Street Fighter 6/Version/1.10: Difference between revisions

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=== '''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>



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