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=== '''Kimberly''' === | === '''Kimberly''' === | ||
* | * {{clr|L|2LP}} on block {{sf6-adv|M|-2}} -> {{sf6-adv|M|-1}} | ||
** Gains much better pressure after {{clr|DR|Drive Rush}} or vs. Burnout | |||
* {{clr|L|2LK}} on hit {{sf6-adv|P|+2}} -> {{sf6-adv|VP|+4}} | |||
** Can now link to {{clr|H|2HP}} from {{clr|DR|Drive Rush}} or into {{clr|M|2MP}}/{{clr|M|5MP}} on {{clr|PC|Counter-hit}} | |||
* {{clr|H|5HP}} increased forward movement (much more total range) | |||
** The edge of the hitbox was raised to make low-profile attacks effective against it | |||
* {{clr|M|3MK}} first 4 active frames have set recovery; always {{sf6-adv|P|+1 oH}} / {{sf6-adv|VM|-5 oB}} at worse | |||
** These 4 frames also cause a knockdown on {{clr|PC|Punish Counter}} (KD +37) | |||
* {{clr|H|6HK}} foot hitbox expanded forward and hurtbox reduced; Drive Gain increased 1200 -> 3000 | |||
** On hit, can now buffer follow-up inputs up to 13f before end of recovery (more hitconfirmable on {{clr|PC|CH/PC}}) | |||
* {{clr|M|Elbow Drop}} ({{clr|M|j.2MP}}) will now be buffered when input early in jump arc | |||
*{{clr|L|LP Vagabond Edge}} ({{clr|L|236LP}}) on block {{sf6-adv|VM|-5}} -> {{sf6-adv|VM|-4}} | |||
** Less pushback on hit, and a different knockback animation occurs when connecting with final active frame | |||
* Arc Step (cl.236K/{{clr|OD|cl.236KK}}) startup 8f -> 6f after Sprint | |||
** {{clr|H|5HP}}/{{clr|M|5MP}} now frame trap into Arc step, and {{clr|M|5MK}}/{{clr|M|5MP}}~{{clr|H|HP}} frame trap into {{clr|OD|OD Arc Step}} | |||
* {{clr|SA|Air SA2}} startup 13f -> 2f when canceled from {{clr|OD|OD}} specials | |||
** More consistent and allows cancel from midscreen {{clr|OD|OD Bushin Hojin Kick}} | |||
<br> | <br> | ||
Revision as of 03:18, 2 December 2024
Version | [[Street Fighter 6/Version/1.08|1.08]] |
---|---|
Game Version | 1.08 |
date | December 2, 2024 |
Summary | Minor balance changes for all characters. |
Links | [https://www.streetfighter.com/6/buckler/battle_change/20241202 Patch Notes] |
Universal Changes
Key Character Changes
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
- 2LP on block -2 -> -1
- Gains much better pressure after Drive Rush or vs. Burnout
- 2LK on hit +2 -> +4
- Can now link to 2HP from Drive Rush or into 2MP/5MP on Counter-hit
- 5HP increased forward movement (much more total range)
- The edge of the hitbox was raised to make low-profile attacks effective against it
- 3MK first 4 active frames have set recovery; always +1 oH / -5 oB at worse
- These 4 frames also cause a knockdown on Punish Counter (KD +37)
- 6HK foot hitbox expanded forward and hurtbox reduced; Drive Gain increased 1200 -> 3000
- On hit, can now buffer follow-up inputs up to 13f before end of recovery (more hitconfirmable on CH/PC)
- Elbow Drop (j.2MP) will now be buffered when input early in jump arc
- LP Vagabond Edge (236LP) on block -5 -> -4
- Less pushback on hit, and a different knockback animation occurs when connecting with final active frame
- Arc Step (cl.236K/cl.236KK) startup 8f -> 6f after Sprint
- 5HP/5MP now frame trap into Arc step, and 5MK/5MP~HP frame trap into OD Arc Step
- Air SA2 startup 13f -> 2f when canceled from OD specials
- More consistent and allows cancel from midscreen OD Bushin Hojin Kick
Lily
Luke
M. Bison
Manon
Marisa
Rashid
Ryu
Terry
Zangief