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EA Sports UFC 2 News Post


EA SPORTS UFC 2 innovates with stunning character likeness and animation, adds an all new Knockout Physics System and authentic gameplay features, and invites all fighters to step back into The Octagon® to experience the thrill of finishing the fight.

The game delivers an experience for every fight fan, including five brand new game modes, a revamped Career Mode which introduces the option to create female fighters for the first time in a UFC® game, and a new Title Chase system for Online Championships. No matter what kind of fighter you are, there’s a mode to match your style of play...finish the fight with devastating knockouts in the all-new KO Mode, create and customize a team of champions in UFC Ultimate Team, or craft your dream fight card in the Custom Event Creator. EA SPORTS UFC 2 has a mode for every fight fan.

All along the way, EA SPORTS UFC 2 is in your corner with all the tips and Tools to Master MMA. You’ll be fighting like a pro by hitting the gym in Practice Mode or following the visual cues in Grapple Assist, an in-game display to guide you through takedowns, submissions, and much more.

From the walkout to the knockout, EA SPORTS UFC 2 delivers a deep, authentic, and exciting experience.

Key Features & Modes

KNOCKOUT GAMEPLAY
  • Knockout Physics System - A revolutionary new physics-driven hit reaction and knockout system delivers more visceral, more rewarding, and more authentic KOs than ever before. Every knockout is now unique, and finishing the fight has never been more satisfying.
  • Next-Level Submissions - Surprise your opponent with a flying armbar from the clinch, or with a quick transition from a knee bar to a heel hook. The addition of standing submissions and submission chaining (sequences) takes EA SPORTS UFC 2’s grappling game to the next level.
  • Dynamic Grappling - For the first time in any MMA game, experience the freedom of independent fighter control in every grappling situation. Simultaneous two-fighter interaction brings the ground game to life with greater responsiveness and variety.
  • Ultimate Defense - You can’t hurt what you can’t hit. Greater control over your fighter’s head movement lets you slip and dodge incoming strikes with amazing fluidity. Add an improved blocking and parrying system to the mix and you have new tools to fend off your opponent’s most devastating attacks.
UNMATCHED CHARACTER VISUALS & FIGHTER ROSTER
  • Ultimate Fighter Likeness & Animations - Out to defend its title as the undisputed champion of sports-gaming visuals, EA SPORTS UFC 2 ups the ante again.
    • A new facial modeling rig, the introduction of hair physics, and improved strike deformation work to make every impact more realistic than ever.
    • Thousands of fighting and signature animations bring personality and a new level of athleticism to MMA’s stars. You’ll recognize Conor McGregor’s high hook kick, Ronda Rousey’s patented pre-fight bow and stomp, and many other moves bringing personality to fighters.
  • Biggest Ever Roster – EA SPORTS UFC 2 offers the deepest ever roster of any fighting simulation. Featuring a mix of MMA’s biggest stars and brightest up-and-comers, step into the Octagon as current and former UFC athletes, MMA legends, and maybe even a couple surprises.
A MODE FOR EVERY FIGHT FAN
  • Career Mode Depth & Authenticity - Whether your goal is to be the best pound-for-pound fighter on the planet, or the first female fighter inducted into the UFC Hall of Fame, you control your career.
    • Training Camp: An all-new training camp system makes preparing for each fight a balancing act between developing your fighter’s abilities and risking an injury that could make your next bout even more challenging.
    • Female Fighters: For the first time ever in a UFC game, create a female fighter in Career Mode and guide them to UFC greatness.
    • Career Defining Moments: Start in The Ultimate Fighter®, then move on to fight authentic contenders as you progress in your pursuit to be a UFC Champion. Encounter career-defining moments that will deliver heightened atmosphere and put more at stake inside the Octagon.
  • UFC Ultimate Team – The first-ever “Ultimate Team” experience in a 1v1 fighting game.
    • Create your team of up to five fighters in different weight classes using UFC 2’s deep customization options.
    • Compete in online or offline competitions to progress your fighters and earn coins.
    • Collect coins to buy packs which deliver special items used to boost fighter performance.
    • Customize your fighters with items from packs which improve or change moves, attributes and perks – all of which work together to sculpt your team members into the most explosive in the UFC.
  • KO Mode – With no grappling to worry about, unleash the punches, kicks, knees and elbows in this fast, fun, and furious mode; perfect for any fan looking to let the fists fly against their friends. The rules are simple...the fight doesn’t stop until someone gets starched!
  • Custom Event Creator – UFC events deliver excitement at every turn and picking the fight card is at the heart of creating one of the biggest sporting spectacles in the world. Step into the shoes of a matchmaker and build the fight card of your dreams by choosing from hundreds of mixed martial artists. Select iconic venues, authentic referees, and custom fight settings, then play the event from start to finish and make sure the results live up to the hype.
  • Online Championships - Step into the online Octagon for an all new Title Chase. Compete with your favorite fighters and test your skills against other warriors from around the world. Go on a win streak to earn a title shot in your division and defend the belt as long as you can. With an updated division progression system, as well as an all-new Title Chase and featured fighter system, you’ll have more reason than ever to build your online legacy.
  • Live Events – Predict. Play. Win. Pick which fighters will win real matchups in upcoming UFC events and then bring those predictions to life inside the virtual Octagon. Win in-game rewards and propel yourself up the leaderboards of the most immersive fantasy prediction game you’ve ever played.
  • Create A Fighter – Taking character customization to the next-level, EA SPORTS UFC 2’s Fighter Creation tool goes deeper than ever with robust facial sculpting, tattoo customizations and for the first time, the ability to create female fighters. Players can also sculpt their own GameFace uploads to perfection...before they get touched up in the Octagon.
TOOLS TO MASTER MMA
  • Grapple Assist – Mastering the art of grappling can be an intimidating pursuit, but thanks to the all-new grappling assistance display, it’s easier than ever. Visual aids help players with ground game transitions, submissions, takedowns and much more, all in real-time, so that anyone can finish the fight like a pro.
  • Practice Mode – Even the top mixed martial artists can’t win on natural ability alone. It takes dedication and a willingness to perfect their craft. Jump into Practice Mode and experience a no-consequences environment designed to let you master the basics of striking, grappling and clinch-work at your own pace before putting your skills to the test in real competition.
  • Skill Challenges – EA SPORTS UFC 2 offers 12 new mini-games to help players learn and perfect stand-up, clinch, and ground disciplines.

Game: EA Sports UFC 2Reader Score: 6/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 17 - View All
EA Sports UFC 2 Videos
Member Comments
# 21 SwedishTouch76 @ 11/13/15 01:22 PM
The last statement regarding rosters worries me. If idiots like Chuck Norris or Jean Claude Van Damme are in the game that cheapens it for me.... Hopefully not
 
# 22 jeremym480 @ 11/13/15 01:34 PM
There's some good stuff there. I'm definitely glad that we can use other people formulas for CAF. I'm sure that will breath some life back into the CAF community after the last game all but killed it. I'm disappointed that there isn't a Universe Mode, however Event Mode certainly sounds like a step in the right direction. I guess it's time to start updating the ole handy dandy UFC Universe spreadsheet.

All and all everything sounds fairly promising and I really want to play this game for myself. I'm still going to need to know a few things before getting too excited. They are:
- the roster/size
- caf slots
- if we can edit ratings
- if there are sliders
- if we have fights between weight classes. Nothing crazy just up/down one weight class would be fine

I'm sure most of those can't be answered now, but those are the kind of things that will sway my purchasing decision.
 
# 23 Slyone14 @ 11/13/15 02:08 PM
Hey aholbert32, thanks for everything so far. Your help so far has been wonderful. Two questions for you if you don't mind.


1. In regards to Event mode, can we choose to either play the event mode or Watch the fights? Also, in Career mode, can we watch the UFC cards there?


2. Also, in Career mode, are there some features that although you cant say, that will really surprise us in this time? Hopefully there is some reply value this time.


Thanks again bro
 
# 24 mgoblue @ 11/13/15 02:31 PM
Aaron...can you go into the discussion about Online vs Offline realism vs. equality?

I saw your posts in another thread and this is right up my alley. When I play these games I only do single player, so you want Rousey vs. Someone to be realistic (ie. Ronda's not easy to beat), whereas the online guys want it to be more even with skills....
 
# 25 aholbert32 @ 11/13/15 02:49 PM
Quote:
Originally Posted by pdandy
aholbert32, I noticed that the AI wasn't mentioned much (if at all) in this article. I'm mostly interested in fighter realism offline. Did you have any observations about the AI during your time at EA or did you strictly play against your fellow gamechangers?
Ok, so this is where I get a little vague but I hope I still get my point across.

In the build I played, the new AI wasnt installed yet except for 1 fighter. The AI I was playing most of the time was the AI from EA UFC 1. Now with that 1 fighter, it was good. That fighter performed exactly as he/she would in real life, went for moves that the real fighter does and finished me realistically.

