Street Fighter 6/Version/1.05: Difference between revisions

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== Akuma Patch ==
== Akuma Patch ==
* Akuma released
* Akuma released
<big>'''Universal Changes:'''</big>
* Damage Scaling on grounded light normals increased 10% -> 20%
* Back Throw oki has generally been weakened when throwing opponent into the corner
* Drive Reversal on block {{sf6-adv|VM|-8}} -> {{sf6-adv|VM|-6}} and can no longer be low-profiled
** Can now be input on wakeup by holding {{clr|H|6HPHK}}; this version is 2f faster (18f) and has no screen freeze
* Drive Parry:
** Throw hurtbox expanded; strike/projectile hurtbox expanded from frame 3~
** Minimum parry time increased by 8f total (extra 4f active + 4f recovery)
** After a successful parry, Drive gauge starts to regenerate after 20f instead of 60f
* Perfect Parry now inflicts scaling to meter gain and Drive damage for the entire punish combo
** 20% scaling on Super gauge build for both characters
** 50% scaling on defender's Drive damage and on attacker's Drive gain
* Can no longer override the damage scaling of a {{clr|4|Drive Impact}} Stun performed at the max distance from corner (bug fix)


<big>'''Key Character Changes:'''</big>
<big>'''Key Character Changes:'''</big>
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'''Chun-Li:'''
'''Chun-Li:'''
*  
* Back Walk Speed reduced 0.037 -> 0.035


'''Dee Jay:'''
'''Dee Jay:'''

Revision as of 03:06, 7 June 2024

Version[[Street Fighter 6/Version/1.05|1.05]]
Game Version1.05
dateMay 22, 2024
SummaryAkuma release. Balance changes for all characters.
Links[https://www.streetfighter.com/6/buckler/en/battle_change/202405 Patch Notes]

Akuma Patch

  • Akuma released

Universal Changes:

  • Damage Scaling on grounded light normals increased 10% -> 20%
  • Back Throw oki has generally been weakened when throwing opponent into the corner
  • Drive Reversal on block -8 -> -6 and can no longer be low-profiled
    • Can now be input on wakeup by holding 6HPHK; this version is 2f faster (18f) and has no screen freeze
  • Drive Parry:
    • Throw hurtbox expanded; strike/projectile hurtbox expanded from frame 3~
    • Minimum parry time increased by 8f total (extra 4f active + 4f recovery)
    • After a successful parry, Drive gauge starts to regenerate after 20f instead of 60f
  • Perfect Parry now inflicts scaling to meter gain and Drive damage for the entire punish combo
    • 20% scaling on Super gauge build for both characters
    • 50% scaling on defender's Drive damage and on attacker's Drive gain
  • Can no longer override the damage scaling of a Drive Impact Stun performed at the max distance from corner (bug fix)


Key Character Changes:

A.K.I.:

Blanka:

Cammy:

  • Forward Throw: slightly more pushback on hit (still allows throw loops)
  • 5MP reduced pushback
  • 5HK on block -4 -> -3 and reduced pushback
  • 5HP~HK 2f easier to hitconfirm; 2nd hit of HK now cancelable
    • Distribution of damage and damage scaling also affected
  • MP/HP/OD Spin Knuckle projectile invuln now starts on frame 9 (significantly harder to use on reaction to projectiles)
  • HP Hooligan collision box changed; can no longer juggle Divekick after escaping corner with 4MP~HK > 236HP
  • OD Fatal Leg Twister (Hooligan Throw) starter scaling 20% -> 30%
  • Cannon Strike (Divekick) hurtbox changed
    • Early frames are more vulnerable to projectiles, later frames are less vulnerable to low attacks
  • SA2 cinematic damage increased 2800 -> 3000; input changed from 214214K -> 214214P

Chun-Li:

  • Back Walk Speed reduced 0.037 -> 0.035

Dee Jay:

Dhalsim:

Ed:

E. Honda:

Guile:

Jamie:

JP:

Juri:

Ken:

Kimberly:

  • 2MP damage 450 -> 500 and pushback reduced; can now link 2MP, 2MP, 5MP
  • 236LP on block -6 -> -5 and can be spaced safely at range
  • 214K anti-air invuln now starts 1f before active on all meterless versions and has a reduced head hurtbox
  • 214KK now cancelable into Air SA2 on 4th hit; slight improvement to damage and juggle potential
  • Can hold forward during Sprint (236K) to prevent automatic transition into Arc Step at close range
  • j.236PP juggle limit increased; now combos after 236HP or Wallsplat > 2HP > 236K~LK
    • Now counts as 2 hits for damage scaling when comboed into
  • SA1 startup decreased 12f -> 10f
    • Can now choose whether or not to spend Spraycan (by holding K)
  • SA2 damage 2600 -> 2800 and hitbox expanded for juggle consistency

Lily:

Luke:

Manon:

Marisa:

Rashid:

Ryu:

Zangief: