Street Fighter 6/Version/1.05: Difference between revisions

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'''A.K.I.:'''
'''A.K.I.:'''
*  
* {{clr|H|5HP}} Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|VM|-4}} and Target Combo hitconfirm window 19f -> 20f
* {{clr|L|5LK}} startup 5f -> 4f, recovery 11 -> 12, Hit Advantage {{sf6-adv|VP|+4}} -> {{sf6-adv|P|+3}}, Block Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}}
* {{clr|M|5MK}} startup 9f -> 8f, less pushback on hit
* {{clr|H|5HK}} reduced hurtbox and better anti-air invincibility while active
* {{clr|M|2MP}} whiff recovery reduced by 3f (now the same as on hit/block)
* {{clr|M|2MK}} Hit Advantage {{sf6-adv|VP|+4}} -> {{sf6-adv|VP|+5}}, Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}
** Now a much stronger combo/pressure tool out of {{clr|4|Drive Rush}}
* {{clr|H|2HK}} active frames 5 -> 6, recover 21 -> 20, reduced horizontal hurtbox, and more consistent juggle state out of Punish Counter
* {{clr|L|5LP}}~{{clr|L|LP}} Hit Advantage {{sf6-adv|E|0}} -> {{sf6-adv|P|+1}} (extra hitstun allows a {{clr|M|5MP}} link when {{clr|4|DR}} canceled)
* {{clr|L|236LP}} more range, less pushback on Toxic Blossom hit, and crumples on Punish Counter
** Allows a much stronger midscreen juggle on a Toxic Blossom Punish Counter crumple
* {{clr|H|236HP}} head hurtbox reduced on frame 4 (was frame 6)
* {{clr|L|214LP}} can now be canceled into {{clr|10|236KK}} until the end of recovery
* {{clr|10|214PP}}~{{clr|10|6P}} now causes a knockdown on hit (was {{sf6-adv|VM|-4}} vs. grounded opponent)
* {{clr|H|214HP}} damage distribution changed: 400,400 -> 200,600 (improves juggles where only 2nd hit connects)
** 2nd hit active frames 7 -> 9 (can now be up to {{sf6-adv|VP|+4}} on block)
* 214K can now be canceled to {{clr|10|SA3}} after landing; {{clr|H|HK}} version has more pushback (safer on block, worse Burnout pressure)
** {{clr|10|214KK}} can also be canceled on the non-cinematic version
* 2PP~P projectile invincibility extended until end of active frames
* 2PP~K hitbox expanded and works more consistently in combos
* {{clr|L|236LK}} now moves backwards instead of returning to original position
* {{clr|10|SA1}} hitbox expanded
* {{clr|10|SA2}} damage on final attack 800 -> 1000
 


'''Blanka:'''
'''Blanka:'''
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'''Ed:'''
'''Ed:'''
*  
* {{clr|L|2LP}} Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|M|-3}}
* {{clr|M|2MP}} now extends hurtbox on whiff until end of recovery


'''E. Honda:'''
'''E. Honda:'''

Revision as of 01:47, 14 June 2024

Version[[Street Fighter 6/Version/1.05|1.05]]
Game Version1.05
dateMay 22, 2024
SummaryAkuma release. Balance changes for all characters.
Links[https://www.streetfighter.com/6/buckler/en/battle_change/202405 Patch Notes]

Akuma Patch

  • Akuma released

Universal Changes:

  • Damage Scaling on grounded light normals increased 10% -> 20%
  • Back Throw oki has generally been weakened when throwing opponent into the corner
  • Drive Reversal on block -8 -> -6 and can no longer be low-profiled
    • Can now be input on wakeup by holding 6HPHK; this version is 2f faster (18f) and has no screen freeze
  • Drive Parry:
    • Throw hurtbox expanded; strike/projectile hurtbox expanded from frame 3~
    • Minimum parry time increased by 8f total (extra 4f active + 4f recovery)
    • After a successful parry, Drive gauge starts to regenerate after 20f instead of 60f
  • Perfect Parry now inflicts scaling to meter gain and Drive damage for the entire punish combo
    • 20% scaling on Super gauge build for both characters
    • 50% scaling on defender's Drive damage and on attacker's Drive gain
  • Can no longer override the damage scaling of a Drive Impact Stun performed at the max distance from corner (bug fix)


Key Character Changes:

A.K.I.:

  • 5HP Block Advantage -5 -> -4 and Target Combo hitconfirm window 19f -> 20f
  • 5LK startup 5f -> 4f, recovery 11 -> 12, Hit Advantage +4 -> +3, Block Advantage -2 -> -3
  • 5MK startup 9f -> 8f, less pushback on hit
  • 5HK reduced hurtbox and better anti-air invincibility while active
  • 2MP whiff recovery reduced by 3f (now the same as on hit/block)
  • 2MK Hit Advantage +4 -> +5, Block Advantage -3 -> +1
    • Now a much stronger combo/pressure tool out of Drive Rush
  • 2HK active frames 5 -> 6, recover 21 -> 20, reduced horizontal hurtbox, and more consistent juggle state out of Punish Counter
  • 5LP~LP Hit Advantage 0 -> +1 (extra hitstun allows a 5MP link when DR canceled)
  • 236LP more range, less pushback on Toxic Blossom hit, and crumples on Punish Counter
    • Allows a much stronger midscreen juggle on a Toxic Blossom Punish Counter crumple
  • 236HP head hurtbox reduced on frame 4 (was frame 6)
  • 214LP can now be canceled into 236KK until the end of recovery
  • 214PP~6P now causes a knockdown on hit (was -4 vs. grounded opponent)
  • 214HP damage distribution changed: 400,400 -> 200,600 (improves juggles where only 2nd hit connects)
    • 2nd hit active frames 7 -> 9 (can now be up to +4 on block)
  • 214K can now be canceled to SA3 after landing; HK version has more pushback (safer on block, worse Burnout pressure)
    • 214KK can also be canceled on the non-cinematic version
  • 2PP~P projectile invincibility extended until end of active frames
  • 2PP~K hitbox expanded and works more consistently in combos
  • 236LK now moves backwards instead of returning to original position
  • SA1 hitbox expanded
  • SA2 damage on final attack 800 -> 1000


