EA Sports UFC 5 Gameplay Updates and New Fighters - Patch Notes
Collapse
Recommended Videos
Collapse
X
-
Re: Patch Spoilers
Full patch notes below:
NEW FIGHTERS
New Fighters and Additional Content
Amir Albazi
Yan Xiaonan
New vanity rewards
UFC 296 Fight Week Challenges and new Alter Egos will be added next week.
GAMEPLAY
Striking
- Slowed down walking recovery after striking. Fighters now have to complete their full recovery before they can walk after throwing strikes. The slower walking recovery implemented in this update is intended to reward more thoughtful distance management and counter-striking tactics.
Fighters now need to wait a bit longer to lunge in (aka quickstep) and close the distance after throwing a strike.
- Replaced the animation of minor lunges. The new minor lunges have a more free-flowing look to them.
- Added a specific blocking attempt animation when holding a high block to defend against leg kicks. Now, instead of holding the standard ready-to-block stance, fighters will guard the side of their head when the opponent throws leg kicks.
- Fixed an issue that caused various strikes that are performed by pressing and holding the button(s) to be sped up during combinations.
- Fixed an issue that gave some extra range to advancing strikes performed by holding the button(s).
- Fixed an issue that allowed fighters to change their movement direction when transitioning from a strike initiated by pressing a button(s) to a strike performed by holding the button(s).
- Added new eye and forehead swelling visuals.
- Fixed rare cases of exaggerated sudden pushback reactions when fighters are struck.
- Fixed very rare instances of a knockout and doctor’s stoppage check overlapping.
- Fixed several incorrect interactions when exchanging kicks while attempting to clinch. It is now harder to clinch an opponent while they’re throwing a kick.
- Fixed a subtle animation issue with lead body crane kick animation.
- Fixed an issue in practice mode where gameplay would start a little before the fighters would appear on screen.
- Fixed an issue where the fighters would appear on the wrong sides in practice mode. The “red corner” fighter would be on the right-hand side of the screen instead of the left.
- Fixed wrong input displays for some spinning kicks.
Grappling
- Increased how much the takedown denial window can vary, especially due to Grapple Advantage (GA). Takedowns that are set up well, which are common at a higher level of play, will now be harder to deny, whereas poorly set-up ones, common at a beginner level, will be easier. Since the GA is now taken much more into account, we have decreased how much of it is conceded by holding high block.
- The Muscle Modifier can now be used for several additional transitions. There are instances where the opponent could deny transitions too easily. Using the Muscle Modifier (performing the transition while holding R1/RB) will make the transition much faster but at a higher stamina cost. This will assist against stalling tactics. The additional transitions that allow the use of the Muscle Modifier are:
Basic transitions from bottom side control
Basic transitions from bottom crucifix
Basic transitions from top sprawl (to backside)
- The stamina cost for using the Muscle Modifier has been halved.
- Decreased the damage dealt by ground strikes from side control and the crucifix position by 25%.
- Fixed an issue where the top fighter’s Grapple HUD could indirectly reveal the actions of the fighter on the bottom while in full mount. This issue previously made denials easier than they should be.
- Fixed a temporary unplayable state that occurs if an upkick is thrown after a flying armbar denial.
Fixed a camera issue that occurred during the ground game after the bodylock trip from a double-leg drive.
- Fixed a camera issue that occurred during the ground game after a guillotine reversal against a driving takedown.
- Fixed a camera issue that occurred during the ground game after performing a denial from a sprawl.
- Fixed a camera issue that occurred during the ground game after a pull-guard sweep.
Fixed a camera issue when starting in Practice Mode.
- Fixed an issue preventing time spent in submissions from counting for dominance in judges' scoring. Submission entries and forcing desperate escapes were already working properly. Only spending time in a submission, which is a smaller factor in scoring, wasn’t being counted.
- Fixed a brief animation issue during a rear naked choke reversal against a low single leg.
- Fixed an issue that allowed fighters to force a stalemate if they tried to perform a rear naked choke reversal against a low single leg without having access to the move.
- Fixed an animation issue when fighters would initiate a bicep control block from a single underhook while standing against the cage.
