< Street Fighter 6 | Manon
AkashicAYS (talk | contribs) m (→Patch History) |
AkashicAYS (talk | contribs) m (→Patch History) |
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|'''1.10''' | |'''1.10''' | ||
* {{clr|M|5MP}} | * {{clr|M|5MP}} | ||
** Reduced Block Advantage {{sf6-adv|M|-1}} -> {{sf6-adv|M|-2}}; increased recovery from 14 to 15 (5MP > 5MP can be interrupted in burnout) | ** Reduced Block Advantage, {{sf6-adv|M|-1}} -> {{sf6-adv|M|-2}}; increased recovery from 14 to 15 (5MP > 5MP can be interrupted in burnout) | ||
** Launch time on airhit increased by 1 to compensate | ** Launch time on airhit increased by 1 to compensate | ||
* {{clr|M|2MP}} | * {{clr|M|2MP}} | ||
** Slower recovery on whiff from 13 to 15, also wider hurtbox on frames 14-15 | ** Slower recovery on whiff from 13 to 15, also wider hurtbox on frames 14-15 | ||
* {{clr|L|2LK}} | * {{clr|L|2LK}} | ||
** Increased Block Advantage {{sf6-adv|M|-5}} -> {{sf6-adv|M|-3}} (harder to interrupt chained light normals) | ** Increased Block Advantage, {{sf6-adv|M|-5}} -> {{sf6-adv|M|-3}} (harder to interrupt chained light normals) | ||
* {{clr|M|2MK}} | * {{clr|M|2MK}} | ||
** Added scaling as combo starter by {{sf6-adv|M|20%}} <br><br> | ** Added scaling as combo starter by {{sf6-adv|M|20%}} <br><br> | ||
* {{clr|M|À Terre}} ({{clr|M|5MP}}~{{clr|M|MK}}) | * {{clr|M|À Terre}} ({{clr|M|5MP}}~{{clr|M|MK}}) | ||
** Changed hit effect on {{clr|PC|Punish Counter}} from a vacuum to a Hard Knockdown {{sf6-adv|P|+2}} -> {{sf6-adv|VP|HKD +32}}; increased hitstop on frames 11-14 for hitconfirming | ** Changed hit effect on {{clr|PC|Punish Counter}} from a vacuum to a Hard Knockdown, {{sf6-adv|P|+2}} -> {{sf6-adv|VP|HKD +32}}; increased hitstop on frames 11-14 for hitconfirming | ||
* {{clr|H|Temps Lié}} ({{clr|H|5HP~HP}}) | * {{clr|H|Temps Lié}} ({{clr|H|5HP~HP}}) | ||
** Changed hit effect on {{clr|PC|Punish Counter}} from a vacuum to comboable Knockdown {{sf6-adv|P|+3}} -> {{sf6-adv|VP|KD +48}}; increased hitstop on frames 13-15 for hitconfirming | ** Changed hit effect on {{clr|PC|Punish Counter}} from a vacuum to comboable Knockdown, {{sf6-adv|P|+3}} -> {{sf6-adv|VP|KD +48}}; increased hitstop on frames 13-15 for hitconfirming | ||
** Expanded 2nd Hit's hitbox forward during {{clr|PC|Punish Counter}} combos | ** Expanded 2nd Hit's hitbox forward during {{clr|PC|Punish Counter}} combos | ||
** Longer buffer window during attack recovery to input commands | ** Longer buffer window during attack recovery to input commands | ||
** Added scaling on 2nd Hit by {{sf6-adv|M|20%}} <br><br> | ** Added scaling on 2nd Hit by {{sf6-adv|M|20%}} <br><br> | ||
* {{clr|L|LK Rond-point}} ({{clr|L|236LK}}) | * {{clr|L|LK Rond-point}} ({{clr|L|236LK}}) | ||
** No longer launches grounded opponents on hit {{sf6-adv|VP|KD +31}} -> {{sf6-adv|P|+3}} | ** No longer launches grounded opponents on hit, {{sf6-adv|VP|KD +31}} -> {{sf6-adv|P|+3}} | ||
** Now cancels to {{clr|SA|SA3}}/{{clr|SA|CA}} on 2nd hit (can be used as stronger cancel into {{clr|SA|SA3}}) and increased buffer window during attack recovery to input commands | ** Now cancels to {{clr|SA|SA3}}/{{clr|SA|CA}} on 2nd hit (can be used as stronger cancel into {{clr|SA|SA3}}) and increased buffer window during attack recovery to input commands | ||
|- | |- | ||
|'''1.09''' | |'''1.09''' | ||
* | * Rond-point (236K/{{clr|OD|236KK}}) | ||
** Fixed an issue where it could not be canceled into a Super Art when parried by the opponent | ** Fixed an issue where it could not be canceled into a Super Art when parried by the opponent | ||
|- | |- | ||
|'''1.08''' | |'''1.08''' | ||
* {{clr|H|5HK}} | * {{clr|H|5HK}} | ||
** Increased Hit Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|P|+1}}; recovery on hit decreased from 26 to 23 | ** Increased Hit Advantage, {{sf6-adv|M|-2}} -> {{sf6-adv|P|+1}}; recovery on hit decreased from 26 to 23 | ||
** No change to {{clr|PC|Punish Counter}} advantage <br><br> | ** No change to {{clr|PC|Punish Counter}} advantage <br><br> | ||
* {{clr|M|À Terre}} ({{clr|M|5MP}}~{{clr|M|MK}}) | * {{clr|M|À Terre}} ({{clr|M|5MP}}~{{clr|M|MK}}) | ||
** Increased Drive Gain of 2nd hit | ** Increased Drive Gain of 2nd hit, 1000 -> 2500<br><br> | ||
* {{clr|H|HK Dégagé}} ({{clr|H|214HK}}) | * {{clr|H|HK Dégagé}} ({{clr|H|214HK}}) | ||
