
UFC 6 Wishlist: Everything The Game Needs To Get Right
UFC 6 was recently announced to be in the works, with an anticipated release date in 2025. While there is no official release date, it is likely to drop in the later half of the year.
There were several things fans wanted from UFC 5, and we got some of them. But, many requests did not happen. Instead, we got a brand new flashy highlight replay instead. Reviews were mixed after a three-year wait for the release of UFC 5. But, fan frustration and skepticism swells around whether or not developers will make the necessary changes to improve UFC 6.
Here are some things that fans want from the new game:
How UFC 6 Can Evolve The Franchise
To stay relevant, games need consistent updates, and UFC 6 should embrace this philosophy wholeheartedly. The fight week hub, with its card picks and unique challenges, is a solid addition. But, there’s room for much more. For instance, when new fighters are added via updates, their fighting styles and motion-captured animations should also be included. Currently, only Dominic Cruz stands out with specialized footwork movements. Expanding footwork options and stances for more fighters would add depth and authenticity. Additionally, punch animations should vary based on style. Drawing inspiration from the innovative approach seen in the new Undisputed boxing game.
Another improvement would be fighter attribute updates, similar to Madden’s live roster updates. Regular updates for the top-15 ranked fighters in each division would keep the game aligned with real-life rankings. To achieve this, every ranked fighter needs to be included in the game. Previous games have been criticized for not having all the ranked fighters.
Another small change would be moving from a 5-star attribute system to a 100-point scale. This was an adjustment that fans hoped for in UFC 5, but didn’t get.
Clinch Fighting Needs an Overhaul
The clinch system in UFC games has seen little evolution over the years. UFC 6 needs significant improvements in clinch fighting. It needs to include better transitions, more positions, additional takedown options from various positions, and the ability to strike while transitioning. UFC 3 remains the standard for clinch design. It was possible to transition to, and even initiate, positions such as over-under, double underhooks, a back clinch, and Muay Thai.
In contrast, UFC 5 limited clinch mechanics to just a few positions—single collar tie, Muay Thai, and a framed position reminiscent of UFC 4. Double underhooks and back clinches only appeared as part of takedown attempts. While UFC 5’s animations and button mapping were smooth and realistic, the overall clinch experience felt restrictive and overly simplified.
Improvements to Ground Striking Mechanics
UFC 5 introduced elbows to ground striking, which was a welcomed improvement. However, the execution left room for refinement. For instance, throwing an elbow from a postured top position would force the player back into the opponent’s guard. It limited fluidity and disallowed for multiple elbow strikes in succession. While elbows were functional and freely used from certain bottom positions, the mechanics still felt constrained. With the new unified MMA rules now allowing 12-to-6 elbows, this should be a focal point for UFC 6. Ensuring elbow strikes are versatile and seamlessly integrated into gameplay could be a big selling point.
Diversity in Fighting Styles
UFC 6 should expand its roster of fighting styles to include more disciplines. Such as Karate, Tae Kwon Do, Judo, Greco-Roman Wrestling, Sanda, and Sambo. In UFC 2009 Undisputed, fighters had striking bases (e.g., Boxing, Kickboxing, Muay Thai) and grappling bases (e.g., Brazilian Jiu-Jitsu, Judo, Wrestling). While this is not an EA Sports game, the concept offered unique combinations. Incorporating primary and secondary fighting styles in UFC 6 would enhance fighter individuality and provide more strategic combinations for players. This unfortunately didn’t materialize in UFC 5.
Realism Through Fouls & Physics
Fouls and mistakes are part of real MMA fights and should be included in UFC 6 for added realism. For example, strikes should land anywhere on the body. Even finishing strikes mid-animation, instead of being canceled by other actions like takedowns. The game doesn’t have animations for illegal actions like eye pokes, groin strikes, and kicks to the head of grounded opponents. As well as game play elements like point deductions, disqualifications, and no-contest rulings. UFC 5 took a step in the right direction with the introduction of doctor stoppages for cuts and swelling with its new damage system. But, these additional elements would bring the game closer to authentic fight scenarios.
What Fans Want From UFC 6 Career mode
Re-imagining Career Mode
Career mode needs a freshen up, or a complete overhaul. I like the idea of having some sort of fighter combine to determine base stats and available gyms/training partners. But that is more of a wish list item. Being able to choose your backstory leading to MMA would feed into the different fight styles. A championship level boxer, an Olympic/collegiate wrestler, or troubled youth could provide interesting character backstories. While amateur fights serve as a tutorial and training for the game mode, it would make more sense to have you start your pro debut on the regional MMA scene instead of going right into Contender Series for a pro debut. The real issue is that they need to add different storylines on how to get to the UFC to start your career. Which was a request fans didn’t get from UFC 5. Coach Davis is great, but we didn’t need the exact same story with him and Valentina Shevchenko again. There was hardly any difference in the design and story from UFC 4 to UFC 5. It was one of the biggest complaints from the game’s fan base, especially after the three-year wait.
Gym Options & Dynamic Fight Camps
UFC 6 should bring back the option to train at different gyms. A system where you have a home gym to train at outside of fight camps could add more depth. For fight camps, players should have multiple options:
- Stay with their home gym.
- Pay to train at another gym temporarily
- Move camps entirely
- Or become a nomad and pay as you go at different gyms.
Fight camps also need to be more interactive, incorporating weight cuts with the possibility of missing weight. During camps, players could participate in promotional activities such as interviews, podcasts, or press conferences, with choices affecting popularity, fight hype, and fan support. Learning new moves during training involves active participation. Engaging with media events the same way could create a sense of immersion, allowing players to shape their fighter’s persona. Additionally, player decisions in promotional activities could influence rivalries or set up future fights through callouts.
Evolving The Roster & Weight Class Dynamics
One of the most significant frustrations in career mode is fighting the same aging fighters repeatedly. UFC 6 should introduce dynamic rosters where prospects rise and older fighters retire over time. This would make the experience feel more alive and realistic.
The ability to switch weight classes or take short-notice fights at catchweight would also add variety and excitement. For instance, if there are no interesting fights in your division, or if you want to test your performance at a different weight class, you could take on a short-notice fight. This could serve as a side mission or a way to explore whether your fighter’s frame and attributes are better suited to another division.

Clarifying Mechanics & Submissions
Lastly, UFC 6 needs to provide more clarity around “Orthodox Submissions”. It’s unclear which moves fall into this classification how to learn the specific submissions like triangles or kimuras by inviting fighters to train. I don’t see this question posted in communities, so maybe it’s just me.
Other Game Modes
Exploring New Game Modes
While I’ve never been a huge fan of Ultimate Team in games, I understand its popularity and why some fans may want it back for UFC 6. The mode wasn’t well executed and didn’t fare particularly well in UFC 4. But, there’s potential for EA to refine and reintroduce it in a way that resonates with players. Ultimate Team could also serve as a platform for live events and regular updates, keeping the community engaged over the game’s lifecycle. That said, UFC 6 could also benefit from introducing fresh game modes that expand beyond traditional gameplay.
Build-a-Gym or Be-a-Coach Mode
One exciting idea is a “Build-a-Gym” or “Be-a-Coach” mode, similar to MyGM or Franchise mode in 2K and Madden franchises. In this mode, players could build and manage their own gym, starting with a small space and upgrading over time. Players could purchase better equipment, expand to larger facilities, and hire elite coaches and trainers. The ultimate goal would be to develop fighters into champions and build a gym renowned for producing titleholders and accumulating the most championship gold.
This mode could add a layer of strategy, allowing players to balance resources, scout for promising fighters, and choose the right coaching staff to develop specialized skill sets. It would provide a unique management experience that complements the core gameplay.
Be a Promotor Mode
This could be similar to the style WWE 2K MyGM where you book fight cards and compete against other promotions like PRIDE, Strikeforce, and WEC. You could hire scouts to search for fighters on the regional scene, and other promotions, to sign to yours. Develop the most talent-stacked roster to earn the most fans, PPV buys, and match ratings. Start from on the regional scene and build a promotion to rival the UFC, or run the UFC the way you want. Book dream matchups and fight cards to beat the competition into submission.
What are some of your UFC 6 wants? Let us know in the comments below.
Average Rating