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Full PATCH and Live tuners LIST for EA UFC 3
This is a discussion on Full PATCH and Live tuners LIST for EA UFC 3 within the EA Sports UFC forums.
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08-21-2018, 02:00 PM | #1 |
MVP
|
Full PATCH and Live tuners LIST for EA UFC 3
This is a copy-past from my notes.
As i did before, for EA UFC 2: https://forums.operationsports.com/f...-comments.html This Patches and Live tuners includes: nearly all info from different sources, Dev's comments, chronology. If needed, i will try to keep updating this thread OP with all upcoming Patches & Live tuners. #21 Live Tuner Set Update [09.08.2018] Gameplay Changes:
Note: There are no records, ratings or move set updates in this tuner set, those will arrive at a later date. #20 Live Tuner Set Update [11.07.2018] Gameplay:
#19 Patch 1.08 [03.07.2018] EA Sports UFC 3 patch 1.08 is available for both PlayStation 4 and Xbox One. It includes diving punches to finish a fight, new takedown features, new push off feature, better cage cutting, a few more taunts and more. The content update also includes 5 new UFC Icon fighters: Tito Ortiz (2006), Matt Serra (2007), Kimbo Slice (2009), Mirko Cro Cop (2010), and Wanderlei Silva (2010). Most of the patch notes were released on Twitter prior to the official release, from Geoff Harrower, A.K.A. GameplayDevUFC. Check them out below. A big thanks to Bigg Cee for rounding them all together.
UFC 3 Gameplay Update #7: https://www.ea.com/games/ufc/ufc-3/n...eplay-update-7 Thank you to everyone who has been playing EA SPORTS UFC 3 and contributing feedback on the gameplay, fighters, and ratings changes you’d like to see happen in game. We take your feedback seriously and have used that information to make key updates. In addition to the five iconic fighters arriving with the Icon Update, there are also some big gameplay additions to look forward to. Based on community feedback, we captured an entire day’s worth of mocap data back in April to allow us to add features and improve the game in ways that we otherwise couldn’t. This content update will be the first update that includes this new animation data, information that has allowed us to make some very big improvements. Let’s dive right into it. Diving Punches to Finish the Fight One of the biggest complaints we’ve heard is how difficult it is to follow up on a knock down or knock out with diving punches. Often, you’ll knock a fighter down and despite pressing the punch button, your fighter simply won’t dive on his/her opponent. The reason for this was a limited amount of animation data. Fortunately, we had the opportunity to fill in these gaps and have since been able to make big improvements to this aspect. As of the release of the content update on July 3, you will always be able to dive in on your opponent after an alert knockdown, knockdown, or knock out as soon as they hit the floor. via GIPHY If your opponent falls after an alert knockdown, they will regain guard as you dive onto them. If they are falling after a knockdown, you’ll enter into a Finish the Fight position, where your survival will depend on how many times you’ve been rocked or knocked down previously in the fight. Finally, if you KO your opponent, you can now dive on them and Finish the Fight emphatically with some additional ground and pound, or if you are confident in the outcome, lay off pressing any buttons and be rewarded with a walk off KO. This adds another level of depth to knockdown scenarios, as fighters who want to avoid grappling at all costs will really need to pay attention to the fight to know if follow up punches will put them in their opponent’s guard. It’s also worth noting that the old step-over-into-mount follow up strikes are no longer in the game. If the downed opponent is aware, they will always regain their guard. New Takedown Features This next set of changes brings more depth and variety to takedowns. First off, we designed an all-new ankle pick takedown as an alternative to the single leg takedown. via GIPHY The ankle pick is only available to fighters with a takedown rating of 87 or higher. To perform the ankle pick, you simply execute a single leg takedown from step kick-range, or a single leg takedown from kick-range when your opponent is retreating, or a single leg takedown from any range if your opponent is using the evasive retreat. The ankle pick is a more difficult takedown to deny and ends up in side control position, so it should improve the utility of the single leg takedown for higher-rated fighters. We’ve also added ways to help you set up regular takedowns in game. If your opponent is moving towards you, the denial window for a double leg takedown you attempt will be reduced by 20%. Similarly, if your opponent is moving away from you, the denial window for an attempted single leg takedown will be reduced by 