- Fixed a minor animation issue that occurred during a double leg denial that transitions into the single underhook position.
- Added a control visual for the Imanari Roll in the moves preview.
- Fixed some very rare occurrences of delayed referee interactions.
- Fixed issues that affect the moves preview for the kimura.
- Fixed an issue that affected the moves preview for the armbar.
AI
- Fixed an issue that prevented the AI from performing an arm triangle from full mount.
Increased the frequency of turning takedown attempts from the AI.
- Granted the AI the ability to fake during submission battles. The AI will now have a chance to turn things around when the opponent has the stamina lead and is combining the Struggle mechanic with good denials.
- On the higher AI difficulty settings, the AI’s skill and timing used to defend leg kicks has been improved.
- On the higher AI difficulty settings, the AI will tend to throw more punches during the ground and pound combos, before finishing with elbows and it will also now choose not to use an elbow as frequently when throwing a combo. The frequent and fairly early use of elbows was being reported as too easy to counter before this adjustment.
Fixed an issue that allowed the AI for Mike Tyson to perform takedowns.
- Fixed an issue with the judges scoring in extremely inactive fights. For example, the type of fight that would probably only occur when “labbing”.
Online Adjustments
Online Career Mode:
- Reduced the cost of unlocking moves.
- Increased maximum prestige to 20.
- The opponent's HUD will no longer be hidden in higher-division matches.
- Fixed an issue where the single and double leg takedowns were not gaining EXP if they were performed during an Online Career match.
- Fixed an issue that occasionally caused significant input delay after a Health Event occurred.
Ranked Online Mode:
- The opponent's HUD will no longer be hidden in any division matches.
- Improvements to the matchmaking will make it easier to find matches in the higher divisions
- Fixed an exploit where players could cause an automatic loss for their opponent.
- Fixed an issue that occasionally caused significant input delay after a Health Event occurred.
MENU ADJUSTMENTS AND MISC. FIXES
Menu Adjustments
- A “More Offers” tab has been added to the Store menu to showcase certain offers permanently.
- The Store main menu now displays a dot badge when the store receives any major updates.
- The Punch Card can now be accessed directly from the main menu
Misc. Fixes
- Fixed an issue where when a button is held to skip to the end of the fight replay, the replay would be seen from a distorted camera angle.
- Fixed an issue where VRR was causing input lag.
- Fixed several rare occurring crashes.
- Fixed the issues that would occasionally cause the game to hang while switching between the different menus.
- Several small updates to some of the UFC fighter appearances/likenesses.
- Various minor bug fixes and improvements. -
Re: EA Sports UFC 5 Gameplay Updates and Content Coming Tomorrow - Patch Notes
Jaileton Almeida and Myra Bueno Silva added to the January list of fighters to be added. We’re also getting the 3 originally announced additions Ian Machado Garry, Charles Jourdain, and Mark Mallot.
This is probably a one off due to the complaints about the roster, but I like getting 5 new fighters. Pyfer and Thug Nasty coming in February is great too.Comment
-
Re: EA Sports UFC 5 Gameplay Updates and Content Coming Tomorrow - Patch Notes
Champ shorts for all and I'll buy your game. I know you're lurking. Let's make it happen.
Sent from my SM-F926U using TapatalkComment
-
Re: EA Sports UFC 5 Gameplay Updates and Content Coming Tomorrow - Patch Notes
This is not you listening to people's requests. Tbh it's probably not even worth the bandwidth spend on dl this...Comment
-
Re: EA Sports UFC 5 Gameplay Updates and New Fighters - Patch Notes
The locomotion change was really bad for some fighters. I feel like the new animations really spoil playing as guys like Machida, since flicking back / forward instead of looking nice and flowy is jerky jerky as hell.
Glad it was reverted but gonna be a shame if they re-implement it.Comment
-
Re: EA Sports UFC 5 Gameplay Updates and New Fighters - Patch Notes
The locomotion change was really bad for some fighters. I feel like the new animations really spoil playing as guys like Machida, since flicking back / forward instead of looking nice and flowy is jerky jerky as hell.
