplayDevUFC for coming in and answering our questions..

Apologies if this has been answered or confirmed elsewhere, but can we edit fighter stats and move sets? If not, I hope that this is something that you consider in the future, along with gameplay sliders.

Also, and this is a long shot, but will WW BJ Penn look different (fatter) than LW/FW BJ Penn?
 


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