20%. These new rules will act in conjunction with any existing setups, be they leg damage, counter windows, hit stuns, or when your opponent has their back to the cage. This adds one more thing to consider when deciding when to attempt a takedown, and should make takedowns more viable when set up correctly. via GIPHY Finally, based on community feedback, we've increased the range on cage takedown entries from two feet to three feet, making it easier to achieve these takedowns when your opponent has backed up to the cage. Utilize a Push Off In an attempt to give players yet another tool to create space against aggressive opponents, we’ve added a push off feature to the standup game. To perform the push off, hold block and press the same input as a lead uppercut. The push off will shove your opponent back, allowing you to easily create space on your opponent without needing to use kicks. The push off will interrupt hooks, uppercuts, knees and elbows if it lands early enough, but will not interrupt straight punches or kicks via GIPHY In addition, the push off will combo the same as a jab. This means you’ll be able to combo the push off with a head kick, making it a great setup to attack with. Better Cage Cutting Finally, we’ve made some significant improvements to cage cutting. First we made defensive blocks break down faster when circling into a round strike (hook/roundhouse) on the same side you’re moving to. In addition, we made your locomotion speed drop during the block stun in this same scenario. Lastly, we’ve reduced striking power when your back is against the cage. We hope these changes make it easier to cut the cage, and more dangerous to have your back against the cage. A Few More Taunts Many of you have been asking for Cody Garbrandt’s robot dance taunt. So we captured it, along with three other taunts from his fight against T.J. Dillashaw, and we’ve added these animated taunts in-game. via GIPHY #18 Live Tuner Set Update [21.06.2018] Gameplay Changes:
#17 Patch 1.07 [12.06.2018] Various bug fixes. A few bug & stability fixes, no changes to gameplay or any added features on this one. Most notably it should resolve the error messages that some players were reporting when playing online matches that would prevent them from playing further matches until rebooting the game. #16 Patch 1.06 [31.05.2018] Added 2 new fighters: Curtis Blaydes in Geavuweight, ketlen Vieira in Women’s Bantamweight. Takedowns The biggest change to grappling comes in the form of a new feature, allowing you to perform takedowns on your opponent that cannot be denied when setup in the proper context. In order to perform these takedowns, you’ll need to use a fighter who has a double leg takedown and has a takedown rating of 90 or higher. via GIPHY The first scenario in which to execute this takedown is against a forward-moving leg kick that lands on the outside of your lead leg. A window will open up just before the leg kick lands, and if you execute a double leg takedown attempt inside that window at proper range, you will perform a takedown that cannot be denied. via GIPHY The next scenario is when your opponent misses a strike. In this case, a small window will open after the strike misses. During this window, you’ll be able to execute an undeniable double leg takedown. It’s important to note that you need to be in proper range in order to hit these takedowns. If your opponent misses a forward moving strike, you will need to execute the takedown from within kick range. If your opponent misses a standing strike, you would have to execute the takedown from within punching range. via GIPHY The final scenario happens when you duck under a rear strike that your opponent misses, which will open a small window before the strike would land, in addition to the window described above. It’s important to note that the takedown windows scale with the different strike types and the stamina advantage you have over your opponent. Less committal strikes, like jabs and straights, won’t open a viable window until you’ve earned at least a small stamina advantage. More committal strikes, like superman punches and overhands, will open a viable window with no stamina advantage, and may still present a viable window even with a moderate stamina disadvantage. The next big change to takedowns occurs when your opponent’s back is to the cage. Prior to this content update, the only way to enter into the single leg and double leg against the cage positions was if a takedown was denied late when the opponent was near the cage. via GIPHY With this content update, any takedown performed when the opponent’s back is within two feet off the cage will end in the new cage positions. via GIPHY New transitions have been added to that position, allowing the DOM to throw their opponent to side control as well as finish the takedown. This gives you two directional transition options to bring the fight