Street Fighter 6/Version/1.10: Difference between revisions

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<!--Full Version name: 1.1000.000-->
<!--Full Version name: 1.1000.000-->
== '''Universal Changes''' ==
== '''Universal Changes''' ==
*  
* '''Perfect Parry Changes:'''
** Perfect Parry Now requires the correct blocking direction to grant a screen freeze against strikes.
*** Low Attacks require Down Back + Parry ({{clr|M|1MPMK}}), while Mid/High Attacks require Back + Parry ({{clr|M|4MPMK}})
*** This does not affect projectiles (but does apply to many pseudo-projectile attacks like Ryu's Hashogeki).
** An incorrect block direction will instead result in a regular parry with a different audio/visual cue.
*** This "imperfect parry" (as the community often refers to it) awards an extra 3000 Drive meter (30% of a bar) to the defender.
** This change reduces the occurrence of "incidental parries", such as when walking forward and tapping Parry to initiate a {{clr|DR|Drive Rush}}. It also makes strike-based pressure on the opponent's wakeup inherently less risky.
* '''{{clr|L|2LK}} Changes:'''
** Many {{clr|L|2LKs}} have faster chain timing and/or less pushback to make them more effective in pressure strings.
** This was done to ensure that characters have viable ways to mix between mid/low attacks, taking advantage of the new Perfect Parry restrictions.
* '''{{clr|M|2MK}} Changes:'''
** Non-cancelable {{clr|M|2MKs}} that can start combos (e.g. out of {{clr|DR|Drive Rush}}) are now all subject to 20% starter scaling just like the cancelable ones.
*** This was to balance their strength now that Perfect Parry is harder to use defensively against high/low pressure.
** Pressure from {{clr|M|2MK}}{{clr|DR|~DR Cancel}} has been weakened by increasing the forward momentum on many 4-frame light normals out of {{clr|DR|Drive Rush}}.
*** Since the only way to create a true blockstring is to make the opponent block an immediate 4-frame light, this makes it harder to bait the opponent's throw tech with a shimmy afterwards.
*** Note that the effectiveness of this strategy varies; in some cases, the opponent can delay their Throw Escape long enough to cover both a strike and throw option, but in other cases delaying the Throw Escape even 1 frame lets the shimmy work properly again. It may also not be entirely universal - Lily {{clr|DR|DR~}}{{clr|L|5LK}} still allows a shimmy on block, for example.
* '''Throw Escape Changes:'''
** Throw Escape ("Tech") now awards {{clr|DR|1 Drive Gauge}} and {{clr|SA|1000 Super meter}} (10% of a bar) to the defender.
** If both Throws are input simultaneously, it is randomly awarded to one of the players.
* '''Sweep Changes:'''
** The first active frame of sweeps will not extend a hurtbox, making them much better as neutral pokes.
** Sweeps no longer grant a Hard Knockdown on regular hit and {{clr|PC|Counter-hit}}; additionally, {{clr|PC|Counter-hit}} sweeps lost their extra knockdown advantage.
*** These properties are reserved only for {{clr|PC|Punish Counter}} sweeps.
*** Several sweeps have had their knockdown advantage changed to compensate for this reduced utility.
*** These changes do not apply to sweeps that slide along the ground, like Elena/M. Bison {{clr|H|3HK}}, Blanka {{clr|H|3HP}}, or Dhalsim {{clr|H|2HK}}.
*** Dee Jay's {{clr|M|2MK}} is unaffected (as it was already not a Hard Knockdown). A.K.I. and Ed have {{clr|H|2HP}} as their sweeps rather than {{clr|H|2HK}}.
* '''Modern Control Changes:'''
** Can now use the Assist button on aerial normals; as a result, players are no longer limited to one air normal of each strength.
*** In general, the Assist air normals are ones that are better as jump-ins, while regular air normals are better as air-to-airs.
** Can now perform an alternative {{clr|L|L Auto Combo}} by chaining a light normal into A[{{clr|L|2L}}~{{clr|L|L}}].
*** For some characters, this gives a new combo route that works more consistently at longer ranges than before, and the ability to chain into it can improve its hitconfirm utility.
*** However, it will always execute the full sequence even on block if the buttons are pressed (no auto-hitconfirms).
* '''Forward Walk Changes:'''
** Starting on frame 11, the base rate of Drive Regeneration is doubled.
*** This is on top of the small bonus of 20 Drive per frame from walking forward, and does not affect microwalk combos (e.g. {{clr|DR|DRC x3}} loops).
*** This makes walking forward for longer periods of time more rewarding as long as the player is not in a Drive Cooldown state.
*** See the [[Street_Fighter_6/Gauges#Drive_Regeneration|Gauges]] page for details.
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=== '''Akuma''' ===
=== '''Akuma''' ===
*  
* {{clr|L|2LK}} can be chain canceled 1f earlier (improves light chain consistency and can always frame trap vs. 4f normals)
* {{clr|M|2MP}} whiff recovery increased 14 -> 16; total whiff animation 22 -> 24; increased pushback on hit
** Foot hurtbox from frame 6~ expanded upward; arm hurtbox expanded upward and outward until end of recovery
* {{clr|H|2HK}} grounded hit HKD +32 -> KD +40; juggle hit KD +42 -> KD +37 (no longer has a safe jump or oki after 2 dashes)
 
 
* {{clr|H|Rago High Kick}} ({{clr|H|4HK}}) increased pushback on block
* {{clr|H|Kikoku Combination 1}} ({{clr|H|6HP}}) reduced pushback on block; Drive Gain increased 2000 -> 3000
** Extends a wider hurtbox until the end of recovery
 
 
* Gou Hadoken (236P) pushback on block reduced on meterless versions
* Lv.2 Gou Hadoken (236[P]) increased opponent's Drive gain on Parry 4000 -> 5000
* Zanku Hadoken (j.236P) starter scaling increased 20% -> 40% on meterless version
* {{clr|OD|OD Gou Shoryuken}} ({{clr|OD|623PP}}) 3rd hit no longer connects on grounded opponents
** Can no longer break {{clr|DR|DI}} armor on its own, and has the same advantage vs. standing/crouching opponents
* {{clr|H|HP Adamant Flame}} ({{clr|H|214HP}}) Block Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}}; blockstun 20 -> 19
** Pushback on block reduced (except vs. Burnout)
* {{clr|OD|OD Demon Raid}} ({{clr|OD|236KK}}) can now be canceled into {{clr|SA|Air SA1}} until frame 38
* Demon Blade Kick (236K~K) starter scaling increased 20%-> 30% on meterless version
 
 
* {{clr|SA|Air SA1}} extends a combo-only hitbox upward for juggle consistency
<br>
<br>


=== '''Blanka''' ===
=== '''Blanka''' ===
*  
* {{clr|L|2LK}} can be chain canceled 1f earlier (improves light chain consistency and can frame trap vs. 4f normals by chaining into {{clr|L|5LK}}/{{clr|L|2LK}})
* {{clr|H|2HP}} damage increased 800 -> 900
** Removed the arm hurtbox that appeared 2f before active; now has a strike invuln hurtbox 1f before active that is only vulnerable to projectiles
 
 
* {{clr|M|Double Knee Bombs}} ({{clr|M|6MK}}) now Forces Stand on hit (ensures that Vertical Roll can always connect)
 
 
* {{clr|OD|OD Wild Hunt}} ({{clr|OD|236KK}}) can be comboed into on both grounded and mid-air opponents
** Opens up new Blanka-Chan Bomb setups with its extremely high knockdown advantage
 
 
* {{clr|SA|SA3/CA}} cinematic no longer has slower Drive regeneration due to being considered airborne
** Drive Regen amount: {{clr|SA|SA3}} 1.6 -> 1.8 bars, {{clr|SA|CA}} 1.3 -> 2.3 bars
<br>
<br>


=== '''Cammy''' ===
=== '''Cammy''' ===
*  
* {{clr|L|5LK}} hitbox at the edge of her foot was reduced downward (can whiff under some standing pokes that don't extend a lower body hurtbox)
* {{clr|H|2HK}} HKD +31 -> KD +38 (gives point blank oki after 2 dashes with no {{clr|PC|PC}} required)
 
 
* {{clr|H|Swing Combination}} ({{clr|H|5HP}}~{{clr|H|HK}}) cancel on 2nd hit shifted 2f later (does not apply to {{clr|SA|Supers}})
** This reduces Cammy's knockdown advantage after a {{clr|M|236MK}} cancel, and weakens her meaty Hooligan setups
 
 
* {{clr|L|LK Spiral Arrow}} ({{clr|L|236LK}}) knocks airborne opponents higher into the air
** Compensates for the {{clr|H|5HP}}~{{clr|H|HK}} nerf, allowing her to keep her corner {{clr|L|236LK}} into {{clr|M|623MK}} juggle
* {{clr|H|HK Cannon Spike}} ({{clr|H|623HK}}) active frames 1-2 keep the opponent closer on hit for improved oki
* {{clr|L|LP Quick Spin Knuckle}} ({{clr|L|214LP}}) Juggle Limit increased 0 -> 1 and has less knockback on air juggled opponents
<br>
<br>


=== '''Chun-Li''' ===
=== '''Chun-Li''' ===
*  
* Modern Controls:
** Hundred Lightning Kicks (236K) special shortcut switched from {{clr|M|M}} version to {{clr|L|L}} version
 
 
* {{clr|M|2MP}} whiff recovery 13 -> 14; total whiff animation 22 -> 23; extended arm hurtbox raised to the same height as torso hurtbox
* {{clr|H|2HK}} block recovery 19 -> 21; Block Advantage {{sf6-adv|VM|-7}} -> {{sf6-adv|VM|-9}}; HKD +33 -> KD +40
** Range increased 1.515 -> 1.715; substantially more effective as a poke, but much more punishable overall
 
 
* {{clr|H|Water Lotus Fist}} ({{clr|H|3HP}}) active 4 -> 3; recovery 14 -> 15 (total duration unchanged); meaty timing is less lenient
** Hit Advantage {{sf6-adv|P|+1}} -> {{sf6-adv|P|+2}}; hitstun 19 -> 20; gains new {{clr|M|2MP}} links out of {{clr|DR|Drive Rush}}
 
 
* Kikoken ([4]6P) now visually dissipates more quickly after active frames end (easier for opponents to gauge the projectile's range)
* {{clr|L|LK Hundred Lightning Kicks}} ({{clr|L|236LK}}) startup reduced 8 -> 5; total animation 43 -> 40; hitconfirm window increased 16f -> 19f; less aerial blowback on 1st/2nd hit
** {{clr|PC|Punish Counter}} changed to KD +44 (free juggle state, can air reset in corner); 20% starter scaling added; range increased
** These changes combine to give Chun a much more consistent 5f punish
* {{clr|M|MK Hundred Lightning Kicks}} ({{clr|M|236MK}}) startup reduced 14 -> 12; total animation 56 -> 54
** Can now combo {{clr|L|5LP}}/{{clr|L|2LP}} into {{clr|M|236MK}}
* {{clr|OD|OD Hundred Lightning Kicks}} ({{clr|OD|236KK}}) damage increased 160x5 -> 200x5; 20% starter scaling added
** {{clr|PC|Punish Counter}} now causes KD +73 crumple vs. grounded opponents and a spinning free juggle state vs. airborne opponents
* {{clr|OD|OD Aerial Hundred Lightning Kicks}} ({{clr|OD|j.236KK}}) landing recovery on hit reduced 5 -> 3; falling speed increased
** Added a new combo-only hitbox for juggle consistency; increased blowback vs. airborne opponents
** These changes make it much stronger in juggles, giving better oki and some corner follow-up juggles
* Tensho Kick (22K) 1st hit active frames increased 2 -> 3 (total duration unchanged); expanded hitbox upward for all hits
** {{clr|H|HK}} version movement changed to ensure juggle consistency on later hits (no change to knockdown advantage)
* {{clr|OD|OD Tensho Kick}} ({{clr|OD|22KK}}) active frames on hits 3-6 increased 2 -> 3; expanded combo-only hitbox on 2nd hit
 
 
* {{clr|SA|SA2}} now pulls opponent inward starting on the 1st hit; 1st hit extends a higher collision box to prevent whiffing under airborne opponents
* {{clr|SA|SA3}} combo-only hitbox added to ensure juggle consistency
<br>
<br>


=== '''Dee Jay''' ===
=== '''Dee Jay''' ===
*  
* Modern Controls:
** Jackknife Maximum ([2]8K) special shortcut switched from {{clr|M|M}} version to {{clr|H|H}} version
** {{clr|SA|SA2}} can now use the {{clr|M|M}}/{{clr|H|H}} versions by holding Back or Forward during screen freeze after {{clr|M|236236M}} input; can also use cinematic enders with {{clr|H|6H}}/{{clr|H|4H}}
 
 
* {{clr|L|2LK}} pushback reduced on hit/block for chain combo consistency
* {{clr|H|5HP}} pushback on hit reduced from active frame 3 onward; gives more consistent follow-ups when spaced
 
 
* {{clr|M|MK Jackknife Maximum}} ({{clr|M|[2]8MK}}) 2nd hit knocks airborne opponents farther away
* {{clr|H|HK Jackknife Maximum}} ({{clr|H|[2]8HK}}) startup reduced 6 -> 5; combo-only hitbox extended forward for easier links and juggles
* {{clr|OD|OD Jackknife Maximum}} ({{clr|OD|[2]8KK}}) 1st hit combo-only hitbox expanded forward for consistency
* {{clr|OD|OD Jus Cool}} ({{clr|OD|214KK}}) Block Advantage {{sf6-adv|VM|-22}} -> {{sf6-adv|VM|-18}}; Blockstun 20 -> 24; true blockstring into Funky Slicer ({{clr|L|~6LK}}) at earliest cancel timing
 
 
* {{clr|SA|SA1}} combo-only hitbox expanded forward for consistency
<br>
<br>


=== '''Dhalsim''' ===
=== '''Dhalsim''' ===
*  
* {{clr|H|2HP}} Hit Advantage {{sf6-adv|M|-1}} -> {{sf6-adv|P|+3}}; Block Advantage {{sf6-adv|VM|-12}} -> {{sf6-adv|VM|-8}}; Hit/Block recovery reduced 24 -> 20
** Whiff and Perfect Parry recovery remain at 24f
* {{clr|H|j.HP}} extends a large hurtbox around the torso and arms, making it easier to anti-air
** A large hurtbox in front of Dhalsim is vulnerable to projectiles, making it much harder to punish fireballs with Float
** ''The patch notes claim that these extended hurtboxes are projectile invuln, so this is potentially unintended''
 
 
* {{clr|L|Agile Kick}} ({{clr|L|1LK}}) Block Advantage decreased {{sf6-adv|VM|-5}} -> {{sf6-adv|M|-3}}; blockstun 8 -> 10
** Allows tighter light chains and low {{clr|DR|Drive Rush}} pressure
 
 
* {{clr|OD|OD Yoga Fire}} ({{clr|OD|236PP}}) startup reduced 13 -> 12; recovery increased 32 -> 33 (total duration unchanged)
** Added 1f blockstun and blowback time to 2nd hit to keep all frame data the same on hit/block
** Added a forward combo-only hitbox on {{clr|M|M}}/{{clr|H|H}} versions for consistency
* {{clr|M|MP Yoga Flame}} ({{clr|M|63214MP}}) added a forward combo-only hitbox for consistency
* Yoga Blast (63214K/{{clr|OD|63214KK}}) hurtboxes reduced downward until end of active frames for better anti-air consistency
* {{clr|M|MK Yoga Blast}} ({{clr|M|63214MK}}) now moves forward during startup; added a forward combo-only hitbox for consistency
* {{clr|H|HK Yoga Blast}} ({{clr|H|63214HK}}) startup increased 15 -> 17; recovery decreased 20 -> 18 (total duration unchanged); KD Advantage +42 -> +47; Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|M|-1}}
** 2-hit combo scaling added; increased forward movement during startup; added a forward combo-only hitbox for consistency
* {{clr|OD|OD Yoga Blast}} ({{clr|OD|63214KK}}) is anti-air invuln on frames 12-21 (except on his legs); expanded hitbox of 2nd hit after 1st hit connects
* Yoga Float (2KK/3KK) is cancelable into air attacks 6f earlier (greatly improves effectiveness of grounded normals canceled into Float)
** Float forward movement speed increased 0.03 -> 0.04
** Performing {{clr|H|Float j.HP}} while moving forward no longer carries more momentum than other attacks
<br>
<br>


=== '''Ed''' ===
=== '''Ed''' ===
*  
* Forward Throw recovery increased by 2f and knockdown time reduced; KD Advantage +34 -> +24
** Increased distance after corner throw; reduced distance after midscreen throw
** Ed can still throw loop with {{clr|DR|Drive Rush}} (4f timing vs. standard characters) and can walk to throw loop Zangief (1f timing)
 
 
* {{clr|M|MP Psycho Uppercut}} Super Gain 1200 -> 1000
* {{clr|H|HP Psycho Uppercut}} Super Gain 1500 -> 1200
* Psycho Flicker (236K/{{clr|OD|236KK}}) now causes screen freeze on Perfect Parry for both charged/uncharged versions (easier to react with a punish)
** Charged meterless versions are 1f worse on Perfect Parry ({{sf6-adv|VM|-18}} -> {{sf6-adv|VM|-19}}); {{clr|OD|236KK}} is 9f worse ({{sf6-adv|VM|-25}} -> {{sf6-adv|VM|-34}})
* Psycho Flicker (236K, uncharged) can be canceled into Kill Rush on hit only
** Gives a meterless follow-up to spaced {{clr|PC|PC}} {{clr|L|236LK}}/{{clr|M|236MK}}, better oki after {{clr|PC|CH}} {{clr|M|236MK}}, and juggles after corner {{clr|H|236HK}} anti-airs
<br>
<br>


=== '''E. Honda''' ===
=== '''E. Honda''' ===
*  
* {{clr|M|5MP}} whiff recovery 13 -> 15; total whiff animation 26 -> 28
* {{clr|M|2MK}} 20% starter scaling added
* {{clr|H|5HK}} 2nd hit extends a combo-only hitbox upward
** Only applies after {{clr|H|5HK}} has already hit, making it less likely for 2nd hit to drop after 1st hit connects in juggles
 
 
* {{clr|H|Power Stomp}} ({{clr|H|3HK}}) 2-hit combo scaling added; causes high OTG bounce vs. airborne opponents (HKD +42 -> HKD +59)
 
 
* {{clr|M|MP}}/{{clr|H|HP}} Hundred Hand Slap ({{clr|M|214MP}}/{{clr|H|214HP}}) reduced pushback on hit
* Sumo Spirit Hundred Hand Slap (ss.214P/{{clr|OD|ss.214PP}}) extends a combo-only hitbox forward for juggle consistency
* {{clr|L|LP}}/{{clr|M|MP}} Sumo Headbutt ({{clr|L|[4]6LP}}/{{clr|M|[4]6MP}}) Drive Damage on Block reduced 7500 -> 6000
* {{clr|H|HP Sumo Headbutt}} ({{clr|H|[4]6HP}}) Drive Damage on Block reduced 10000 -> 7500
* {{clr|OD|OD Taiho Cannon Lift}} ({{clr|OD|236KK~2P}}) Juggle Start reduced 3 -> 1 and leaves opponent closer (gives stronger follow-up juggles anywhere on screen)
* Neko Damashi (22P) Juggle Start/Increase reduced 3 -> 1; Juggle Limit increased 2 -> 3 (more useful in juggle routes, especially with Sumo Spirit cancels)
 
 
* {{clr|SA|SA3/CA}} extends a large combo-only hitbox on the 1st hit's final active frame (much less likely to whiff the cinematic hit in juggles)
<br>
<br>


=== '''Guile''' ===
=== '''Guile''' ===
*  
* {{clr|L|2LK}} Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|M|-3}}; Perfect Parry Advantage {{sf6-adv|VM|-13}} -> {{sf6-adv|VM|-12}}; recovery 13 -> 12; total animation 19 -> 18
** Hitstun 16 -> 15; blockstun 10 -> 11 (keeps Hit Advantage unchanged while improving Block Advantage by 2)
** All chains into and out of {{clr|L|2LK}} are now frame traps vs. 4-frame normals
* {{clr|H|5HK}} 20% starter scaling added; Hit Advantage increased {{sf6-adv|P|+3}} -> {{sf6-adv|VP|+4}}; hitstun 27 -> 28; {{clr|SA|SA2}} cancel advantage {{sf6-adv|VP|+20}} -> {{sf6-adv|VP|+21}}
** Enables meterless links at close range and a stronger {{clr|PC|Counter-hit}} link, but reduces the damage from his more important {{clr|PC|Punish Counter}} and {{clr|SA|Super}} confirms
* {{clr|H|2HK}} 1st hit has less pushback on hit/{{clr|PC|Counter-hit}}; 2nd hit has an extended combo-only hitbox; proximity guard box expanded forward
** All changes combined make it much less likely for the 2nd hit to drop in any context
 
 
* {{clr|L|Knee Bazooka}} ({{clr|L|4LK}}) collision box is expanded downward on frames 5-20 (can no longer hop over downed opponents)
* {{clr|H|Guile High Kick}} ({{clr|H|3HK}}) {{clr|PC|Punish Counter}} hitstop 13 -> 20, Juggle Start 1 -> 0, and KD Advantage +46 -> +51
** Increases hitconfirm window 23f -> 30f on {{clr|PC|PC}} and allows extra charge time for juggles
 
 
* Sonic Boom ([4]6P/{{clr|OD|[4]6PP}}) disappears when off-screen more quickly, allowing Guile to throw another projectile earlier when the first one is avoided
** Applies to all versions of Sonic Boom, including Sonic Cross enhanced fireballs and {{clr|SA|SA2}} Sonic Break fireballs
* {{clr|OD|OD Sonic Blade}} ({{clr|OD|214PP}}) hitbox expanded forward
 
 
* {{clr|SA|SA1}} (straight version) combo-only hitbox will now connect on opponents that are in hitstun from a projectile
** Allows {{clr|SA|SA1}} to connect much more easily after a spaced Sonic Boom or in {{clr|OD|OD Sonic Cross}} wallsplats
<br>
<br>


=== '''Jamie''' ===
=== '''Jamie''' ===
*  
* {{clr|L|2LP}} {{clr|DR|Drive Rush}} momentum lasts 1f longer (stays closer, but harder to shimmy on block)
* {{clr|M|5MP}} Hit Advantage increased {{sf6-adv|VP|+5}} -> {{sf6-adv|VP|+6}}; hitstun 23 -> 24
** Grants a new link to {{clr|M|2MP}} and a {{clr|PC|Counter-hit}} link to {{clr|H|2HP}} at close range, and a whiff punish link to {{clr|SA|SA3}}
* {{clr|M|5MK}} startup reduced 10 -> 9; whiff recovery 17 -> 18 with an extended hurtbox until the end of recovery
** Now an important link after {{clr|PC|Punish Counter}} {{clr|M|2MP}} at some ranges, like when punishing {{clr|DR|Drive Reversal}}
* {{clr|M|2MP}} whiff recovery 13 -> 15; total whiff animation 21 -> 23; extended foot hurtbox expanded upward and lasts until end of recovery
* {{clr|H|5HP}} collision box extended upward (makes Jamie less likely to whiff under opponents in juggles)
* {{clr|H|5HK}} Hit Advantage increased {{sf6-adv|P|+1}} -> {{sf6-adv|P|+3}}; hitstun 25 -> 27; {{clr|DR|DR Cancel}} Hit Advantage {{sf6-adv|VP|+14}} -> {{sf6-adv|VP|+16}}
** Can now cancel {{clr|H|5HK}} into {{clr|H|236HK}}, link {{clr|H|5HK}} > {{clr|DR|DRC}} into another {{clr|H|5HK}}, and link into a medium button after {{clr|DR|DR~}}{{clr|H|5HK}}
* {{clr|H|2HP}} startup reduced 9 -> 8; total animation 36 -> 35; head hurtbox air invuln shifted 1f earlier (8-32f) to compensate
** Now fast enough to link after meterless command grab for much more damage
** Causes less horizontal blowback when landing on an airborne opponent
 
 
* {{clr|L|Bitter Strikes}} ({{clr|L|5LP}}~{{clr|L|LK}}~{{clr|M|MP}}) last hit Hit Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|M|-1}}; hitstun 22 -> 23
** Can now cancel into {{clr|H|HP Freeflow Strike}} for more damage and corner carry
 
 
* {{clr|L|LP}}/{{clr|M|MP}} Freeflow Strikes (236{{clr|L|LP}}/{{clr|M|MP}}) have more forward momentum for follow-up consistency (up to Drink Level 3)
* Freeflow Strikes Punch 2 (236P/{{clr|OD|236PP}}~6P~6P) can now be {{clr|SA|Super}} canceled on the final hit
** 20% starter scaling added to meterless versions (weakens the reward when attempting Rekka frame trap into {{clr|SA|SA3}})
* {{clr|OD|OD Freeflow Strikes}} ({{clr|OD|236PP}}) first hit has 2-hit combo scaling added (will apply to {{clr|SA|SA2}}/{{clr|SA|SA3}} cancel after 1st or 3rd hit)
* {{clr|OD|OD Freeflow Strikes + Punches}} ({{clr|OD|236PP~6P~6P}}) have 20% starter scaling added to '''all hits''' (will apply to {{clr|SA|SA2}}/{{clr|SA|SA3}} cancel after 1st or 3rd hit)
** This scaling does not apply to the {{clr|OD|236PP~6P~6P}} damage itself, since these hits are specifically unscaled in combos
** Starter scaling on earlier hits will carry through the final hit (as though {{clr|OD|236PP~6P~6P}} is considered a single attack)
** Essentially, this ensures that any {{clr|SA|Super}} cancel will be scaled, whether you combo into it or you frame trap with delayed Rekka hits
** All of these scaling changes apply regardless of Drink Level
* {{clr|M|MP}}/{{clr|H|HP}} Swagger Step (214{{clr|M|MP}}/{{clr|H|HP}}) juggle height/knockdown advantage increased when hitting airborne opponents
* {{clr|OD|OD Swagger Step}} ({{clr|OD|214PP}}) collision box extended verticall to prevent whiffing under juggled opponents
* {{clr|L|LK Arrow Kick}} ({{clr|L|623LK}}) active frames 7 -> 10; recovery 55 -> 52 (total unchanged); less blowback when final 3 active frames hit airborne opponents
* {{clr|M|MK}}/{{clr|H|HK}}/{{clr|OD|OD}} Arrow Kick (623{{clr|M|MK}}/{{clr|H|HK}}/{{clr|OD|KK}}) active frames 7 -> 9; recovery 53 -> 51 (total unchanged); less blowback when final 3 active frames hit airborne opponents
* {{clr|L|LK Bakkai}} ({{clr|L|236LK}}) added combo-only hitboxes to 3rd/4th hits for juggle consistency
* {{clr|H|HK Bakkai}} ({{clr|H|236HK}}) startup reduced 26 -> 25 (in conjunction with the {{clr|H|5HK}} changes, allows {{clr|H|5HK}} > {{clr|H|236HK}} to combo naturally)
** Shorter range on its 1st active frame (essentially unchanged as a projectile counter)
<br>
<br>


=== '''JP''' ===
=== '''JP''' ===
*  
* {{clr|M|2MK}} 20% starter scaling added
 
 
* {{clr|OD|OD Stribog}} ({{clr|OD|236PP}}) when only 2nd hit connects, damage increased 400 -> 800 (chip damage 100 -> 200)
* {{clr|M|MK}}/{{clr|H|HK}} Torbalan ({{clr|M|236MK}}/{{clr|H|236HK}}) 20% starter scaling added
<br>
<br>


=== '''Juri''' ===
=== '''Juri''' ===
* {{clr|H|5HP}}  
* Modern Controls:
** Extended hurtbox on kicking foot fully expands 1f earlier (frame 14 -> 13) and disappears 1f earlier (frame 24 -> 23)
** Inputting 236{{clr|L|L}}{{clr|M|M}}{{clr|H|H}} now results in {{clr|OD|OD Ankensatsu}} instead of {{clr|OD|OD Goh Ohsatsu}}
** Extended hurtbox in front of Juri expanded downward, starts 4f earlier, and lasts until the end of recovery; 28-29f -> 24-36f
 
** This makes it easier to whiff punish, especially with low pokes
 
* {{clr|L|2LP}}  
* {{clr|L|2LP}} hitbox expanded slightly upward (will no longer some avoid mid-body armor attacks)
** Made hitbox taller to stop it from interfering with some armored attacks
* {{clr|M|2MP}} whiff recovery increased 14 -> 15; extends a wider hurtbox until the end of recovery
* {{clr|M|2MP}}  
* {{clr|H|5HP}} extended hurtbox in front of Juri is expanded downward, starts 4f earlier, and lasts until end of recovery (frames 28-29 -> frames 24-36)
** Recovers slower on whiff, from 14f to 15f
** Foot hurtbox after active frames fully extends 1f earlier (frame 14 -> 13); also disappears 1f earlier (frame 24 -> 23)
** Expanded hurtbox forwards from frames 20 onwards <br><br>
** Overall, makes Juri much easier to whiff punish, especially with low pokes
* {{clr|H|j.HP}}
* {{clr|H|2HK}} on hit HKD +32 -> KD +38; {{clr|SA|SA2}} version {{clr|DR|DRC Adv.}} on hit HKD +48 -> KD +54
** Reduced blockstun from 19f to 15f (Won't be as plus when done from very high)
* {{clr|H|j.HP}} blockstun reduced 19 -> 15; min(max) Block Advantage {{sf6-adv|VP|+4(+11)}} -> {{sf6-adv|E|0}}{{sf6-adv|VP|(+7)}}
**Also expanded hurtbox around her legs downwards and backwards <br><br>
** Greatly expanded the hurtbox around Juri's foot downward and backward (much easier to preemptively anti-air)
 


