

UFC 3 already did a great job of revamping striking, but the ground game still feels largely unsatisfying in UFC 4. Outside of those big changes and a couple of other small control adjustments, the gameplay in UFC 4 is largely the same, which for the most part is fine. Of course, there’s also the legacy control scheme along with a new hybrid control scheme that combines the two, allowing you to transition to specific positions with the right stick and use the more general assist transitions with the left stick, which is a nice compromise. It’s not ideal, because sometimes you need that extra level of specificity to land better ground and pound or get access to better submissions, but for those who are just picking the game up for the first time, it’s a great shortcut to start having fun without having someone explain to them what all the different positions mean, which ones have submissions, and which ones you can get up from. And if you want to do a submission, just hold left and you’ll transition to a position that lets you perform a submission. If you want to ground and pound, keep on pressing right to eventually transition to a position where you can do some ground and pound. If you want to move to a position that allows you to get up, just keep on pressing up on the right stick until you’re able to get up. When using grapple assist, instead of transitioning to specific positions while on the ground, you can just choose to transition based on what it is you want to do.
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Not only is this awesome because it’s very true to the actual UFC experience, but it also balances the risk/reward factor of going for a submission when you’re not in a dominant position somewhat.įinally, EA Vancouver also introduced a grapple assist system for those that might not know their full guards from their half guards, their side controls from their mounts, or their rubber guards from their mouth guards. That rewards a more careful, cat and mouse-style mind game when compared to the much more erratic gate submission system of prior games.Īnother really cool addition is that some fighters that are especially skilled on the ground can even gain opportunities to counter certain submissions with either a slam or even a counter-submission, like a Von Flue choke. The big challenge for the defender is that your bar increases in size the more you move, so just wildly spinning the control stick or spamming the shoulder buttons like a wild person doesn’t work.

For joints the concept is basically the same, except you use the triggers to move your respective bar left and right. The defender, meanwhile, fills their escape meter automatically as long as they're not covered by the attacker. For chokes, the attacker must fill the submit meter by using the left stick to move a bar around a circle in an attempt to cover the defender's bar. Both minigames are essentially a race to be the first one to either fill up the submit meter or the escape meter. The other big change this time around is with submissions, which has actually been split into two different types of minigames: one for chokes and one for joint submissions. With this new system you can very organically go from strike to clinch, and from there decide whether you want to attack the head, attack the body, push the opponent up against the cage, or, for some fighters, even go for a standing submission ala Jon Jones vs Lyoto Machida. It’s a smart change, as it makes the clinch game feel like a natural extension of the standup combat rather than its own separate minigame. That said, if you get caught in a clinch with your back against the fence, you’ll find yourself in a very tough spot, especially against a fighter that excels there. You’ll likely still eat a few shots, but as long as you have room to back up, breaking a clinch is much easier to do. Instead of having to navigate through clinch positions just to get to a spot where you can escape, all you have to do to break a clinch is move away from your opponent. The biggest difference this time around is the clinch game, which no longer just feels like a stand-up version of the ground gameplay. Unlike UFC 3, which dramatically revamped the entire striking system, UFC 4 is more about small but necessary adjustments as opposed to grand overhauls.
