1. Added new single and double leg cage entries that play out any time you attempt a takedown when your opponent’s back is within two feet of the cage.
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2. Slow down head health regen on the ground to make GnP more threatening.
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3. Added a new "muscle modifier" while grappling. By pressing R1/RB you will speed up certain transitions at the cost of more stamina. Transitions include all getups from SUB positions, all posture ups from DOM positions, takedowns from single/double against the cage, sit out sweep from SUB backside, transition from SUB back flat to back mount.
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4. Added a positive taunt for all you online guys. LB/L1 modifier on any taunt direction.
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5. Added double under slam finishes to single/double leg cage positions giving players two directional options to bring the fight to the ground.
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6. Extend the length of time you keep the grapple advantage you earn when slipping a strike.
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7. Fix bug which was causing delayed grapple cancel animations from playing (ie fixed PS4 fakes).
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8. Made the mighty wizbar and the kimura from SUB back clinch two stage submissions.
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9. Reduced stamina drain in back mount flat postured up and mount body lock positions.
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10. Speed up blocked strikes in back mount
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11. Increased damage and increased speed for blocked strikes in stacked guard.
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12. Made the GA gained from blocking a strike while grappling expire after 1.5 seconds instead of being permanent.
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13. Add new undeniable takedown animations on wiffed strikes, evaded strikes and leg kicks landed to the outside of the lead leg.
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14. Slow down sub transition from cage single/double leg to over/under.
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15. Slightly slow down single collar break speed.
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16. Add extra stamina penalty to escapes from back mount flat.
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17. Added the ability for the AI to use grapple fakes depending on difficulty.
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18. Added 18 new signature taunt animations.
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19. Added Gameplay Sliders to Event Mode.
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20. Make chin loss on consecutive health events cap out at the chin loss for the most severe health event in the chain. For example if a hook rocked you, and then a second hook in the combo landed and dropped you while you were rocked, you will now only lose the chin from the KD, not the chin from the rock and the KD.
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21. And related to that last one, limit health event escalation within 1 second of an initial health event being triggered. So if you got knocked down with one strike and another strike landed while you were on the way down, it will no longer escalate to a fight ending KO. At most it will escalate an active or alert KD to a full KD. Unless you have zero chin, in which case any escalation is fair game.
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22. Reduce the long term stamina tax on evasive retreat by 50%
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23. Locomotion speed tuning to make cage cutting more effective.
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24. Add the concept of range and speed reduction on forward moving combos after the second strike in a combo or when switching between body and head mid combo.
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25. Add the ability to maintain full range on forward moving combos by delaying strike input by 1/4 second to allow your fighter to reset their feet.
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26. Slight reduction in locomotion speed while holding block
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27. Increase to the circling radius of the advanced side lunge
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28. Increase baseline long term health loss per strike while reducing variability of long term health loss due to vulnerability and stamina.
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29. Reduced the impact of stamina ratings at the extreme high end and low ends.
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30. Widen the angle tolerance on circling vulnerability and stopping power against a round strike to the same side.
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31. Lower the stamina tax when a strike you throw is evaded.
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32. Health Events added to post-fight statistics
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33. Grapple transition speed slider now has a much larger effect.
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34. Opponent HUD removed for Division 6 or higher in Ranked Championships and all LEC matches
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35. Decrease aggression of AI on Pro & Legendary
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