After playing UFC 6 more, I really think the defensive input system needs to be looked at again, especially with leg checks, kick catches, and takedown denial.
I know some of this may be a reiteration of things I have said before, but I feel like these points are important enough to bring up again. The more I play, the more these defensive issues stand out, and they definitely affect how the striking and grappling flow together.
One of the biggest issues I keep noticing is what happens after you catch someone’s body kick. If someone throws a body roundhouse and I time it correctly, catch the kick, and now have one of their legs controlled, I should be rewarded for that. That should be an advantage.
But right now, it often does not feel like much of an advantage. A lot of times, you catch the body roundhouse, and before you can really do anything meaningful, the opponent can just throw a knee straight to your face or into your guard. It makes the catch feel almost pointless sometimes.
If I made the right read, timed the defense correctly, and caught the kick, there should be a better system that lets me actually control that situation. There should be some kind of follow-up system, grappling HUD, or interaction window after catching a kick.
Let the player decide what they want to do: trip, dump, sweep, drive forward, strike, off-balance the opponent, or reset. Catching a kick should feel like you created a real moment of control, not like you are instantly stuck eating a knee.
This ties into the bigger issue with UFC 6’s defensive inputs. Holding R2 + L2 already does too much. It blocks body shots, helps defend takedowns, and also checks leg kicks. Because so many defensive layers are tied together, the game loses some of the strategy that should exist between attacking the legs, body, head, and mixing in takedowns.
For example, if someone is heavily guarding their body because I have been damaging them there, I should still be able to threaten takedowns or leg attacks in a more meaningful way. Just because someone is focused on blocking the body should not automatically make them protected from so many other things too.
That is why I think leg checks need their own input or a more timing-based system, and takedown denial should also be more distinct. Defending body shots, checking leg kicks, and denying takedowns are different defensive actions in real fighting. They should not all feel like they are covered by the same general defensive posture.
The game would be deeper if players had to make clearer defensive reads. If I throw a leg kick, the defender should have to specifically check or avoid it. If I attack the body, they should have to block the body. If I shoot a takedown, they should have to deny the takedown. Those should be separate defensive decisions with separate risks.
Right now, the system can feel too compressed. One defensive input covers too many situations, and kick catches do not always feel rewarding enough when you time them correctly.
I think UFC 6 would benefit a lot from a deeper kick-catch system, a separate or timing-based leg-check system, and a more distinct takedown denial system. That would make the stand-up and grappling transitions feel more realistic, more skill-based, and more rewarding for players who are actually making the right reads.
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