Street Fighter 6/Version/1.05: Difference between revisions

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'''Blanka:'''
'''Blanka:'''
*  
* {{clr|M|5MP}} reduced hurtbox while active
* {{clr|L|2LP}} Hit Advantage {{sf6-adv|VP|+4}} -> {{sf6-adv|VP|+5}}
* {{clr|M|2MP}} extends a hurtbox on whiff until end of recovery
* {{clr|M|2MK}} whiff/block recovery 16 -> 18, extends a hurtbox on whiff until end of recovery
* {{clr|M|6MP}} Block Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}} (weaker block mixup after {{clr|4|Drive Rush}})
* 2PP~P hitbox expanded forward
* {{clr|M|[4]6MP}} hitbox expanded during combos (combos more consistently from canceled light normals)
* {{clr|10|[4]6PP}} landing recovery on block shifted 4f earlier (1f land -> 5f land), making Perfect Parry punishes more consistent
** Also applies to all {{clr|10|SA2}} enhanced [4]6P versions
* {{clr|10|63214KK}} 1st attack hitbox expanded forward
* {{clr|10|Air [4]6PP}} landing recovery 10 -> 15, can now be minus on block on close range connect
* 22P (Blanka-Chan) starter scaling 20% added; also counts as 2 hits when comboed into (scaling only applies once per combo)
 


'''Cammy:'''
'''Cammy:'''
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** Early frames are more vulnerable to projectiles, later frames are less vulnerable to low attacks
** Early frames are more vulnerable to projectiles, later frames are less vulnerable to low attacks
* {{clr|10|SA2}} cinematic damage increased 2800 -> 3000; input changed from 214214K -> 214214P
* {{clr|10|SA2}} cinematic damage increased 2800 -> 3000; input changed from 214214K -> 214214P


'''Chun-Li:'''
'''Chun-Li:'''
* Back Walk Speed reduced 0.037 -> 0.035
* Back Walk Speed reduced 0.037 -> 0.035


'''Dee Jay:'''
'''Dee Jay:'''
*  
*  


'''Dhalsim:'''
'''Dhalsim:'''
*  
*  


'''Ed:'''
'''Ed:'''
* {{clr|L|2LP}} Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|M|-3}}
* {{clr|L|2LP}} Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|M|-3}}
* {{clr|M|2MP}} now extends hurtbox on whiff until end of recovery
* {{clr|M|2MP}} now extends hurtbox on whiff until end of recovery


'''E. Honda:'''
'''E. Honda:'''
*  
*  


'''Guile:'''
'''Guile:'''
*  
*  


'''Jamie:'''
'''Jamie:'''
*  
*  


'''JP:'''
'''JP:'''
*  
*  


'''Juri:'''
'''Juri:'''
*  
*  


'''Ken:'''
'''Ken:'''
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* Run~623P startup 11+9 -> 11+8 and 3f better KD advantage
* Run~623P startup 11+9 -> 11+8 and 3f better KD advantage
* {{clr|10|SA2}} damage 2700 -> 2800
* {{clr|10|SA2}} damage 2700 -> 2800


'''Kimberly:'''
'''Kimberly:'''
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** Can now choose whether or not to spend Spraycan (by holding K)
** Can now choose whether or not to spend Spraycan (by holding K)
* {{clr|10|SA2}} damage 2600 -> 2800 and hitbox expanded for juggle consistency
* {{clr|10|SA2}} damage 2600 -> 2800 and hitbox expanded for juggle consistency


'''Lily:'''
'''Lily:'''
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* {{clr|10|SA2}} damage increased by 100 on all versions (ground/air, regular/Windclad)
* {{clr|10|SA2}} damage increased by 100 on all versions (ground/air, regular/Windclad)
** {{clr|10|Air SA2}} startup reduced to 2f when canceled from {{clr|10|236KK}} for combo consistency  
** {{clr|10|Air SA2}} startup reduced to 2f when canceled from {{clr|10|236KK}} for combo consistency  


'''Luke:'''
'''Luke:'''
*  
*  


'''Manon:'''
'''Manon:'''
*  
*  


'''Marisa:'''
'''Marisa:'''
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* 214K~LPLK reduced KD Advantage +20 -> +18
* 214K~LPLK reduced KD Advantage +20 -> +18
* {{clr|10|SA3}}/{{clr|10|CA}} reduced KD Advantage +19 -> +14; {{clr|10|CA}} distance from corner now the same as {{clr|10|SA3}}
* {{clr|10|SA3}}/{{clr|10|CA}} reduced KD Advantage +19 -> +14; {{clr|10|CA}} distance from corner now the same as {{clr|10|SA3}}


'''Rashid:'''
'''Rashid:'''
*  
*  


'''Ryu:'''
'''Ryu:'''
*  
*  


'''Zangief:'''
'''Zangief:'''
*
*

Revision as of 01:57, 14 June 2024

Version[[Street Fighter 6/Version/1.05|1.05]]
Game Version1.05
dateMay 22, 2024
SummaryAkuma release. Balance changes for all characters.
Links[https://www.streetfighter.com/6/buckler/en/battle_change/202405 Patch Notes]

Akuma Patch

  • Akuma released

Universal Changes:

  • Damage Scaling on grounded light normals increased 10% -> 20%
  • Back Throw oki has generally been weakened when throwing opponent into the corner
  • Drive Reversal on block -8 -> -6 and can no longer be low-profiled
    • Can now be input on wakeup by holding 6HPHK; this version is 2f faster (18f) and has no screen freeze
  • Drive Parry:
    • Throw hurtbox expanded; strike/projectile hurtbox expanded from frame 3~
    • Minimum parry time increased by 8f total (extra 4f active + 4f recovery)
    • After a successful parry, Drive gauge starts to regenerate after 20f instead of 60f
  • Perfect Parry now inflicts scaling to meter gain and Drive damage for the entire punish combo
    • 20% scaling on Super gauge build for both characters
    • 50% scaling on defender's Drive damage and on attacker's Drive gain
  • Can no longer override the damage scaling of a Drive Impact Stun performed at the max distance from corner (bug fix)


Key Character Changes:

A.K.I.:

  • 5HP Block Advantage -5 -> -4 and Target Combo hitconfirm window 19f -> 20f
  • 5LK startup 5f -> 4f, recovery 11 -> 12, Hit Advantage +4 -> +3, Block Advantage -2 -> -3
  • 5MK startup 9f -> 8f, less pushback on hit
  • 5HK reduced hurtbox and better anti-air invincibility while active
  • 2MP whiff recovery reduced by 3f (now the same as on hit/block)
  • 2MK Hit Advantage +4 -> +5, Block Advantage -3 -> +1
    • Now a much stronger combo/pressure tool out of Drive Rush
  • 2HK active frames 5 -> 6, recover 21 -> 20, reduced horizontal hurtbox, and more consistent juggle state out of Punish Counter
  • 5LP~LP Hit Advantage 0 -> +1 (extra hitstun allows a 5MP link when DR canceled)
  • 236LP more range, less pushback on Toxic Blossom hit, and crumples on Punish Counter
    • Allows a much stronger midscreen juggle on a Toxic Blossom Punish Counter crumple
  • 236HP head hurtbox reduced on frame 4 (was frame 6)
  • 214LP can now be canceled into 236KK until the end of recovery
  • 214PP~6P now causes a knockdown on hit (was -4 vs. grounded opponent)
  • 214HP damage distribution changed: 400,400 -> 200,600 (improves juggles where only 2nd hit connects)
    • 2nd hit active frames 7 -> 9 (can now be up to +4 on block)
  • 214K can now be canceled to SA3 after landing; HK version has more pushback (safer on block, worse Burnout pressure)
    • 214KK can also be canceled on the non-cinematic version
  • 2PP~P projectile invincibility extended until end of active frames
  • 2PP~K hitbox expanded and works more consistently in combos
  • 236LK now moves backwards instead of returning to original position
  • SA1 hitbox expanded
  • SA2 damage on final attack 800 -> 1000


Blanka:

  • 5MP reduced hurtbox while active
  • 2LP Hit Advantage +4 -> +5
  • 2MP extends a hurtbox on whiff until end of recovery
  • 2MK whiff/block recovery 16 -> 18, extends a hurtbox on whiff until end of recovery
  • 6MP Block Advantage -2 -> -3 (weaker block mixup after Drive Rush)
  • 2PP~P hitbox expanded forward
  • [4]6MP hitbox expanded during combos (combos more consistently from canceled light normals)
  • [4]6PP landing recovery on block shifted 4f earlier (1f land -> 5f land), making Perfect Parry punishes more consistent
    • Also applies to all SA2 enhanced [4]6P versions
  • 63214KK 1st attack hitbox expanded forward
  • Air [4]6PP landing recovery 10 -> 15, can now be minus on block on close range connect
  • 22P (Blanka-Chan) starter scaling 20% added; also counts as 2 hits when comboed into (scaling only applies once per combo)


Cammy:

  • Forward Throw: slightly more pushback on hit (still allows throw loops)
  • 5MP reduced pushback
  • 5HK on block -4 -> -3 and reduced pushback
  • 5HP~HK 2f easier to hitconfirm; 2nd hit of HK now cancelable
    • Distribution of damage and damage scaling also affected
  • MP/HP/OD Spin Knuckle projectile invuln now starts on frame 9 (significantly harder to use on reaction to projectiles)
  • HP Hooligan collision box changed; can no longer juggle Divekick after escaping corner with 4MP~HK > 236HP
  • OD Fatal Leg Twister (Hooligan Throw) starter scaling 20% -> 30%
  • Cannon Strike (Divekick) hurtbox changed
    • Early frames are more vulnerable to projectiles, later frames are less vulnerable to low attacks
  • SA2 cinematic damage increased 2800 -> 3000; input changed from 214214K -> 214214P


Chun-Li:

  • Back Walk Speed reduced 0.037 -> 0.035


Dee Jay:


Dhalsim:


Ed:

  • 2LP Block Advantage -5 -> -3
  • 2MP now extends hurtbox on whiff until end of recovery


E. Honda:


Guile:


Jamie:


JP:


Juri:


Ken:

  • 5MP~HP cancel window reduced (harder to hitconfirm, can no longer delay to create a frame trap)
  • 236P/236PP extended hurtbox reduced
  • 236PP 20% starter scaling added
  • 214KK damage 1500 -> 1700 and has more juggle potential
  • 236HK does 1000 more Drive damage on block
    • Also better as an approach tool (more range, better proximity guard, no extended hurtbox until active)
  • 236K~6MK now causes OTG bounce vs. airborne opponent and has better KD advantage
    • No follow-up juggle possible unless the 6MK starts the juggle and cancels into SA3
  • Run~623P startup 11+9 -> 11+8 and 3f better KD advantage
  • SA2 damage 2700 -> 2800


Kimberly:

  • 2MP damage 450 -> 500 and pushback reduced; can now link 2MP, 2MP, 5MP
  • 236LP on block -6 -> -5 and can be spaced safely at range
  • 214K anti-air invuln now starts 1f before active on all meterless versions and has a reduced head hurtbox
  • 214KK now cancelable into Air SA2 on 4th hit; slight improvement to damage and juggle potential
  • Can hold forward during Sprint (236K) to prevent automatic transition into Arc Step at close range
  • j.236PP juggle limit increased; now combos after 236HP or Wallsplat > 2HP > 236K~LK
    • Now counts as 2 hits for damage scaling when comboed into
  • SA1 startup decreased 12f -> 10f
    • Can now choose whether or not to spend Spraycan (by holding K)
  • SA2 damage 2600 -> 2800 and hitbox expanded for juggle consistency


Lily:

  • 5LP startup 6f -> 5f
  • 5LK recovery 12 -> 8, Hit Advantage +1 -> +5, Block Advantage -4 -> -1
  • 2HP extends a hurtbox until end of recovery
  • 2MK startup 10f -> 9f
  • 2HK 2nd hit can now be stand blocked if the first hit is blocked
    • 1st hit now does more hitstun; much safer if the first hit lands as a whiff punish and the 2nd hit whiffs (-15 -> -4)
  • 214MP has less pushback on hit (consistently in command throw range after close range activation)
  • 214PP startup 21f -> 19f
  • SA1 startup 13f -> 10f
  • SA2 damage increased by 100 on all versions (ground/air, regular/Windclad)
    • Air SA2 startup reduced to 2f when canceled from 236KK for combo consistency


Luke:


Manon:


Marisa:

  • All charged heavy air normal landing recovery 6f -> 3f (no longer a guaranteed punish after Perfect Parry)
  • 2MP now extends a wider hurtbox on whiff until the end of recovery
  • 5[HP] recovery on hit/block 22 -> 21, Hit Advantage +6 -> +7, Block Advantage +3 -> +4
  • 2[HP] Block Advantage -5 -> -3
  • 2[HK] recovery on hit/block 32 -> 20, KD Advantage +32 -> +35, Block Advantage -6 -> -3
  • 5LP~LP combo scaling reduced 25% -> 15%
  • 6HK~6HK juggles much higher and allows much more lenient juggle routes when comboed into
  • 236PP/236[PP] starter scaling 30% added
  • 623P/623PP now a HKD on Punish Counter
    • 623PP Block Advantage +2 -> +4
  • 236KK more pushback (much harder to punish on block when spaced)
  • 214K/214KK Counterattack now breaks armor; Block Advantage -5 -> -3
  • 214K~LPLK reduced KD Advantage +20 -> +18
  • SA3/CA reduced KD Advantage +19 -> +14; CA distance from corner now the same as SA3


Rashid:


Ryu:


Zangief: