UFC 3 update 1.09 is now available for players on PlayStation 4 and Xbox One. The new UFC 3 patch 1.09 has added fixes for several issues that popped up with the recently released update, including crashing, game client, and UI bugs. In addition, UFC 3 version 1.09 update also includes various performance and stability improvements. Check out the full details below.

Recently, a major update was released with 5 new fighters. In addition, UFC 3 version 1.08 update also added an all-new set of diving punch animations which increased the responsiveness of diving on an opponent after a KD or KO.

UFC 3 update 1.09 Changelog

  • Improved AI’s awareness of more complex evasion directions for certain strike scenarios.
  • Remove straight stopping power on empty slip strike
  • Major lunging to the outside of an overhand will now evade the strike.
  • Added ability to block while lunging.
  • This basically means straight punches will do hook damage and take advantage of side vulnerability when landed at an angle greater than 45 degrees to your opponent. And hooks that land to the front of the face will do straight damage.
  • Added new damage logic to account for large angles created when evading forward moving strikes with lunges.
  • Added new pivot lunges. Pivot lunges are special lunges that chain in certain directions off successful head movement to allow you to pivot off and make your opponent stop tracking, giving you another way of creating angles.
  • This means side stepping a fwd moving combo will see your opponent go flying by you, allowing you to create angles on your opponent the game never supported before, for a potential counter opportunity or to regain control of the octagon.
  • Made it so an attacking fighter will stop tracking their opponent when a side lunge evades a forward moving strike.
  • Improved the responsiveness of lunging after striking, striking after lunging, lunging after using head movement and chaining lunges.
  • Fixed certain takedowns and diving punches from counting incorrectly in the post-fight stats.
  • Fixed a bug that caused AIs with special straight punches, such as Nate Diaz and Connor McGregor, to not dive on their opponent as often.
  • Expanded AI’s knowledge of cage clinch positions, and the ability to move between them.
  • Improved responsiveness when attempting to strike after a diving punch into your opponent’s guard.
  • The single collar punches also got a significant damage buff.
  • Added a new single collar clinch attempt animation.
  • Single collar punches to the head can now knockdown or knockout an opponent.
  • Added strikes for the SUB fighter to the cage takedown positions.
  • Added a new cage seated finish the fight position
  • Expanded AI’s behavioral diversity and adjusted many AI behavioral tendencies based on player feedback.
  • Improved AI’s choice of strikes when advancing from range and throwing punches
  • Improved AI’s ability to block strikes and capitalize on grapple advantage while grappling.
  • Intercepting a back lean with a straight strike will now play a push back hit reaction.
  • Speed up forward moving side slipping open side straight and hook counter strikes making it possible to evade and counter a standing 1-2 with a forward moving slip straight.
  • Added a block cooldown timer for clinch and takedown pre-deny.
  • Added a cooldown timer for switching between clinch and Takedown denial.
  • Made it easier to duck under head kicks by making the height requirements to do so more forgiving at kicking range, though less forgiving at elbow range.
  • Removed minor duck. All forward sways will now do the major duck regardless of input timing.
  • Block counters are guaranteed to land before you opponent can get their block up to defend them, or before any strike combo’d off the blocked strike would land. They can however be slipped or lunged.
  • Added block counter strikes. Lead hook block counter to any hook or overhand that lands on your lead side block. Same side uppercut counter to any blocked body hook.
  • Block counters are guaranteed to land before you opponent can get their block up to defend them, or before any strike combo’d off the blocked strike would land. They can however be slipped or lunged.
  • Removed minor duck. All forward sways will now do the major duck regardless of input timing.
  • Made it easier to duck under head kicks by making the height requirements to do so more forgiving at kicking range, though less forgiving at elbow range.
  • Added a cooldown timer for switching between clinch and Takedown denial.
  • Added a block cooldown timer for clinch and takedown pre-deny.
  • Speed up forward moving side slipping open side straight and hook counter strikes making it possible to evade and counter a standing 1-2 with a forward moving slip straight.
  • Intercepting a back lean with a straight strike will now play a push back hit reaction.
  • Improved AI’s ability to block strikes and capitalize on grapple advantage while grappling.
  • Improved AI’s choice of strikes when advancing from range and throwing punches.
  • Expanded AI’s behavioral diversity and adjusted many AI behavioral tendencies based on player feedback.
  • Added the ability to stay down during an active knockdown by pressing down on the right stick.
  • Added the ability to push your opponent into tower guard while they are getting up from an active knockdown.
  • Added the ability to push your opponent into the new cage seated position as they are getting up from an active knock down.
  • Added the ability to put your opponent into the single under clinch position as they are getting up from an active knock down.
  • Greco Roman AI can now instantly perform clinches when opponent’s back is to the cage.
  • Ground and Pound AI can now instantly perform takedowns when opponent’s back is to the cage.
  • Improved AI’s ability to enter and make use of stacked guard from ground as well as tower scenarios.
  • Reduce the size of the input window for catch kicks, making them harder to perform.
  • Fixed a bug where knees and kicks that redirected to the head could cause body health events.
  • Added new behavior to certain AIs to elect to not getup right away when on their back.
  • Fixed a bug with the contact detection of lead elbows.
  • Added signature Justin Gaethje Rolling Thunder kick.
  • Added signature Wanderlei Silva hooks.
  • Added standing reaching jab/straight to the body/head that can be landed from half way into kick range by first flicking forward with the Left Stick. These strikes have extra range and stopping power compared to the regular jab/straight.
  • Added the missing lead body kicks following body punches from Muay Thai level 3 combos.
  • Slightly reduced the range of standing & forward moving overhands.
  • Fixed a bug where haymaker couldn’t be evaded by a side slip.
  • Reduced stamina tax on body strikes that force a push back hit reaction (Teep Kick for example)
  • Removed stamina tax of auto lunges that trigger when blocking a straight kick to the leg.
  • Added new outside, range-based counter striking behavior to AI
  • Improved AI’s ability to use the push-off strike.
  • Added combined weight classes to Fight Now modes.
  • Added gameplay sliders to Career Mode.
  • Added Career Fight History.
  • Added a strike range modifier for AI recording & playback behaviors in Practice Mode.
  • Removed feints from total strikes thrown in post-fight stats.
  • Fix a bug where body kicks would sometimes not register as landed after a previous strike was evaded.
  • Fixed a bug in SUB side control which prevented the hip-out getup to complete.
  • Fixed a bug with two slam takedowns that could cause damage to the wrong fighter.
  • Reduced the frequency of grapple-initiation techniques based on AI difficulty.
  • Added fixes for crashing/stuttering issues.
  • Added quality of life and misc changes.
  • Various bug fixes and adjustments made throughout the game with UFC 3 version 1.09.

UFC 3 update 1.09 is now available for download on PS4 and Xbox One.