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遊戲更新

UFC 331 Fight Week and Gameplay Update Blog

2026年9月10日

《EA SPORTS UFC 6》修補檔說明標題,背景為昏暗燈光下以鐵鍊懸掛的沙包,並搭配藍色燈光效果。

UFC 331 Fight Week is almost here, and UFC 6 is stepping into the Octagon with a new patch update packed with roster additions, gameplay updates, Fight Week rewards, and more.

The UFC 6 - UFC 331 Fight Week Update goes live today, September 10, 2026, at 10 am PT.

Check out all the details below:

NEW FIGHTERS ENTER THE OCTAGON

Three new rostered fighters are joining UFC 6 in this update, bringing fresh matchups, new styles, and more ways to compete.

NEW ROSTERED FIGHTERS UPDATE

Quillan Salkilld

 In-game UFC 6 rendering of UFC fighter Quillan Salkilld alongside some of his stats on a red background.

Pro MMA Record: 13-1-0 | 8 First Round Finishes

Division / UFC Ranking: Lightweight, #8

Bio: Quillan Salkilld ** walked into his promotional debut in Sydney, touched gloves with his opponent, and sent him straight to the shadow realm before the commentary team could even finish introducing him. Time elapsed: 19 seconds. Bonus check: Cashed. Contrary to popular belief, his parents do not own a bakery.

UFC 6 Keys to Victory:

Blitz from the Opening Bell (First-Round Pressure) - Overwhelm your opponent with strikes before they find their rhythm. Salkilld thrives on instant offense. By coming out guns blazing and cutting off the cage immediately, you force your opponent into defensive panic mode, which should help Quillan find the finish quickly.

Lone'er Kavanagh

 In-game UFC 6 rendering of UFC fighter Lone'er Kavanagh alongside some of his stats on a red background.

Pro MMA Record: 10-2-0 | 2 First Round Finishes

Division / UFC Ranking: Flyweight, #6

Bio: If you like pinpoint precision, blistering hand speed, and fighters who treat the Octagon like a chessboard, meet London’s own Lone'er Kavanagh. A 5-time kickboxing world champion turned UFC flyweight sensation with ice in his veins.

UFC 6 Keys to Victory:

Smooth Stance Switching & Feint Overload - Switch between orthodox and southpaw to alter angles and create visual noise with twitchy feints. Changing looks constantly messes with your opponent's defensive timing, leaving them open to unpredictable strikes.

INCLUDED WITH THE UFC 6 FIGHTER PASS

Frank Mir (UFC 48: Payback - 2004)

 In-game UFC 6 rendering of UFC fighter Frank Mir alongside some of his stats on a gold background.

Pro MMA Record: 8-1-0

Bio: Facing a towering 6'8" opponent for the vacant UFC Heavyweight Title, Mir pulled guard and secured an armbar just seconds into the fight. When his opponent attempted to escape, Mir cranked on the arm, breaking his forearm in four places. The ref immediately saw the break and halted the bout at the 50-second mark of the fight.

UFC 6 Keys to Victory:

Focus on Frank Mir’s strengths, prioritize an aggressive submission strategy that exploits his elite grappling and submission offense/defense, along with his specialized BJJ perks. With his Bottom Game rating at 100 and high-level BJJ Get-Ups, Sweeps, and Transitions, Mir is just as dangerous off his back as he is on top.

GAMEPLAY UPDATES & TUNING

In this update, we are also delivering fixes to an issue with the Over Under clinch entry, improving the responsiveness of the ground game following double-leg and single-leg takedowns, introducing a stand-up damage bonus to favor fighters with less reach for their weight class, along with several other fixes/updates. Check out the full list below.

The Over Under clinch entry had excessive range after performing a feint.

  • The Change: Now, when you perform an Over Under clinch entry after a feint, it will have its correct range. One minor visual issue remains in these specific cases, where the defender seems to be pulled towards the attacker, even from close range. This is strictly a visual behavior. The normal way to perform the Over Under entry continues to both work and look correct.

Improved responsiveness of the ground game following double leg and single leg takedowns (including takedown turns).

  • The Change: After several takedowns, there is a significant and unnecessary delay before fighters can engage in the ground game. By fixing the code and tuning the animations for the most common takedowns, we have eliminated this delay, so fighters can start their actions as soon as the takedown is complete. 
  • Future Updates: The remaining takedown types will receive the same responsiveness improvements, as will actions within the ground game. This will lead to a much more responsive and active ground game overall.

Introduced a stand-up damage bonus to favor fighters with less reach in their weight class.

  • The Change: Before this update, there was a mechanic that favored the damage of shorter fighters, typically the more muscular ones in their respective weight class, but it was too subtle. In this update, we are overhauling how the damage bonus for the shorter fighter works and making it much more significant: There can now be a difference of up to 10% in the damage multiplier of stand-up strikes between the possible shortest and longest fighter in a division. We expect this change to improve the balance among fighters with very different reaches, as previously the longer fighters had an excessive advantage.

Improved the assignment of Strike Variants and Strike Skins to several fighters.

  • The Change: The main strikes affected were hooks to the head, calf kicks, and roundhouse kicks (all types). 
  • Regarding roundhouse kicks, please note that several fighters who previously had the ‘Fast Variant’ now have the ‘Heavy Variant’. This does not constitute a nerf to kick speed; rather, it means these fighters’ kicks will now prioritize power over speed. The Fast Variant roundhouses remain just as fast and are still available to multiple fighters, including those who are known for prioritizing speed in such kicks.

Fixed an issue that caused the Combo Preview in the View Moves screen to be outdated

  • The Change: Before the update, the Combo Preview did not display Combo Packages correctly in some cases. This issue has been fixed, allowing players to assess their fighters' combo capabilities reliably. This is a good opportunity to highlight how the Combo Packages have changed from previous titles. Although they are still displayed as lists, for the most part, each level of a package can be memorized as a set of rules. For instance, Boxing Level 3 allows a fighter to throw 4 punches to the head. These rules are listed in the Training Manual. 
  • Note regarding UFC 6 ‘Soft Combos’: Strikes that can chain, but aren’t listed in Combo Packages, are almost as good as the ‘Hard Combos’, which are granted by the Combo Packages and are a little faster and more efficient. However, there is an edge to be had by knowing a fighter’s ‘Hard combo’ capabilities and applying them throughout fights to surprise and overwhelm your opponents. The composition of the Combo Packages in UFC 6 makes advanced combo use more accessible than ever.

Improved the AI’s tactical activation of Flow State

  • The Change: Improvements have been made to the conditions under which AI opponents activate their Flow State.
  • Future Updates: We plan to improve the AI’s tactical behavior during the Flow State, especially regarding aggression and strike selection. Although there are already some sensible tendencies, complex factors prevent the behavior in some Flow States from changing as much as we intend. We are working on these cases and will provide further updates.

Other Notable Fixes

  • Increased the denial window of flying submissions.
  • Fixed an issue that prevented the damage bonus from the ‘Like Water’ Flow State from being applied in some circumstances.
  • Improved the AI’s target selection after causing health events.
  • Improved the camera behavior after some takedowns, diving punches, and ground and pound sweeps.
  • Fixed an issue that caused the Striking Controls to behave as Orthodox in Online Fights, in cases where the player had selected Southpaw.
  • Fixed an animation issue with the impact of the lead spinning backfist.
  • Fixed a rare animation issue with cage strikes.
  • Fixed a rare animation issue with the Collar Tie clinch entry.
  • Fixed a rare animation issue from a catch kick strike.

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