
The gating system for submissions is back, and while it is clearer to read this time around, the amount of time that passes allows for easier escapes compared to executions. The moves don't seem to respond to stick direction immediately, so the grappling system can feel like it suffers from lag. The same right analog system is in play whenever you're on the ground or in a clinch, but instead of showing a preview of the moves that can be accomplished, you can't see it until you attempt them. The focus on strikes means that the submission game remains largely the same, though those who didn't like the system will feel that it has gotten worse. This includes general blocking and individual leg damage, so you can end a fight pretty quickly if you deliver enough leg damage to prevent a player from standing, but you can also cripple yourself if your kicks keep getting blocked.

The emphasized striking also means that individual body parts get more damage meters, and their ratings are lowered every time they take on sustained damage. Feints are now available, so you can force an opening for a good hit, but a random big blow to stun the opponent and excite the crowd is more important due to these changes.

Stuns from blows occur more frequently and give you a chance to unleash another hit or more combos. Though the stamina drain per move has increased, so has the damage, so pure striking is a more viable way of winning. The change also means that striking is a bigger focus of the fighting system. That change is significant, as it not only opens up your defense but gives you better positioning for setting up counterattacks. The bigger change involves the use of the right analog stick as your body lean. R1 and L2 become strike modifiers, while it takes a combination of L2 and a direction to initiate a takedown. For example, blocking is handled by R2 for high blocks and L2 + R2 for body blocks, with a well-timed body block used for catching kicks.
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Series fans will notice that the development team has once again tweaked the controls, forcing players to relearn a few things instead of being able to jump in instantly.

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The video culminates in a fantasy match between McGregor and Tony Ferguson for title unification, which transitions into the now-familiar tutorial given via a full match, where you'll notice that a bulk of the combat remains largely the same as past titles. Told with a combination of real and in-game footage, it works for fans of the controversial fighter and features various career highlights, like the Jose Aldo 13-second win. When you boot up the game, you're greeted with a video chronicling the rise of cover athlete Conor McGregor as simultaneous champion of both the Featherweight and Lightweight divisions. The game makes some improvements but goes backward or staves off improvement in others, making it a title that stays the course. It was a big leap forward over the previous game, so some people are expecting EA Sports UFC 3 to follow that upward swing and deliver a top-notch MMA experience. EA Sports UFC 2 rectified all of the major issues with a good number of modes, a packed roster, and some significant gameplay improvements.

A small roster and lack of game modes marred an otherwise promising start for the series, which was under new ownership. In 2014, EA Sports UFC felt like a proof of concept rather than a fully fleshed-out title, especially when compared to UFC Undisputed 3.
