Street Fighter 6/Version/1.10: Difference between revisions

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=== '''Cammy''' ===
=== '''Cammy''' ===
*  
* {{clr|L|5LK}} hitbox at the edge of her foot was reduced downward (can whiff under some standing pokes that don't extend a lower body hurtbox)
 
 
* {{clr|H|Swing Combination}} ({{clr|H|5HP}}~{{clr|H|HK}}) cancel on 2nd hit shifted 2f later (does not apply to {{clr|SA|Supers}})
** This reduces Cammy's knockdown advantage after a {{clr|M|236MK}} cancel, and weakens her meaty Hooligan setups
 
 
* {{clr|L|LK Spiral Arrow}} ({{clr|L|236LK}}) knocks airborne opponents higher into the air
** Compensates for the {{clr|H|5HP}}~{{clr|H|HK}} nerf, allowing her to keep her corner {{clr|L|236LK}} into {{clr|M|623MK}} juggle
* {{clr|H|HK Cannon Spike}} ({{clr|H|623HK}}) active frames 1-2 keep the opponent closer on hit for improved oki
* {{clr|L|LP Quick Spin Knuckle}} ({{clr|L|214LP}}) Juggle Limit increased 0 -> 1 and has less knockback on air juggled opponents
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Revision as of 02:51, 17 June 2025

Version[[Street Fighter 6/Version/1.10|1.10]]
Game Version1.10
dateJune 3, 2025
SummaryElena release. Balance changes for all characters.
Links[https://www.streetfighter.com/6/buckler/battle_change/202506 Patch Notes]

Universal Changes

  • Perfect Parry Changes:
    • Perfect Parry Now requires the correct blocking direction to grant a screen freeze against strikes.
      • Low Attacks require Down Back + Parry (1MPMK), while Mid/High Attacks require Back + Parry (4MPMK)
      • This does not affect projectiles (but does apply to many pseudo-projectile attacks like Ryu's Hashogeki).
    • An incorrect block direction will instead result in a regular parry with a different audio/visual cue.
      • This "imperfect parry" (as the community often refers to it) awards an extra 3000 Drive meter (30% of a bar) to the defender.
    • This change reduces the occurrence of "incidental parries", such as when walking forward and tapping Parry to initiate a Drive Rush. It also makes strike-based pressure on the opponent's wakeup inherently less risky.
  • 2LK Changes:
    • Many 2LKs have faster chain timing and/or less pushback to make them more effective in pressure strings.
    • This was done to ensure that characters have viable ways to mix between mid/low attacks, taking advantage of the new Perfect Parry restrictions.
  • 2MK Changes:
    • Non-cancelable 2MKs that can start combos (e.g. out of Drive Rush) are now all subject to 20% starter scaling just like the cancelable ones.
      • This was to balance their strength now that Perfect Parry is harder to use defensively against high/low pressure.
    • Pressure from 2MK~DR Cancel has been weakened by increasing the forward momentum on many 4-frame light normals out of Drive Rush.
      • Since the only way to create a true blockstring is to make the opponent block an immediate 4-frame light, this makes it harder to bait the opponent's throw tech with a shimmy afterwards.
      • Note that the effectiveness of this strategy varies; in some cases, the opponent can delay their Throw Escape long enough to cover both a strike and throw option, but in other cases delaying the Throw Escape even 1 frame lets the shimmy work properly again. It may also not be entirely universal - Lily DR~5LK still allows a shimmy on block, for example.
  • Throw Escape Changes:
    • Throw Escape ("Tech") now awards 1 Drive Gauge and 1000 Super meter (10% of a bar) to the defender.
    • If both Throws are input simultaneously, it is randomly awarded to one of the players.
  • Sweep Changes:
    • The first active frame of sweeps will not extend a hurtbox, making them much better as neutral pokes.
    • Sweeps no longer grant a Hard Knockdown on regular hit and Counter-hit; additionally, Counter-hit sweeps lost their extra knockdown advantage.
      • These properties are reserved only for Punish Counter sweeps.
      • Several sweeps have had their knockdown advantage changed to compensate for this reduced utility.
      • These changes do not apply to sweeps that slide along the ground, like Elena/M. Bison 3HK, Blanka 3HP, or Dhalsim 2HK.
      • Dee Jay's 2MK is unaffected (as it was already not a Hard Knockdown). A.K.I. and Ed have 2HP as their sweeps rather than 2HK.
  • Modern Control Changes:
    • Can now use the Assist button on aerial normals; as a result, players are no longer limited to one air normal of each strength.
      • In general, the Assist air normals are ones that are better as jump-ins, while regular air normals are better as air-to-airs.
    • Can now perform an alternative L Auto Combo by chaining a light normal into A[2L~L].
      • For some characters, this gives a new combo route that works more consistently at longer ranges than before, and the ability to chain into it can improve its hitconfirm utility.
      • However, it will always execute the full sequence even on block if the buttons are pressed (no auto-hitconfirms).
  • Forward Walk Changes:
    • Starting on frame 11, the base rate of Drive Regeneration is doubled.
      • This is on top of the small bonus of 20 Drive per frame from walking forward, and does not affect microwalk combos (e.g. DRC x3 loops).
      • This makes walking forward for longer periods of time more rewarding as long as the player is not in a Drive Cooldown state.
      • See the Gauges page for details.


Key Character Changes

A.K.I.

  • Back Throw knockdown advantage reduced +27 -> +20 (no meterless corner oki or midscreen DR oki)


  • 5MP blockstun increased 16 -> 18; recovery on block increased 14 -> 16 (no change to Block advantage)
    • DR Cancel Block Advantage +5 -> +7; Sinister Slide Cancel Block Advantage +3 -> +5
  • 2MP startup reduced 8 -> 7
  • 2MK starter scaling increased 10% -> 20%
  • 5HP increased pushback on block (safer as a neutral poke)
  • 2HK extended foot hurtbox upwards until end of recovery (increasing its risk as a hitconfirmable midrange poke)


  • Chi Wen (6HP) changed properties on airborne hit from air reset to knockdown


  • OD Nightshade Pulse (214PP) 20% starter scaling added
  • MP Serpent Lash (236MP) startup reduced 17 -> 14; active frames increased 6 -> 9; recovery reduced 24 -> 21; total frames reduced 46 -> 43
    • No change to hit/block advantage
  • Cruel Fate (214K/214KK) combo-only hitbox expanded forward on all hits (except the last hit of meterless version)
    • OD version: expanded collision box upward to make it harder for opponents to jump over A.K.I.
  • Heel Strike (2PP~K) pushback on block increased when opponent is in Burnout (limit of 3 loops of 5MP > 2PP~K, 2LP ...)


Akuma

  • 2LK can be chain canceled 1f earlier (improves light chain consistency and can always frame trap vs. 4f normals)
  • 2MP whiff recovery increased 14 -> 16; total whiff animation 22 -> 24; increased pushback on hit
    • Foot hurtbox from frame 6~ expanded upward; arm hurtbox expanded upward and outward until end of recovery
  • 2HK grounded hit HKD +32 -> KD +40; juggle hit KD +42 -> KD +37 (no longer has a safe jump or oki after 2 dashes)


  • Rago High Kick (4HK) increased pushback on block
  • Kikoku Combination 1 (6HP) reduced pushback on block; Drive Gain increased 2000 -> 3000
    • Extends a wider hurtbox until the end of recovery


  • Gou Hadoken (236P) pushback on block reduced on meterless versions
  • Lv.2 Gou Hadoken (236[P]) increased opponent's Drive gain on Parry 4000 -> 5000
  • Zanku Hadoken (j.236P) starter scaling increased 20% -> 40% on meterless version
  • OD Gou Shoryuken (623PP) 3rd hit no longer connects on grounded opponents
    • Can no longer break DI armor on its own, and has the same advantage vs. standing/crouching opponents
  • HP Adamant Flame (214HP) Block Advantage -2 -> -3; blockstun 20 -> 19
    • Pushback on block reduced (except vs. Burnout)
  • OD Demon Raid (236KK) can now be canceled into Air SA1 until frame 38
  • Demon Blade Kick (236K~K) starter scaling increased 20%-> 30% on meterless version


  • Air SA1 extends a combo-only hitbox upward for juggle consistency


Blanka

  • 2LK can be chain canceled 1f earlier (improves light chain consistency and can frame trap vs. 4f normals by chaining into 5LK/2LK)
  • 2HP damage increased 800 -> 900
    • Removed the arm hurtbox that appeared 2f before active; now has a strike invuln hurtbox 1f before active that is only vulnerable to projectiles


  • Double Knee Bombs (6MK) now Forces Stand on hit (ensures that Vertical Roll can always connect)


  • OD Wild Hunt (236KK) can be comboed into on both grounded and mid-air opponents
    • Opens up new Blanka-Chan Bomb setups with its extremely high knockdown advantage


  • SA3/CA cinematic no longer has slower Drive regeneration due to being considered airborne
    • Drive Regen amount: SA3 1.6 -> 1.8 bars, CA 1.3 -> 2.3 bars


Cammy

  • 5LK hitbox at the edge of her foot was reduced downward (can whiff under some standing pokes that don't extend a lower body hurtbox)


  • Swing Combination (5HP~HK) cancel on 2nd hit shifted 2f later (does not apply to Supers)
    • This reduces Cammy's knockdown advantage after a 236MK cancel, and weakens her meaty Hooligan setups


  • LK Spiral Arrow (236LK) knocks airborne opponents higher into the air
    • Compensates for the 5HP~HK nerf, allowing her to keep her corner 236LK into 623MK juggle
  • HK Cannon Spike (623HK) active frames 1-2 keep the opponent closer on hit for improved oki
  • LP Quick Spin Knuckle (214LP) Juggle Limit increased 0 -> 1 and has less knockback on air juggled opponents


