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* {{clr|M|2MP}} 3f extra recovery on whiff (13 -> 16), now extends hurtbox on whiff until end of recovery | * {{clr|M|2MP}} 3f extra recovery on whiff (13 -> 16), now extends hurtbox on whiff until end of recovery | ||
* {{clr|M|j.MK}} damage 500 -> 600 <br><br> | * {{clr|M|j.MK}} damage 500 -> 600 <br><br> | ||
* {{clr|H|6HK}} knocks down on airborne counter-hit (KD +30~34) | |||
* {{clr|M|2MP}}~{{clr|M|2MP}} juggles opponent closer to Guile <br><br> | |||
* [4]6P arm hurtbox appears 2f before active; arm hurtbox expanded upward (easier to punish Sonic Boom with a ranged jump-in that reaches the top corner of Guile) | * [4]6P arm hurtbox appears 2f before active; arm hurtbox expanded upward (easier to punish Sonic Boom with a ranged jump-in that reaches the top corner of Guile) | ||
** Drive Damage on block now different for each version: {{clr|L|LP}} 2500 (unchanged) / {{clr|M|MP}} 4000 / {{clr|H|HP}} 3000 | ** Drive Damage on block now different for each version: {{clr|L|LP}} 2500 (unchanged) / {{clr|M|MP}} 4000 / {{clr|H|HP}} 3000 | ||
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* {{clr|10|SA1 (Straight)}} first 3 active frames changed so that most of the hitbox only hits an opponent mid-combo | * {{clr|10|SA1 (Straight)}} first 3 active frames changed so that most of the hitbox only hits an opponent mid-combo | ||
** Only the very base of the hitbox hits normally; functionally 11f startup to reach its max range as a punish or anti-fireball tool | ** Only the very base of the hitbox hits normally; functionally 11f startup to reach its max range as a punish or anti-fireball tool | ||
=== '''Jamie''' === | === '''Jamie''' === |
Revision as of 08:49, 14 June 2024
Version | [[Street Fighter 6/Version/1.05|1.05]] |
---|---|
Game Version | 1.05 |
date | May 22, 2024 |
Summary | Akuma 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
- Distribution of damage and damage scaling also affected
- 214MP/HP/PP (Spin Knuckle) projectile invuln now starts on frame 9 (significantly harder to use on reaction to projectiles)
- 236HP collision box changed; can no longer juggle Divekick after escaping corner with 4MP~HK > 236HP
- 236PP~LPLK (Hooligan Throw) starter scaling 20% -> 30%
- j.214K (Divekick) hurtbox changed
- Early frames are more vulnerable to projectiles, later frames are less vulnerable to low attacks
- 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
- 5HP starter scaling 20% added
- 2MP 3f extra recovery on whiff (13 -> 16), now extends hurtbox on whiff until end of recovery
- j.MK damage 500 -> 600
- 6HK knocks down on airborne counter-hit (KD +30~34)
- 2MP~2MP juggles opponent closer to Guile
- [4]6P arm hurtbox appears 2f before active; arm hurtbox expanded upward (easier to punish Sonic Boom with a ranged jump-in that reaches the top corner of Guile)
- Drive Damage on block now different for each version: LP 2500 (unchanged) / MP 4000 / HP 3000
- [4]6PP starter scaling 20% added
- 214PP KD advantage +53 -> +57, opponent is juggled closer to Guile
- 214P~6P arm hurtbox appears 1f earlier (2f before active); arm hurtbox expanded upward just like [4]6P
- Drive Damage on block now different for each follow-up 6P strength: LP 1500+2000 / MP 3000+2000 / HP 2000+2000
- 214PP~6PP Drive Gauge cost 4 -> 3 (only 1 extra bar when performed with immediate 6PP input)
- Opponent's wallsplat lasts 3f longer
- Opponent's wallsplat lasts 3f longer
- SA1 (Straight) first 3 active frames changed so that most of the hitbox only hits an opponent mid-combo
- Only the very base of the hitbox hits normally; functionally 11f startup to reach its max range as a punish or anti-fireball tool
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
- 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
- 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, 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)
- 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
- 5MK less pushback on hit
- 2LP Hit Advantage +2 -> +3 (allows much stronger conversions on Punish Counter or after DR)
- 2MP extends a hurtbox on whiff until end of recovery
- 2LK less pushback on hit/block
- 2MK Hit Advantage +2 -> +3 and reduced pushback (allows much stronger conversions after DR)
- 3HK increased juggle limit
- 4MK~MK less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents
- 4HP Block Advantage -3 -> +1, reduced pushback on hit (much stronger meaty tool)
- 236PP~K startup 11 -> 10 (now combos from 4HP for much stronger juggle routes)
- 236KK 1st hit now cancels to SA2/SA3; 1st hit has more range vs. grounded opponents
- Damage distribution: 400,400 -> 500,300 (improves damage if 1st hit is canceled; still does 400 damage if only 2nd hit connects)
- Damage distribution: 400,400 -> 500,300 (improves damage if 1st hit is canceled; still does 400 damage if only 2nd hit connects)
- SA1 improved hitbox against opponents juggled above Manon
- SA2 final hit damage 850 -> 950; new hitbox to make 3rd hit juggle more consistently
- SA3/CA now does more damage at higher Medal levels
- Lv.2 +100, Lv.3 +200, Lv.4 +400, Lv.5 +600
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
- Back Throw increased distance after hit; KD advantage reduced +27 -> +24
- j.2HP (after j.214K) no longer increases juggle counter when comboed into
- 6[6] (Run) now transitions to follow-ups 2f faster (20f -> 18f)
- Run~P (Slide) can now hit airborne opponents; 2nd hit is Super cancelable (on hit only)
- Run~K (Hopkick) is now Super cancelable on hit/block
- 214LK (Regular/Enhanced) is cancelable into SA3 on hit only after landing
- SA2 now prevents Rashid from gaining additional Super meter until active frames end
Ryu
Zangief
- Improved Super Meter gain on:
- 5MP, 5MK, 2MP, 2MK
- 3MP, 6MK, 6HP, 6HK, 3HK, j.8HP
- PP/PPP, 360+P/PP, j.360+K/KK, Close 63214K/KK, Mid/Far 63214K/KK
- Improved Drive Gauge gain on:
- 5[HP], 5MK, 2MP
- 3MP, 6MK, 6HP, 6HK, 3HK, j.8HP
- PP, 360+P, Close 63214K
- Improved Drive Damage (Block/Punish Counter) on:
- 5[HP], 5MK, 2MP, 2MK (PC only)
- 6MK (PC only), 6HP
- 5LK less pushback on hit (improves consistency when canceled)
- 5MP less pushback on hit
- 5MK damage 800 -> 900
- 5[HP] damage 1000 -> 1400, armor during active frames expanded upwards on arms
- 2MP less pushback on hit
- 2MK Hit Advantage +2 -> +3 and less pushback (allows link to 3MP after close range Drive Rush)
- 2HP startup 12 -> 11, active 8 -> 9, Block Advantage -19 -> -20
- Punish Counter puts opponent into limited juggle OTG bounce state; moves forward more on startup
- 2HK forward hurtbox reduced
- 6MK damage 600 -> 700, recovery 14 -> 13, Hit Advantage 0 -> +1, Block Advantage -4 -> -3
- Pushback on hit reduced; overall, much easier to space for frame advantage, and much stronger out of Drive Rush
- 6HP damage 900 -> 1000, Hit Advantage +6 -> +7 (allows important link to 3MP)
- 6HK Block Advantage -12 -> -9, more pushback, recoils farther on block (much easier to space safely)
- Expanded hurtbox around feet during recovery (easier to whiff punish)
- j.8HP damage 800 -> 900
- 5MP~MP hitbox expanded forward, less pushback on hit (more combo consistency)
- 22MK~MK can now be special canceled
- PP (Lariat) damage 1200 -> 1400; final hit puts opponent into free juggle state (useful for stun combos)
- PPP (OD Lariat) 1st hit damage 500 -> 700
- j.360+K (Borscht Dynamite) can now grab opponents in a free juggle state, and combos when canceled from air-to-air j.8HP
- Hitbox expands to match j.360+KK in juggles; 20% immediate scaling when comboed into
- Far 63214KK movement speed increased after absorbing attack
- 22HK counter hitbox expanded inward, active frames 2 -> 3 on successful counter (works more consistently, especially vs. Drive Reversal)
- No longer triggers if opponent is behind Zangief