< Street Fighter 6 | Manon
AkashicAYS (talk | contribs) m (→Patch History) |
AkashicAYS (talk | contribs) m (→Patch History) |
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* {{clr|M|4MK}}~{{clr|M|MK}} less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents | * {{clr|M|4MK}}~{{clr|M|MK}} less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents | ||
* {{clr|H|4HP}} Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}, reduced pushback on hit (much stronger meaty tool)<br><br> | * {{clr|H|4HP}} Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}, reduced pushback on hit (much stronger meaty tool)<br><br> | ||
* {{clr|OD|236PP~K}} startup 11 -> 10 (now combos from {{clr|H|4HP}} for much stronger juggle routes) | * {{clr|OD|OD Grand Fouetté 236PP~K}} startup 11 -> 10 (now combos from {{clr|H|4HP}} for much stronger juggle routes) | ||
* {{clr|OD|236KK}} 1st hit now cancels to {{clr|SA|SA2}}/{{clr|SA|SA3}}; 1st hit has more range vs. grounded opponents | * {{clr|OD|OD Rond-point 236KK}} 1st hit now cancels to {{clr|SA|SA2}}/{{clr|SA|SA3}}; 1st hit has more range vs. grounded opponents | ||
** Damage distribution: 400,400 -> 500,300 (improves damage if 1st hit is canceled; still does 400 damage if only 2nd hit connects)<br><br> | ** Damage distribution: 400,400 -> 500,300 (improves damage if 1st hit is canceled; still does 400 damage if only 2nd hit connects)<br><br> | ||
* {{clr|SA|SA1}} improved hitbox against opponents juggled above Manon | * {{clr|SA|SA1}} improved hitbox against opponents juggled above Manon | ||
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|'''1.02''' | |'''1.02''' | ||
* Various bug fixes such as removing a super cancel window from {{clr|H|236HK}}, inconsistent recoveries on moves, and {{clr|SA|SA1}} being able to side-swap under certain scenarios | * Various bug fixes such as removing a super cancel window from {{clr|H|Rond-point 236HK}}, inconsistent recoveries on moves, and {{clr|SA|SA1}} being able to side-swap under certain scenarios | ||
* Shared adjustments to Drive Gauge gain when blocking supers, attacks hitting behind when they weren't supposed to, and an increase on Drive Gauge gain when perfect parrying specials and supers | * Shared adjustments to Drive Gauge gain when blocking supers, attacks hitting behind when they weren't supposed to, and an increase on Drive Gauge gain when perfect parrying specials and supers | ||
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Latest revision as of 13:27, 29 November 2024
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