Street Fighter 6/Version/1.06: Difference between revisions

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(Created page with "{{SF6-Version |version=1.06 |gameversion=1.06 |date=June 26, 2024 |summary=M. Bison release. Minor balance changes and bug fixes. |links=[https://www.streetfighter.com/6/buckler/battle_change/20240626 Patch Notes] }} <!--Full Version name: 1.0600.000--> == M. Bison Patch == * M. Bison released == '''Universal Changes''' == * Perfect Parrying a '''projectile''' no longer resets a dash input. Tapping Forward, Parry~Forward can now resul...")
 
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=== '''Akuma''' ===
=== '''Akuma''' ===
*
* {{clr|M|j.2MK}}: fixed bug where combo scaling was reduced when it hit immediately before landing
* 623P/214K: fixed bug where Drive Gain on Perfect Parry was less than intended
* j.236P/{{clr|10|j.236PP}} hurtbox expanded forward; upper half of hitbox only hits opponent in combos
** This makes it easier to maneuver over the air fireball and to anti-air Akuma with air invincible specials
* {{clr|10|6KKK}}/{{clr|10|4KKK}} (Teleport) hurtbox expanded during movement and will not completely overlap with cornered opponent
** This makes it harder for Teleport to avoid attacks even when he hasn't fully passed through opponent




=== '''Blanka''' ===
=== '''Blanka''' ===
*
* {{clr|M|2MK}}: fixed bug where whiff recovery and expanded hurtbox from Patch 1.05 did not apply while {{clr|10|SA2}} was active




=== '''Dee Jay''' ===
=== '''Dee Jay''' ===
*
* {{clr|M|[2]8MK}} throw invuln on frames 5-6
* {{clr|H|[2]8HK}} throw invuln on frames 5-6




=== '''E. Honda''' ===
=== '''E. Honda''' ===
*
* {{clr|10|[2]8KK}} throw invuln on frames 5-13




=== '''Jamie''' ===
=== '''Jamie''' ===
*
* {{clr|10|SA1}} Drive Damage reduced by 200 on block; Drive Gain reduced by 2000 on Parry
** Patch 1.05 caused {{clr|10|SA1}} to gain an extra hit, so this restores the values to their previous version




=== '''Juri''' ===
=== '''Juri''' ===
*
* {{clr|10|214KK}} Fuha stock obtained 2f earlier (12f); projectile clash hitbox appears 2f earlier (10f)
** Proximity guard hitbox also comes out 2f earlier and was expanded to match the attack hitbox




=== '''Ken''' ===
=== '''Ken''' ===
*
* Quick Dash (KK) now only takes priority over {{clr|10|OD}} kick specials when all 3 Kick buttons are pressed
** In Patch 1.05, any 5KK input would cause Quick Dash to take priority, even after inputting the command for a special move




=== '''Kimberly''' ===
=== '''Kimberly''' ===
*
* {{clr|10|236KK}}: fixed bug that would cause sound effect not to play
* {{clr|L|214LK}} throw invuln on frames 7-11
* {{clr|M|214MK}} throw invuln on frames 8-12
* {{clr|H|214HK}} throw invuln on frames 9-13
* {{clr|10|214KK}} throw invuln on frames 7-11




=== '''Rashid''' ===
=== '''Rashid''' ===
*
* {{clr|H|236HP}} (Regular/Enhanced) throw invuln on frames 8-10




=== '''Zangief''' ===
=== '''Zangief''' ===
*
* {{clr|M|5MK}} hitbox reverted to its pre-1.05 version (slightly shorter range)

Latest revision as of 02:56, 27 June 2024

Version[[Street Fighter 6/Version/1.06|1.06]]
Game Version1.06
dateJune 26, 2024
SummaryM. Bison release. Minor balance changes and bug fixes.
Links[https://www.streetfighter.com/6/buckler/battle_change/20240626 Patch Notes]

M. Bison Patch

  • M. Bison released

Universal Changes

  • Perfect Parrying a projectile no longer resets a dash input. Tapping Forward, Parry~Forward can now result in a dash immediately after the Perfect Parry.
  • Drive Reversal bug fix (can no longer K.O. when trading with opponent at low health)
  • Taunt input with Modern controls changed from L+M+H+SP -> L+M+H+SP+DP+Assist

Key Character Changes

Akuma

  • j.2MK: fixed bug where combo scaling was reduced when it hit immediately before landing
  • 623P/214K: fixed bug where Drive Gain on Perfect Parry was less than intended
  • j.236P/j.236PP hurtbox expanded forward; upper half of hitbox only hits opponent in combos
    • This makes it easier to maneuver over the air fireball and to anti-air Akuma with air invincible specials
  • 6KKK/4KKK (Teleport) hurtbox expanded during movement and will not completely overlap with cornered opponent
    • This makes it harder for Teleport to avoid attacks even when he hasn't fully passed through opponent


Blanka

  • 2MK: fixed bug where whiff recovery and expanded hurtbox from Patch 1.05 did not apply while SA2 was active


Dee Jay

  • [2]8MK throw invuln on frames 5-6
  • [2]8HK throw invuln on frames 5-6


E. Honda

  • [2]8KK throw invuln on frames 5-13


Jamie

  • SA1 Drive Damage reduced by 200 on block; Drive Gain reduced by 2000 on Parry
    • Patch 1.05 caused SA1 to gain an extra hit, so this restores the values to their previous version


Juri

  • 214KK Fuha stock obtained 2f earlier (12f); projectile clash hitbox appears 2f earlier (10f)
    • Proximity guard hitbox also comes out 2f earlier and was expanded to match the attack hitbox


Ken

  • Quick Dash (KK) now only takes priority over OD kick specials when all 3 Kick buttons are pressed
    • In Patch 1.05, any 5KK input would cause Quick Dash to take priority, even after inputting the command for a special move


Kimberly

  • 236KK: fixed bug that would cause sound effect not to play
  • 214LK throw invuln on frames 7-11
  • 214MK throw invuln on frames 8-12
  • 214HK throw invuln on frames 9-13
  • 214KK throw invuln on frames 7-11


Rashid

  • 236HP (Regular/Enhanced) throw invuln on frames 8-10


Zangief

  • 5MK hitbox reverted to its pre-1.05 version (slightly shorter range)