Street Fighter 6/Version/1.05: Difference between revisions

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'''Juri:'''
'''Juri:'''
*  
* {{clr|M|2MK}} extends a hurtbox on whiff until end of recovery
* {{clr|M|j.MP}} damage 700 -> 500 ({{clr|10|SA2}} chained version: 500 -> 300)
* {{clr|H|4HK}} 2nd hit now puts airborne opponents into limited juggle OTG state
* {{clr|M|5MP}}~{{clr|H|4HP}}~{{clr|H|HP}} final hit Super cancelable
** Now always leaves a 2f blockstring gap between the first 2 hits, while last 2 hits are always a true blockstring
* {{clr|10|214KK}} startup 16f -> 12f, active 4 -> 6, recovery 25 -> 21; combos from all lights
* {{clr|M|236MK}} starter scaling 20% added, and counts as 2 hits of scaling when comboed into
** Hit Advantage {{sf6-adv|P|+3}} -> {{sf6-adv|VP|+5}} with more pushback (can lead to combos even without Fuha stocks)
* j.214K~K/{{clr|10|214KK~K}} hitbox expanded for more consistency; Juri lands closer to the opponent for better oki
* {{clr|10|SA1}} no longer moves forward during screen freeze (cannot move through fast projectiles)
* {{clr|10|SA3}} hurtbox adjusted to match animation; Block Advantage {{sf6-adv|VM|-31}} -> {{sf6-adv|VM|-36}}





Revision as of 02:39, 14 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.:

  • 5HP Block Advantage -5 -> -4 and Target Combo hitconfirm window 19f -> 20f
  • 5LK startup 5f -> 4f, recovery 11 -> 12, Hit Advantage +4 -> +3, Block Advantage -2 -> -3
  • 5MK startup 9f -> 8f, less pushback on hit
  • 5HK reduced hurtbox and better anti-air invincibility while active
  • 2MP whiff recovery reduced by 3f (now the same as on hit/block)
  • 2MK Hit Advantage +4 -> +5, Block Advantage -3 -> +1
    • Now a much stronger combo/pressure tool out of Drive Rush
  • 2HK active frames 5 -> 6, recover 21 -> 20, reduced horizontal hurtbox, and more consistent juggle state out of Punish Counter
  • 5LP~LP Hit Advantage 0 -> +1 (extra hitstun allows a 5MP link when DR canceled)
  • 236LP more range, less pushback on Toxic Blossom hit, and crumples on Punish Counter
    • Allows a much stronger midscreen juggle on a Toxic Blossom Punish Counter crumple
  • 236HP head hurtbox reduced on frame 4 (was frame 6)
  • 214LP can now be canceled into 236KK until the end of recovery
  • 214PP~6P now causes a knockdown on hit (was -4 vs. grounded opponent)
  • 214HP damage distribution changed: 400,400 -> 200,600 (improves juggles where only 2nd hit connects)
    • 2nd hit active frames 7 -> 9 (can now be up to +4 on block)
  • 214K can now be canceled to SA3 after landing; HK version has more pushback (safer on block, worse Burnout pressure)
    • 214KK can also be canceled on the non-cinematic version
  • 2PP~P projectile invincibility extended until end of active frames
  • 2PP~K hitbox expanded and works more consistently in combos
  • 236LK now moves backwards instead of returning to original position
  • SA1 hitbox expanded
  • SA2 damage on final attack 800 -> 1000


Blanka:

  • 5MP reduced hurtbox while active
  • 2LP Hit Advantage +4 -> +5
  • 2MP extends a hurtbox on whiff until end of recovery
  • 2MK whiff/block recovery 16 -> 18, extends a hurtbox on whiff until end of recovery
  • 6MP Block Advantage -2 -> -3 (weaker block mixup after Drive Rush)
  • 2PP~P hitbox expanded forward
  • [4]6MP hitbox expanded during combos (combos more consistently from canceled light normals)
  • [4]6PP landing recovery on block shifted 4f earlier (1f land -> 5f land), making Perfect Parry punishes more consistent
    • Also applies to all SA2 enhanced [4]6P versions
  • 63214KK 1st attack hitbox expanded forward
  • Air [4]6PP landing recovery 10 -> 15, can now be minus on block on close range connect
  • 22P (Blanka-Chan) starter scaling 20% added; also counts as 2 hits when comboed into (scaling only applies once per combo)


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
  • 5LP lower-body hurtbox expanded on frames 9-13
  • 5HP Block Advantage -4 -> -3 with more pushback; reduced hurtbox on arm and around head/feet
  • 5HK starter scaling 20% added (weaker when used as anti-air juggle starter)
  • 2MK extends a hurtbox on whiff until end of recovery
  • 4/6MP hitconfirm window 17f -> 15f, Drive Rush cancel occurs 2f earlier (allowing combo to 4HP)
  • [4]6PP starter scaling 20% added
  • 214K (all versions) projectile invuln shifted 1f later (6f -> 7f)
  • j.236K hurtbox expanded downward, landing recovery on whiff increased 15 -> 18
  • j.236KK damage 1300 -> 1600, landing recovery reduced 15 -> 5, KD advantage increased by 7f
  • Air SA1 final hit damage 600 -> 800
  • SA2 now scales Super Art meter gain by 30% for all hits until the combo ends


Dee Jay:

