What Does Each Flow State Do in UFC 6?

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Mehrdad (He/Him) is a writer at GameRant. He started writing about video games when he was a high-school student. He loves playing competitive FPS games such as Rainbow Six Siege. In between, you can also find him grinding for better ships in Star Citizen every now and then.

UFC 6 has some RPG elements in its combat system known as Flow State. Flow State is an arcade-style feature that will have its fans and haters, but knowing how it works is essential to everyone so you know how to best utilize it, or how to best counter it.

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What Are Flow States in UFC 6?

Flow State is like an ultimate ability that you can activate during a fight for a limited time to gain a significant advantage over certain actions.

The Flow State is represented by the Flow Meter. It’s a diamond-shaped bar on the fighter’s HUD that you can fill gradually by dealing damage to your opponent. Performing actions that are highlighted on your fighter’s perks will fill a big chunk of the Flow Meter. When the bar is full, you can press down on your D-Pad to activate the Flow State.

When Flow State is activated, you will enter a specific state where you can perform certain actions based on your fighter’s main perk with an extreme boost. The action will be different from one perk to another. That’s why we can’t tell what a Flow State does before we know the fighter’s main perk.

As soon as the Flow Meter drains, the Flow State ends, and you return to the normal state. Both fighters can enter the Flow State at the same time.

All Flow States in UFC 6, Explained

Flow State Activated - UFC 6 Image: GameRant via EA

Flow State is tied to your fighter’s main perk. So, you have 29 unique Flow States for 29 main perks. Knowing what each one of these Flow States does is crucial for winning your fights. Not only do you need to learn your favorite fighters’ abilities, but you should also have an understanding of what your opponent will want to do when they activate their Flow State.

  • Anvil Flow State

    • Ground-and-Pound deals 35% more damage and consumes 50% less stamina. It lasts 16 seconds.
    • When dealing damage from a Ground-and-Pound position, you will trigger health events 35% sooner.
    • Try to activate the Anvil Flow State after entering the Ground-and-Pound position. This way, you will have more time to benefit from the bonuses and deal increased damage to your opponent.
  • Bonesaw Flow State

    • Elbow and knee attacks at any position deal 35% more damage in general and 70% more damage to cuts and swellings. It lasts 12 seconds.
    • To perform an elbow attack, hold down R2 / RT and press either Square / X or Triangle / Y.
    • To perform a knee attack, hold down R2 / RT and press either Circle / B or X / A.
  • Bulwark Flow State

    • Immediately refills the Block Meter upon the activation of the Flow State.
    • Damage received through blocked strikes is reduced by 60%.
    • All incoming Body and Leg damage is reduced by 30%.
    • The effect lasts for 16 seconds.
  • Checkmate Flow State

    • All submission attacks, including transitions, are performed faster by 20 frames. This makes it difficult for the opponent to predict your moves, leaving them a shorter window to counter or defend.
    • The opponent’s Submission Meter drains 25% faster.
    • The deep submission penalty is increased by 50%.
    • The effect lasts for 12 seconds.
  • Electric Eel Flow State

    • You gain 20 frames more time to deny an incoming takedown attempt during the Flow State period.
    • Damage dealt through stand-up strikes is increased by 35%. This also applies to clinch attacks.
    • The effect lasts for 16 seconds.
  • Escapist Flow State

    • All transitions from any top guard position during a submission perform faster by 20 frames. This applies to both offensive and defensive states. Meaning you will get the speed boost regardless of whether you are the performer of the submission or the target.
    • The effect lasts for 16 seconds.
  • Feather Step Flow State

    • Any long-range strike will deal 60% more damage. This includes strikes that connect to the opponent at the edge of their reach. Kicks, punches, elbow attacks, and even knee attacks can be counted as long-range if the tip of the striking organ touches the opponent.
    • The effect lasts for 16 seconds.
  • Grizzly Flow State

    • Performing a takedown and any action that’s related to clinch will consume 90% less stamina. On the other hand, the opponent will have to use twice as much stamina for escaping from a clinch or scrambling.
    • It’s best to enter the clinch state, then activate the Grizzly Flow State to gain the most out of it.
    • This is one of the Flow States that you need to know about when your opponent activates it. You need to be careful with your stamina usage in a clinch as long as the opponent’s Flow State is active.
    • The effect lasts for 16 seconds.
  • Groundskeeper Flow State

    • Every action that you can take on the ground will consume 90% less stamina. This includes any transition or strike as long as both fighters are on the ground. Performing Ground-and-Pound also counts.
    • The effect lasts for 16 seconds.
  • Hot-Blooded Flow State

    • Any strike performed in a stand-up position will consume 50% less stamina.
    • This will allow you to perform more actions than your opponent in a set time. It’s best to play aggressively soon after activating the Hot-Blooded Flow State, as it will only last for 12 seconds.
  • Hunter Flow State

    • You get a 15% boost for advanced footwork, helping you push the opponent towards the cage’s fence.
    • Any attack that lands on an opponent standing against the cage will deal 50% more damage. This includes any type of stand-up strike.
    • The effect lasts for 16 seconds.
  • Kraken Flow State

    • Any takedown attempt will be performed faster by 20 frames.
    • The target’s stamina recovery will be reduced by 25% for the duration of the Flow State only if the attacker is in the top position.
    • The effect lasts for 16 seconds.
  • Lancer Flow State

    • Frontal kicks deal 35% more damage and trigger health events 35% sooner. This includes Front Kick, Side Kick, Crane Kick, and Axe Kick.
    • The effect lasts for 12 seconds.
  • Last Stand Flow State

    • Stamina recovery rate on the ground is doubled.
    • Upon activating the Flow State, your submission resilience bar refills by 20 points.
    • Incoming damage to the submission resilience will have 35% less effect on draining the bar.
    • The effect lasts for 16 seconds.
  • Like Water Flow State

    • Any attack from a sway will deal 70% more damage.
    • You don’t get any bonus on stamina usage, but even if sway is not in response to an opponent’s strike, you will still get the additional damage buff for the follow-up attack.
    • The effect lasts for 16 seconds.
  • Perpetual Flow State

    • At the stand-up position, your stamina will recover four times faster than usual.
    • This creates an exceptional window for striking aggressively with back-to-back attacks to target the opponent. A faster recovery rate will help you worry less about the max stamina usage.
    • The effect lasts for 16 seconds.
  • Phoenix Flow State

    • Stamina and health recovery rates are doubled in the stand-up position.
    • Stun duration is reduced by 75%. This gives you a golden opportunity to play both aggressively and recklessly, as you will gain back stamina and health faster than your opponent.
    • The effect lasts for 16 seconds.
  • Point Down Flow State

    • Upon activating the Flow State, you will gain a 15% boost for advancing footwork, a 30% boost to power, and 30% less stamina usage.
    • If the opponent taunts back during your Flow State, they will also gain some buffs, including a 10% boost to advancing footwork, 15% more power, and 15% less stamina consumption.
    • The player who owns the Flow State will have their retreating speed reduced by 10%. If the opponent taunts back, they will also receive the same debuff.
    • The effect lasts for 12 seconds. This Flow State encourages both fighters to play aggressively.
  • Quicksand Flow State

    • Any grappling action that is performed from the bottom or an advanced top position will be sped up by 20 frames, excluding Guard, Half Guard, Rubber Guard, Cage Butterfly, and Feet on Hips positions.
    • The effect lasts for 16 seconds.
  • Reaper Flow State

    • Any round kick will deal 35% more damage and have a 35% greater chance of triggering a health event. Spinning kicks are not included.
    • The effect lasts for 12 seconds.
  • Revenant Flow State

    • The health recovery rate becomes 5 times faster. This allows the player to perform more risky attacks, even if they get hit in the midst of them.
    • The effect lasts for 16 seconds.
  • Shackles Flow State

    • You get three times more clinch control.
    • Any clinch strike will deal 50% more damage.
    • Performing a takedown bail consumes no stamina.
    • The effect lasts for 16 seconds.
  • Springloaded Flow State

    • Get-ups and muscle-modified transitions will perform faster by 25 frames. The same actions will also consume 60% less stamina. Damages dealt through the mentioned actions will also trigger a health event 75% sooner.
    • The effect lasts for 16 seconds.
  • Spindrift Flow State

    • Spinning kicks deal 35% more damage and will trigger a health event 35% sooner.
    • The effect lasts for 12 seconds.
  • Spectre Flow State

    • All evasive actions consume 90% less stamina.
    • Performing any strike shortly after a successful evasion will deal 70% more damage.
    • The effect lasts for 16 seconds.
  • Stinger Flow State

    • Jabs deal 35% more damage and will trigger a health event 35% sooner.
    • The effect lasts for 12 seconds.
  • Tank Flow State

    • Any stand-up strike that is performed shortly after a block will deal 50% more damage. This also includes combos.
    • The effect lasts for 16 seconds.
  • Tiger Flow State

    • Curved punches deal 35% more damage and will trigger a health event 35% sooner. This includes hooks, uppercuts, overhands, and spinning backfists.
    • The effect lasts for 12 seconds.
  • Titan Flow State

    • Strikes deal 40% more damage if they are performed shortly after your fighter is hit.
    • The same buff will apply to all strikes if either your fighter or the opponent is in a health event.
    • The effect lasts for 16 seconds.

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