Street Fighter 6/Version/1.07: Difference between revisions

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=== '''Dee Jay''' ===
=== '''Dee Jay''' ===
*  
* {{clr|H|4HK}} - collision box changed to make {{clr|OD|OD Jus Cool}} juggles more consistent (specials should no longer come out in the wrong direction)
* {{clr|L|5LP}}~{{clr|M|MK}}~{{clr|M|MK}} - recovers within throw range on hit, allowing for a true strike/throw mixup
** Hitconfirm window is 2f more lenient, making it possible to confirm a successful {{clr|M|MK}} after blocked {{clr|L|5LP}}
** Also applies 20% starter scaling if the first {{clr|M|MK}} begins the combo
* Jackknife Maximum ([2]8K) - initial hitbox expanded downward for consistency against low-profile move recoveries
* {{clr|M|Waning Moon}} ({{clr|M|214K~MK}}) - Drive Damage increased 4000 -> 6000; causes ground bounce on {{clr|PC|Punish Counter}}
** 30% Starter scaling now applies
* {{clr|OD|OD Waning Moon}} ({{clr|OD|214KK~MK}}) - causes ground bounce vs. airborne opponents; can only juggle into Supers
* {{clr|SA|SA1}} - higher juggle limit; causes sliding Hard Knockdown vs. airborne opponents
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=== '''Dhalsim''' ===
=== '''Dhalsim''' ===
*  
* {{clr|M|5MP}} - Hit Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|E|0}}
* {{clr|H|5HK}} - {{clr|PC|Punish Counter}} Advantage {{sf6-adv|VP|+21}} -> {{sf6-adv|VP|+24}}
* {{clr|H|1HP}} - reduced knockback vs. airborne opponents, allowing for stronger juggle routes
* Charged Yoga Fire (236[P]) - Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|M|-1}}
* {{clr|OD|OD Yoga Fire}} ({{clr|OD|236PP}}) - 1st hit deals more hitstun and less pushback, ensuring both will combo
** Reduced body hurtbox during startup and recovery
* {{clr|OD|OD Yoga Flame}} ({{clr|OD|63214PP}}) - expanded hitbox of 1st hit, and all later hits when 1st hit connects
* {{clr|SA|SA1}} - Now deals 792 recoverable damage on block; vs. Burnout, deals 492 chip + 300 recoverable; Drive Damage on Block increased 2520 -> 5040
** {{clr|L|LP}}/{{clr|M|MP}} version Recovery decreased 20f -> 15f; Block Advantage {{sf6-adv|VM|-15}} -> {{sf6-adv|VM|-10}} with increased pushback (usually safe if spaced)
** These changes give Dhalsim a way to safely buffer {{clr|SA|SA1}} in neutral while chipping away at the opponent's health/Drive gauge if blocked
** {{clr|H|HP}} version hurtbox is now crouching height until 3rd active frame (better anti-air)
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=== '''Ed''' ===
* {{clr|H|5HK}} - Block Advantage {{sf6-adv|P|+3}} -> {{sf6-adv|VP|+4}}
** Mostly relevant when forcing stand guard after a deep jump-in, since the move is crouchable
* {{clr|H|j.HP}} - Active Frames increased 4 -> 5, making it easier to time as a jump-in
* {{clr|H|j.HK}} - floats the opponent higher as an air-to-air and causes Ed to descend more quickly, making juggles much easier
* {{clr|L|LP Psycho Blitz}} ({{clr|L|214LP}}) - added more pushback when blocked in the corner, which may weaken some punish routes
* {{clr|L|LK Psycho Flicker}} ({{clr|L|236LK}}) - {{clr|PC|Punish Counter}} juggle follow-up has 1f more leniency
* {{clr|SA|SA2}} - 20% scaling on Super gauge build after activation
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=== '''Guile''' ===
=== '''Guile''' ===
*  
* Sonic Boom ([4]6P) - Reduced Super and Drive gauge build
** {{clr|L|LP}}/{{clr|H|HP}} versions: Super Art gain 600 -> 300, Drive gain 1000 -> 500
** {{clr|M|MP}} version: Super Art gain 600 -> 450, Drive gain 1000 -> 500
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<br>