Chun-Li


Dee Jay


Dhalsim


Ed


E. Honda


Guile


Jamie


JP


Juri

  • 5HP
    • Extended hurtbox on kicking foot fully expands 1f earlier (frame 14 -> 13) and disappears 1f earlier (frame 24 -> 23)
    • Extended hurtbox in front of Juri expanded downward, starts 4f earlier, and lasts until the end of recovery; 28-29f -> 24-36f
    • This makes it easier to whiff punish, especially with low pokes
  • 2LP
    • Made hitbox taller to stop it from interfering with some armored attacks
  • 2MP
    • Recovers slower on whiff, from 14f to 15f
    • Expanded hurtbox forwards from frames 20 onwards

  • j.HP
    • Reduced blockstun from 19f to 15f (Won't be as plus when done from very high)
    • Also expanded hurtbox around her legs downwards and backwards

  • Korenzan (4HK)
    • Increased Hit Advantage, -2 -> +2, can now combo into HK Fuhajin (214HK) on counterhit
    • Expanded lower hitbox of the 2nd hit during the later active frames and reduced hurtbox near the feet during frames 3-6
    • Gives it greater utility as a counterpoke against low hitting attacks like 2MK
  • Death Crest (5MP~4HP~HP)
    • Increased juggle limit of the last 2 hits

  • OD Saihasho (236LKMK)
    • Added 20% scaling in combos and an additional 20% scaling as a combo starter
  • Ankensatsu (236MK/236MK!/236LKHK)
    • For all versions, increased length of buffer to input commands during recovery (makes links after easier)
    • For unenhanced 236MK, pushback on hit has been reduced

  • SA2 (214214P)
    • Fixed an issue where the move did not activate during prejump frames 1-2


Ken


Kimberly

  • 2LK pushback on block reduced (allows for more consistent light chains)
  • 2MP whiff recovery increased 13 -> 15; total whiff animation 21 -> 23
    • Expanded the feet hurtbox on whiff from frame 6 until the end of recovery
    • Expanded the extended arm hurtbox on whiff; no longer partially retracts on frames 13-15; no longer fully retracts on frame 19 until end of recovery
    • Pushback on block reduced (gives better meaty/DR pressure, but otherwise it is easier for the opponent to take back their turn on block)
  • 2MK starter scaling increased 15% -> 20%
  • 2HK KD Advantage +31 -> +38 (now gives point blank oki after 2 dashes with no PC required)
  • j.HP Juggle Start value reduced 1 -> 0; Juggle Increase value reduced 5 -> 0 (gives more lenient juggles with 2 spraycans)


  • Bushin Prism Strikes (5LP~MP~HP~HK) recovery reduced 24 -> 19 (on hit only)
    • KD Advantage +26 -> +49 and knockdown type changed to a ground bound; allows enough advantage for spraycan setup


  • LP Vagabond Edge (236LP) hurtbox expanded on whiff until end of recovery
  • Aerial Bushin Senpukyaku (j.214K/j.214KK) hitbox on final hit extended upward
  • Shuriken Bomb Spread (22PP) properties changed on the LP+MP and MP+HP versions
    • The 2nd spraycan explosion is now delayed, allowing for staggered pressure and extended bomb juggles
    • No change to the LP+HP version with simultaneous explosions


Lily


Luke


M. Bison


Mai


Manon

  • 5MP
    • Reduced Block Advantage, -1 -> -2; increased recovery from 14f to 15f (5MP > 5MP can be interrupted in burnout)
    • Hitstun on airhit increased by 1f to compensate
  • 2MP
    • Slower recovery on whiff from 13f to 15f, also wider hurtbox on frames 14-15
  • 2LK
    • Increased Block Advantage, -5 -> -3 (harder to interrupt chained light normals)
  • 2MK
    • Added 20% scaling as combo starter

  • À Terre (5MP~MK)
    • Changed hit effect on Punish Counter from a vacuum to a Hard Knockdown, +2 -> HKD +32; increased hitstop on frames 11-14 for hitconfirming
  • Temps Lié (5HP~HP)
    • Changed hit effect on Punish Counter from a vacuum to a limited juggle, +3 -> KD +48; increased hitstop on frames 13-15 for hitconfirming
    • Expanded 2nd Hit's hitbox forward during Punish Counter combos
    • Longer buffer window during attack recovery to input commands
    • Added 20% scaling on 2nd hit

  • LK Rond-point (236LK)
    • No longer launches grounded opponents on hit, KD +31 -> +3
    • Now cancels to SA3/CA on 2nd hit (can be used as stronger cancel into SA3) and increased buffer window during attack recovery to input commands


Marisa


Rashid


Ryu


Terry


Zangief