** Increased Drive Gain | ** Increased Drive Gain, 2000 -> 3000 | ||
* Manège Doré (63214P/{{clr|OD|PP}}) | * Manège Doré (63214P/{{clr|OD|PP}}) | ||
** Builds more Super gauge on hit at higher Medal levels | ** Builds more Super gauge on hit at higher Medal levels | ||
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**Less pushback on hit | **Less pushback on hit | ||
* {{clr|L|2LP}} | * {{clr|L|2LP}} | ||
** Increased Hit Advantage {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}} (allows much stronger conversions on Punish Counter or after {{clr|4|DR}}) | ** Increased Hit Advantage, {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}} (allows much stronger conversions on Punish Counter or after {{clr|4|DR}}) | ||
* {{clr|M|2MP}} | * {{clr|M|2MP}} | ||
** Extends a hurtbox on whiff until end of recovery | ** Extends a hurtbox on whiff until end of recovery | ||
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** Less pushback on hit/block | ** Less pushback on hit/block | ||
* {{clr|M|2MK}} | * {{clr|M|2MK}} | ||
** Increased Hit Advantage {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}} and reduced pushback (allows much stronger conversions after {{clr|4|DR}})<br><br> | ** Increased Hit Advantage, {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}} and reduced pushback (allows much stronger conversions after {{clr|4|DR}})<br><br> | ||
* {{clr|H|3HK}} | * {{clr|H|Tomoe Derrière}} ({{clr|H|3HK}}) | ||
** Increased juggle limit | ** Increased juggle limit | ||
* {{clr|M|4MK}}~{{clr|M|MK}} | * {{clr|M|En Haut}} ({{clr|M|4MK}}~{{clr|M|MK}}) | ||
** Less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents | ** Less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents | ||
* {{clr|H|4HP}} | * {{clr|H|Révérence}} ({{clr|H|4HP}}) | ||
** Increased Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}, also reduced pushback on hit (much stronger meaty tool)<br><br> | ** Increased Block Advantage, {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}, also reduced pushback on hit (much stronger meaty tool)<br><br> | ||
* {{clr|OD|OD Grand Fouetté 236PP~K}} | * {{clr|OD|OD Grand Fouetté}} ({{clr|OD|236PP~K}}) | ||
** Startup reduced from 11 to 10 (now combos from {{clr|H|4HP}} for much stronger juggle routes) | ** Startup reduced from 11 to 10 (now combos from {{clr|H|4HP}} for much stronger juggle routes) | ||
* {{clr|OD|OD Rond-point 236KK}} | * {{clr|OD|OD Rond-point}} ({{clr|OD|236KK}} ) | ||
**1st hit now cancels to {{clr|SA|SA2}}/{{clr|SA|SA3}}; 1st hit has more range vs. grounded opponents | **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}} | * {{clr|SA|SA1}} ({{clr|SA|236236K}}) | ||
** Improved hitbox against opponents juggled above Manon | ** Improved hitbox against opponents juggled above Manon | ||
* {{clr|SA|SA2}} | * {{clr|SA|SA2}} ({{clr|SA|214214K}}) | ||
** Final hit damage increased 850 -> 950; new hitbox to make 3rd hit juggle more consistently | ** Final hit damage increased, 850 -> 950; new hitbox to make 3rd hit juggle more consistently | ||
* {{clr|SA|SA3}}/{{clr|SA|CA}} | * {{clr|SA|SA3}}/{{clr|SA|CA}} ({{clr|SA|236236P}}) | ||
** Now does more damage at higher Medal levels | ** Now does more damage at higher Medal levels | ||
** Lv.2 +100, Lv.3 +200, Lv.4 +400, Lv.5 +600 | ** Lv.2 +100, Lv.3 +200, Lv.4 +400, Lv.5 +600 | ||
|- | |- | ||
| '''1.04''' | | '''1.04''' | ||
* {{clr|M|4MK}} | * {{clr|M|En Haut}} ({{clr|M|4MK}}) | ||
** Retains greater momentum out of Drive Rush | ** Retains greater momentum out of Drive Rush | ||
* {{clr|SA|SA2}} | * {{clr|SA|SA2}} ({{clr|SA|214214K}}) | ||
** Juggles more consistently; if opponent drops out, their knockdown period is extended (less likely for Manon to be punished) | ** Juggles more consistently; if opponent drops out, their knockdown period is extended (less likely for Manon to be punished) | ||
|- | |- |
Revision as of 18:10, 15 June 2025
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1.10
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1.09
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1.08
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1.05
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1.04
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1.02
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