to the ground. We’ve also slowed down the SUB transition to over-under, putting the onus on the defensive player to deny the transitions. Finally, we’ve tuned the grapple advantage you get when you evade your opponent's strike to make the window bigger, making it easier to capitalize on a successful slip to earn a takedown. These changes should give players a more diverse set of tactics to bring the fight to the ground, making strike selection, timing, and cage position more important factors in the battle between the striker and the grappler. Muscle Modifier Once the fight makes it to the ground, the player can now take advantage of a new feature which allows you to use more strength and energy to complete certain transitions before your opponent is able to complete theirs. We call this the Muscle Modifier. By pressing R1/RB when performing a grappling transition, certain transitions are now sped up at the cost of considerably more stamina. How much the transition is sped up depends on your stamina. If your stamina is full, the transition speed will be doubled. The less stamina you have, the slower the speed of the transition. When stamina becomes low enough, the increase in speed becomes negligible. Stamina cost is always the same, so it will be up to you to decide when and where this feature is worth using. via GIPHY Not all transitions can be sped up using the Muscle Modifier. Only transitions that require strength and explosiveness to complete in real life will apply. The current list of transitions that support this feature are:
The last big change to grappling involves ground and pound. In an attempt to make finishing the fight from the ground more viable, we’ve slowed down head health regeneration on the ground. This will make damage persist for longer, making it possible to use strikes more strategically to setup finishes. We’ve also made the grapple advantage gained from blocking strikes expire, which will put the onus on the defensive player to act quickly to take advantage of it, quickening the pace of the fight on the ground. via GIPHY Finally, we’ve increased the speed of ground strikes from both back mount and stacked guard, and increased the damage strikes deal from stacked guard. Footwork The biggest change to the standup game with this content update involves the footwork of forward-moving combinations. We’ve added the concept of range reduction when throwing multiple forward-moving strikes. Any forward-moving combination will start to lose range and speed on the third consecutive strike thrown, unless you are switching between body and head strikes, in which case the range reduction begins immediately. via GIPHY Range reduction means your fighter won’t track as well against a backwards-moving opponent. In fact, as soon as the range of your forward-moving combination gets reduced, a retreating fighter will start to avoid your strikes and create space without having to perform any evasive maneuvers. This will make aggressive fighting much riskier, and players will have to be mindful of what combinations they are throwing when moving forward if they want to maintain pressure. If the attacking fighter wants to cover more distance and maintain pressure on a retreating opponent, they can still do so, but they will have to modulate their strike output in order to maximize their range. Once a combination is about to be range reduced, simply slowing down the input of the combination by approximately a quarter of a second will be enough for the fighter to reset their footwork and achieve maximum range once again. via GIPHY This adds a new skill element to forward pressure and distance management. Mindless forward aggression will be far less successful, but deliberate forward pressure with awareness of footwork limitations can still be successful when done properly. These brief delays in output can leave a window open for the retreating fighter to land a strike in between the opponent’s forward-moving strikes, if timed properly. In order to ensure that balance doesn’t shift too far towards the retreating fighter, we’ve also tuned the movement speed curve to make cage cutting much more effective. This, combined with the new cage takedown entries, should give skilled players who control the center of the Octagon more tools to control their opponent. Finally, we’ve tuned the advanced side lunges to have more range, and further reduced the evasive retreat stamina tax by 50%. These changes should give more options to every playstyle when it comes to footwork. See below for a complete list of gameplay changes coming with this content update. Game Modes
#15 Live Tuner Set Update [16.05.2018] Gameplay Changes - reduce stopping power of the jab from 0.7 to 0.5 - slight increase in transition speed from top Sprawl to top Backside Move Set Changes Cezar Ferreira - Arm Triangle Level 2 Jon Jones - Muaythai level 1 > Muaythai level 3 Jon Jones - Traditional level 4 > Traditional level 2 Lyoto Machida - Back Front Kick level 2 > Back Front Kick level 4 In addition there are various ratings and records updates: https://www.ea.com/games/ufc/ufc-3/n...update-ufc-224 #14 Live Tuner Set Update [09.05.2018] Gameplay Changes