=== '''JP''' ===
=== '''JP''' ===
*  
* {{clr|M|5MK}} hitstun increased by 2f (23 -> 25)
** Hit Advantage {{sf6-adv|P|+1}} -> {{sf6-adv|P|+3}}, {{clr|DR|DR Cancel}} Advantage {{sf6-adv|VP|+11}} -> {{sf6-adv|VP|+13}}
** Improved combo routes, particularly when canceled into {{clr|SA|SA2}}
* {{clr|H|2HP}} - arm hurtbox is anti-air invuln from 2nd active frame onward (mostly reverted the nerf from [[Street_Fighter_6/Version/1.04|Patch 1.04]])
* {{clr|H|6HK}} - higher juggle limit, lower juggle increase value on 1st hit
* Stribog (236P) - 2nd hit has more range when 1st hit connects, ensuring both hits will reach
* Embrace (214K) - Immediate scaling reduced from 25% -> 10% when comboed into
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=== '''Zangief''' ===
=== '''Zangief''' ===
*  
* {{clr|H|6HP}} - hitstun increased by 1f (27 -> 28); Hit Advantage {{sf6-adv|VP|+7}} -> {{sf6-adv|VP|+8}}, {{clr|DR|DR Cancel}} Advantage {{sf6-adv|VP|+15}} -> {{sf6-adv|VP|+16}}
** Now incurs 25% Starter scaling and 2-hit Combo scaling
* {{clr|M|6MK}} - blockstun reduced by 1f (17 -> 16); Block Advantage {{sf6-adv|M|-3}}{{sf6-adv|P|(+3)}} -> {{sf6-adv|VM|-4}}{{sf6-adv|P|(+2)}}
** Extends a wide hurtbox on frame 2 onward
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<br>

Latest revision as of 17:45, 4 October 2024

Version[[Street Fighter 6/Version/1.07|1.07]]
Game Version1.07
dateSeptember 24, 2024
SummaryTerry release. Minor balance changes and bug fixes.
Links[https://www.streetfighter.com/6/buckler/battle_change/20240924 Patch Notes]

Terry Patch

  • Terry released

Universal Changes

  • Drive Reversal - expanded throw hurtbox to ensure all characters can punish with a throw at close range
    • Some characters had very weak or expensive punish options, so this helps to balance things out a bit

Key Character Changes

A.K.I.

  • OD Serpent Lash (236PP) - now applies Punish Counter advantage to Toxic Blossom crumple
    • Now +9 before opponent becomes airborne, allowing a grounded 5HK combo


Chun-Li

  • HK Tensho Kicks (22HK) - causes longer knockdown time if opponent drops after the 1st hit, keeping it safe from punishment


Dee Jay

  • 4HK - collision box changed to make OD Jus Cool juggles more consistent (specials should no longer come out in the wrong direction)
  • 5LP~MK~MK - recovers within throw range on hit, allowing for a true strike/throw mixup
    • Hitconfirm window is 2f more lenient, making it possible to confirm a successful MK after blocked 5LP
    • Also applies 20% starter scaling if the first MK begins the combo
  • Jackknife Maximum ([2]8K) - initial hitbox expanded downward for consistency against low-profile move recoveries
  • Waning Moon (214K~MK) - Drive Damage increased 4000 -> 6000; causes ground bounce on Punish Counter
    • 30% Starter scaling now applies
  • OD Waning Moon (214KK~MK) - causes ground bounce vs. airborne opponents; can only juggle into Supers
  • SA1 - higher juggle limit; causes sliding Hard Knockdown vs. airborne opponents


Dhalsim

  • 5MP - Hit Advantage -2 -> 0
  • 5HK - Punish Counter Advantage +21 -> +24
  • 1HP - reduced knockback vs. airborne opponents, allowing for stronger juggle routes
  • Charged Yoga Fire (236[P]) - Block Advantage -3 -> -1
  • OD Yoga Fire (236PP) - 1st hit deals more hitstun and less pushback, ensuring both will combo
    • Reduced body hurtbox during startup and recovery
  • OD Yoga Flame (63214PP) - expanded hitbox of 1st hit, and all later hits when 1st hit connects
  • SA1 - Now deals 792 recoverable damage on block; vs. Burnout, deals 492 chip + 300 recoverable; Drive Damage on Block increased 2520 -> 5040
    • LP/MP version Recovery decreased 20f -> 15f; Block Advantage -15 -> -10 with increased pushback (usually safe if spaced)
    • These changes give Dhalsim a way to safely buffer SA1 in neutral while chipping away at the opponent's health/Drive gauge if blocked
    • HP version hurtbox is now crouching height until 3rd active frame (better anti-air)


Ed

  • 5HK - Block Advantage +3 -> +4
    • Mostly relevant when forcing stand guard after a deep jump-in, since the move is crouchable
  • j.HP - Active Frames increased 4 -> 5, making it easier to time as a jump-in
  • j.HK - floats the opponent higher as an air-to-air and causes Ed to descend more quickly, making juggles much easier
  • LP Psycho Blitz (214LP) - added more pushback when blocked in the corner, which may weaken some punish routes
  • LK Psycho Flicker (236LK) - Punish Counter juggle follow-up has 1f more leniency
  • SA2 - 20% scaling on Super gauge build after activation


Guile

  • Sonic Boom ([4]6P) - Reduced Super and Drive gauge build
    • LP/HP versions: Super Art gain 600 -> 300, Drive gain 1000 -> 500
    • MP version: Super Art gain 600 -> 450, Drive gain 1000 -> 500


JP

  • 5MK hitstun increased by 2f (23 -> 25)
    • Hit Advantage +1 -> +3, DR Cancel Advantage +11 -> +13
    • Improved combo routes, particularly when canceled into SA2
  • 2HP - arm hurtbox is anti-air invuln from 2nd active frame onward (mostly reverted the nerf from Patch 1.04)
  • 6HK - higher juggle limit, lower juggle increase value on 1st hit
  • Stribog (236P) - 2nd hit has more range when 1st hit connects, ensuring both hits will reach
  • Embrace (214K) - Immediate scaling reduced from 25% -> 10% when comboed into


Kimberly

  • Shuriken Bomb - damage scaling reduced from 20% Starter/Combo scaling to 10% Starter scaling only


Luke

  • 2LP / 2LK - reduced pushback on hit/block
  • 2MP - reduced pushback on block
    • When combined, these changes allow a blocked DR~2MP to frame trap into 2LK, 2LP for a confirm
  • 4HK - retains more Drive Rush momentum for combo consistency
  • 5LP~MP~HP - removed 10% immediate scaling on MP, and increased base damage on HP 600 -> 800


M. Bison

  • Fixed bug where Psycho Mine could be detonated twice in one combo
  • Drive Reversal - reduced range
  • Double Knee Press (236K) - decreased pushback on block, but also decreased recovery hurtbox width by the same amount
    • No real change to the punishable ranges, but follow-up combos are more consistent when a punish does connect
    • Also makes it harder for Bison to set up a spacing trap afterwards


Rashid

  • 2LP - added a head hurtbox on frames 1-7 that is vulnerable only to air attacks (preventing its use as an anti-air)


Zangief

  • 6HP - hitstun increased by 1f (27 -> 28); Hit Advantage +7 -> +8, DR Cancel Advantage +15 -> +16
    • Now incurs 25% Starter scaling and 2-hit Combo scaling
  • 6MK - blockstun reduced by 1f (17 -> 16); Block Advantage -3(+3) -> -4(+2)
    • Extends a wide hurtbox on frame 2 onward