Glad it was reverted but gonna be a shame if they re-implement it.Comment
-
Re: EA Sports UFC 5 Gameplay Updates and New Fighters - Patch Notes
What was wrong with the idles?? It made the game feel new, now from what I'm seeing everything got reverted back to normal except a few I noticed. Like seriously though I really don't get it. Why update them if they're gonna get reverted back? I noticed the new minor lunges are gone too! What gives?
From the discord:
A Live Content Update just went live that resolved issues with fighter’s idle and locomotion animations, as well as t-poses that were introduced in yesterday’s patch.Comment
-
Re: EA Sports UFC 5 Gameplay Updates and New Fighters - Patch Notes
Locomotion needs to be completely revamped in a patch. Game is too clunky and stiff with zero footwork / organic movement from the lower lumbar area on down. All of the characters are stiff as boards which makes the aesthetics of this game bad.Comment
-
Re: EA Sports UFC 5 Gameplay Updates and New Fighters - Patch Notes
Clarification for those curious, the drastic change in so many fighters' locomotion and idles seen on day 1 was a bug, where the entire roster was using identical default animations. The server update that came the next day fixed that, so fighters use their assigned animations again. There were fighters updated in the patch with animation sets new to them, as well as adding the ability to mix and match footwork and hand animations more diversely for our designers.
Strickland's new animations for instance to better emulate his Philly Shell style.Comment
-
Re: EA Sports UFC 5 Gameplay Updates and New Fighters - Patch Notes
Clarification for those curious, the drastic change in so many fighters' locomotion and idles seen on day 1 was a bug, where the entire roster was using identical default animations. The server update that came the next day fixed that, so fighters use their assigned animations again. There were fighters updated in the patch with animation sets new to them, as well as adding the ability to mix and match footwork and hand animations more diversely for our designers.
Strickland's new animations for instance to better emulate his Philly Shell style.
Give guys like Strickland and Poirier actual Philly shell block like you gave Gaethje a signature block.
It’s nice you are finally giving us unique idles but it’s mostly cosmetic. We want unique animations like Wands hooks or wonder boys shifting kicks.
Also I feel integrating the idle into active blocking would go a long way because I don’t wanna have to let go of block just to see some pretty animations.Comment
-
Re: EA Sports UFC 5 Gameplay Updates and New Fighters - Patch Notes
Clarification for those curious, the drastic change in so many fighters' locomotion and idles seen on day 1 was a bug, where the entire roster was using identical default animations. The server update that came the next day fixed that, so fighters use their assigned animations again. There were fighters updated in the patch with animation sets new to them, as well as adding the ability to mix and match footwork and hand animations more diversely for our designers.
Strickland's new animations for instance to better emulate his Philly Shell style.Comment
-
Re: EA Sports UFC 5 Gameplay Updates and New Fighters - Patch Notes
If anything, take it as a sign of how much animation is different between fighters that you don't always notice, because we've supported and built it up for so long. Taking it all away if for a moment does make quite a drastic observation :P
As to adding more mechanical differences for things like blocking styles, that's a significantly more involved change that comes with a lot more than just animations. Lots of tuning and balance and actual pros/cons of the style. You're right that we've done other blocking styles before, and it's something the team has talked about many times actually, but is quite a large task. I'd love to see it happen tooComment
-
Re: EA Sports UFC 5 Gameplay Updates and New Fighters - Patch Notes
If anything, take it as a sign of how much animation is different between fighters that you don't always notice, because we've supported and built it up for so long. Taking it all away if for a moment does make quite a drastic observation :P
As to adding more mechanical differences for things like blocking styles, that's a significantly more involved change that comes with a lot more than just animations. Lots of tuning and balance and actual pros/cons of the style. You're right that we've done other blocking styles before, and it's something the team has talked about many times actually, but is quite a large task. I'd love to see it happen too
Thank you for this; any bit you can add is a always a good thing.
Skynet, can you confirm something please?
In another thread, someone talked about what a shame it was that only a handful of BJJ fighters had ankle locks and kneebars.
I have yet to see any leg attack other than heel hooks. (and the transition to calf slicer)
Can you confirm that ankle locks and kneebars are in the game please?Comment
Comment