In addition there are move set changes for the following fighters:
#13 Live Tuner Set [30.04.2018] - speed up Head Health regeneration. #12 Patch 1.05 [26.04.2018] FULL detailed description of all new techniques in the patch: https://www.ea.com/games/ufc/ufc-3/n...eplay-update-5 For starters, thank you to everyone who has been playing EA SPORTS UFC 3 and contributing feedback on the gameplay, fighters, and ratings changes you would like to see happen in game. We take your feedback seriously and have made key updates to various areas of the game, including: countering off head movement, slipping the jab, height dependent ducking, how range affects back swaying, balancing “sway n' pray”, and much more. See which prospects enter the Octagon with UFC 3 Content Update #5. In-Depth Gameplay Updates - Head Movement Gameplay update #5 brings with it some significant changes to how head movement works in the game. This will likely be the biggest change to the meta since launch, and as such understanding the details of these changes will be extremely important for players who want to remain competitive. - Head Movement and Combinations The single biggest change to head movement is in how it interacts with combinations. Prior to this content update, successfully slipping a strike would give you a guaranteed window of 36 frames in which you were safe to throw a counter strike. Now, the type of strike you evade and how you evade it will give different results, which provide you with different levels of safety. Successfully evading a jab will no longer provide you with a safe counter striking window. This means that if you successfully slip a jab, throwing a counter strike will leave you open for potentially getting hit with a follow up strike that was thrown in combination with the jab. via GIPHY For example, if I slip a jab-straight combination and go to throw a hook, the straight is likely going to land before the hook, preventing my counter strike from successfully landing. This makes a combination off of a jab a really strong deterrent to people abusing head movement. If you successfully evade a straight, you will get a window of 20 frames to land a counter strike. This is enough time to capitalize with a faster counter, but not enough time to be considered safe. So strike selection in this case will be important. Finally, if you evade any other type of strike (uppercut, hook, etc.) you will get a window of 36 frames in which to safely land a counter strike. This is the same behavior you’ve come to expect prior to this content update. So, evading a power strike is still very safe and rewarding, however evading jabs and straights does not provide the same safety. Dealing with the Jab With these changes, the jab becomes much more powerful as a leading strike. With the ability to slip and counter the jab diminished, it’s important to understand what options you have for dealing with it if you have successfully evaded one. via GIPHY The first and safest option is to block the strike that follows the jab after successfully slipping it. This functionality is new with this content update. You are now able to block your head as you return to center after successfully evading a strike using head movement. So, if you slip a jab and are unsure if you will be able to counter it in time, you always have the option to block any follow up strike. One exception to this is with the back sway. You are only able to block a round strike (hooks, head kicks, etc.) while returning to center after a successful back slip. This was done to balance the strength of the back slip as it relates to other changes detailed below. via GIPHY The next safest option is to counter a slipped jab with a straight of your own. The counter strikes off of slips have been sped up in this content update, to the point where a slipping straight is likely to beat most strikes thrown in combination. As you strike speed diminishes with reduced stamina, this may not always be the case, but the speed of the slipping straight gives you the safest counter option and should work against most follow up strikes. via GIPHY Finally, if you have a high level of confidence that your opponent is going to throw a particular combination, you can chain multiple slips together to avoid both strikes. The speed and effectiveness of chained head movement has been greatly improved with this content update to make sure that consecutive slips are an effective strategy for punishing predictable combinations, especially when initiated using a jab. Ducking Prior to this content update, ducking was the single most effective way in which to move your head. It successfully evaded or mitigated all strike types except for uppercuts and leg kicks. Players had come to rely on these properties to the point where ducking was a little too prevalent in the game and was considered by many players to be over powered. This content update includes some important changes to better balance ducking with the other defensive options, while making its representation in the game much more realistic. With these changes to ducking, the height of the fighters will now play a much more significant role in the effectiveness of the duck. In order for the duck to be successful, the fighters head will have had to go lower than the opponents shoulder as measured when the opponent is standing in their idle pose with the lead arm extended. via GIPHY If a hook lands to the head of a ducking fighter who hasn’t met these height requirements, the hook will still land, but it will land higher on their head and not interrupt the duck animation. But it won’t counter as an evaded strike either. If a straight punch lands the head of a ducking fighter who hasn’t met these height requirements, the punch will interrupt the duck. This makes timing and height much more significant factors in how successful the duck will be, to the point where an extreme height different (think Struve vs. Cormier) will render the duck a completely ineffective tool for the taller fighter. Back Sways To balance out the changes to ducking, which makes evading hooks much more difficult (especially for taller fighters) we’ve improved the ability for the back sway to evade hooks and uppercuts. Prior to this content update, the effectiveness of back sway was highly dependent on range. Back slipping standing a hook or uppercut would work from punching range, but from the same range a forward moving hook or uppercut would land. via GIPHY After this content update, the back sway will now always evade a hook or an uppercut, regardless of range. This makes the back sway the go to slip direction for avoiding hooks. To make sure the back sway wasn’t too powerful, we made a few other changes. The first was in the ability to block while returning to center. As described earlier, you will only be able to block the side of your head while returning to center after a successful back slip. You will be open to straights and uppercuts. Related to this, any uppercut to straight combo will not be slowed down when evaded with a back sway. This means the lead uppercut to rear straight combination would be evaded by a back sway, but would return back into the straight unless first chained to a side sway. Major/Minor Head Movement The final changes to head movement are related to the controls, with the addition of the concept of major and minor head movement. Starting with this content update, there are now two styles of head movement, each with their own sets of animations and control inputs. via GIPHY With a light flick of the right stick, your fighter will now use minor head movement. These are new animations that don’t move the head as far off the center line, use less stamina, expose the fighter to less vulnerability, allow for faster counter strikes but are more difficult to pull off. via GIPHY With a slightly longer press of the right stick, your fighter will now use major head movement. These use the same animations that were in the game prior to the content update, but use more stamina, expose the fighter to more vulnerability, and allow for slower counter strikes. They are generally easy to pull off compared to their minor counterparts. Each head movement direction has different properties to differentiate major and minor. The minor duck will not move the head down very far at all. In fact, the minor duck will really only be useful for fighters who are considerably shorter than their opponent. In any other situation, the only effective duck will be the major duck, which is similar to the duck you have been using prior to this content update. The minor back sway will still be range dependent vs. forward moving hooks and uppercuts, where the major back say will always work against a hook or an uppercut. The minor back sway will never explicitly evade a straight trajectory strike, where the major back sway can evade straight trajectory strikes if the range requirements are met. The minor side sway is more timing sensitive and will not sustain automatically when input in advance of a strike. The major side sway is more forgiving in terms of timing and behaves the same as the side sways before the content update. The stamina tax on head movement has been redesigned, with the standing minor costing the least, followed by standing major, moving minor and moving major costing the most. In general, the minor head movement gives you a lower risk option to use when trying to evade your opponent’s strikes but requires more skill and timing with which to be effective. Sway