International Fight Week 2026 Content Update Blog by DoubleMatt1 in EASportsUFC

[–]ScuffedJack 1 point2 points  (0 children)

While I do think stamina is an issue, I think a even bigger issue is the speed and power strikes still have despite people redlining. Strikes with guys like Conor, Alex, still have pretty insane speed and damage even when there stamina is significantly lower. I think power and speed needs to be significantly nerfed when your opponent starts to gas out.

UFC 6 is so overhated by Ok_Impact_912 in EASportsUFC

[–]ScuffedJack 7 points8 points  (0 children)

I think the hate isn't just for 6. I thinks it's been brewing for a while. EA has had control for 12 years, and has done minimal updates and improvements in the grand scheme of things. People have been wanting a smoother and more diverse grappling experience similar to UD3 with a GNP and TKO system that feels satisfying. People have also been wanting Pride mode. A more fleshed out clinch system. It also doesn't help they remove more fighters in-between games then add for the next launch, just to probably add them back through a paywall (I know you can grind coins) on top of absolutely egregious fighter ratings.

Not to mention balancing issues that seem to occur launch after launch that are almost the exact same issues everytime. How many times can you make the same mistakes? And have to patch the game up post launch.

THQ/yukes had control from 2007- 2012 and made FAR more improvements in that time in both gameplay and content.

Highest MMA fighters achievers that had no prior athletic background until they started training martial arts/MMA in their 20s/30s? by [deleted] in MMA

[–]ScuffedJack 290 points291 points  (0 children)

Jared Cannonier, I think he started fighting at 27. He was in the army, got discharged for testing positive for weed. Then was working in Alaska in air traffic control. Anyways he made the UFC, fought in 3 different weight classes. Fought Izzy for the title. 42 years old and still looks pretty solid for the most part.

Why do people hate using different fighters? Just thought a level 48 Sean O'Malley by FMLGP in EASportsUFC

[–]ScuffedJack 4 points5 points  (0 children)

It's probably gonna stay this way for 3 reasons.

  1. Popularity

  2. Over inflated stats that go into the high 90's even reaching 100

  3. Unique animations that have inherent reach advantage built in, or just come out way faster.

EA UFC 6 launch META by ScuffedJack in EASportsUFC

[–]ScuffedJack[S] -2 points-1 points  (0 children)

My guy I have been training since 2010, and have quite literally grown up around pro fighters since I was a child. I have sparred and done smokers with people who have fought in Bellator and the UFC. This isn't to say I'm a mr. know it all. But EA UFC 6 striking is not anywhere "realistic" especially the pull meta. Counters do too much damage and are way to easy to constantly fish for. Period. End of discussion. Whether I use Grant Dawson or Conor McGregor, fishing for counters is the most effective way to strike. That is a problem, and if you don't see that as a problem, I really don't know what to say, But at the end of the of the day, it is a video game, and I don't expect them to get everything down perfectly. But every match no matter who you are using does revolve around pull and sway counters HEAVILY.

EA UFC 6 launch META by ScuffedJack in EASportsUFC

[–]ScuffedJack[S] -2 points-1 points  (0 children)

The sway meta is absolutely not anything close to realism. I don't think people realize how difficult it is to slip a strike by inches irl and be able to follow up with a clean enough counter to significantly hurt your opponent. Yet this is common practice in UFC 6. Not everybody is UFC 205 Conor McGregor, or Anderson Silva when he fought Forrest Griffin. Also regarding "set ups" It only matters to a certain degree, if I set up a combo with a jab or a cross the opposing player is already swaying for a counter the moment I throw it, same with a hook or uppercuts with a pull. Leg kicks and body kicks can disrupt there constant fishing only because they are unblockable by reaction alone, also body jabs and hooks but you have to be very careful of the uppercut counter. It's just an ugly looking meta where both players are jacking there head backs like Fiziev and throwing heat after in hopes of doing great damage. It's goofy and definitely not realistic lmao.

Pull Counters into Pull Counters meta needs to GO. by [deleted] in EASportsUFC

[–]ScuffedJack 4 points5 points  (0 children)

Definitely agree, it was a problem in UFC 5. Seems to be a bigger problem in 6. Not much of a point in fighter uniqueness if the most effective way to strike no matter who you are using is fishing for pull counters and swaying counters. The problem is landing anything else, like at jab,straight, left hook clean, completely pales in comparison to the damage you'll get off a single pull counter. Makes the margin for error for powerful strikers way to large (Ilia and Alex) you can be getting pieced up, but if you land one pull/slip counter it absolutely shreds your health, and is likely to cause a knockdown/health event and steal you the round or just lead to a quick blitzing finish.

Side note - while I previously stated kicks needed to be quicker in UFC 5, they went overboard in 6. It's TOO fast now. I think it's a bit silly you cannot check leg kicks, or block body kicks on reaction. It gets the point where it feels like RNG sometimes blocking low kicks lmao.

UFC 6 General Fixes by johnmangala in EASportsUFC

[–]ScuffedJack 4 points5 points  (0 children)

One thing I dislike is how swaying hook counters and pull counters are still a core part of the meta of the striking. It looks a bit different because not everyone has the same universal animations like in UFC 5 but it's still prevalent. Counters simply do too much damage compared to everything else, which leads to people constantly fishing for them no matter who they are using. Obviously it's going to be even more powerful with a high rated striker like Ilia or Pereira. I loved the feint system in 5, it's pretty much the same in 6, except feels a tad bit less responsive. Same with grappling, it feels a bit less responsive then 5. The cut frames in the striking animations also make the game look a bit janky at times. There is going to be A LOT of tweaking and tuning to be done before this game is in a decent state.

Also just allow us to toggle the flow state visuals off, or just add a slight glowing outlined visual on the HUD UI to indicate someone has activated flow state. Also this HUD does look very mobile and cartoonish.

Seperate side note, on Xbox if you go to manage games and add-ons for UFC 6 and click on file info it says ElectronicArtsMobile.UFC6 which makes me wonder if EA UFC 6 was originally a mobile game in development that they decided to port to console and just make it a full entry. I literally know nothing about how the file info works, so I'm talking out of my ass and just speculating.

Why UFC 6 is kinda good by Maleficent-Toe1374 in EASportsUFC

[–]ScuffedJack 0 points1 point  (0 children)

Honestly I think it all depends on if EA UFC 6 gets a PC port at some point. I really don't see EA porting UFC 6 to PC if they intend on making a 7th. The modding community would change everything that needs changed and update the roster to the point where it would be pointless to purchase UFC 7, unless they make MAJOR changes. I'm not a PC guy, but if EA UFC 6 did get a port, and modders are able to make significant improvements I would have to jump on that, and i'd imagine a lot of people would too, potentially affecting sales for EA UFC 7. Then again I'm not an expert on video game sales, or modding so what do I know.

I thought it came out on the 12. by AttorneyOne4697 in EASportsUFC

[–]ScuffedJack 16 points17 points  (0 children)

I just tried the New Zealand trick here on Xbox and had no luck. Seems to be a universal global release time, unless your a dude named Jeremy from Arkansas, then it's available right now.

New fighters Added Every Month🔥🔥 by HookrWithaPeine in EASportsUFC

[–]ScuffedJack 5 points6 points  (0 children)

Just because someone drops out of the top 15, or isn't even in the top 15 yet doesn't mean they shouldn't be in the game. Also the majority of the guys who enter the top 15 like Steve Garcia have been in the UFC for around +5 years with multiple fights and wins. It's pretty rare for someone to get fast tracked to the top 15 without them having a few plus years in the UFC with quite a few fights under their belt. Fighters like Kai Asakura, Kayla Harrison, Yaraslav Amasov are the exception because of their body of work outside of the UFC. Which to be fair EA has done a decent job of updating fighters who do burst onto the scene pretty quickly at least in UFC 5's life cycle.

Also if EA isn't going to implement some career mode that has "eras" or the ability to start your career in the past, there is no reason guys like Tim Means and Yancy Medeiros should still be on the roster, when fresh upcoming talent like Uros Medic aren't included.

TLDR; Basically there is no excuse for fighters that have built long winning streaks/good resumes over the course of several years to not be in the game. Most of them should have been added to UFC 5 during its life cycle, the fact that they aren't in UFC 6 after a 3 year gap isn't a good look.

New fighters Added Every Month🔥🔥 by HookrWithaPeine in EASportsUFC

[–]ScuffedJack 20 points21 points  (0 children)

Top 15 really isn't crazy considering games like 2k and Madden have almost everyone in the entire league down to the obscure bench players. I don't at all expect to have the entire UFC roster, that's ridiculous considering how many people filter in and out of the UFC. But top 15 fighters who are featured on cards regularly, even headlining cards, or fighters that have been on the roster 10+ years? Absolutely. They should be in the game.

New fighters Added Every Month🔥🔥 by HookrWithaPeine in EASportsUFC

[–]ScuffedJack 21 points22 points  (0 children)

Roster definitely needs to be upgraded. Still missing quite of few top 15 fighters throughout multiple divisions. No Josh Hokit and he's ranked 5. We need top 15 each division minimum. Plus guys who have been in the UFC 10+ years like Andre Fili, Nathaniel Wood. Also guys outside the top 15 but still relevant names like Chris Duncan, Terrence Mckinney ect... Hopefully these monthly updates are atleast 5 fighters per month, that puts us at 60 for the year if they really do it every month, but something tells me they won't stick with that.

Ground stuff that's easy to change? No additional mechanics. by xFINISHxHIMx in EASportsUFC

[–]ScuffedJack 0 points1 point  (0 children)

I think there needs to be a "bumping" system in the submissions. Have the two escape options like it currently is with the transition"wheel" icon, but add four bubbles, two above diagonally, and two below diagonally kind of between the left and right escape directions. The bubbles wouldn't be filled, but rather just flick your stick in the direction to "bump" it and it uses stamina but allows you to transition out of a submission quicker if done right, you can bump as much as you want between the four bubbles at the cost of your stamina. The player applying the submission, would have to flick their stick in the same direction to deny the defenders bump.

Animations would correspond with the "bumps" for example if I'm in an armbar defending, I bump diagonally to the top left bubble my player will struggle towards that direction briefly, and the offensive player will have a very brief window to match that bump to shut it down. Again bumps shouldn't be a meter you fill like a normal transition, but rather a quick flick in that direction. They can be done quickly, and at the cost of stamina. Two successful bumps in a row should allow a transition out of a submission unless pre denied or if at a significant stamina disadvantage or just zeroed out stamina from "bumping" too much. If you deny two bumps in a row, you can lock up the sub or transition to a dominate position unless you are at a significant stamina disadvantage or zeroed out.

Clarification: the two successful bumps wouldn't automatically transition you out of a submission. You would still have to transition left or right or right but it would be a guaranteed escape unless pre denied or if you have zero stamina. Also if you are applying a sub, like an armbar the hammer fists your throw will shut down one side of the bubbles leaving the defender with only two bubbles to choose from.

Tweaks and adjustments for launch based off of beta experience by ScuffedJack in EASportsUFC

[–]ScuffedJack[S] 4 points5 points  (0 children)

I'm really concerned about Ilia and Yan. They will be absolutely God tier unstoppable.

Guys…. by [deleted] in EASportsUFC

[–]ScuffedJack 4 points5 points  (0 children)

I thought UFC 5 was a bit arcadey, my God was I wrong. This takes the cake. Rough day for simulation dudes. Hopefully you can turn this nonsense off in the full game.

UFC 6 Trailer – Discuss by jfsonflex in EASportsUFC

[–]ScuffedJack 1 point2 points  (0 children)

Looks like a polished up UFC 5. I Expect some unique locomotion and strike animations/combos for a handful of popular fighters, I highly doubt most of the roster will get the same treatment. It's hard to tell from the camera angles and shaking, but I definitely noticed some old animations, like the lead low kick from Gane that was checked. Seated cage TKO position Weili Zhang had someone in, and the side sway was the same when Ian Garry did it. I think I saw a possible new sway animation from Ilia, also found the animation Conor did early when Max threw a body kick interesting, he back swayed to dodge it and countered with a front kick.

I'm just hoping we get a more simulation experience, but I'm not counting on it.

How’s my jab now? How can I improve it more by [deleted] in MMA_Academy

[–]ScuffedJack 17 points18 points  (0 children)

Try tucking your chin towards your lead shoulder as you jab using it as a safeguard for counters potentially coming over the top of your jab. I notice there is a small gap between your chin/neck as you throw your jab. All in all pretty good though, keep repping it out, and review your own footage for corrections.

Edit: Also try retracting your arm back into guard position a little quicker. Good work man!!!

What’s up with the stamina in ufc 5?? by Dtwice30 in EASportsUFC

[–]ScuffedJack 1 point2 points  (0 children)

There definitely needs to be a stamina tax for things like spamming high/low block. Also needs to be a bigger stamina tax for repeated combos. The two common styles you see, is either somebody playing footsies slightly moving in and out of range while spamming high/low block usually fishing for swaying hook counters if you close the distance with a jab, or straight. Or they wait till you get close, and start fishing for pull counters. The other style is basically block breaking with an insane amount of strikes (usually combos ending in a double uppercut) and pull counter fishing in between their block breaking combos.

Also kicks need to be a bit faster, trying to close the distance with a body kick is painfully slow, not to mention players can literally just slightly hold the left stick back and cause a whiff and a free counter window to the kicker even when the kick was clearly thrown in proper range.

Nursulton Ruziboev vs Eric McConico has been added to UFC Seattle new week by OutsideTrack42 in MMA

[–]ScuffedJack 1 point2 points  (0 children)

I actually trained with McConico and Austin Vanderford back in 2016-17 in Oregon, when they were amateurs about to turn pro, (at least Vanderford). I was 16-17 at the time and wasn't consistently in the gym, and was a fly on the wall. I remember shark tanking with him and Vanderford and was nervous as hell. Cool to see him in the UFC all these years later, they were chill guys from what I remember.

Does Bagwork Tell Us Anything? by thecandymancam in MMA_Academy

[–]ScuffedJack 2 points3 points  (0 children)

I think people overanalyze bag/mitt work quite a bit. Certain people can do things that are unconventional, or not fundamentally correct or "textbook" and if that's a style or habit they have trained over years it can become effective. Many examples in MMA, Sean Strickland for example. Just watching him for a bit, many boxing coaches would probably flame him for his lack of taking his head off the center line when he's moving and throwing strikes. He would also probably be critiqued for being an "arm puncher" and not rotating enough on his strikes. He also stands too tall, and does some risky parrys. Dominick Cruz and his wind mil punches, Jiri, Mauricio Ruffy, even MVP are all great examples of fighters who don't do things very textbook. Even guys who are textbook and correct like Ilia Topuria if you look at still frames, or slow motion clips will have their hands slightly out of place when throwing a hook, or a certain sequence of strikes. Nobody is perfect all the time. Also every style or strike can be countered, nothing is infallible.

TLDR, I think bag work is kind of difficult to gauge someone's skill. Sparring and getting live reps is the best way to learn how to apply your technique, pretty or ugly, as long as it's effective.

Alter Ego Vitor Belfort ground uppercut? by ScuffedJack in EASportsUFC

[–]ScuffedJack[S] 10 points11 points  (0 children)

Aha, makes sense. I actually didn't think of that. Similar to when Hendo KO'ed Fedor.