* {{clr|H|Korenzan}} ({{clr|H|4HK}})  
* {{clr|H|Korenzan 2nd Hit}} ({{clr|H|4HK}}) hitstun 20 -> 24; Hit Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|P|+2}}; {{clr|DR|DR Cancel}} advantage {{sf6-adv|VP|+10}} -> {{sf6-adv|VP|+14}}; {{clr|SA|SA2 Cancel}} advantage {{sf6-adv|VP|+12}} -> {{sf6-adv|VP|+16}}
** Increased Hit Advantage, {{sf6-adv|M|-2}} -> {{sf6-adv|P|+2}}, can now combo into {{clr|H|HK Fuhajin}} ({{clr|H|214HK}}) on counterhit
** Gains a new {{clr|PC|Counter-hit}} combo when canceled into {{clr|M|236MK}} or {{clr|H|214HK}} (more rewarding with an easy hitconfirm)
** Expanded lower hitbox of the 2nd hit during the later active frames and reduced hurtbox near the feet during frames 3-6
** Reduced horizontal foot hurtbox during startup frames 3-6; shifted 2nd hit's 3rd active frame downward to beat low pokes more easily
** Gives it greater utility as a counterpoke against low hitting attacks like 2MK
* {{clr|M|Death Crest}} ({{clr|M|5MP}}~{{clr|H|4HP}}~{{clr|H|HP}}) 2nd hit Juggle Limit 2 -> 3; 3rd hit Juggle Limit 3 -> 4
* Death Crest ({{clr|M|5MP}}~{{clr|H|4HP}}~{{clr|H|HP}})
** Full TC sequence will now work more consistently in juggle routes
** Increased juggle limit of the last 2 hits <br><br>


* {{clr|OD|OD Saihasho}} ({{clr|OD|236LKMK}})
** Added {{sf6-adv|M|20%}} scaling in combos and an additional {{sf6-adv|M|20%}} scaling as a combo starter
* Ankensatsu ({{clr|M|236MK}}/{{clr|M|236MK!}}/{{clr|OD|236LKHK}})
** For all versions, increased length of buffer to input commands during recovery (makes links after easier)
** For unenhanced {{clr|M|236MK}}, pushback on hit has been reduced <br><br>


* {{clr|SA|SA2}} ({{clr|SA|214214P}})
* {{clr|OD|OD Saihasho}} ({{clr|OD|236}}{{clr|L|LK}}{{clr|M|MK}}) 20% starter scaling and 2-hit combo scaling added
** Fixed an issue where the move did not activate during prejump frames 1-2
* {{clr|M|Ankensatsu}} ({{clr|M|236MK}}, no stock) pushback on hit reduced (can link into {{clr|L|5LK}} from farther away)
<br>
<br>


=== '''Ken''' ===
=== '''Ken''' ===
*  
* Forward Throw distance increased in the corner
** Can still walk for a throw loop vs. standard characters (requires frame-perfect timing; 2f vs. Marisa, 3f vs. Blanka/E.Honda, 4f vs. Zangief)
** Can also {{clr|DR|Drive Rush}} with easy manual timing, and can bait 5f reversals with whiffed {{clr|DR|DR~}}{{clr|L|5LP}}
 
 
* {{clr|L|5LP}} {{clr|DR|Drive Rush}} momentum lasts 3f longer (stays closer, but harder to shimmy on block)
* {{clr|L|2LP}} {{clr|DR|Drive Rush}} momentum lasts 4f longer (stays closer, but harder to shimmy on block)
* {{clr|M|5MP}} extends a forward leg hurtbox during active/recovery frames; farthest reaching ~40% of hitbox shifted upward (more likely to whiff on low extended hurtboxes)
* {{clr|M|2MP}} whiff recovery 14 -> 16; total whiff animation 22 -> 24; arm hurtbox extends farther on frames 17-24; extends a wider foot hurtbox on frame 6-24
* {{clr|H|2HK}} on hit HKD +31 -> KD +40
 
 
* {{clr|L|LK Jinrai Kick}} ({{clr|L|236LK}}) Drive Damage on Block reduced 3000 -> 2000
* {{clr|M|MK Jinrai Kick}} ({{clr|M|236MK}}) Drive Damage on Block reduced 3000 -> 2000; recovery hurtbox expanded forward
** Much easier to punish the initial {{clr|M|236MK}}, but can still be spaced safely against many characters even from a ranged {{clr|M|2MK}} cancel
* {{clr|L|Kazekama Shin Kick}} ({{clr|L|236K~6LK}}) Drive Damage on Block 3000 -> 2000 (meterless versions only); now causes Knockdown (+28) on {{clr|PC|Counter-hit}}/{{clr|PC|Punish Counter}}
** Much less rewarding than his previous {{clr|PC|Counter-hit}} conversion; less risky for opponents to attempt a Jinrai punish
* {{clr|OD|Kasai Thrust Kick}} ({{clr|OD|236KK~6K~6K}}) 40% starter scaling added
** Since an {{clr|SA|SA2}} cancel is now safe, fishing for this frame trap on block had its reward lowered to match the low risk
 
 
* {{clr|SA|SA2}} Block Advantage {{sf6-adv|VM|-19}} -> {{sf6-adv|VM|-5}}; Perfect Parry Advantage {{sf6-adv|VM|-32}} -> {{sf6-adv|VM|-28}}; block/whiff recovery 32 -> 28; total animation 93 -> 89; blockstun 69 -> 79
** Pushback on block significantly increased; cannot be punished by any 5-frame attack (as of Season 3 update)
** Also an effective chip tool vs. Burnout (only {{sf6-adv|M|-1 oB}} and can threaten more chip afterward)
* {{clr|SA|SA3/CA}} block/whiff landing recovery increased by 10f (30+15 -> 30+25); total animation 90 -> 100; Block Advantage {{sf6-adv|VM|-30(-33)}} -> {{sf6-adv|VM|-40(-43)}}; Perfect Parry Advantage {{sf6-adv|VM|-56}} -> {{sf6-adv|VM|-66}}
** Most characters can now easily neutral jump to start their punish, and it's much easier to time a punish after Ken lands after a whiff
<br>
<br>


=== '''Kimberly''' ===
=== '''Kimberly''' ===
* Modern Controls:
** Vagabond Edge (236P) special shortcut switched from {{clr|M|M}} version to {{clr|L|L}} version
* {{clr|L|2LK}} pushback on block reduced (allows for more consistent light chains)
* {{clr|L|2LK}} pushback on block reduced (allows for more consistent light chains)
* {{clr|M|2MP}} whiff recovery increased 13 -> 15; total whiff animation 21 -> 23
* {{clr|M|2MP}} whiff recovery increased 13 -> 15; total whiff animation 21 -> 23
Line 138: Line 395:


=== '''Lily''' ===
=== '''Lily''' ===
*  
* Forward Dash distance increased 1.154 -> 1.261
 
 
* {{clr|L|2LK}} reduced pushback on hit/block
** Makes light chain combos/pressure more consistent; can get a {{clr|L|2LK}}~{{clr|L|2LP}} confirm starter after {{clr|M|214MP}} on hit
* {{clr|H|2HP}} can no longer hit cross-ups on active frames 1-2
* {{clr|M|j.MP}} can now be canceled into Condor Dive and {{clr|SA|Air SA2}}
 
 
* {{clr|H|Horn Breaker}} ({{clr|H|4HP}}) extends a hurtbox in front of Lily until the end of recovery
* {{clr|H|Desert Storm 1}} ({{clr|H|6HP}}) startup reduced 18 -> 16; total animation 43 -> 41; Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|VM|-4}}; blockstun 21 -> 22; {{clr|DR|DR Cancel}} Block Advantage {{sf6-adv|VP|+11}} -> {{sf6-adv|VP|+12}}
** Range on the 1st active frame expanded to match 2nd active frame
* {{clr|H|Desert Storm 2}} ({{clr|H|6HP~HP}}) hitbox and collision box expanded upward to prevent Lily from whiffing under juggled opponents
* {{clr|H|Desert Storm 3}} ({{clr|H|6HP~HP~HP}}) recovery reduced 42 -> 39; total animation 64 -> 61; collision box expanded upward for juggle consistency
 
 
* {{clr|M|MP}}/{{clr|H|HP}} Condor Wind ({{clr|M|214MP}}/{{clr|H|214HP}}) combo-only hitbox added for juggle consistency against high opponents
* {{clr|DR|Windclad}} {{clr|L|LP Tomahawk Buster}} ({{clr|DR|w.}}{{clr|L|623LP}}) 1f better knockdown advantage (higher juggle) when 2nd hit connects on standing opponent
* Regular/{{clr|DR|Windclad}} {{clr|M|MP Tomahawk Buster}} ({{clr|M|623MP}}/{{clr|DR|w.}}{{clr|M|623MP}}) additional lower hitbox added during active frames (allows it to combo from farther away)
* Regular/{{clr|DR|Windclad}} {{clr|OD|OD Condor Dive}} ({{clr|OD|j.PPP}}/{{clr|DR|w.}}{{clr|OD|j.PPP}}) 10% immediate scaling removed
** Still affected by {{clr|OD|623PP}} starter/combo scaling, but will not lose damage after {{clr|M|j.MP}} cancel
 
 
* {{clr|SA|SA1}} added combo-only hitboxes to later hits when earlier hits connect, ensuring juggle consistency
* {{clr|SA|SA2}} 1st hit active frames 2 -> 4 (ground version); airborne state starts frame 7 -> frame 13
** Regular/{{clr|DR|Windclad}} + Ground/Air versions: Invincibility changed from 1-41 Full -> 1-12 Full + 13-41 Projectile
** The version canceled from {{clr|OD|OD Condor Spire}} remains fully invincible on frames 1-41
<br>
<br>


=== '''Luke''' ===
=== '''Luke''' ===
*  
* {{clr|L|2LK}} recovery 12 -> 11; blockstun 10 -> 11; total animation 19 -> 18; more consistent in light chains and cannot be interrupted on block by 4f normals
** Hit Advantage {{sf6-adv|M|-1}} -> {{sf6-adv|E|0}}; Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|M|-3}}; Perfect Parry Advantage {{sf6-adv|VM|-13}} -> {{sf6-adv|VM|-12}}
* {{clr|H|5HK}} Low Crush hurtbox on frames 8-15 raised higher to avoid more crouching moves
* {{clr|H|2HK}} on hit HKD +28 -> KD +40; on {{clr|PC|Punish Counter}} HKD +44 -> HKD +47; hit/whiff recovery reduced 39 -> 36
 