n’ Pray Another change to head movement is something we’ve done to try and eliminate what the community has coined “sway n’ pray,” which is the practice of initiating every exchange with a slip followed immediately by a strike in an attempt to fish for counters. Aside from being unrealistic, this tactic forced players into a 50/50 and was really hurting the balance of the standup game. To curtail this practice, we’ve made some significant changes to the stopping power of strikes that follow a slip that didn’t evade a strike. We’ve refer to these as “empty slip strikes.” If an empty slip strike lands first against a regular strike, the empty slip strike will have zero stopping power. This means the regular strike will still come out, regardless of the timing of when the empty slip strike lands. The regular strike will then land during the recovery frames of the empty slip strike. via GIPHY We’ve also tuned the vulnerability so the empty slip strike is just a little bit more vulnerable than the regular strike, so as to ensure that the regular strike will always win the exchange in terms of damage done, when traded with a strike of equal or lower power. This makes it easy to punish someone who is initiating every exchange with an empty slip strike. It also makes it very important to confirm evasion before throwing a strike out of a slip, for risk of taking extra damage. One of the most dangerous things to do after this content update is to recklessly slip and then strike, especially at low stamina. You expose yourself to more vulnerability if the slip is unsuccessful and that damage can add up quickly. Evasive Movement In an effort to help people create space against overly aggressive opponents, we’ve added some new footwork tools in the form of a faster evasive movement option. via GIPHY By holding R1 and R2 and pressing away from your opponent with the left stick, you will now retreat at an increased pace, with your arm out to maintain distance. Any strikes your opponent throws and misses while you are doing this count as wiffed strikes, not evaded strikes, and there are no counter bonuses applied. This is simply meant as a way of relieving pressure and resetting to kicking range when faced with overwhelming forward pressure. This action does cost extra stamina, so it is something you will have to use sparingly. And it will not work at all when your back is against the cage or when you are in a health event. A forward sprinting fighter will still be able to catch someone using this new movement option. You can think of this as a backwards moving sprint of sorts. Back Lunges and Straight Intercepts via GIPHY We’ve made another small change to back lunges to further empower evasive footwork. If a back lunge gets intercepted with a straight punch, it will no longer be interrupted. The strike will still land and do damage, but the lunge will be allowed to complete, and the backwards momentum of the fighter preserved. Front Kicks and Sways via GIPHY Another change in the spirit of giving players more tools for outside fighting, we’ve fixed a bug that prevented the full push hit reaction from playing when a front kick to the body landed while a fighter was swaying. This change should help players who use the front kicks to create and maintain distance. Catch Kick Counter Punch Block You will now be able to block the counter strike that follows a catch kick. However, it will only be a partial block that protects you from half the damage. The other half of the damage will still bleed through the block. via GIPHY This should make body kicks a little less risky to throw, but will also open up the mix up between counter punching, tripping and takedowns off the catch kick. Leg Damage and Grapple Advantage We’ve made changes to how leg damage affects grapple advantage. Before this content update, current leg damage would grant grapple advantage, but long term damage did not. We’ve changed that so that long term leg damage now plays a role, meaning investing in leg kicks, or checking your opponents leg kicks, will allow you to take your opponent down much easier in the later rounds. Conversely, a grappler who eats too many leg kicks will have a much harder time completing takedowns in the later rounds. AI Updates
#12 Patch 1.05 [26.04.2018] DOUBLED Short version log Added new fighters: - 3 new fighters: Mike Perry in WW, Josh Emmett in FW, Paulo Costa in MW. Gameplay changes:
#11 Live Tuner Set [03.04.2018] - tuned up stamina tax on blocked, whiffed and evaded strikes out of a slip #10 Patch 1.04 [28.03.2018]
#9 Live Tuner Set [21.03. 2018] Gameplay changes: - further reduction to the counter strike vulnerability multiplier - further tuning to the shape of the vulnerability curves while slipping to better balance with the above change. #8 Patch 1.03 [15.03.2018] Added: Dana White to Light Heavyweight Division. Gameplay changes:
#7 Patch 1.02 [05.03.2018] Fighter Updates
Like every fighter, Gökhan has a unique set of combinations that can be performed. Use the legend below to try and string together his moves: 1 – Jab 2 – Straight 3 – Lead hook 3b – Lead body hook 4 – Back hook 5 – Lead uppercut 6 – Back uppercut 7 – Lead overhand 8 – Back overhand Combination list:
#6 Live Tuner Set [15.02.2018] Gameplay Changes
Carlos Condit
The first update will come to those fighters who are currently featured in EA SPORTS UFC 3 and were featured in UFC 221. To access this update, you will be required to download a Fighter Update when accessing any online mode. You will be prompted to download the update to continue into any online mode. If you do not accept, you will only be able to continue offline. This fighter update will hold all records, moves, and attribute updates. UFC 221 Main Card:
#5 Live Tuner Set [07.02.2018] Gameplay changes:
#4 Patch 1.01 [02.02.2018] Videos: https://www.ea.com/games/ufc/ufc-3/n...3-beta-updates Added 2 new fighters: Darren Till in Welterweight and Justin Gaethje in Lightweight. Standup
#3 Live Tuner Update [01.02.2018] Live Tuner Set Update - Jan 31 2018 Gameplay Changes - tuned down the long term stamina drain when being denied while grappling - remove the stamina tax on wrong direction denials while grappling #2 Live Tuner Set Update [30.01.2018] Gameplay Tuning - increase long term stamina loss inflicted on opponent when striking to the body while grappling to make it net profitable - slightly decrease long term stamina cost of grappling in general to counter balance Move Set Updates Bobby Green +Back Oblique Kick Choi Doo-Ho +Lead Roundhouse Head +Back Roundhouse Head Conor McGregor +Lead Side Kick Body Minotauro Nogueria +Clinch Attempt Double Under -Back Roundhouse Head +Submission Dom Crucifix_Americana +Transition Dom Sidecontrol To Crucifix Robert Whittaker +Lead Roundhouse Head Thomas Almeida +Lead Flying Double Knee Head +Back Spinning Elbow Carlos Condit +Added Submission Rubber Guard Omoplata +Added Transition Guard To Rubber Guard Charles Oliveira +Added Submission Clinch Dom Thai Flying Guillotine Daniel Cormier +Added Submission Ground Dom Backside Bulldog Perk Changes Anthony Johnson +Game Changer Level 5 Choi Doo-Ho +Wakeup Call Level 3 Minotauro Nogueria -Off The Back +Dirty Boxer Level 2 +Guard Specialist Level 4 Nick Diaz -Carved of Wood +Fluidity Level 3 Raphael Assuncao +Tree Chopper Level #1 EA UFC3 Live Tuner Set Incoming [27.01.2018] Gameplay Changes - big increase to max stamina drain while grappling - submission gate speed increase making it easier to escape submissions Move Set Changes Conor McGregor - added back spinning side kick to the body Cub Swanson - Added back superman punch - Added back spinning elbow Various Stat and Record Changes.
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Full PATCH and Live tuners LIST for EA UFC 5 EA UFC 3 integral META Guide Fighting games PSYCHOLOGY Guide All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads") Last edited by SUGATA; 08-21-2018 at 02:18 PM. |
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08-21-2018, 02:19 PM | #2 |
Rookie
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Re: Full PATCH and Live tuners LIST for EA UFC 3
That,s nice work
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08-21-2018, 02:21 PM | #3 | ||||||||||||||||||||||||
MVP
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Re: Full PATCH and Live tuners LIST for EA UFC 3
I hope they will keep it up and will be even closer to community wishes and complaints/reports
diogomn and MeowingForVengeance like this.
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08-21-2018, 02:26 PM | #4 |
(aka Alberto)
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Re: Full PATCH and Live tuners LIST for EA UFC 3
Damn thats a long *** list.
Haz_____ and MysticJack541 like this.
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08-21-2018, 02:50 PM | #5 | ||||||||||||||||||||||||
MVP
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Re: Full PATCH and Live tuners LIST for EA UFC 3
i am completing the entire game Meta (which is nearly complete except the upcoming huge patch and some advanced grappling stuff from UFC 2) which is in very laconic and thesis form and is multiple times more than this - this IS long***list )
Shak 2 Times and RomeroXVII like this.
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Full PATCH and Live tuners LIST for EA UFC 5 EA UFC 3 integral META Guide Fighting games PSYCHOLOGY Guide All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads") Last edited by SUGATA; 08-22-2018 at 01:16 PM. |
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08-22-2018, 01:48 AM | #7 |
MVP
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Re: Full PATCH and Live tuners LIST for EA UFC 3
Пожалуйста, бро
metodman39 likes this.
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