I've talked to the devs about what they plan to do AI wise in UFC 2 and I really liked what I heard. With that said, I need to see it. I'm playing the game again in December and there will be a few more fighters with their AI installed.

I played 60/40 against the AI. I really only played other players when we were trying out KO mode and online modes.
 
# 26 Gotmadskillzson @ 11/13/15 02:50 PM
Yeah I want to know if AI controlled fighters fight like their real life counter part ? That lessened the fun of the last game because for the most part, every fighter no matter their back ground just wanted to stand and bang. If I play against a submission guy I would like to see them to try to take it to the ground and go for an above average amount of submission attempts. If I play a wrestler I want to see him take the fight to the ground and do ground & pound. On the flip side, if I fight against a striker and I take him down, I want to see him try to get back up as fast as possible.

Speaking of take downs, are there more and different type of take downs specific to the fighter's back ground ? This was another area of the last game that was very weak. Everybody had the same kind of take downs. I would like to see wrestlers with single legs, double legs, driving take downs, scope slams. Then with judo fighters, I would like to see judo throws and judo trips. BJJ fighters I would like to see various forms of trips. And I would like to see the take downs specific to the fighter's discipline.

Also I hope they made butter fly guard and rubber guard more useful.
 
# 27 aholbert32 @ 11/13/15 02:50 PM
Quote:
Originally Posted by SwedishTouch76
The last statement regarding rosters worries me. If idiots like Chuck Norris or Jean Claude Van Damme are in the game that cheapens it for me.... Hopefully not
It shouldnt. I cant confirm who is in the game or who isnt but lets say Bruce Lee is in the game. Lee isnt going to take the spot of some important or even mid level UFC fighter.
 
# 28 fballturkey @ 11/13/15 02:54 PM
Is Women's Strawweight in the game? I want to get my Joanna Champion on.
 
# 29 aholbert32 @ 11/13/15 03:09 PM
Quote:
Originally Posted by jeremym480
There's some good stuff there. I'm definitely glad that we can use other people formulas for CAF. I'm sure that will breath some life back into the CAF community after the last game all but killed it. I'm disappointed that there isn't a Universe Mode, however Event Mode certainly sounds like a step in the right direction. I guess it's time to start updating the ole handy dandy UFC Universe spreadsheet.

All and all everything sounds fairly promising and I really want to play this game for myself. I'm still going to need to know a few things before getting too excited. They are:
- the roster/size
- caf slots
- if we can edit ratings
- if there are sliders
- if we have fights between weight classes. Nothing crazy just up/down one weight class would be fine

I'm sure most of those can't be answered now, but those are the kind of things that will sway my purchasing decision.
Regarding Universe Mode, I'll tell you a story. One of the first things we did at the event was something called Dev 101. The devs asked us to each come up with a mode that we would like to see in the game. I along with one of the other GCers was assigned the hardcore mode. I pitched Universe Mode along with a feature that my partner came up with.

So I pitched a number of devs on the mode and they had questions. Then they asked me to predict the number of people it would take to create this mode. The number I said was WAY OFF. I didnt realize how much work and manpower goes into creating a new mode from UI to Art to Audio to AI to Online (if possible). So my expectation or hope that this team on its second version of the game would give us Universe mode was a bit off.

Now, that doesnt mean I dont want Universe mode and dont think its a great idea. Keep in mind though that THQ was in its 11th year of making WWE games before they implemented Universe mode.

Regarding your questions, I can answer two of those right now. Regarding the roster, its big. I have a copy of the current roster right now (It could change because the team is still working on it) because I was helping them with a side project.

Being the fight nerd that I am, I started inputting the new fighters in my chart and started to look for fighters that were missing and would need to be created by CAF.....I struggled to find significant fighters that werent in the game.

Right now I dont think there are fights between weight classes in play now but there are in event mode. The one issue is I cant remember how they are organized. Its somewhat similar to how UFC 1's online is structured (FW/BW/FEW, LW/WW, MW/LHW and HW) but I feel like Event mode was more open than that. I could be wrong and I'll need to check that once I go back in December.
 
# 30 aholbert32 @ 11/13/15 03:11 PM
Quote:
Originally Posted by fballturkey
Is Women's Strawweight in the game? I want to get my Joanna Champion on.
The strawweight division is in the game.
 
# 31 aholbert32 @ 11/13/15 03:12 PM
Quote:
Originally Posted by Slyone14
Hey aholbert32, thanks for everything so far. Your help so far has been wonderful. Two questions for you if you don't mind.


1. In regards to Event mode, can we choose to either play the event mode or Watch the fights? Also, in Career mode, can we watch the UFC cards there?


2. Also, in Career mode, are there some features that although you cant say, that will really surprise us in this time? Hopefully there is some reply value this time.


Thanks again bro
I believe you can in Event mode. I'm not sure with Career mode, I'd have to check that.

Cant really talk about Career mode until they go more in depth and announce some of the features.
 
# 32 aholbert32 @ 11/13/15 03:33 PM
Quote:
Originally Posted by mgoblue
Aaron...can you go into the discussion about Online vs Offline realism vs. equality?

I saw your posts in another thread and this is right up my alley. When I play these games I only do single player, so you want Rousey vs. Someone to be realistic (ie. Ronda's not easy to beat), whereas the online guys want it to be more even with skills....
This is the ongoing friendly battle I have with some of the other gamechangers. I think 85% of the time we all agree on changes suggested by one of the GCers. The other 15% is when we get into the balance vs. realism debate. Its just a different mindset.

My goal when I'm playing the game is to simulate a UFC event the best that I can. I fight realistically and suited toward the fighter's style I'm using. I'll use things like house rules to avoid exploiting issues with the AI. I want the AI to fight as realistically as possible. I dont really care if I win or lose as long as I'm having fun and the reason I won or lost is realistic.

Online the goal is to win. Now there are many guys there who avoid exploits and fight realistically and others who use exploits but the goal alone is to win. So if the goal is to win, you want to be put in a situation where your skills are more important than the fighter that you are using.

One example, is I want a much greater range in ratings. I think there should be a big difference between an Anderson Silva and a Francis Carmont. In UFC 1, Silva is a 94 and Carmont is an 85. Now, I would like the difference to be much bigger because Carmont shouldnt be in the same stratosphere as Silva. I would love to see a bunch of fighters in the 70s, 80s and 90s.

The online guys would hate that because it would make the lower rated guys unusable and would pretty much limit the roster for them. Why? Because no one online is going to use a guy in the 70s or 80s. Everyone is picking the best guys because they want to be put in the best situation to win.

Thats the difference in a nutshell. With that said, while we've had disagreements Its been great hearing a different perspective.
 
# 33 aholbert32 @ 11/13/15 03:34 PM
Quote:
Originally Posted by Gotmadskillzson
Yeah I want to know if AI controlled fighters fight like their real life counter part ? That lessened the fun of the last game because for the most part, every fighter no matter their back ground just wanted to stand and bang. If I play against a submission guy I would like to see them to try to take it to the ground and go for an above average amount of submission attempts. If I play a wrestler I want to see him take the fight to the ground and do ground & pound. On the flip side, if I fight against a striker and I take him down, I want to see him try to get back up as fast as possible.

Speaking of take downs, are there more and different type of take downs specific to the fighter's back ground ? This was another area of the last game that was very weak. Everybody had the same kind of take downs. I would like to see wrestlers with single legs, double legs, driving take downs, scope slams. Then with judo fighters, I would like to see judo throws and judo trips. BJJ fighters I would like to see various forms of trips. And I would like to see the take downs specific to the fighter's discipline.

Also I hope they made butter fly guard and rubber guard more useful.
See my AI post earlier for an answer to your AI question.

There are more takedown animations and a few changes that are currently being discussed.
 
# 34 jeremym480 @ 11/13/15 03:37 PM
Quote:
Originally Posted by aholbert32
Regarding Universe Mode, I'll tell you a story. One of the first things we did at the event was something called Dev 101. The devs asked us to each come up with a mode that we would like to see in the game. I along with one of the other GCers was assigned the hardcore mode. I pitched Universe Mode along with a feature that my partner came up with.

So I pitched a number of devs on the mode and they had questions. Then they asked me to predict the number of people it would take to create this mode. The number I said was WAY OFF. I didnt realize how much work and manpower goes into creating a new mode from UI to Art to Audio to AI to Online (if possible). So my expectation or hope that this team on its second version of the game would give us Universe mode was a bit off.

Now, that doesnt mean I dont want Universe mode and dont think its a great idea. Keep in mind though that THQ was in its 11th year of making WWE games before they implemented Universe mode.

Regarding your questions, I can answer two of those right now. Regarding the roster, its big. I have a copy of the current roster right now (It could change because the team is still working on it) because I was helping them with a side project.

Being the fight nerd that I am, I started inputting the new fighters in my chart and started to look for fighters that were missing and would need to be created by CAF.....I struggled to find significant fighters that werent in the game.

Right now I dont think there are fights between weight classes in play now but there are in event mode. The one issue is I cant remember how they are organized. Its somewhat similar to how UFC 1's online is structured (FW/BW/FEW, LW/WW, MW/LHW and HW) but I feel like Event mode was more open than that. I could be wrong and I'll need to check that once I go back in December.
I certainly don't think that creating a Universe Mode would be an easy undertaking, but to me it's the next logical step in make a deep/innovative UFC game. I mean, at one point in the 90's Madden didn't have a franchise mode and I'm sure adding that required a lot of manhours and resources. However, they did it and it became on of the most popular modes in any sports game to date. Plus, once they start that would give them a foundation to build on going forward and I could see it being big if they came up with a good way to implement it for online use.

That's great news about the roster size. I don't use Legends or any Bruce Lee type fighters so that are wasted on me. I also know that a lot of online guys don't care very much to use fighters like Nik Lentz or Kelvin Gastelum or most of the guys not rated in the Top 10, but us offline guys want them badly.... and I know you know that. Hearing that you were having a tough time finding significant fighters that weren't in the game has me feeling really optimistic.
 
# 35 aholbert32 @ 11/13/15 03:42 PM
Quote:
Originally Posted by jeremym480
I certainly don't think that creating a Universe Mode would be an easy undertaking, but to me it's the next logical step in make a deep/innovative UFC game. I mean, at one point in the 90's Madden didn't have a franchise mode and I'm sure adding that required a lot of manhours and resources. However, they did it and it became on of the most popular modes in any sports game to date. Plus, once they start that would give them a foundation to build on going forward and I could see it being big if they came up with a good way to implement it for online use.

That's great news about the roster size. I don't use Legends or any Bruce Lee type fighters so that are wasted on me. I also know that a lot of online guys don't care very much to use fighters like Nik Lentz or Kelvin Gastelum or most of the guys not rated in the Top 10, but us offline guys want them badly.... and I know you know that. Hearing that you were having a tough time finding significant fighters that weren't in the game has me feeling really optimistic.
I completely agree. They gave us Event Mode this time and I kind of see this as a first step toward a Universe Mode. I just recognize that this is only the second version of the game so my expectations were a bit too high.

You should be optimistic Jeremy. Unless something really changes, the roster is going to be great.
 
# 36 SwedishTouch76 @ 11/13/15 03:48 PM
I'm the same way Jeremy. I don't play online a tonne and when I do I like using lesser known or rated fighters. That being said I think Tony Ferguson will be my go to guy. Hope they really nail fighters individual movement styles as he is very unique and elusive. If a guy like Elias Theodoru is in the game I'd assume the roster is deep. I at least hope missing top 10 guys are in
 
# 37 SwedishTouch76 @ 11/13/15 03:55 PM
@aholbert32. How did the striking feel? Bit more weight to heavy strikes? Guys could eat 4-5 head kicks like candy in UFC 1. Do some of these techniques feel a bit heavier or damaging if you know what I mean?
 
# 38 pdandy @ 11/13/15 04:05 PM
Thanks aholbert32.
Even though it is 1 specific AI sample, your observations give offline players a lot of hope. One thing that THQ UFC Undisputed 3 had over EA UFC 1 was the AI behavior was more in-line with their real life counterparts.

GSP was going to hit you with a few combos and then put you on your back for most of the match. GSP, Jon Fitch, and Jake Shields AI could pretty much keep me on the mat for 90% of the match if you screw up and I loved that. Maia and Nog went for countless submissions. And I'm always worried when I land in Nate Diaz's guard. Anderson went for many MT clinch grabs and so on.

I also hope EA improves the ground game AI. I think the standup is solid after they toned down the AI's Matrix level of parrying. However when I'm losing the standup and decide to take it the ground, the AI is just too predictable... Not fun at all.
 
# 39 BDKiiing @ 11/13/15 04:23 PM
Quote:
Originally Posted by aholbert32
The strawweight division is in the game.
And that answers the only question I had.
 
# 40 GameplayDevUFC @ 11/13/15 05:53 PM
Quote:
Originally Posted by aholbert32
In the build I played, the new AI wasnt installed yet except for 1 fighter. The AI I was playing most of the time was the AI from EA UFC 1.
The AI is always the last thing to get finished, because it depends on every other system in the gameplay engine being final before you can really start tuning it.
 


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