  • 5HP starter scaling 20% added
  • 2MK extends a hurtbox on whiff until end of recovery
  • 2HK has more consistent juggle state after anti-air Punish Counter
  • 4HK 1st hit juggles opponent much lower (requires 2-hit version for most follow-up juggles, which uses up more juggle potential)
  • 5LP~MK~MK Hit Advantage +2 -> +3
  • j.2LK reduced vertical hitbox; now in a Punish Counter state until landing (more risky vs. specific anti-air normals)
  • [4]6PP starter scaling 20% added; more juggle potential on 2nd hit
  • [2]8MK/HK/KK airborne 1f later (4f -> 5f); reduced forward hitbox vs. grounded opponents (weaker as a punish)
  • 236HK improved juggle limit
  • 236KK improved juggle limit and less likely to whiff under opponent
  • 214K~LK starter scaling 20% added; 3f extra recovery on whiff or vs. armor; more susceptible to low-crush attacks
  • 214K~HK anti-air invuln now applies to body on frames 15-19
  • 214KK~HK now counts as 2 hits of scaling when comboed into
  • SA1 damage 1800 -> 2000, recovery 45 -> 33, Block Advantage -24 -> -12 with more pushback
  • SA2 now scales Super Art meter gain by 30% for all hits until the combo ends


Dhalsim:

  • Drive Reversal KD advantage +23 -> +24, now knocks down on 1st hit
  • 5HK Hit Advantage +1 -> +3, pushback reduced (more consistent Drive Rush cancel follow-ups)
  • 2MK reduced pushback on hit, causes different reeling animation on hit when +4 or better
  • j.2LP increased juggle potential, now causes knockdown vs. airborne opponents
  • 236[P] startup 45 -> 43, recovery 32 -> 30 (total animation 4f shorter; also improves KD advantage by 2f)
  • 63214KK removed the 20% starter scaling; reduced Juggle Increase value when comboing against airborne opponents
  • j.236PP projectile no longer disappears before hitting the ground
  • SA2 now does more chip damage vs. opponent in Burnout when charged to a higher level (750/850/950)
  • SA3 startup 9f -> 2f when canceled from Yoga Flame (for combo consistency)


Ed:

  • 2LP Block Advantage -5 -> -3
  • 2MP now extends hurtbox on whiff until end of recovery


E. Honda:


Guile:


Jamie:


JP:


Juri:

  • 2MK extends a hurtbox on whiff until end of recovery
  • j.MP damage 700 -> 500 (SA2 chained version: 500 -> 300)
  • 4HK 2nd hit now puts airborne opponents into limited juggle OTG state
  • 5MP~4HP~HP final hit Super cancelable
    • Now always leaves a 2f blockstring gap between the first 2 hits, while last 2 hits are always a true blockstring
  • 214KK startup 16f -> 12f, active 4 -> 6, recovery 25 -> 21; combos from all lights
  • 236MK starter scaling 20% added, and counts as 2 hits of scaling when comboed into
    • Hit Advantage +3 -> +5 with more pushback (can lead to combos even without Fuha stocks)
  • j.214K~K/214KK~K hitbox expanded for more consistency; Juri lands closer to the opponent for better oki
  • SA1 no longer moves forward during screen freeze (cannot move through fast projectiles)
  • SA3 hurtbox adjusted to match animation; Block Advantage -31 -> -36


Ken:

  • 5MP~HP cancel window reduced (harder to hitconfirm, can no longer delay to create a frame trap)
  • 236P/236PP extended hurtbox reduced
  • 236PP 20% starter scaling added
  • 214KK damage 1500 -> 1700 and has more juggle potential
  • 236HK does 1000 more Drive damage on block
    • Also better as an approach tool (more range, better proximity guard, no extended hurtbox until active)
  • 236K~6MK now causes OTG bounce vs. airborne opponent and has better KD advantage
    • No follow-up juggle possible unless the 6MK starts the juggle and cancels into SA3
  • Run~623P startup 11+9 -> 11+8 and 3f better KD advantage
  • SA2 damage 2700 -> 2800


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:

  • 5LP startup 6f -> 5f
  • 5LK recovery 12 -> 8, Hit Advantage +1 -> +5, Block Advantage -4 -> -1
  • 2HP extends a hurtbox until end of recovery
  • 2MK startup 10f -> 9f
  • 2HK 2nd hit can now be stand blocked if the first hit is blocked
    • 1st hit now does more hitstun; much safer if the first hit lands as a whiff punish and the 2nd hit whiffs (-15 -> -4)
  • 214MP has less pushback on hit (consistently in command throw range after close range activation)
  • 214PP startup 21f -> 19f
  • SA1 startup 13f -> 10f
  • SA2 damage increased by 100 on all versions (ground/air, regular/Windclad)
    • Air SA2 startup reduced to 2f when canceled from 236KK for combo consistency


Luke:


Manon:


Marisa:

  • All charged heavy air normal landing recovery 6f -> 3f (no longer a guaranteed punish after Perfect Parry)
  • 2MP now extends a wider hurtbox on whiff until the end of recovery
  • 5[HP] recovery on hit/block 22 -> 21, Hit Advantage +6 -> +7, Block Advantage +3 -> +4
  • 2[HP] Block Advantage -5 -> -3
  • 2[HK] recovery on hit/block 32 -> 20, KD Advantage +32 -> +35, Block Advantage -6 -> -3
  • 5LP~LP combo scaling reduced 25% -> 15%
  • 6HK~6HK juggles much higher and allows much more lenient juggle routes when comboed into
  • 236PP/236[PP] starter scaling 30% added
  • 623P/623PP now a HKD on Punish Counter
    • 623PP Block Advantage +2 -> +4
  • 236KK more pushback (much harder to punish on block when spaced)
  • 214K/214KK Counterattack now breaks armor; Block Advantage -5 -> -3
  • 214K~LPLK reduced KD Advantage +20 -> +18
  • SA3/CA reduced KD Advantage +19 -> +14; CA distance from corner now the same as SA3


Rashid:


Ryu:


Zangief: