UFC 6 Fight Week Update Adds More Fighters and Gameplay Improvements
EA Sports has released a new UFC 6 update ahead of UFC 334 Fight Week, adding three fighters to the roster, a new Fighter Pass addition and several gameplay improvements.Navajo Stirling, Fatima Kline and Wang Cong are…

EA Sports has released a new UFC 6 update ahead of UFC 334 Fight Week, adding three fighters to the roster, a new Fighter Pass addition and several gameplay improvements.
Navajo Stirling, Fatima Kline and Wang Cong are the latest fighters to join the roster. Stirling brings his powerful kickboxing and long reach to the light heavyweight division, while Kline offers a mix of Brazilian jiu-jitsu, wrestling and striking at women’s strawweight. Cong joins the women’s flyweight division with a strong kickboxing background, quick combinations and a striking style built around controlling distance.
Chris Leben is also joining the game through the UFC 6 Fighter Pass, featuring his UFC 132 appearance against Wanderlei Silva. Known for his aggressive fighting style and heavy hands, Leben famously knocked out Silva in just 27 seconds. His in-game version focuses on constant pressure, powerful punches and the durability that made him a fan favorite.
The update also adds missing signature moves to several existing fighters. Diego Lopes, Lerone Murphy and Carlos Prates receive five-star spinning elbows, while Paddy Pimblett gets additional flying knees and jumping kicks. Other fighters receiving move updates include Rafael dos Anjos, Mario Bautista, Caio Borralho, Joaquin Buckley, Michael Morales, Yoel Romero, Benoit Saint Denis and several others.
Along with the roster additions and updated movesets, EA Sports has made gameplay tuning adjustments and addressed bugs across multiple areas of the game. The full list of changes, including individual fighter moves and gameplay adjustments can be found in the official UFC 6 blog. Check out the patch notes and some future changes the team is working on below.
TUNING
- Increased the stamina cost of Efficient Strikes from 75% of the standard cost to 82.5%.
- Developer comment: We have been monitoring feedback that stamina remains abundant, watching many fights, and reviewing telemetry. Although the general trend shows stamina declining in high-volume fights, some fighters can be outliers due to their use of many Efficient Variant strikes. Strickland and Royval are some examples. As such, we are decreasing the stamina efficiency of these attacks.
- [Dev Note] This chain could be used back-to-back multiple times and was too powerful at its previous speed.
- Developer comment: This chain was faster than intended, causing animations to flow improperly in some extreme cases, and it was also a little too fast and too hard to defend against.
- Developer comment: This chain was faster than intended, causing animations to flow improperly in some extreme cases, and it was also a little too fast and too hard to defend against. Only the stationary version was accidentally too fast and had to be slowed down. The moving versions remain at the same speed.
- Developer comment: This chain was faster than intended, causing animations to flow improperly in some extreme cases, and it was also a little too fast and too hard to defend against. Only the stationary version was accidentally too fast and had to be slowed down. The moving versions remain at the same speed.
CRASH & STABILITY
- Fixed an issue where a crash occurred when performing moves on the Heavy Bag within Career.
- Fixed a rare crash involving Time Dilation and Takedowns.
- Fixed an issue for players previously impacted due to declining a late-career fight as a Double and BMF Champion, resulting in a permanent softlock.
FIGHTERS & GAMEPLAY
GAMEPLAY MECHANICS
- Fixed a bad state where fighters could get stuck on the ground game after a ground-and-pound elbow landed against an opponent trying to frame.
- Fixed an issue that prevented fighters from blocking body attacks when getting up from active knockdowns.
- Fixed an issue where fighters could clinch opponents during active or cage knockdowns, resulting in bad states and getting stuck. This refers to regular clinch entries, NOT to the special Single Under clinch entry against active knockdowns, performed by simply walking toward the opponent as they get up. The special entry continues to work as normal.
- Fixed an issue where advanced lunging strikes were restricted exclusively to fighters possessing Fast Punch Variants.
ANIMATIONS
- Fixed an animation issue during a full guard dominant get up performed against a hip out.
- Fixed an animation issue in a cage butterfly sweep against an attempt to transition to half guard.
- Improved physics interactions during knockdowns and knockouts from the clinch.
FIGHTER APPEARANCE AND DATA
- Fixed an issue that prevented Carlos Prates’ updated back tattoo from displaying correctly.
- Fixed an issue where Curtis Blaydes’ character physique and skin tone were inaccurate.
- Fixed an issue where fighters’ faces could remain visibly bloody at the start of a new round.
- Fixed an issue where base fighters and vanity skins had attribute discrepancies across Alexandre Pantoja, Diego Lopes, Leon Edwards, Sean O’Malley, Petr Yan, and Justin Gaethje.
- Fixed an issue where Colby Covington was listed as Orthodox instead of Southpaw.
- Fixed an issue where Jose Aldo (UFC 129) was missing his nickname “Junior” in Fighter Select.
GAME MODES
CAREER MODE
- Fixed an issue where coaching and gameplay tip settings were locked and non-interactable in the pause menu for Hardcore Career playthroughs.
- Fixed audio priority issues tied to BMF and ‘Opponent Injury’ commentary dialogue incorrectly taking priority over First Title Fight commentary lines.
UI & PRESENTATION
MENUS
- Fixed an issue where a solid black background was displayed on the Main Menu Settings tab.
- Fixed an issue where Fight Week Challenges background and card previews failed to display properly.
- Fixed an issue where an asterisk (*) was present on the Move packages level flyout in Online Career.
AUDIO
- Fixed an issue where Philly Shell commentary lines were triggered during fights in which neither fighter used the defense style.
FUTURE CHANGES
- We are aware of an animation issue in which, after certain ground-and-pound transitions, portions of certain grappling animations can be skipped, making them harder to deny. The fix for this issue is ready for a future update.
- We continue to prioritize the “Hanging Transition” issue, in which some transitions that normally resolve quickly sometimes take longer. We now understand the cause, but the fix itself is complex and will require extensive testing.
- We are also working on the remaining version of the Auto-Parry bug, which can occur after some minor blocking side-sways. We’ll keep the community updated in future communications.