Blanka:

Cammy:

  • Forward Throw: slightly more pushback on hit (still allows throw loops)
  • 5MP reduced pushback
  • 5HK on block -4 -> -3 and reduced pushback
  • 5HP~HK 2f easier to hitconfirm; 2nd hit of HK now cancelable
    • Distribution of damage and damage scaling also affected
  • MP/HP/OD Spin Knuckle projectile invuln now starts on frame 9 (significantly harder to use on reaction to projectiles)
  • HP Hooligan collision box changed; can no longer juggle Divekick after escaping corner with 4MP~HK > 236HP
  • OD Fatal Leg Twister (Hooligan Throw) starter scaling 20% -> 30%
  • Cannon Strike (Divekick) hurtbox changed
    • Early frames are more vulnerable to projectiles, later frames are less vulnerable to low attacks
  • SA2 cinematic damage increased 2800 -> 3000; input changed from 214214K -> 214214P

Chun-Li:

  • Back Walk Speed reduced 0.037 -> 0.035

Dee Jay:

Dhalsim:

Ed:

  • 2LP Block Advantage -5 -> -3
  • 2MP now extends hurtbox on whiff until end of recovery

E. Honda:

Guile:

Jamie:

JP:

Juri:

Ken:

  • 5MP~HP cancel window reduced (harder to hitconfirm, can no longer delay to create a frame trap)
  • 236P/236PP extended hurtbox reduced
  • 236PP 20% starter scaling added
  • 214KK damage 1500 -> 1700 and has more juggle potential
  • 236HK does 1000 more Drive damage on block
    • Also better as an approach tool (more range, better proximity guard, no extended hurtbox until active)
  • 236K~6MK now causes OTG bounce vs. airborne opponent and has better KD advantage
    • No follow-up juggle possible unless the 6MK starts the juggle and cancels into SA3
  • Run~623P startup 11+9 -> 11+8 and 3f better KD advantage
  • SA2 damage 2700 -> 2800

Kimberly:

  • 2MP damage 450 -> 500 and pushback reduced; can now link 2MP, 2MP, 5MP
  • 236LP on block -6 -> -5 and can be spaced safely at range
  • 214K anti-air invuln now starts 1f before active on all meterless versions and has a reduced head hurtbox
  • 214KK now cancelable into Air SA2 on 4th hit; slight improvement to damage and juggle potential
  • Can hold forward during Sprint (236K) to prevent automatic transition into Arc Step at close range
  • j.236PP juggle limit increased; now combos after 236HP or Wallsplat > 2HP > 236K~LK
    • Now counts as 2 hits for damage scaling when comboed into
  • SA1 startup decreased 12f -> 10f
    • Can now choose whether or not to spend Spraycan (by holding K)
  • SA2 damage 2600 -> 2800 and hitbox expanded for juggle consistency

Lily:

  • 5LP startup 6f -> 5f
  • 5LK recovery 12 -> 8, Hit Advantage +1 -> +5, Block Advantage -4 -> -1
  • 2HP extends a hurtbox until end of recovery
  • 2MK startup 10f -> 9f
  • 2HK 2nd hit can now be stand blocked if the first hit is blocked
    • 1st hit now does more hitstun; much safer if the first hit lands as a whiff punish and the 2nd hit whiffs (-15 -> -4)
  • 214MP has less pushback on hit (consistently in command throw range after close range activation)
  • 214PP startup 21f -> 19f
  • SA1 startup 13f -> 10f
  • SA2 damage increased by 100 on all versions (ground/air, regular/Windclad)
    • Air SA2 startup reduced to 2f when canceled from 236KK for combo consistency

Luke:

Manon:

Marisa:

  • All charged heavy air normal landing recovery 6f -> 3f (no longer a guaranteed punish after Perfect Parry)
  • 2MP now extends a wider hurtbox on whiff until the end of recovery
  • 5[HP] recovery on hit/block 22 -> 21, Hit Advantage +6 -> +7, Block Advantage +3 -> +4
  • 2[HP] Block Advantage -5 -> -3
  • 2[HK] recovery on hit/block 32 -> 20, KD Advantage +32 -> +35, Block Advantage -6 -> -3
  • 5LP~LP combo scaling reduced 25% -> 15%
  • 6HK~6HK juggles much higher and allows much more lenient juggle routes when comboed into
  • 236PP/236[PP] starter scaling 30% added
  • 623P/623PP now a HKD on Punish Counter
    • 623PP Block Advantage +2 -> +4
  • 236KK more pushback (much harder to punish on block when spaced)
  • 214K/214KK Counterattack now breaks armor; Block Advantage -5 -> -3
  • 214K~LPLK reduced KD Advantage +20 -> +18
  • SA3/CA reduced KD Advantage +19 -> +14; CA distance from corner now the same as SA3

Rashid:

Ryu:

Zangief: