
Every UFC 6 Flow State Explained
NazUFC
Overview
This video explains the new 'flow state' mechanic in EA Sports UFC 6, a system designed to make perks more impactful. Flow state is a temporary power-up achieved by filling a meter, which is accelerated by using fighter perks. The video details numerous perks, explaining their base effects, how to achieve 'flow boosts' (mini-buffs), and what their ultimate 'flow state' effect entails. It provides examples of fighters who might possess certain flow states and offers strategic advice on how to utilize and counter these powerful temporary advantages, emphasizing that understanding perks is crucial for success in the game.
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Chapters
- Flow state is a new mechanic in UFC 6 that grants temporary power-ups.
- Perks are essential for filling the flow state meter faster.
- Unlike previous games, perks significantly impact gameplay and can be the difference between winning and losing.
- Playing towards your flow state encourages cleaner, more strategic gameplay.
- Anvil: Enhances top control by slowing opponent transitions, with a flow boost from ground and pound, and a flow state that improves ground and pound duration, power, and reduces stamina cost.
- Bones Saw: Boosts elbow and knee damage in stand-up, with a flow boost for landing consecutive elbows/knees, and a flow state that significantly increases elbow and knee damage and cut/swelling effects.
- Bullwark: Strengthens blocking while moving, with a flow boost for evading strikes when the block meter is low, and a flow state that instantly refills the block meter and reduces block/body/leg damage, making the user a 'tank'.
- Checkmate: Improves submission offense, with a flow boost for successful submission chains or near-misses, and a flow state that speeds up submission attacks, increases meter drain on the defender, and applies harsher penalties.
- Electric Eel: Enhances takedown defense and clinch escapes, with a flow boost for denying clinch entries or reversing takedowns, and a flow state that improves takedown defense and increases stand-up/clinch strike power.
- Escape: Boosts submission defense from top positions, with a flow boost for denying submission entries, and a flow state that speeds up transitions from top guard and submission escapes.
- Feather Step: Improves footwork when retreating, with a flow boost for landing strikes after a lunge evasion, and a flow state that increases strike damage from long range.
- Grizzly: Reduces stamina cost for clinch and takedown actions, with a flow boost for late takedown denials, and a flow state that further lowers the user's stamina cost for takedowns/clinch while increasing the opponent's cost.
- Groundskeeper: Reduces stamina cost for ground game actions, with a flow boost for performing two successful transitions quickly, and a flow state that instantly decreases stamina cost for ground actions and ground and pound.
- Hot Blooded: Reduces stamina cost for stand-up strikes in early rounds, with a flow boost for landing a full combo strike, and a flow state that significantly lowers stand-up strike stamina cost.
- Hunter: Improves footwork when advancing or moving sideways, with a flow boost for hitting opponents against the fence, and a flow state that enhances advancing footwork and damage against opponents trapped on the cage.
- Kraken: Enhances takedowns from stand-up, with a flow boost for performing a takedown after an opponent misses a strike, and a flow state that improves all takedowns and slows opponent stamina recovery when in top position.
- Lancer: Increases power and accuracy of frontal kicks (front, side, axe), with a flow boost for hitting an opponent with a frontal kick as they strike, and a flow state that makes frontal kicks deal more damage and cause more health events.
- Last Stand: Provides strong submission defense from bottom positions, with a flow boost for escaping any submission (excluding desperate escapes), and a flow state that increases ground stamina recovery, regenerates the submission meter, and reduces damage to it.
- Like Water: Reduces incoming damage during stationary or advancing sways, with a flow boost for landing strikes out of sways after evading, and a flow state that increases the damage of attacks landed after a sway, even if not counters.
- Perpetual: Stand-up strikes cost less stamina in later rounds (3-5), with a flow boost for hitting an opponent with low short-term stamina, and a flow state that increases stand-up stamina recovery for a duration.
- Phoenix: Faster recovery from stuns, with a flow boost for surviving a stun without being knocked down, and a flow state that greatly increases health and stamina recovery in stand-up and reduces stun duration.
- Point Down: Enhances advancing footwork, power, and stamina efficiency, with a flow boost for landing strikes after a sway, and a unique flow state where the opponent can taunt to gain partial benefits, balancing the power.
- Quicksand: Makes it easier to deny transitions from bottom positions, with a flow boost for performing any sweep, and a flow state that speeds up grappling actions from bottom or advanced top positions.
- Reaper: Round kicks are more powerful and accurate, with a flow boost for landing a round kick from long range while the opponent retreats, and a flow state that makes round kicks deal more damage and cause more health events.
- Revenant: Recovers more health between rounds, with a flow boost for hitting an opponent when your own health is low, and a flow state that greatly accelerates health recovery, acting as a 'tank' perk.
- Shackles: Improves clinch control, strikes, and takedowns from dominant clinch positions, with a flow boost for clinching shortly after evading a strike, and a flow state that aids clinch control and striking.
- Specter: Reduces incoming damage when swaying or moving backwards/sideways, with a flow boost for evading two attacks with sways, and a flow state that reduces stamina cost for sways/lunges and further decreases incoming damage, ideal for survival or decisions.
- Spindrift: Spinning kicks are more powerful and accurate, with a flow boost for hitting an opponent with a spinning kick when they have low stamina, and a flow state that increases spinning kick damage and health event potential.
- Spring Loaded: Improves get-ups, with a flow boost for successful get-ups after a quick denial, and a flow state that enhances get-ups, muscle modifier transitions, and the ability to cause health events.
- Stinger: Straight punches are more powerful and accurate, with a flow boost for hitting an opponent from long range with a straight as they strike, and a flow state where straight punches deal more damage and cause more health events.
- Tank: Stronger block when standing or advancing, with a flow boost for hitting an opponent quickly after a successful block, and a flow state where all stand-up strikes deal more damage for a short time after blocking.
- Tiger: Curved punches (hooks, uppercuts) are more powerful and accurate, with a flow boost for hitting opponents with curved punches when they are vulnerable from evasive actions, and a flow state that makes curved punches deal damage and cause health events.
- Titan: More resistant to stuns when having more health, with a flow boost for hitting an opponent while suffering an event or shortly after, and a flow state that deals more damage shortly after being hit or during a health event.
- Unbreakable: More resistant to stuns when having less health, with a flow boost for mitigating damage from sways or lunges, and a flow state that reduces incoming damage, making the user a 'tank'.
- The video lists specific fighters and their associated flow state perks, such as Alex Pereira (Tiger), Max Holloway (Point Down), McGregor (Stinger), and Robert Whittaker (Reaper).
- Fighter perk assignments are generally logical, aligning with their real-life fighting styles, though some may be surprising (e.g., Max Holloway having a submission perk).
- Players still have access to all flow boost perks from other categories, even if they don't have that perk as their primary flow state.
- While flow states are powerful, they often have hidden weaknesses that players can exploit.
- For example, the Tiger flow state can make a fighter more vulnerable to stuns and damage.
- The Checkmate submission flow state allows defenders to escape faster and can drain the attacker's stamina if they fake a submission.
- Understanding these weaknesses is key to countering powerful flow states.
- The video emphasizes that mastering perks and flow states is essential for success in UFC 6.
Key takeaways
- Flow state in UFC 6 is a temporary power-up earned by filling a meter, significantly enhancing a fighter's abilities.
- Perks are fundamental to gameplay, influencing both base stats, flow boost acquisition, and the ultimate flow state.
- Each fighter has a unique 'flow state' perk that aligns with their fighting style, but they also benefit from 'flow boosts' from other perks.
- Understanding the specific effects of each perk's base, flow boost, and flow state is critical for strategic decision-making.
- Many powerful flow states have exploitable weaknesses that can be discovered through gameplay and used to counter opponents.
- Mastering the perk and flow state system is essential for competitive play in UFC 6.
- The game encourages a more strategic approach by making perks and temporary power-ups highly impactful.
Key terms
Test your understanding
- How does a player activate the 'flow state' in UFC 6, and what is its primary function?
- Explain the relationship between a fighter's perks, flow boosts, and their ultimate flow state.
- Describe the 'Anvil' perk, including its base effect, flow boost condition, and flow state benefit.
- What are some potential weaknesses of powerful flow states, and why is it important for players to identify them?
- How does the 'Grizzly' perk's flow state aim to give a stamina advantage in grappling exchanges?