UFC 5 April 4 Patch: Complete breakdown of stamina changes, new fighters, and grappling improvements
Introduction: What’s New in UFC 5
The UFC 5 development team is rolling out a substantial update on April 4, bringing crucial adjustments to stamina mechanics, grappling systems, and introducing fresh fighters to the roster.
EA Sports has detailed an extensive roadmap outlining the upcoming changes and additions coming to UFC 5 throughout the spring season.
On April 3, the developers unveiled their strategic plan for UFC 5’s evolution over the coming months, highlighting both immediate and long-term improvements.
The announcement confirmed that multiple fighters will join the UFC 5 lineup between April and June, with the initial wave arriving alongside the April 4 gameplay patch.
Here’s what dedicated UFC 5 players can anticipate from this comprehensive update.
EA Sports confirmed that new combatants will be integrated into UFC 5 during the spring months. The inaugural group debuts on April 4, featuring ranked contenders Brendan Allen, Geoff Neal, Tracy Cortez, Serghei Spivac, and Movsar Evloev entering the digital Octagon.
🚨 Introducing a major update to #UFC5! Get ready for:
👊 New fighters
🛠️ New improvements
🏆 New reasons to play
Learn more of what’s to come ➡️ https://t.co/CgxQpG1KTX pic.twitter.com/CEIfPQx0E3
The April 4 patch also implements numerous gameplay refinements. A standout modification involves reduced Stamina regeneration between rounds, addressing developer concerns that fighters were recovering excessive energy heading into subsequent rounds.
Single and double leg takedowns will see substantially improved range and execution speed, creating more dynamic grappling exchanges.
Below you’ll find the complete breakdown of adjustments in the April 4 UFC 5 update:
Combat System Overhaul
New Fighter Additions
- Movsar Evloev (#5 Featherweight)
- Brendan Allen (#6 MW)
- Marina Rodriguez (#6 WSW)
- Muhammad Mokaev (#7 Flyweight)
- Serghei Spivac (#8 HW)
- Umar Nurmagomedov (#10 BW)
- Tracy Cortez (#10 WFW)
- These will be added on April 9, 2024, at 10 AM PT
Stamina and Core Mechanics
- Following previous adjustments to stamina costs for blocked, missed, and evaded strikes, developers observed that stamina levels were appropriate by the end of round one, but fighters regained too much energy between rounds. This 20% reduction significantly impacts recovery entering the second round and creates noticeable differences in longer fights that go the distance. (Note: This modification affects overall between-rounds stamina recovery, not just striking-related recovery.)
Defensive Movement Improvements
- Start-up time reduced by 1 frame during the initial head-lowering motion. This adjustment minimizes instances where strikes unnaturally target the opponent’s jaw during ducks. Shorter fighters benefit most from this change. When fighters are equal height or taller than their opponent, the frame reduction provides less advantage, though it still helps. Punches will now connect with the top of the head rather than the chin, maintaining realistic trajectory while dealing significantly reduced damage without causing hit stun. This mitigation system existed previously but wasn’t effectively activated due to earlier evasion frame tuning.
- This change addresses a different issue than stationary ducks. For ducks combined with footwork, the problem wasn’t start-up timing but rather a gap in the evasion window when the head was at its lowest point. By closing this gap, moving ducks now perform as expected, eliminating instances where roundhouse kicks tracked extremely low heads during retreating ducks.
Striking Balance Changes
- Execution refers to the time from attack initiation to impact. These values represent the fastest possible timing. Slower fighters or those from heavier weight classes require more frames to connect. Despite its shorter range, the haymaker was disproportionately quick compared to the overhand.
- Execution from 22 to 24 frames.
- Combined with the haymaker adjustment, the overhand now becomes only 2 frames slower while maintaining its range advantage.
- Execution from 28 to 26 frames.
- The slap was previously too slow and lacked power scaling to increase damage based on punch power. It now hits more than twice as hard with significantly improved speed. Let the slap KO hunting begin!
- Base Damage from 5 to 7.5
- Damage Scaling from 0% to 65%
- Execution from 32 to 26 frames
- Stopping power determines how late in an opponent’s strike execution you can hit them to cause interruption. Higher stopping power allows later interruption timing.
- Lead and Rear Leg Kicks = 20% to 30%
- Lead and Rear Calf Kicks = 40% to 50%
- Lead Side Kick to the Leg and Oblique Kick = 60% to 80%
Advanced Combat and Grappling Updates
Special Move Adjustments
- Players now have sufficient time to punish these kicks after successful blocks. However, timing inputs and selecting appropriate counter strikes remains challenging, as post-kick animations naturally protect the head and torso. We recommend practicing potential counters in training mode—you might discover surprising options!
- Reduced the cartwheel kick’s block stun by 10 frames.
- Increased the time it takes to block after landing the cartwheel kick by 16 frames.
- Reduced the rolling thunder’s block stun by 30 frames.
- Increased the time it takes to block after landing a rolling thunder by 14 frames.
- Since the move now carries higher risk and lacks the cartwheel kick’s nimbleness and evasion, it deserves increased reward to balance the added danger.
- This kick’s primary advantages include safety on block and reduced vulnerability compared to roundhouses. Given its slower speed, we increased its damage to approach roundhouse levels (50).
Kick System Refinements
- Block bleedthrough represents the percentage of damage that penetrates blocks even with full block meter. This characteristic defines the jumping switch kick’s purpose compared to standard roundhouses, trading speed and combo potential for block penetration.
- As an exceptionally slow kick, it should deliver greater impact and encourage opponents to evade rather than simply block.
- Base Damage from 50 to 52.5.
- Block Bleedthrough from 30% to 40%.
- Similar to the tornado kick situation but with even slower execution, making blocking these kicks particularly ill-advised.
- Base Damage from 55 to 57.5 (the new highest base damage).
- Block Bleedthrough from 50% to 70%.
Front and Side Kick Balancing
- This change makes the lead front kick more competitive with the rear version, particularly during forward movement.
- Standing Execution from 28 to 26 frames
- Advancing Execution from 34 to 28 frames
- This kick has frustrated many players with its chin-seeking accuracy. The damage was excessive for its speed, and the advancing version needed slowing to match other rear advancing kicks. The lead version now becomes preferable during advancement.
- Base Damage from 35 to 32.5.
- Advancing Execution from 30 to 34.
- Side kicks share similarities with front kicks but offer greater safety with less explosiveness. Despite the lead side kick’s advantages, we adjusted its speed and power closer to front kick levels to create more balanced option selection.
- Base Damage from 25 to 27.5
- Standing Execution 26 to 24.
- Advancing Execution 32 to 28.
- The rear side kick required fewer enhancements than its lead counterpart to compete with front kicks. This damage increase makes it excellent for initiating and worsening nasal injuries, as side kicks receive similar facial injury bonuses as elbows and knees.
- Base Damage from 20 to 32.5.
Visual and Technical Fixes
- Cuts will now only reach maximum bleeding when the cut damage is maxed out.
- Visual swelling will be more limited until the swelling damage is maxed out. This should create a clearer distinction between when eyes are almost swollen and when they are.
- These changes should result in fewer instances of “just rub some dirt on it” moments – when it looks like it should be a stoppage but the doctor lets the action continue.
- For instance, eyes should now remain swollen shut when going into the Bruce Buffer announcement of a doctor stoppage TKO.
Grappling System and Career Mode Updates
Grappling System Improvements
- These takedowns, particularly double legs, previously felt insufficient in grabbing range. We eliminated several “dead frames” at their start to create smoother, more responsive execution. Shooting for takedowns against retreating opponents or timing shots against incoming strikes now becomes much more viable.
- This additional change further addresses takedown range concerns.
- They would frequently miss even at close range. Combo takedown behavior now matches single-action usage.
- We previously halved this cost in December to address certain ground positions being too difficult to escape. However, that reduction proved excessive, making escapes from positions like side control too easy. We’re adjusting to a middle ground between launch and December values. These multipliers affect short-term stamina costs only (long-term costs remain unchanged).
- Launch Value = x 5
- December Patch Value = x 2.5
- New value = x 3.25
- Previously, fighters could spam elbows continuously, guaranteeing free hits regardless of escape timing.
AI Behavior Refinements
- The AI now mixes hooks and straights more evenly while using elbows less frequently. Elbows can occasionally appear as first or second strikes in combos.
- The AI previously attempted these postures too often, making them predictable and easy to counter, while also simplifying ground-and-pound reversals. The AI now prioritizes ground and pound from more dominant, stable positions.
Career Mode and Miscellaneous
This comprehensive update goes live at approximately 10 AM PT on April 4, 2024.
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