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:''' Now requires the correct blocking direction to grant a screen freeze against strikes. This does not affect projectiles (but does apply to many pseudo-projectile attacks like Ryu's Hashogeki).
* '''Perfect Parry Changes:'''  
** Low Attacks require Down Back + Parry ({{clr|M|1MPMK}}), while Mid/High Attacks require Back + Parry ({{clr|M|4MPMK}})
** Perfect Parry Now requires the correct blocking direction to grant a screen freeze against strikes.
** 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.
*** 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.
** 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:'''
* '''{{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.  
** 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.  
** 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.
*** This was to balance their strength now that Perfect Parry is harder to use defensively against high/low pressure.  
* '''Throw Escapes:''' 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.
** 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}}.  
* '''Sweeps:''' Regular hits no longer grant a Hard Knockdown; {{clr|PC|Counter-hits}} also no longer grant a Hard Knockdown and do not get enhanced knockdown advantage. Only {{clr|PC|Punish Counters}} receive these bonuses. Several sweeps have had their knockdown advantage changed to compensate for this reduced utility. Additionally, the first active frame of sweeps will not extend a hurtbox, making them much better as neutral pokes.
*** 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.  
** 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}}.  
*** 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.
** 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}}.
* '''Throw Escape Changes:'''
* '''Modern Controls:'''  
** Throw Escape ("Tech") now awards {{clr|DR|1 Drive Gauge}} and {{clr|SA|1000 Super meter}} (10% of a bar) to the defender.
** 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.  
** If both Throws are input simultaneously, it is randomly awarded to one of the players.
** 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).
* '''Sweep Changes:'''
* '''Forward Walk:''' 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.
** 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 rapid canceled 1f earlier (improves light chain consistency and can always frame trap vs. 4f normals)
* {{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
* {{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
** Foot hurtbox from frame 6~ expanded upward; arm hurtbox expanded upward and outward until end of recovery
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=== '''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 174: 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>


=== '''Mai''' ===
=== '''Mai''' ===
*  
''Note: if not specified, changes apply to both Regular and {{clr|3|Flame}} versions of attacks.''
* {{clr|DR|Drive Reversal}} reaches its full range on the 1st active frame to ensure it doesn't connect as a {{sf6-adv|VM|-5 oB}} meaty at some ranges
 
 
* {{clr|L|2LP}} hitbox expanded slightly upward (will no longer some avoid mid-body armor attacks)
* {{clr|H|5HP}} Drive Gain reduced 3000 -> 2000; pushback reduced (harder to create spacing traps on block)
* {{clr|H|5HK}} whiff recovery increased 19 -> 22 and extends a wider hurtbox until the end of recovery; reduced pushback on block
** Significantly easier to whiff punish, especially with low pokes that don't interact with her extended leg hurtbox
* {{clr|H|2HK}} on hit HKD +33 -> KD +38; whiff recovery increased 22 -> 25; total whiff animation 33 -> 36
 
 
* Kachousen (236P) extended projectile-invuln hurtbox lasts longer on the arm (until frame {{clr|L|42}}/{{clr|M|40}}/{{clr|H|38}}) and 4f longer on her feet (until end of recovery)
* Held Kachousen (236[P]) extends a projectile-invuln foot hurtbox from frame 3 until end of recovery, and expands to full height on frame 19
* Held Kachousen/{{clr|OD|OD Kachousen}} (236[P]/{{clr|OD|236PP}}) bouncing fans will no longer trigger proximity guard when the opponent walks back
* {{clr|3|Flame Kachousen}} ({{clr|3|F.}}236P/{{clr|3|F.}}{{clr|OD|236PP}}) builds twice as much Drive gauge for the opponent when parried
** Meterless: 2500x2 -> 5000x2
** {{clr|OD|OD}}: 1250x2,2500 -> 2500x2,5000
* {{clr|OD|Midare Kachousen}} ({{clr|OD|236[PP]~6P}}) now only creates 1 bouncing fan if one of its hits dissipates before contact
** Like the other bouncing fans, this will no longer trigger proximity guard
* {{clr|L|LP Ryuuenbu}} ({{clr|L|214LP}}) Drive Gain increased 1000 -> 2000
* {{clr|M|MP Ryuuenbu}} ({{clr|M|214MP}}) Drive Gain increased 1000x2 -> 1500x2
* Hishou Ryuuenjin ({{clr|L|623LK}}/{{clr|M|623MK}}/{{clr|H|623HK}}) non-Flame version Juggle Limit increased 4,5 -> 10,11 (now matches the first 2 hits of {{clr|3|Flame}} and {{clr|OD|OD}} versions)
* Musasabi no Mai (j.214P/{{clr|OD|j.214PP}}) landing recovery is now crouching only during the last frame (instead of frame 4 onward)
** ''Note: patch notes incorrectly claim that the entire landing recovery is in a standing state''
 
 
* {{clr|SA|SA1}} Flame Stocks now build on the final recovery frame (no longer benefits even when the move is blocked)
* {{clr|SA|SA3/CA}} starter scaling 50% added to non-cinematic version (weakens any juggle follow-ups significantly)
<br>
<br>


Line 228: Line 541:


=== '''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 01:41, 21 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

Note: if not specified, changes apply to both Regular and Flame versions of attacks.

  • Drive Reversal reaches its full range on the 1st active frame to ensure it doesn't connect as a -5 oB meaty at some ranges


  • 2LP hitbox expanded slightly upward (will no longer some avoid mid-body armor attacks)
  • 5HP Drive Gain reduced 3000 -> 2000; pushback reduced (harder to create spacing traps on block)
  • 5HK whiff recovery increased 19 -> 22 and extends a wider hurtbox until the end of recovery; reduced pushback on block
    • Significantly easier to whiff punish, especially with low pokes that don't interact with her extended leg hurtbox
  • 2HK on hit HKD +33 -> KD +38; whiff recovery increased 22 -> 25; total whiff animation 33 -> 36


  • Kachousen (236P) extended projectile-invuln hurtbox lasts longer on the arm (until frame 42/40/38) and 4f longer on her feet (until end of recovery)
  • Held Kachousen (236[P]) extends a projectile-invuln foot hurtbox from frame 3 until end of recovery, and expands to full height on frame 19
  • Held Kachousen/OD Kachousen (236[P]/236PP) bouncing fans will no longer trigger proximity guard when the opponent walks back
  • Flame Kachousen (F.236P/F.236PP) builds twice as much Drive gauge for the opponent when parried
    • Meterless: 2500x2 -> 5000x2
    • OD: 1250x2,2500 -> 2500x2,5000
  • Midare Kachousen (236[PP]~6P) now only creates 1 bouncing fan if one of its hits dissipates before contact
    • Like the other bouncing fans, this will no longer trigger proximity guard
  • LP Ryuuenbu (214LP) Drive Gain increased 1000 -> 2000
  • MP Ryuuenbu (214MP) Drive Gain increased 1000x2 -> 1500x2
  • Hishou Ryuuenjin (623LK/623MK/623HK) non-Flame version Juggle Limit increased 4,5 -> 10,11 (now matches the first 2 hits of Flame and OD versions)
  • Musasabi no Mai (j.214P/j.214PP) landing recovery is now crouching only during the last frame (instead of frame 4 onward)
    • Note: patch notes incorrectly claim that the entire landing recovery is in a standing state


  • SA1 Flame Stocks now build on the final recovery frame (no longer benefits even when the move is blocked)
  • SA3/CA starter scaling 50% added to non-cinematic version (weakens any juggle follow-ups significantly)


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