Street Fighter 6/Version/1.09: Difference between revisions

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(Created page with "{{SF6-Version |version=1.09 |gameversion=1.09 |date=February 5, 2025 |summary=Mai release. Minor bug fixes. |links=[https://www.streetfighter.com/6/buckler/battle_change/20250205 Patch Notes] }} <!--Full Version name: 1.0900.000--> == '''Universal Changes''' == * '''Perfect Parry vs. Multi-hit Attacks:''' re-applied a fix that prevents later hits of a multi-hit move from being canceled after a Perfect Parry. This particularly effects {...")
 
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=== '''Terry''' ===
=== '''Terry''' ===
* Adjusted walk animation so that the central axis of the character more closely matches their position (purely a visual change)
* Adjusted walk animation so that the central axis of the character more closely matches their position (purely a visual change)
<br>


=== '''Zangief''' ===
=== '''Zangief''' ===
* Fixed issue where first frame of Back Walk during Burnout caused forward movement
* Fixed issue where first frame of Back Walk during Burnout caused forward movement

Latest revision as of 06:49, 5 February 2025

Version[[Street Fighter 6/Version/1.09|1.09]]
Game Version1.09
dateFebruary 5, 2025
SummaryMai release. Minor bug fixes.
Links[https://www.streetfighter.com/6/buckler/battle_change/20250205 Patch Notes]

Universal Changes

  • Perfect Parry vs. Multi-hit Attacks: re-applied a fix that prevents later hits of a multi-hit move from being canceled after a Perfect Parry. This particularly effects Drive Impact punishes against moves like M. Bison's OD Psycho Crusher and Lily's Windclad OD Condor Spire.


Character Adjustments

Akuma

  • Forward Ashura Senku (6KKK) - expanded throw hurtbox backwards to make it harder to avoid throws when passing through opponent


Blanka

  • Drive Reversal - no longer moves backward on the first frame


Cammy

  • SA2 - fixed issue where move would not KO the opponent when trading hits


Chun-Li

  • 2LK - fixed issue where move could not be canceled into a special when parried by the opponent
  • Tenku Kick (Stance HK) - fixed issue where Modern control version had a different jump cancel timing on hit


Dee Jay

  • Threebeat Combo (5LP~MK~MK) - second attack can now come out while holding a downward direction


Ed

  • Lv.1 5[HP] - fixed issue where opponents could not move backwards after being hit late during this move's active frames


Kimberly

  • Drive Reversal - no longer moves backward on the first frame
  • SA1/SA2 - fixed issue where move would not KO the opponent when trading hits


M. Bison

  • Drive Impact - forward movement now begins on frame 2 instead of frame 13
  • Hitbox, hurtbox, armor box, and collision box adjusted to keep overall range and properties similar to before


Manon

  • OD Rond-point (236KK) - fixed issue where move could not be canceled into a Super Art when parried by the opponent


Marisa

  • OD Dimachaerus (214PP) - Super Art cancel buffer window shifted forward from frame 2 -> frame 10
    • Less likely to get accidental SA2 cancel when inputting 6P follow-up


Rashid

  • SA1 - fixed issue where move would not KO the opponent when trading hits, and would have much shorter knockdown advantage


Terry

  • Adjusted walk animation so that the central axis of the character more closely matches their position (purely a visual change)


Zangief

  • Fixed issue where first frame of Back Walk during Burnout caused forward movement