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EA Sports UFC News Post




EA Sports UFC patch version 1.02 is available now, which includes 3 new fighters (Takeya Mizugaki, TJ Dillashaw and Tyron Woodley) and quite a few fixes (as seen above).

EA Sports has also released a new trailer featuring the new fighters here.

Key Gameplay Updates:
  • 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 LB on Xbox One. This can be done at the start of every round, or anytime the ref stands the fighters up.
  • 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.
  • Sprawls: The defending fighter now sprawls when successfully defending against a power takedown.
  • 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.
  • Power Takedowns and Sweeps: Power takedowns and side control sweeps have been removed from fighters who would not normally have them.
  • Stamina: Stamina no longer regenerates if the user holds block. The user will also take a larger stamina penalty if hit while weak blocking.
  • Sweep Defense: The dominant fighter in the Full Guard position now has a larger window to reverse the Full Guard sweep to Mount.
Play a few matches and let us know what you think.

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Member Comments
# 121 Gotmadskillzson @ 07/23/14 10:12 PM
Quote:
Originally Posted by ThinkingOfRobots
Hey guys - AI lead dev here - as mentioned I'm here to hear your feedback and hopefully get it worked into the game.

As it stands my priorities are:
1) aggressiveness
2) individualism

Specific or general, let me know what areas you feel can bring the fights vs the AI closer to the sim experience you're after.
In a nutshell, I would like to see the following for AI:

BJJ Fighters


1. I would like them to look to take the fight to the ground and try to keep the fight on the ground. Especially those who aren't good at stand up, like Maia.

2. I would like those who are highly skilled use more advanced BJJ moves, like rubber guard, rubber guard sweep. Butterfly guard, butterfly guard sweep, kimura sweep. And I definitely would like to see them take the back more often.

3. More Leg locks and ankle lock attempts.

4. Basically if I do a CPU vs CPU match between 2 highly trained BJJ fighters, I should be seeing a grappling clinic being displayed with them rolling around on the mat looking for subs like they would in real life.

5. More BJJ type of throws and take downs.

Wrestlers

1. More double leg take down attempts, with various forms of double leg take downs for the highly skilled wrestlers such as Sonnen, GSP, Hendricks, Edgar

2. Dominant wrestlers should look to ground and pound in full guard and half guard. Dropping elbows and hammer fists. Nothing more irritating then seeing Cormier, Sonnen, Cain,etc look to stand up instead of doing ground and pound.

Leg Kick TKO Needs to Happen


1. It is disheartening to fight guys like Aldo, Cerrone, Ben Henderson, etc and they don't attack the legs with leg kicks a lot, like they should.

2. Same can be said about fighters who are known to throw elbows and knees a lot in real life, don't do it in the game.

Strikers

1. More combos, less over the top flashy moves that rarely happen in real life.

2. Fighters with a reach advantage should fight like they have one. Keep their opponent at distance by using a lot of jabs and front kicks.

3. On the flip side, fighters with a reach disadvantage should look to clinch more or take the fight down to the ground to nullify their reach disadvantage.

4. Counter fighters like Machida should be way less aggressive and should look to circle more. Hell all the strikers should look to circle more.

5. The really good strikers like the Diaz brothers for example, should be putting on a combo clinic.

OVER ALL General Stuff

1. AI needs to adapt much quicker to what you are doing.

2. AI needs to attack and look for the kill when they see you are injured. If they are a striker, they should be looking to knock you out. If they are a wrestler they should immediately look to take the fight to the ground and look to ground and pound you into a TKO. If they are a BJJ guy, they should immediately look for a submission.

3, Individual limb damage should be permanent for the entire fight. And it should be more vulnerable to submission attacks on that damaged limb.

4. AI should look to cut off the ring when they see you circling.

5. Stop the AI from getting underhooks or over and under but yet they do NOTHING but shoulder thrusts for over a minute straight. They either need to take you down or push away. Far too often the AI is just content to hug you and do shoulder thrusts.

6. Guys like Dan Henderson, Sonnen and Cormier should look to clinch and dirty box. Dirty boxing is completely missing from the AI.

7. The AI needs to be more aware of the clock and what round it is. Nothing more sickening then seeing the AI back up for the last 30 seconds of a fight and not really try to engage.

Take Down Overhaul


Take downs need to be more fighting style specific. In real life, depending on their background, fighters prefer different styles of take downs. Some prefer single leg and double legs, others prefer trips and throws.

Me personally I will like to see BJJ fighters use more trips and throws. Were as the average wrestlers use single legs, while the dominant wrestlers such as Sonnen, Cormier, etc use double legs.

No matter the style though, there needs to be more of a struggle animation when it comes to take downs. Take downs in real life aren't 100% instant like it is in this game. Usually there is a struggle and the aggressor will drive his legs to complete the take down. They had this in UFC Undisputed 3, which I think will work in this game as well. It will give it a more realistic look instead of that canned animations they have for take downs in this game that you know once it starts, you might as well put the controller down for 10 seconds and let the animation play out because hey, it is going to play it regardless.

I would also like to see the fighters body type and height play more of a role in the type of take downs they can do as well. And stop with all these single leg and double leg take downs ending in side control 100% of the time. Because in reality they end up in half guard in real life when people do take downs or even full guard more often then not. Very rarely do they land in side control from a single leg or double leg.

Some Additional things I would like


1. Up against the cage specific take downs, throws and submission attempts.

2. Standing submissions from the front and back.

3. Push off the cage to create space when you on the bottom up against the cage.

4. Wall walk, wizards.

5. Fighters who are good at leg locks, attempting a high volume of leg lock attempts. Same thing can said about fighters who are known to hop on the back a lot and attack, they should do it in the game.

6. More sweat on the bodies in the later rounds, especially in 5 round fights. Might as well add more visual body damage too. Nothing grinds my gears more then to work the legs an entire fight and come last round, you can't see a visual bruising or swollen of said leg. Same thing can be said about working the body or face. About the only visual damage you see is a line n the face where a cut happened.

For all this talk about body deformation, I thought I would be wowed by bruises, cuts and all sorts of visual body damage. But nope, come next round, they are all healed up.

Add Editable CPU AI Tendency Sliders

Let us control the following:

Aggression

How much they counter

How much they block or parry vs how much they sway

How often they throw leg kicks

How often they throw head kicks

How often they throw knees, elbows, body shots

How often they look to clinch

How often they look for take down and the type of take downs they look for

How often they go for submissions and the type of submissions they favor the most

How often they look for ground n pound

How often they look to pass guard

How they prefer to fight, to keep the fight standing vs taking the fight to the ground

How often they look to throw combos vs how often they look for the 1 hit KO
 
# 122 Aintgottime4datShhhh @ 07/23/14 10:19 PM
Quote:
Originally Posted by DaveDQ
I welcome the changes but I still long for the day when the guy that decides to throw special hit pays for it. I still don't see that. When you use that kind of energy, you should be highly susceptible to a KO.
Exactly. .hopefully on the next patch ..getting tired of guys spamming the special move
 
# 123 aholbert32 @ 07/23/14 10:45 PM
Aggressiveness: I think it should be toned down across the board but here are more specific thoughts.

One of the biggest issues I have with aggressiveness is that I never have to chase the CPU. Take Machida. More than anything his best attribute is elusiveness. When people fight him in real life, they are frustrated with his movement and how difficult it is to hit him.

In EA UFC, that isnt the case. Machida (like every other fighter) comes swinging out of the gate and doesnt use any lateral movement to evade strikes.

I dont know how complicated EA's system is when it comes to aggressiveness but to simplify it I'll split it up into three groups (Guys let me know if you disagree):

Low Aggressiveness: Machida (should be lowest, A. Silva (counter puncher), Phil Davis, Dan Henderson, Carmont, Maia, Edgar (very active but uses a ton of movement), Ben Henderson. Hunt (power shots but not that active), Mousasi, Bigfoot Silva.

High Aggressiveness: W. Silva, Belfort, Shogun, Guida, Dillashaw, Benevidez, Nick Diaz (just because he constantly moves forward and throws punches)

Everybody else falls in the middle. These fighters shouldnt be pushing forward the entire fight but they shouldnt be running either. Their aggressiveness should be determined by who they are fighting and how they are doing during the fight.
 
# 124 joejets19 @ 07/23/14 11:13 PM
I haven't played offline much post patch, but have had a couple great fights go the distance online.
I have run into a few fights where spamming still worked as long as they landed 1 or 2 clean body shots. I got KO'd by Pettis in the first round where he threw 80 strikes, 40 of which landed and he ended up with 80% stamina. It seems to be the exception, not the rule, now but when playing spammers you really need to be in top defensive form because if one or two strikes land clean it does major stamina damage.
I've noticed the only defense a submissive fighter has in full guard now is to stand up because the striking is very powerful.
Finally, I love the stamina drain while blocking strikes, especially while I have the back mount because it eliminates the "turtle and wait for a stand up" defense. Now you can drain their stamina and work a submission.
Overall I think the patch has allowed for a more tactical game plan.
 
# 125 Pappy Knuckles @ 07/24/14 01:53 AM
I played a lot of unranked matches online tonight to get my feet wet with the new settings, and I found the changes to be very enjoyable. The stamina drain is nice, and I like that you can now punish guys who like to power slam with the sprawl to gain a favorable position. I had a couple of suspect losses where I got caught against a spammer, but for the most part I was very successful against most of my opponents. I even randomly ran into OSer Edwing, who gave me a very nice fight.

I played one match against the CPU so far and it went the distance on Pro. There were no knockdowns at all during five rounds and I found that very interesting. Koscheck was still somewhat aggressive, but he didn't press too much when his stamina was low and he went for a good amount of takedowns. It was a solid fight, even though he beat Diaz by decision. By the end of the five rounds, the stamina for both fighters was much lower than it would've been before the patch.



I'm going to give the CPU some more run to see if I can redeem myself. I already liked the game before, but it seems to be headed in a good direction right now. The developers are taking feedback into consideration and implementing some of those suggestions. If we can get different aggression types patched in, I think we'll really be in business then.
 
# 126 Mr. Miyagi @ 07/24/14 02:53 AM
Anyone having freezing issues post patch?


Sent from my iPhone using Tapatalk
 
# 127 COMMISSIONERHBK9 @ 07/24/14 03:31 AM
i hate the patch what the hell. is blocking not working anymore? i go online im blocking my head and people kicking and im not getting any type of defense. what the hell going on. i like it before the patch. am i do something wrong. is blocking disable now?
 
# 128 mbergh22 @ 07/24/14 04:20 AM
Quote:
Originally Posted by COMMISSIONERHBK9
i hate the patch what the hell. is blocking not working anymore? i go online im blocking my head and people kicking and im not getting any type of defense. what the hell going on. i like it before the patch. am i do something wrong. is blocking disable now?
No its called tou needing to change the way you fight. Stop holding down the blocking button. It was made to stop people like you. Blocking works just fine. Learn to use it properly.

Sent from my SGH-T999 using Tapatalk
 
# 129 pdandy @ 07/24/14 04:44 AM
Played my second session with the patch. had complaints in the beginning but I really like the standup now. Reduced my reliance on weak block. Now I mix defense a lot more.

However I don't think the full guard big sweep window is turning out so well in practice. I had no issues blocking that pre-patch and now it is even easier. If I reverse on the ground and get back into his full guard, I stand up. I don't feel good keeping a guy in full guard when it is so easy.
 
# 130 str8stuntin03 @ 07/24/14 09:10 AM
Wish I could play and test out the patch but I havent been able to find an online match for almost 3 weeks now. Another loss for me downloading this game digitally.smh.

Offline patch I like it and you cant go all willy nilly into a full brawl without serious consequences
 
# 131 DBMcGee3 @ 07/24/14 09:58 AM
Wow, this is a pretty stellar patch it appears. Can't wait to give 'er a whirl tonight. I would also love to see the WWF back body drop takedown eliminated from the game entirely, hopefully that comes with a patch down the road.
 
# 132 aholbert32 @ 07/24/14 09:59 AM
Quote:
Originally Posted by COMMISSIONERHBK9
i hate the patch what the hell. is blocking not working anymore? i go online im blocking my head and people kicking and im not getting any type of defense. what the hell going on. i like it before the patch. am i do something wrong. is blocking disable now?
Stop weak blocking and use strong blocks, sways and movement to make people miss punches.
 
# 133 jaredsmith83 @ 07/24/14 10:20 AM
It took me a bit to get used to my stamina not refilling while holding block. That changed my strategy a bit and left me open a few times. It seems to be flowing a bit smoother, although the computer still seems to be favored a bit as far as spam moves to stamina ratio. But, I definitely think its awesome that they've listened to us on some complaints and I don't fully expect them to fix EVERYTHING we harp on either. I'm happy with it.
 
# 134 SwedishTouch76 @ 07/24/14 02:46 PM
When you sprawl a power takedown can you punch to the body but not head? Also do any fighters have a choke from this new sprawl position?
 
# 135 Gotmadskillzson @ 07/24/14 02:56 PM
Quote:
Originally Posted by SwedishTouch76
When you sprawl a power takedown can you punch to the body but not head? Also do any fighters have a choke from this new sprawl position?
Some fighters have the darce choke from that position like they always had before the patch.
 
# 136 aholbert32 @ 07/24/14 02:56 PM
Quote:
Originally Posted by SwedishTouch76
When you sprawl a power takedown can you punch to the body but not head? Also do any fighters have a choke from this new sprawl position?
Japanese necktie, peruvian necktie and anaconda are available from the sprawl.
 
# 137 KyGamerLT @ 07/24/14 02:58 PM
Is there a problem with strong block? When I try to use it I only get parries.
 
# 138 ThinkingOfRobots @ 07/24/14 03:46 PM
Thanks for the detailed posts so far - the more you describe the issues using examples the easier it is for us to assess the problem. I'll try to speak to as many of the individual posts as I can.

Aggression in the system boils down to a single value which then influences how much space the fighter wants between himself and his opponent, as well as whether to choose more defensive or more aggressive actions.

The Aggression value is influenced by a bunch of things including a fighter's (& opponent's) health, stamina, time in the round, rounds remaining, percieved score difference, health events (ie am I or is my opponent rocked), and level of activity (ie am I / is my opponent not doing anything).

Different fighters have different tuning sets that make them more or less interested in the different factors, so going with your 3 groups, and taking the 'level of activity' as an example, Low Aggro would try to create space when their opponent is 'active', and High Aggro would try to close the distance and go toe to toe.
We can create as many of these different tuning sets as we like, but at the same time we don't want to muddy the waters.

Right now I'm looking into toning down the aggro across all the different types, but especially for the 'Low aggro' fighters.

Quote:
Originally Posted by aholbert32
Aggressiveness: I think it should be toned down across the board but here are more specific thoughts.

One of the biggest issues I have with aggressiveness is that I never have to chase the CPU. Take Machida. More than anything his best attribute is elusiveness. When people fight him in real life, they are frustrated with his movement and how difficult it is to hit him.

In EA UFC, that isnt the case. Machida (like every other fighter) comes swinging out of the gate and doesnt use any lateral movement to evade strikes.

I dont know how complicated EA's system is when it comes to aggressiveness but to simplify it I'll split it up into three groups (Guys let me know if you disagree):

Low Aggressiveness: Machida (should be lowest, A. Silva (counter puncher), Phil Davis, Dan Henderson, Carmont, Maia, Edgar (very active but uses a ton of movement), Ben Henderson. Hunt (power shots but not that active), Mousasi, Bigfoot Silva.

High Aggressiveness: W. Silva, Belfort, Shogun, Guida, Dillashaw, Benevidez, Nick Diaz (just because he constantly moves forward and throws punches)

Everybody else falls in the middle. These fighters shouldnt be pushing forward the entire fight but they shouldnt be running either. Their aggressiveness should be determined by who they are fighting and how they are doing during the fight.
 
# 139 jeremym480 @ 07/24/14 04:00 PM
ThinkingOfRobots, I think that it would also be helpful if you could tune the amount of special moves a fighter does.

Last night I was fighting against Barao and he threw three cartwheel kicks in the first two minutes of the fight. If those were jabs or legs kick I could stomach the inflated strikes per round/fight a little better, but since they special moves that exposes their over aggressiveness even more.
 
# 140 COMMISSIONERHBK9 @ 07/24/14 04:08 PM
Quote:
Originally Posted by mbergh22
No its called tou needing to change the way you fight. Stop holding down the blocking button. It was made to stop people like you. Blocking works just fine. Learn to use it properly.

Sent from my SGH-T999 using Tapatalk
first of all u dont know how i play so shut up. secondly adholb and matt im not holding block anymore im blocking when the incoming strike is coming towards me and hes not blocking that what i dont like.
 


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