Street Fighter 6/Version/1.08: Difference between revisions

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=== '''E. Honda''' ===
=== '''E. Honda''' ===
*  
* {{clr|H|5HP}} Hit Advantage {{sf6-adv|M|-1}} -> {{sf6-adv|P|+1}}; {{clr|DR|DR Cancel}} Advantage {{sf6-adv|VP|+15}} -> {{sf6-adv|VP|+17}}; hitstun 25 -> 27
 
 
* Teppo Triple Slaps (236K~P) Drive Gain 1000x2 -> 2000x2; increased pushback on block (outside throw range when spaced well)
** Massively expanded the attack hitbox and reduced arm/foot hurtbox
* {{clr|OD|OD Teppo Triple Slaps}} ({{clr|OD|236KK~P}}) Block Advantage {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}}; reduced pushback on block (always in Oicho range if both hits connect)
** Massively expanded the attack hitbox and reduced arm/foot hurtbox
* Oicho Throw (63214K/{{clr|OD|KK}}) startup 7 -> 6; active 3 -> 4
** Honda's primary {{clr|DR|Drive Reversal}} punish
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Revision as of 15:48, 2 December 2024

Version[[Street Fighter 6/Version/1.08|1.08]]
Game Version1.08
dateDecember 2, 2024
SummaryMinor 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.

  • 5HP Drive Gain increased 2000 -> 3000


  • HP Serpent Lash (236HP) Juggle Increase value when triggering Toxic Blossom decreased 5 -> 2
    • Gives more lenient combo routes when comboing into 236HP on a poisoned opponent
  • HK Cruel Fate (214HK) increased KD advantage when final hit connects mid-air opponent


Akuma

  • Back Walk Speed reduced 0.036 -> 0.035


  • 2MK can now cancel to Drive Impact 2f earlier (on the first active frame)
  • 2HK pushback on block reduced for both Akuma and the opponent; easier for many characters to punish


  • Resso Snap Kick (6MK) on whiff, recovery 18 -> 19 and expanded hurtbox
  • Tenmaku Blade Kick (j.2MK) Drive Gain 2000 -> 3000


  • Gou Hadoken (236P/236PP) forward hurtbox expanded from the 3rd active frame onward
  • OD Gou Shoryuken (623PP) total damage 1900 -> 1700
  • OD Tatsumaki Zanku-kyaku (214KK) KD Advantage +46 -> +47
  • Demon Swoop (236K~[2]/236KK~[2]) 5f extra landing recovery when crossing over opponent


Blanka

  • 2HP Drive Gain 3000 -> 4000
  • Double Knee Bombs (6MK) foot hurtbox raised upwards, making it a more effective low crush
    • 1st hit now causes juggle state, allowing both hits to connect
  • Wild Nail (6HP) KD Advantage increased by 2f on grounded hit (+18 -> +20) and 5f on airborne hit
    • No change to Punish Counter version


Cammy

  • 2MP whiff recovery 14 -> 17 and expanded the whiff hurtbox for entire recovery
  • 2HK pushback on block reduced


  • OD Cannon Spike (623KK) no longer switches sides on hit
    • Damage distribution changed from 1100,100x4 to 600,100x3,600
    • Active frames for 1st hit full animation reduced by 1 (frames 1-4 -> 1-3); expanded combo-only hitbox for full animation on active frames 3-4
  • Cannon Strike (j.214K) Drive Gain 1000 -> 2500
  • OD Cannon Strike (j.214KK) frame advantage is now fixed when connecting on first active frame, 0 oH / -2 oB
    • Weakens its use as a corner throw escape; can no longer link to 4MP for a corner side switch even on Punish Counter
  • Razor's Edge Slicer (236P/236PP~No Input) hurtbox expanded upward while sliding on the ground


Chun-Li

  • 5HP Drive Gain 3000 -> 4000


  • Stance MP startup 11 -> 7; active 7 -> 11 (total frame count unchanged); Drive Gain 500 -> 2000
  • Stance MK hitstun 22 -> 24; now combos into HK Spinning Bird Kick
    • DRC Hit Advantage +9 -> +11, allowing link to 2HP


  • HK Spinning Bird Kick ([2]8HK) startup 21 -> 20; now combos from 2MP and Stance MK


Dee Jay

  • j.2LK Drive Gain 500 -> 2000


  • Funky Dance Feint (5MP~5MP~4HP) total recovery 23 -> 22; Hit Advantage -4 -> -3; Block Advantage -6 -> -5
    • Dee Jay is now safe from 4f normals on hit and 6f reversals on block, making the mixup more effective


  • MK Jackknife Maximum ([2]8MK) 1 additional active frame on first hit (no change to total duration)
  • HK Jackknife Maximum ([2]8HK) 1 additional active frame on first hit (no change to total duration)
    • Expanded the air-only hitbox upward, making it a more consistent anti-air
  • Waning Moon (214K~MK) longer ground bounce on Punish Counter
    • Now guarantees a 236HK juggle if 2nd active frame connects (always occurs vs. crouching)
  • OD Waning Moon (214KK~MK) Juggle Start/Increase reduced 14 -> 4
    • Much more lenient juggles after ground bounce, including OD Jackknife and MK/HK Sobat


Dhalsim

  • 5LP/2LK chain timing into 2LP is 1f faster; now frame traps vs. 4f normals
  • 5HP Drive Gain 2500 -> 4000
  • 2HP Drive Gain 2500 -> 3500


  • OD Yoga Arch (236KK) can now be slightly farther off-screen without disappearing (midscreen only)
  • OD Yoga Fire (236PP) less pushback on 2nd hit
    • Keeps the following combo possible vs. midscreen standing opponents with new light chain properties: 5LP, 5LP, 2LP > 236PP, LP SA1


Ed


E. Honda

  • 5HP Hit Advantage -1 -> +1; DR Cancel Advantage +15 -> +17; hitstun 25 -> 27


  • Teppo Triple Slaps (236K~P) Drive Gain 1000x2 -> 2000x2; increased pushback on block (outside throw range when spaced well)
    • Massively expanded the attack hitbox and reduced arm/foot hurtbox
  • OD Teppo Triple Slaps (236KK~P) Block Advantage +2 -> +3; reduced pushback on block (always in Oicho range if both hits connect)
    • Massively expanded the attack hitbox and reduced arm/foot hurtbox
  • Oicho Throw (63214K/KK) startup 7 -> 6; active 3 -> 4
    • Honda's primary Drive Reversal punish


Guile


Jamie


JP


Juri


Ken


Kimberly

  • 5HP increased forward movement (much more total range)
    • The edge of the hitbox was raised to make low-profile attacks effective against it
  • 2LP Block Advantage -2 -> -1; blockstun 8 -> 9
    • Gains much better pressure after Drive Rush or vs. Burnout
  • 2LK Hit Advantage +2 -> +4; hitstun 12 -> 14
    • Can now link to 2HP from Drive Rush or into 2MP/5MP on Counter-hit
    • When spaced out, DR~2LK can be up to +10, linking to 5HP


  • Water Slicer Slide (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), greatly enhancing its use as a whiff punish
  • Hisen Kick (6HK) foot hitbox expanded forward and hurtbox reduced; Drive Gain increased 1200 -> 3000
    • On hit, 1f longer hitconfirm window for CH/PC combo extensions
  • Elbow Drop (j.2MP) will now be buffered when input early in jump arc


  • LP Vagabond Edge (236LP) Block Advantage -5(-3) -> -4(-2); blockstun 19 -> 20
    • 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; all medium attacks can now combo into both versions naturally
    • 5HP/5MP now frame trap into Arc step, and 5MK/5MP~HP frame trap into OD Arc Step
  • Bushin Hojin Kick (cl.236K~K) can juggle into SA1 midscreen after 5MP~HP
  • OD Bushin Hojin Kick (cl.236KK~K) can juggle into 236LP, SA1, or SA3 midscreen after 5MP~HP
    • Cannot cancel 236LP into SA3 due to distance
    • Corner wallsplat is slightly higher, removing some auto-timed KD +42 safe jump setups after 5MP~HP


  • 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