 
* {{clr|H|Outlaw Kick}} ({{clr|H|4HK}}) Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|M|-3}}; blockstun 20 -> 22; reduced pushback on block and increased {{clr|DR|Drive Rush}} forward momentum
** After {{clr|DR|DR~}}{{clr|H|4HK}}, Luke is in Throw range (but opponent can walk out), and is also close enough to threaten {{clr|L|2LK}}~{{clr|L|2LP}} against back walk or {{clr|L|2LP}} to beat 4f jabs
* {{clr|M|Snapback Combo}} ({{clr|M|5MP}}~{{clr|M|MP}}~{{clr|M|MP}}~{{clr|M|MP}}) knockdown advantage +33 -> +34; can now Dash + perfect meaty {{clr|H|5HK}} ({{sf6-adv|P|+1 oB}} even vs. midscreen Back Rise)
** 3rd hit Drive Gain 400 -> 1000; 4th hit Drive Gain 500 -> 2000; entire sequence builds ~1/2 Drive bar on its own (not including passive Regen)
 
 
* Sand Blast (236P) Drive Damage on Block 2500 -> 3000; greatly reduced the projectile-invuln arm hurtbox that starts 1f before active and lasts until 2nd active frame
** Significantly harder for opponents to counterpoke the startup at mid-range, or use {{clr|OD|OD uppercut}}-type moves to beat it on reaction
* {{clr|OD|OD Sand Blast}} ({{clr|OD|236PP}}) Drive Damage on Block 1000x2 -> 1500x2; extended the cancel window into {{clr|OD|Fatal Shot}} ({{clr|OD|~PP}}) by 5 frames
** {{clr|OD|~PP}} hitconfirm window at close range 11f -> 16f
* {{clr|OD|Fatal Shot}} ({{clr|OD|236PP~PP}}) startup reduced 12 -> 8; total animation 54 -> 50; projectile invuln extended hurtbox shifted 4f earlier (12-36 -> 8-32)
* {{clr|L|LP Rising Uppercut}} ({{clr|L|623LP}}) juggle limit increased (much more effective in corner juggles)
** Active frames 1-2: Juggle Limit 5 -> 15
** Active frames 3-10: Juggle Limit 7 -> 17
* {{clr|M|MP Charged Flash Knuckle}} ({{clr|M|214[MP]}}) startup on fully held version 30 -> 29; no longer had lower recovery vs. armor
** Allow combos from {{clr|H|2HP}} without Perfect timing; these combos will still receive extra damage scaling
** Armor recovery change was made because the opponent can no longer {{clr|DR|Drive Impact}} through a gap when the button is held too long; this means {{clr|M|214[MP]}} will always get crumpled even when absorbed late
* {{clr|OD|OD Aerial Flash Knuckle}} ({{clr|OD|j.214PP}}) knocks opponents back farther; input requirements adjusted to prevent accidentally activating the attack after crossing under an airborne opponent
* {{clr|OD|OD Impaler}} ({{clr|OD|236KK~K}}) Block Advantage {{sf6-adv|VM|-5}}{{sf6-adv|E|(0)}} -> {{sf6-adv|M|-3}}{{sf6-adv|P|(+2)}}; blockstun 20-22 (always safe, and even plus with meaty timing)
<br>
<br>


=== '''M. Bison''' ===
=== '''M. Bison''' ===
*  
* {{clr|L|5LP}} active frames 3 -> 2; recovery 9 -> 11; total duration 16 -> 17; hitstun 16 -> 17 (no change to Hit Advantage)
** Block Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}}; Perfect Parry Advantage {{sf6-adv|VM|-10}} -> {{sf6-adv|VM|-11}}
** {{clr|DR|Drive Rush}} cancel occurs 1f later (after 1st recovery frame); {{clr|DR|DR Cancel}} Block Advantage {{sf6-adv|M|-1}} -> {{sf6-adv|M|-2}}
* {{clr|L|2LP}} {{clr|DR|Drive Rush}} momentum lasts 1f longer (stays closer, but harder to shimmy on block)
* {{clr|L|2LK}} can now be chained 1f earlier (can no longer interrupt a chain into {{clr|L|5LP}}/{{clr|L|2LK}})
* {{clr|M|5MK}} active frames 4 -> 3; recovery 16 -> 17 (no change to total duration); recovery hurtbox expanded forward and downward (can be whiff punished more reliably, especially with low pokes)
* {{clr|H|5HP}} shifts Bison forward farther during startup, making his hurtbox easier to counterpoke; recovery on whiff/armor increased 17 -> 20
** Only safe to {{clr|DR|DI}} if absorbed on the final 4 startup frames
 
 
* {{clr|L|LP Psycho Crusher Attack}} ({{clr|L|[4]6LP}}) startup reduced 16 -> 14; Knockdown advantage increased +20(+35) -> +24(+39) (can now cancel from lights and get midscreen oki)
** Extends a large combo-only hitbox on the 1st active frame for consistency in max range cancels
* {{clr|M|MP Psycho Crusher Attack}} ({{clr|M|[4]6MP}}) Knockdown advantage increased +20(+35) -> +24(+39)
* {{clr|L|LP Backfist Combo}} ({{clr|L|214LP}}) hit recovery 25 -> 28; KD Advantage +24 -> +21; farther knockback on hit (much worse midscreen oki)
* {{clr|M|MP Backfist Combo}} ({{clr|M|214MP}}) hit recovery 26 -> 29; KD Advantage +23 -> +20; farther knockback on hit (much worse midscreen oki)
* {{clr|OD|OD Backfist Combo}} ({{clr|OD|214PP}}) extends a combo-only hitbox on 1st hit for consistency; final hit knockdown leaves opponent closer
<br>
<br>


Line 192: Line 514:


=== '''Zangief''' ===
=== '''Zangief''' ===
* Modern Controls:
** Inputting {{clr|L|L}}{{clr|M|M}}{{clr|H|H}} while in Burnout now results in Double Lariat instead of Throw
*  
*  
<br>
<br>

Latest revision as of 21:12, 20 June 2025

Version[[Street Fighter 6/Version/1.10|1.10]]
Game Version1.10
dateJune 3, 2025
SummaryElena release. Balance changes for all characters.
Links[https://www.streetfighter.com/6/buckler/battle_change/202506 Patch Notes]

Universal Changes

  • Perfect Parry Changes:
    • Perfect Parry Now requires the correct blocking direction to grant a screen freeze against strikes.
      • Low Attacks require Down Back + Parry (1MPMK), while Mid/High Attacks require Back + Parry (4MPMK)
      • This does not affect projectiles (but does apply to many pseudo-projectile attacks like Ryu's Hashogeki).
    • An incorrect block direction will instead result in a regular parry with a different audio/visual cue.
      • This "imperfect parry" (as the community often refers to it) awards an extra 3000 Drive meter (30% of a bar) to the defender.
    • This change reduces the occurrence of "incidental parries", such as when walking forward and tapping Parry to initiate a Drive Rush. It also makes strike-based pressure on the opponent's wakeup inherently less risky.
  • 2LK Changes:
    • Many 2LKs have faster chain timing and/or less pushback to make them more effective in pressure strings.
    • This was done to ensure that characters have viable ways to mix between mid/low attacks, taking advantage of the new Perfect Parry restrictions.
  • 2MK Changes:
    • Non-cancelable 2MKs that can start combos (e.g. out of Drive Rush) are now all subject to 20% starter scaling just like the cancelable ones.
      • This was to balance their strength now that Perfect Parry is harder to use defensively against high/low pressure.
    • Pressure from 2MK~DR Cancel has been weakened by increasing the forward momentum on many 4-frame light normals out of Drive Rush.
      • Since the only way to create a true blockstring is to make the opponent block an immediate 4-frame light, this makes it harder to bait the opponent's throw tech with a shimmy afterwards.
      • Note that the effectiveness of this strategy varies; in some cases, the opponent can delay their Throw Escape long enough to cover both a strike and throw option, but in other cases delaying the Throw Escape even 1 frame lets the shimmy work properly again. It may also not be entirely universal - Lily DR~5LK still allows a shimmy on block, for example.
  • Throw Escape Changes:
    • Throw Escape ("Tech") now awards 1 Drive Gauge and 1000 Super meter (10% of a bar) to the defender.
    • If both Throws are input simultaneously, it is randomly awarded to one of the players.
  • Sweep Changes:
    • The first active frame of sweeps will not extend a hurtbox, making them much better as neutral pokes.
    • Sweeps no longer grant a Hard Knockdown on regular hit and Counter-hit; additionally, Counter-hit sweeps lost their extra knockdown advantage.
      • These properties are reserved only for Punish Counter sweeps.
      • Several sweeps have had their knockdown advantage changed to compensate for this reduced utility.
      • These changes do not apply to sweeps that slide along the ground, like Elena/M. Bison 3HK, Blanka 3HP, or Dhalsim 2HK.
      • Dee Jay's 2MK is unaffected (as it was already not a Hard Knockdown). A.K.I. and Ed have 2HP as their sweeps rather than 2HK.
  • Modern Control Changes:
    • Can now use the Assist button on aerial normals; as a result, players are no longer limited to one air normal of each strength.
      • In general, the Assist air normals are ones that are better as jump-ins, while regular air normals are better as air-to-airs.
    • Can now perform an alternative L Auto Combo by chaining a light normal into A[2L~L].
      • For some characters, this gives a new combo route that works more consistently at longer ranges than before, and the ability to chain into it can improve its hitconfirm utility.
      • However, it will always execute the full sequence even on block if the buttons are pressed (no auto-hitconfirms).
  • Forward Walk Changes:
    • Starting on frame 11, the base rate of Drive Regeneration is doubled.
      • This is on top of the small bonus of 20 Drive per frame from walking forward, and does not affect microwalk combos (e.g. DRC x3 loops).
      • This makes walking forward for longer periods of time more rewarding as long as the player is not in a Drive Cooldown state.
      • See the Gauges page for details.


Key Character Changes

A.K.I.

  • Back Throw knockdown advantage reduced +27 -> +20 (no meterless corner oki or midscreen DR oki)


  • 5MP blockstun increased 16 -> 18; recovery on block increased 14 -> 16 (no change to Block advantage)
    • DR Cancel Block Advantage +5 -> +7; Sinister Slide Cancel Block Advantage +3 -> +5
  • 2MP startup reduced 8 -> 7
  • 2MK starter scaling increased 10% -> 20%
  • 5HP increased pushback on block (safer as a neutral poke)
  • 2HK extended foot hurtbox upwards until end of recovery (increasing its risk as a hitconfirmable midrange poke)


  • Chi Wen (6HP) changed properties on airborne hit from air reset to knockdown


  • OD Nightshade Pulse (214PP) 20% starter scaling added
  • MP Serpent Lash (236MP) startup reduced 17 -> 14; active frames increased 6 -> 9; recovery reduced 24 -> 21; total frames reduced 46 -> 43
    • No change to hit/block advantage
  • Cruel Fate (214K/214KK) combo-only hitbox expanded forward on all hits (except the last hit of meterless version)
    • OD version: expanded collision box upward to make it harder for opponents to jump over A.K.I.
  • Heel Strike (2PP~K) pushback on block increased when opponent is in Burnout (limit of 3 loops of 5MP > 2PP~K, 2LP ...)


Akuma

  • 2LK can be chain canceled 1f earlier (improves light chain consistency and can always frame trap vs. 4f normals)
  • 2MP whiff recovery increased 14 -> 16; total whiff animation 22 -> 24; increased pushback on hit
    • Foot hurtbox from frame 6~ expanded upward; arm hurtbox expanded upward and outward until end of recovery
  • 2HK grounded hit HKD +32 -> KD +40; juggle hit KD +42 -> KD +37 (no longer has a safe jump or oki after 2 dashes)


  • Rago High Kick (4HK) increased pushback on block
  • Kikoku Combination 1 (6HP) reduced pushback on block; Drive Gain increased 2000 -> 3000
    • Extends a wider hurtbox until the end of recovery


  • Gou Hadoken (236P) pushback on block reduced on meterless versions
  • Lv.2 Gou Hadoken (236[P]) increased opponent's Drive gain on Parry 4000 -> 5000
  • Zanku Hadoken (j.236P) starter scaling increased 20% -> 40% on meterless version
  • OD Gou Shoryuken (623PP) 3rd hit no longer connects on grounded opponents
    • Can no longer break DI armor on its own, and has the same advantage vs. standing/crouching opponents
  • HP Adamant Flame (214HP) Block Advantage -2 -> -3; blockstun 20 -> 19
    • Pushback on block reduced (except vs. Burnout)
  • OD Demon Raid (236KK) can now be canceled into Air SA1 until frame 38
  • Demon Blade Kick (236K~K) starter scaling increased 20%-> 30% on meterless version


  • Air SA1 extends a combo-only hitbox upward for juggle consistency


Blanka

  • 2LK can be chain canceled 1f earlier (improves light chain consistency and can frame trap vs. 4f normals by chaining into 5LK/2LK)
  • 2HP damage increased 800 -> 900
    • Removed the arm hurtbox that appeared 2f before active; now has a strike invuln hurtbox 1f before active that is only vulnerable to projectiles


  • Double Knee Bombs (6MK) now Forces Stand on hit (ensures that Vertical Roll can always connect)


  • OD Wild Hunt (236KK) can be comboed into on both grounded and mid-air opponents
    • Opens up new Blanka-Chan Bomb setups with its extremely high knockdown advantage


  • SA3/CA cinematic no longer has slower Drive regeneration due to being considered airborne
    • Drive Regen amount: SA3 1.6 -> 1.8 bars, CA 1.3 -> 2.3 bars


Cammy

  • 5LK hitbox at the edge of her foot was reduced downward (can whiff under some standing pokes that don't extend a lower body hurtbox)
  • 2HK HKD +31 -> KD +38 (gives point blank oki after 2 dashes with no PC required)


  • Swing Combination (5HP~HK) cancel on 2nd hit shifted 2f later (does not apply to Supers)
    • This reduces Cammy's knockdown advantage after a 236MK cancel, and weakens her meaty Hooligan setups


  • LK Spiral Arrow (236LK) knocks airborne opponents higher into the air
    • Compensates for the 5HP~HK nerf, allowing her to keep her corner 236LK into 623MK juggle
  • HK Cannon Spike (623HK) active frames 1-2 keep the opponent closer on hit for improved oki
  • LP Quick Spin Knuckle (214LP) Juggle Limit increased 0 -> 1 and has less knockback on air juggled opponents


Chun-Li

  • Modern Controls:
    • Hundred Lightning Kicks (236K) special shortcut switched from M version to L version


  • 2MP whiff recovery 13 -> 14; total whiff animation 22 -> 23; extended arm hurtbox raised to the same height as torso hurtbox
  • 2HK block recovery 19 -> 21; Block Advantage -7 -> -9; HKD +33 -> KD +40
    • Range increased 1.515 -> 1.715; substantially more effective as a poke, but much more punishable overall


  • Water Lotus Fist (3HP) active 4 -> 3; recovery 14 -> 15 (total duration unchanged); meaty timing is less lenient
    • Hit Advantage +1 -> +2; hitstun 19 -> 20; gains new 2MP links out of Drive Rush


  • Kikoken ([4]6P) now visually dissipates more quickly after active frames end (easier for opponents to gauge the projectile's range)
  • LK Hundred Lightning Kicks (236LK) startup reduced 8 -> 5; total animation 43 -> 40; hitconfirm window increased 16f -> 19f; less aerial blowback on 1st/2nd hit
    • Punish Counter changed to KD +44 (free juggle state, can air reset in corner); 20% starter scaling added; range increased
    • These changes combine to give Chun a much more consistent 5f punish
  • MK Hundred Lightning Kicks (236MK) startup reduced 14 -> 12; total animation 56 -> 54
    • Can now combo 5LP/2LP into 236MK
  • OD Hundred Lightning Kicks (236KK) damage increased 160x5 -> 200x5; 20% starter scaling added
    • Punish Counter now causes KD +73 crumple vs. grounded opponents and a spinning free juggle state vs. airborne opponents
  • OD Aerial Hundred Lightning Kicks (j.236KK) landing recovery on hit reduced 5 -> 3; falling speed increased
    • Added a new combo-only hitbox for juggle consistency; increased blowback vs. airborne opponents
    • These changes make it much stronger in juggles, giving better oki and some corner follow-up juggles
  • Tensho Kick (22K) 1st hit active frames increased 2 -> 3 (total duration unchanged); expanded hitbox upward for all hits
    • HK version movement changed to ensure juggle consistency on later hits (no change to knockdown advantage)
  • OD Tensho Kick (22KK) active frames on hits 3-6 increased 2 -> 3; expanded combo-only hitbox on 2nd hit


  • SA2 now pulls opponent inward starting on the 1st hit; 1st hit extends a higher collision box to prevent whiffing under airborne opponents
  • SA3 combo-only hitbox added to ensure juggle consistency


Dee Jay

  • Modern Controls:
    • Jackknife Maximum ([2]8K) special shortcut switched from M version to H version
    • SA2 can now use the M/H versions by holding Back or Forward during screen freeze after 236236M input; can also use cinematic enders with 6H/4H


  • 2LK pushback reduced on hit/block for chain combo consistency
  • 5HP pushback on hit reduced from active frame 3 onward; gives more consistent follow-ups when spaced


  • MK Jackknife Maximum ([2]8MK) 2nd hit knocks airborne opponents farther away
  • HK Jackknife Maximum ([2]8HK) startup reduced 6 -> 5; combo-only hitbox extended forward for easier links and juggles
  • OD Jackknife Maximum ([2]8KK) 1st hit combo-only hitbox expanded forward for consistency
  • OD Jus Cool (214KK) Block Advantage -22 -> -18; Blockstun 20 -> 24; true blockstring into Funky Slicer (~6LK) at earliest cancel timing


  • SA1 combo-only hitbox expanded forward for consistency


Dhalsim

  • 2HP Hit Advantage -1 -> +3; Block Advantage -12 -> -8; Hit/Block recovery reduced 24 -> 20
    • Whiff and Perfect Parry recovery remain at 24f
  • j.HP extends a large hurtbox around the torso and arms, making it easier to anti-air
    • A large hurtbox in front of Dhalsim is vulnerable to projectiles, making it much harder to punish fireballs with Float
    • The patch notes claim that these extended hurtboxes are projectile invuln, so this is potentially unintended


  • Agile Kick (1LK) Block Advantage decreased -5 -> -3; blockstun 8 -> 10
    • Allows tighter light chains and low Drive Rush pressure


  • OD Yoga Fire (236PP) startup reduced 13 -> 12; recovery increased 32 -> 33 (total duration unchanged)
    • Added 1f blockstun and blowback time to 2nd hit to keep all frame data the same on hit/block
    • Added a forward combo-only hitbox on M/H versions for consistency
  • MP Yoga Flame (63214MP) added a forward combo-only hitbox for consistency
  • Yoga Blast (63214K/63214KK) hurtboxes reduced downward until end of active frames for better anti-air consistency
  • MK Yoga Blast (63214MK) now moves forward during startup; added a forward combo-only hitbox for consistency
  • HK Yoga Blast (63214HK) startup increased 15 -> 17; recovery decreased 20 -> 18 (total duration unchanged); KD Advantage +42 -> +47; Block Advantage -3 -> -1
    • 2-hit combo scaling added; increased forward movement during startup; added a forward combo-only hitbox for consistency
  • OD Yoga Blast (63214KK) is anti-air invuln on frames 12-21 (except on his legs); expanded hitbox of 2nd hit after 1st hit connects
  • Yoga Float (2KK/3KK) is cancelable into air attacks 6f earlier (greatly improves effectiveness of grounded normals canceled into Float)
    • Float forward movement speed increased 0.03 -> 0.04
    • Performing Float j.HP while moving forward no longer carries more momentum than other attacks


Ed

  • Forward Throw recovery increased by 2f and knockdown time reduced; KD Advantage +34 -> +24
    • Increased distance after corner throw; reduced distance after midscreen throw
    • Ed can still throw loop with Drive Rush (4f timing vs. standard characters) and can walk to throw loop Zangief (1f timing)


  • MP Psycho Uppercut Super Gain 1200 -> 1000
  • HP Psycho Uppercut Super Gain 1500 -> 1200
  • Psycho Flicker (236K/236KK) now causes screen freeze on Perfect Parry for both charged/uncharged versions (easier to react with a punish)
    • Charged meterless versions are 1f worse on Perfect Parry (-18 -> -19); 236KK is 9f worse (-25 -> -34)
  • Psycho Flicker (236K, uncharged) can be canceled into Kill Rush on hit only
    • Gives a meterless follow-up to spaced PC 236LK/236MK, better oki after CH 236MK, and juggles after corner 236HK anti-airs


E. Honda

  • 5MP whiff recovery 13 -> 15; total whiff animation 26 -> 28
  • 2MK 20% starter scaling added
  • 5HK 2nd hit extends a combo-only hitbox upward
    • Only applies after 5HK has already hit, making it less likely for 2nd hit to drop after 1st hit connects in juggles


  • Power Stomp (3HK) 2-hit combo scaling added; causes high OTG bounce vs. airborne opponents (HKD +42 -> HKD +59)


  • MP/HP Hundred Hand Slap (214MP/214HP) reduced pushback on hit
  • Sumo Spirit Hundred Hand Slap (ss.214P/ss.214PP) extends a combo-only hitbox forward for juggle consistency
  • LP/MP Sumo Headbutt ([4]6LP/[4]6MP) Drive Damage on Block reduced 7500 -> 6000
  • HP Sumo Headbutt ([4]6HP) Drive Damage on Block reduced 10000 -> 7500
  • OD Taiho Cannon Lift (236KK~2P) Juggle Start reduced 3 -> 1 and leaves opponent closer (gives stronger follow-up juggles anywhere on screen)
  • Neko Damashi (22P) Juggle Start/Increase reduced 3 -> 1; Juggle Limit increased 2 -> 3 (more useful in juggle routes, especially with Sumo Spirit cancels)


  • SA3/CA extends a large combo-only hitbox on the 1st hit's final active frame (much less likely to whiff the cinematic hit in juggles)


Guile

  • 2LK Block Advantage -5 -> -3; Perfect Parry Advantage -13 -> -12; recovery 13 -> 12; total animation 19 -> 18
    • Hitstun 16 -> 15; blockstun 10 -> 11 (keeps Hit Advantage unchanged while improving Block Advantage by 2)
    • All chains into and out of 2LK are now frame traps vs. 4-frame normals
  • 5HK 20% starter scaling added; Hit Advantage increased +3 -> +4; hitstun 27 -> 28; SA2 cancel advantage +20 -> +21
    • Enables meterless links at close range and a stronger Counter-hit link, but reduces the damage from his more important Punish Counter and Super confirms
  • 2HK 1st hit has less pushback on hit/Counter-hit; 2nd hit has an extended combo-only hitbox; proximity guard box expanded forward
    • All changes combined make it much less likely for the 2nd hit to drop in any context


  • Knee Bazooka (4LK) collision box is expanded downward on frames 5-20 (can no longer hop over downed opponents)
  • Guile High Kick (3HK) Punish Counter hitstop 13 -> 20, Juggle Start 1 -> 0, and KD Advantage +46 -> +51
    • Increases hitconfirm window 23f -> 30f on PC and allows extra charge time for juggles


  • Sonic Boom ([4]6P/[4]6PP) disappears when off-screen more quickly, allowing Guile to throw another projectile earlier when the first one is avoided
    • Applies to all versions of Sonic Boom, including Sonic Cross enhanced fireballs and SA2 Sonic Break fireballs
  • OD Sonic Blade (214PP) hitbox expanded forward


  • SA1 (straight version) combo-only hitbox will now connect on opponents that are in hitstun from a projectile
    • Allows SA1 to connect much more easily after a spaced Sonic Boom or in OD Sonic Cross wallsplats


Jamie

  • 2LP Drive Rush momentum lasts 1f longer (stays closer, but harder to shimmy on block)
  • 5MP Hit Advantage increased +5 -> +6; hitstun 23 -> 24
    • Grants a new link to 2MP and a Counter-hit link to 2HP at close range, and a whiff punish link to SA3
  • 5MK startup reduced 10 -> 9; whiff recovery 17 -> 18 with an extended hurtbox until the end of recovery
    • Now an important link after Punish Counter 2MP at some ranges, like when punishing Drive Reversal
  • 2MP whiff recovery 13 -> 15; total whiff animation 21 -> 23; extended foot hurtbox expanded upward and lasts until end of recovery
  • 5HP collision box extended upward (makes Jamie less likely to whiff under opponents in juggles)
  • 5HK Hit Advantage increased +1 -> +3; hitstun 25 -> 27; DR Cancel Hit Advantage +14 -> +16
    • Can now cancel 5HK into 236HK, link 5HK > DRC into another 5HK, and link into a medium button after DR~5HK
  • 2HP startup reduced 9 -> 8; total animation 36 -> 35; head hurtbox air invuln shifted 1f earlier (8-32f) to compensate
    • Now fast enough to link after meterless command grab for much more damage
    • Causes less horizontal blowback when landing on an airborne opponent


  • Bitter Strikes (5LP~LK~MP) last hit Hit Advantage -2 -> -1; hitstun 22 -> 23
    • Can now cancel into HP Freeflow Strike for more damage and corner carry


  • LP/MP Freeflow Strikes (236LP/MP) have more forward momentum for follow-up consistency (up to Drink Level 3)
  • Freeflow Strikes Punch 2 (236P/236PP~6P~6P) can now be Super canceled on the final hit
    • 20% starter scaling added to meterless versions (weakens the reward when attempting Rekka frame trap into SA3)
  • OD Freeflow Strikes (236PP) first hit has 2-hit combo scaling added (will apply to SA2/SA3 cancel after 1st or 3rd hit)
  • OD Freeflow Strikes + Punches (236PP~6P~6P) have 20% starter scaling added to all hits (will apply to SA2/SA3 cancel after 1st or 3rd hit)
    • This scaling does not apply to the 236PP~6P~6P damage itself, since these hits are specifically unscaled in combos
    • Starter scaling on earlier hits will carry through the final hit (as though 236PP~6P~6P is considered a single attack)
    • Essentially, this ensures that any Super cancel will be scaled, whether you combo into it or you frame trap with delayed Rekka hits
    • All of these scaling changes apply regardless of Drink Level
  • MP/HP Swagger Step (214MP/HP) juggle height/knockdown advantage increased when hitting airborne opponents
  • OD Swagger Step (214PP) collision box extended verticall to prevent whiffing under juggled opponents
  • LK Arrow Kick (623LK) active frames 7 -> 10; recovery 55 -> 52 (total unchanged); less blowback when final 3 active frames hit airborne opponents
  • MK/HK/OD Arrow Kick (623MK/HK/KK) active frames 7 -> 9; recovery 53 -> 51 (total unchanged); less blowback when final 3 active frames hit airborne opponents
  • LK Bakkai (236LK) added combo-only hitboxes to 3rd/4th hits for juggle consistency
  • HK Bakkai (236HK) startup reduced 26 -> 25 (in conjunction with the 5HK changes, allows 5HK > 236HK to combo naturally)
    • Shorter range on its 1st active frame (essentially unchanged as a projectile counter)


JP

  • 2MK 20% starter scaling added


  • OD Stribog (236PP) when only 2nd hit connects, damage increased 400 -> 800 (chip damage 100 -> 200)
  • MK/HK Torbalan (236MK/236HK) 20% starter scaling added


Juri

  • Modern Controls:
    • Inputting 236LMH now results in OD Ankensatsu instead of OD Goh Ohsatsu


  • 2LP hitbox expanded slightly upward (will no longer some avoid mid-body armor attacks)
  • 2MP whiff recovery increased 14 -> 15; extends a wider hurtbox until the end of recovery
  • 5HP extended hurtbox in front of Juri is expanded downward, starts 4f earlier, and lasts until end of recovery (frames 28-29 -> frames 24-36)
    • Foot hurtbox after active frames fully extends 1f earlier (frame 14 -> 13); also disappears 1f earlier (frame 24 -> 23)
    • Overall, makes Juri much easier to whiff punish, especially with low pokes
  • 2HK on hit HKD +32 -> KD +38; SA2 version DRC Adv. on hit HKD +48 -> KD +54
  • j.HP blockstun reduced 19 -> 15; min(max) Block Advantage +4(+11) -> 0(+7)
    • Greatly expanded the hurtbox around Juri's foot downward and backward (much easier to preemptively anti-air)


  • Korenzan 2nd Hit (4HK) hitstun 20 -> 24; Hit Advantage -2 -> +2; DR Cancel advantage +10 -> +14; SA2 Cancel advantage +12 -> +16
    • Gains a new Counter-hit combo when canceled into 236MK or 214HK (more rewarding with an easy hitconfirm)
    • Reduced horizontal foot hurtbox during startup frames 3-6; shifted 2nd hit's 3rd active frame downward to beat low pokes more easily
  • Death Crest (5MP~4HP~HP) 2nd hit Juggle Limit 2 -> 3; 3rd hit Juggle Limit 3 -> 4
    • Full TC sequence will now work more consistently in juggle routes


  • OD Saihasho (236LKMK) 20% starter scaling and 2-hit combo scaling added
  • Ankensatsu (236MK, no stock) pushback on hit reduced (can link into 5LK from farther away)


Ken

  • Forward Throw distance increased in the corner
    • Can still walk for a throw loop vs. standard characters (requires frame-perfect timing; 2f vs. Marisa, 3f vs. Blanka/E.Honda, 4f vs. Zangief)
    • Can also Drive Rush with easy manual timing, and can bait 5f reversals with whiffed DR~5LP


  • 5LP Drive Rush momentum lasts 3f longer (stays closer, but harder to shimmy on block)
  • 2LP Drive Rush momentum lasts 4f longer (stays closer, but harder to shimmy on block)
  • 5MP extends a forward leg hurtbox during active/recovery frames; farthest reaching ~40% of hitbox shifted upward (more likely to whiff on low extended hurtboxes)
  • 2MP whiff recovery 14 -> 16; total whiff animation 22 -> 24; arm hurtbox extends farther on frames 17-24; extends a wider foot hurtbox on frame 6-24
  • 2HK on hit HKD +31 -> KD +40


  • LK Jinrai Kick (236LK) Drive Damage on Block reduced 3000 -> 2000
  • MK Jinrai Kick (236MK) Drive Damage on Block reduced 3000 -> 2000; recovery hurtbox expanded forward
    • Much easier to punish the initial 236MK, but can still be spaced safely against many characters even from a ranged 2MK cancel
  • Kazekama Shin Kick (236K~6LK) Drive Damage on Block 3000 -> 2000 (meterless versions only); now causes Knockdown (+28) on Counter-hit/Punish Counter
    • Much less rewarding than his previous Counter-hit conversion; less risky for opponents to attempt a Jinrai punish
  • Kasai Thrust Kick (236KK~6K~6K) 40% starter scaling added
    • Since an SA2 cancel is now safe, fishing for this frame trap on block had its reward lowered to match the low risk


  • SA2 Block Advantage -19 -> -5; Perfect Parry Advantage -32 -> -28; block/whiff recovery 32 -> 28; total animation 93 -> 89; blockstun 69 -> 79
    • Pushback on block significantly increased; cannot be punished by any 5-frame attack (as of Season 3 update)
    • Also an effective chip tool vs. Burnout (only -1 oB and can threaten more chip afterward)
  • SA3/CA block/whiff landing recovery increased by 10f (30+15 -> 30+25); total animation 90 -> 100; Block Advantage -30(-33) -> -40(-43); Perfect Parry Advantage -56 -> -66
    • Most characters can now easily neutral jump to start their punish, and it's much easier to time a punish after Ken lands after a whiff


Kimberly

  • Modern Controls:
    • Vagabond Edge (236P) special shortcut switched from M version to L version


  • 2LK pushback on block reduced (allows for more consistent light chains)
  • 2MP whiff recovery increased 13 -> 15; total whiff animation 21 -> 23
    • Expanded the feet hurtbox on whiff from frame 6 until the end of recovery
    • Expanded the extended arm hurtbox on whiff; no longer partially retracts on frames 13-15; no longer fully retracts on frame 19 until end of recovery
    • Pushback on block reduced (gives better meaty/DR pressure, but otherwise it is easier for the opponent to take back their turn on block)
  • 2MK starter scaling increased 15% -> 20%
  • 2HK KD Advantage +31 -> +38 (now gives point blank oki after 2 dashes with no PC required)
  • j.HP Juggle Start value reduced 1 -> 0; Juggle Increase value reduced 5 -> 0 (gives more lenient juggles with 2 spraycans)


  • Bushin Prism Strikes (5LP~MP~HP~HK) recovery reduced 24 -> 19 (on hit only)
    • KD Advantage +26 -> +49 and knockdown type changed to a ground bound; allows enough advantage for spraycan setup


  • LP Vagabond Edge (236LP) hurtbox expanded on whiff until end of recovery
  • Aerial Bushin Senpukyaku (j.214K/j.214KK) hitbox on final hit extended upward
  • Shuriken Bomb Spread (22PP) properties changed on the LP+MP and MP+HP versions
    • The 2nd spraycan explosion is now delayed, allowing for staggered pressure and extended bomb juggles
    • No change to the LP+HP version with simultaneous explosions


Lily

  • Forward Dash distance increased 1.154 -> 1.261


  • 2LK reduced pushback on hit/block
    • Makes light chain combos/pressure more consistent; can get a 2LK~2LP confirm starter after 214MP on hit
  • 2HP can no longer hit cross-ups on active frames 1-2
  • j.MP can now be canceled into Condor Dive and Air SA2


  • Horn Breaker (4HP) extends a hurtbox in front of Lily until the end of recovery
  • Desert Storm 1 (6HP) startup reduced 18 -> 16; total animation 43 -> 41; Block Advantage -5 -> -4; blockstun 21 -> 22; DR Cancel Block Advantage +11 -> +12
    • Range on the 1st active frame expanded to match 2nd active frame
  • Desert Storm 2 (6HP~HP) hitbox and collision box expanded upward to prevent Lily from whiffing under juggled opponents
  • Desert Storm 3 (6HP~HP~HP) recovery reduced 42 -> 39; total animation 64 -> 61; collision box expanded upward for juggle consistency


  • MP/HP Condor Wind (214MP/214HP) combo-only hitbox added for juggle consistency against high opponents
  • Windclad LP Tomahawk Buster (w.623LP) 1f better knockdown advantage (higher juggle) when 2nd hit connects on standing opponent
  • Regular/Windclad MP Tomahawk Buster (623MP/w.623MP) additional lower hitbox added during active frames (allows it to combo from farther away)
  • Regular/Windclad OD Condor Dive (j.PPP/w.j.PPP) 10% immediate scaling removed
    • Still affected by 623PP starter/combo scaling, but will not lose damage after j.MP cancel


  • SA1 added combo-only hitboxes to later hits when earlier hits connect, ensuring juggle consistency
  • SA2 1st hit active frames 2 -> 4 (ground version); airborne state starts frame 7 -> frame 13
    • Regular/Windclad + Ground/Air versions: Invincibility changed from 1-41 Full -> 1-12 Full + 13-41 Projectile
    • The version canceled from OD Condor Spire remains fully invincible on frames 1-41


Luke

  • 2LK recovery 12 -> 11; blockstun 10 -> 11; total animation 19 -> 18; more consistent in light chains and cannot be interrupted on block by 4f normals
    • Hit Advantage -1 -> 0; Block Advantage -5 -> -3; Perfect Parry Advantage -13 -> -12
  • 5HK Low Crush hurtbox on frames 8-15 raised higher to avoid more crouching moves
  • 2HK on hit HKD +28 -> KD +40; on Punish Counter HKD +44 -> HKD +47; hit/whiff recovery reduced 39 -> 36


  • Outlaw Kick (4HK) Block Advantage -5 -> -3; blockstun 20 -> 22; reduced pushback on block and increased Drive Rush forward momentum
    • After DR~4HK, Luke is in Throw range (but opponent can walk out), and is also close enough to threaten 2LK~2LP against back walk or 2LP to beat 4f jabs
  • Snapback Combo (5MP~MP~MP~MP) knockdown advantage +33 -> +34; can now Dash + perfect meaty 5HK (+1 oB even vs. midscreen Back Rise)
    • 3rd hit Drive Gain 400 -> 1000; 4th hit Drive Gain 500 -> 2000; entire sequence builds ~1/2 Drive bar on its own (not including passive Regen)


  • Sand Blast (236P) Drive Damage on Block 2500 -> 3000; greatly reduced the projectile-invuln arm hurtbox that starts 1f before active and lasts until 2nd active frame
    • Significantly harder for opponents to counterpoke the startup at mid-range, or use OD uppercut-type moves to beat it on reaction
  • OD Sand Blast (236PP) Drive Damage on Block 1000x2 -> 1500x2; extended the cancel window into Fatal Shot (~PP) by 5 frames
    • ~PP hitconfirm window at close range 11f -> 16f
  • Fatal Shot (236PP~PP) startup reduced 12 -> 8; total animation 54 -> 50; projectile invuln extended hurtbox shifted 4f earlier (12-36 -> 8-32)
  • LP Rising Uppercut (623LP) juggle limit increased (much more effective in corner juggles)
    • Active frames 1-2: Juggle Limit 5 -> 15
    • Active frames 3-10: Juggle Limit 7 -> 17
  • MP Charged Flash Knuckle (214[MP]) startup on fully held version 30 -> 29; no longer had lower recovery vs. armor
    • Allow combos from 2HP without Perfect timing; these combos will still receive extra damage scaling
    • Armor recovery change was made because the opponent can no longer Drive Impact through a gap when the button is held too long; this means 214[MP] will always get crumpled even when absorbed late
  • OD Aerial Flash Knuckle (j.214PP) knocks opponents back farther; input requirements adjusted to prevent accidentally activating the attack after crossing under an airborne opponent
  • OD Impaler (236KK~K) Block Advantage -5(0) -> -3(+2); blockstun 20-22 (always safe, and even plus with meaty timing)


M. Bison

  • 5LP active frames 3 -> 2; recovery 9 -> 11; total duration 16 -> 17; hitstun 16 -> 17 (no change to Hit Advantage)
    • Block Advantage -2 -> -3; Perfect Parry Advantage -10 -> -11
    • Drive Rush cancel occurs 1f later (after 1st recovery frame); DR Cancel Block Advantage -1 -> -2
  • 2LP Drive Rush momentum lasts 1f longer (stays closer, but harder to shimmy on block)
  • 2LK can now be chained 1f earlier (can no longer interrupt a chain into 5LP/2LK)
  • 5MK active frames 4 -> 3; recovery 16 -> 17 (no change to total duration); recovery hurtbox expanded forward and downward (can be whiff punished more reliably, especially with low pokes)
  • 5HP shifts Bison forward farther during startup, making his hurtbox easier to counterpoke; recovery on whiff/armor increased 17 -> 20
    • Only safe to DI if absorbed on the final 4 startup frames


  • LP Psycho Crusher Attack ([4]6LP) startup reduced 16 -> 14; Knockdown advantage increased +20(+35) -> +24(+39) (can now cancel from lights and get midscreen oki)
    • Extends a large combo-only hitbox on the 1st active frame for consistency in max range cancels
  • MP Psycho Crusher Attack ([4]6MP) Knockdown advantage increased +20(+35) -> +24(+39)
  • LP Backfist Combo (214LP) hit recovery 25 -> 28; KD Advantage +24 -> +21; farther knockback on hit (much worse midscreen oki)
  • MP Backfist Combo (214MP) hit recovery 26 -> 29; KD Advantage +23 -> +20; farther knockback on hit (much worse midscreen oki)
  • OD Backfist Combo (214PP) extends a combo-only hitbox on 1st hit for consistency; final hit knockdown leaves opponent closer


Mai


Manon

  • 5MP
    • Reduced Block Advantage, -1 -> -2; increased recovery from 14f to 15f (5MP > 5MP can be interrupted in burnout)
    • Hitstun on airhit increased by 1f to compensate
  • 2MP
    • Slower recovery on whiff from 13f to 15f, also wider hurtbox on frames 14-15
  • 2LK
    • Increased Block Advantage, -5 -> -3 (harder to interrupt chained light normals)
  • 2MK
    • Added 20% scaling as combo starter

  • À Terre (5MP~MK)
    • Changed hit effect on Punish Counter from a vacuum to a Hard Knockdown, +2 -> HKD +32; increased hitstop on frames 11-14 for hitconfirming
  • Temps Lié (5HP~HP)
    • Changed hit effect on Punish Counter from a vacuum to a limited juggle, +3 -> KD +48; increased hitstop on frames 13-15 for hitconfirming
    • Expanded 2nd Hit's hitbox forward during Punish Counter combos
    • Longer buffer window during attack recovery to input commands
    • Added 20% scaling on 2nd hit

  • LK Rond-point (236LK)
    • No longer launches grounded opponents on hit, KD +31 -> +3
    • Now cancels to SA3/CA on 2nd hit (can be used as stronger cancel into SA3) and increased buffer window during attack recovery to input commands


Marisa


Rashid


Ryu


Terry


Zangief

  • Modern Controls:
    • Inputting LMH while in Burnout now results in Double Lariat instead of Throw