Street Fighter 6/Version/1.05: Difference between revisions

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* {{clr|M|2MK}} Hit Advantage {{sf6-adv|VP|+4}} -> {{sf6-adv|VP|+5}}, Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}
* {{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}}
** 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|H|2HK}} active frames 5 -> 6, recover 21 -> 20, reduced horizontal hurtbox, and more consistent juggle state out of Punish Counter<br><br>
* {{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|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)<br><br>
* {{clr|L|236LP}} more range, less pushback on Toxic Blossom hit, and crumples on Punish Counter
* {{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
** Allows a much stronger midscreen juggle on a Toxic Blossom Punish Counter crumple
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* 2PP~P projectile invincibility extended until end of active frames
* 2PP~P projectile invincibility extended until end of active frames
* 2PP~K hitbox expanded and works more consistently in combos
* 2PP~K hitbox expanded and works more consistently in combos
* {{clr|L|236LK}} now moves backwards instead of returning to original position
* {{clr|L|236LK}} now moves backwards instead of returning to original position<br><br>
* {{clr|10|SA1}} hitbox expanded
* {{clr|10|SA1}} hitbox expanded
* {{clr|10|SA2}} damage on final attack 800 -> 1000
* {{clr|10|SA2}} damage on final attack 800 -> 1000
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* {{clr|M|2MP}} extends a hurtbox on whiff until end of recovery
* {{clr|M|2MP}} extends a hurtbox on whiff until end of recovery
* {{clr|M|2MK}} whiff/block recovery 16 -> 18, extends a hurtbox on whiff until end of recovery
* {{clr|M|2MK}} whiff/block recovery 16 -> 18, extends a hurtbox on whiff until end of recovery
* {{clr|M|6MP}} Block Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}} (weaker block mixup after {{clr|4|Drive Rush}})
* {{clr|M|6MP}} Block Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}} (weaker block mixup after {{clr|4|Drive Rush}})<br><br>
* 2PP~P hitbox expanded forward
* 2PP~P hitbox expanded forward
* {{clr|M|[4]6MP}} hitbox expanded during combos (combos more consistently from canceled light normals)
* {{clr|M|[4]6MP}} hitbox expanded during combos (combos more consistently from canceled light normals)
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'''Cammy:'''
'''Cammy:'''
* Forward Throw: slightly more pushback on hit (still allows throw loops)
* Forward Throw: slightly more pushback on hit (still allows throw loops)<br><br>
* {{clr|M|5MP}} reduced pushback
* {{clr|M|5MP}} reduced pushback
* {{clr|H|5HK}} on block {{sf6-adv|VM|-4}} -> {{sf6-adv|M|-3}} and reduced pushback
* {{clr|H|5HK}} on block {{sf6-adv|VM|-4}} -> {{sf6-adv|M|-3}} and reduced pushback
* {{clr|H|5HP}}~{{clr|H|HK}} 2f easier to hitconfirm; 2nd hit of {{clr|H|HK}} now cancelable
* {{clr|H|5HP}}~{{clr|H|HK}} 2f easier to hitconfirm; 2nd hit of {{clr|H|HK}} now cancelable
** Distribution of damage and damage scaling also affected
** Distribution of damage and damage scaling also affected<br><br>
* {{clr|M|MP}}/{{clr|H|HP}}/{{clr|10|OD}} Spin Knuckle projectile invuln now starts on frame 9 (significantly harder to use on reaction to projectiles)
* 214{{clr|M|MP}}/{{clr|H|HP}}/{{clr|10|PP}} (Spin Knuckle) projectile invuln now starts on frame 9 (significantly harder to use on reaction to projectiles)
* {{clr|H|HP Hooligan}} collision box changed; can no longer juggle Divekick after escaping corner with {{clr|M|4MP}}~{{clr|H|HK}} > {{clr|H|236HP}}
* {{clr|H|236HP}} collision box changed; can no longer juggle Divekick after escaping corner with {{clr|M|4MP}}~{{clr|H|HK}} > {{clr|H|236HP}}
* {{clr|10|OD Fatal Leg Twister}} (Hooligan Throw) starter scaling 20% -> 30%
* {{clr|10|236PP~LPLK}} (Hooligan Throw) starter scaling 20% -> 30%
* Cannon Strike (Divekick) hurtbox changed
* j.214K (Divekick) hurtbox changed
** Early frames are more vulnerable to projectiles, later frames are less vulnerable to low attacks
** Early frames are more vulnerable to projectiles, later frames are less vulnerable to low attacks<br><br>
* {{clr|10|SA2}} cinematic damage increased 2800 -> 3000; input changed from 214214K -> 214214P
* {{clr|10|SA2}} cinematic damage increased 2800 -> 3000; input changed from 214214K -> 214214P




'''Chun-Li:'''
'''Chun-Li:'''
* Back Walk Speed reduced 0.037 -> 0.035
* Back Walk Speed reduced 0.037 -> 0.035<br><br>
* {{clr|L|5LP}} lower-body hurtbox expanded on frames 9-13
* {{clr|L|5LP}} lower-body hurtbox expanded on frames 9-13
* {{clr|H|5HP}} Block Advantage {{sf6-adv|VM|-4}} -> {{sf6-adv|M|-3}} with more pushback; reduced hurtbox on arm and around head/feet
* {{clr|H|5HP}} Block Advantage {{sf6-adv|VM|-4}} -> {{sf6-adv|M|-3}} with more pushback; reduced hurtbox on arm and around head/feet
* {{clr|H|5HK}} starter scaling 20% added (weaker when used as anti-air juggle starter)
* {{clr|H|5HK}} starter scaling 20% added (weaker when used as anti-air juggle starter)
* {{clr|M|2MK}} extends a hurtbox on whiff until end of recovery
* {{clr|M|2MK}} extends a hurtbox on whiff until end of recovery
* {{clr|M|4/6MP}} hitconfirm window 17f -> 15f, {{clr|4|Drive Rush cancel}} occurs 2f earlier (allowing combo to {{clr|H|4HP}})
* {{clr|M|4/6MP}} hitconfirm window 17f -> 15f, {{clr|4|Drive Rush cancel}} occurs 2f earlier (allowing combo to {{clr|H|4HP}})<br><br>
* {{clr|10|[4]6PP}} starter scaling 20% added
* {{clr|10|[4]6PP}} starter scaling 20% added
* 214K (all versions) projectile invuln shifted 1f later (6f -> 7f)
* 214K (all versions) projectile invuln shifted 1f later (6f -> 7f)
* j.236K hurtbox expanded downward, landing recovery on whiff increased 15 -> 18
* j.236K hurtbox expanded downward, landing recovery on whiff increased 15 -> 18
* {{clr|10|j.236KK}} damage 1300 -> 1600, landing recovery reduced 15 -> 5, KD advantage increased by 7f
* {{clr|10|j.236KK}} damage 1300 -> 1600, landing recovery reduced 15 -> 5, KD advantage increased by 7f<br><br>
* {{clr|10|Air SA1}} final hit damage 600 -> 800
* {{clr|10|Air SA1}} final hit damage 600 -> 800
* {{clr|10|SA2}} now scales Super Art meter gain by 30% for all hits until the combo ends
* {{clr|10|SA2}} now scales Super Art meter gain by 30% for all hits until the combo ends
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* {{clr|H|5HP}} starter scaling 20% added
* {{clr|H|5HP}} starter scaling 20% added
* {{clr|M|2MK}} extends a hurtbox on whiff until end of recovery
* {{clr|M|2MK}} extends a hurtbox on whiff until end of recovery
* {{clr|H|2HK}} has more consistent juggle state after anti-air Punish Counter
* {{clr|H|2HK}} has more consistent juggle state after anti-air Punish Counter<br><br>
* {{clr|H|4HK}} 1st hit juggles opponent much lower (requires 2-hit version for most follow-up juggles, which uses up more juggle potential)
* {{clr|H|4HK}} 1st hit juggles opponent much lower (requires 2-hit version for most follow-up juggles, which uses up more juggle potential)
* {{clr|L|5LP}}~{{clr|M|MK}}~{{clr|M|MK}} Hit Advantage {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}}
* {{clr|L|5LP}}~{{clr|M|MK}}~{{clr|M|MK}} Hit Advantage {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}}
* {{clr|L|j.2LK}} reduced vertical hitbox; now in a Punish Counter state until landing (more risky vs. specific anti-air normals)
* {{clr|L|j.2LK}} reduced vertical hitbox; now in a Punish Counter state until landing (more risky vs. specific anti-air normals)<br><br>
* {{clr|10|[4]6PP}} starter scaling 20% added; more juggle potential on 2nd hit
* {{clr|10|[4]6PP}} starter scaling 20% added; more juggle potential on 2nd hit
* [2]8{{clr|M|MK}}/{{clr|H|HK}}/{{clr|10|KK}} airborne 1f later (4f -> 5f); reduced forward hitbox vs. grounded opponents (weaker as a punish)
* [2]8{{clr|M|MK}}/{{clr|H|HK}}/{{clr|10|KK}} airborne 1f later (4f -> 5f); reduced forward hitbox vs. grounded opponents (weaker as a punish)
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* {{clr|L|214K~LK}} starter scaling 20% added; 3f extra recovery on whiff or vs. armor; more susceptible to low-crush attacks
* {{clr|L|214K~LK}} starter scaling 20% added; 3f extra recovery on whiff or vs. armor; more susceptible to low-crush attacks
* {{clr|H|214K~HK}} anti-air invuln now applies to body on frames 15-19
* {{clr|H|214K~HK}} anti-air invuln now applies to body on frames 15-19
* {{clr|10|214KK~HK}} now counts as 2 hits of scaling when comboed into
* {{clr|10|214KK~HK}} now counts as 2 hits of scaling when comboed into<br><br>
* {{clr|10|SA1}} damage 1800 -> 2000, recovery 45 -> 33, Block Advantage {{sf6-adv|VM|-24}} -> {{sf6-adv|VM|-12}} with more pushback
* {{clr|10|SA1}} damage 1800 -> 2000, recovery 45 -> 33, Block Advantage {{sf6-adv|VM|-24}} -> {{sf6-adv|VM|-12}} with more pushback
* {{clr|10|SA2}} now scales Super Art meter gain by 30% for all hits until the combo ends
* {{clr|10|SA2}} now scales Super Art meter gain by 30% for all hits until the combo ends
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'''Dhalsim:'''
'''Dhalsim:'''
* {{clr|4|Drive Reversal}} KD advantage +23 -> +24, now knocks down on 1st hit
* {{clr|4|Drive Reversal}} KD advantage +23 -> +24, now knocks down on 1st hit<br><br>
* {{clr|H|5HK}} Hit Advantage {{sf6-adv|P|+1}} -> {{sf6-adv|P|+3}}, pushback reduced (more consistent {{clr|4|Drive Rush cancel}} follow-ups)
* {{clr|H|5HK}} Hit Advantage {{sf6-adv|P|+1}} -> {{sf6-adv|P|+3}}, pushback reduced (more consistent {{clr|4|Drive Rush cancel}} follow-ups)
* {{clr|M|2MK}} reduced pushback on hit, causes different reeling animation on hit when {{sf6-adv|VP|+4}} or better
* {{clr|M|2MK}} reduced pushback on hit, causes different reeling animation on hit when {{sf6-adv|VP|+4}} or better
* {{clr|L|j.2LP}} increased juggle potential, now causes knockdown vs. airborne opponents
* {{clr|L|j.2LP}} increased juggle potential, now causes knockdown vs. airborne opponents<br><br>
* 236[P] startup 45 -> 43, recovery 32 -> 30 (total animation 4f shorter; also improves KD advantage by 2f)
* 236[P] startup 45 -> 43, recovery 32 -> 30 (total animation 4f shorter; also improves KD advantage by 2f)
* {{clr|10|63214KK}} removed the 20% starter scaling; reduced Juggle Increase value when comboing against airborne opponents
* {{clr|10|63214KK}} removed the 20% starter scaling; reduced Juggle Increase value when comboing against airborne opponents
* {{clr|10|j.236PP}} projectile no longer disappears before hitting the ground
* {{clr|10|j.236PP}} projectile no longer disappears before hitting the ground<br><br>
* {{clr|10|SA2}} now does more chip damage vs. opponent in Burnout when charged to a higher level (750/850/950)
* {{clr|10|SA2}} now does more chip damage vs. opponent in Burnout when charged to a higher level (750/850/950)
* {{clr|10|SA3}} startup 9f -> 2f when canceled from Yoga Flame (for combo consistency)
* {{clr|10|SA3}} startup 9f -> 2f when canceled from Yoga Flame (for combo consistency)
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* {{clr|H|4HK}} 2nd hit now puts airborne opponents into limited juggle OTG state
* {{clr|H|4HK}} 2nd hit now puts airborne opponents into limited juggle OTG state
* {{clr|M|5MP}}~{{clr|H|4HP}}~{{clr|H|HP}} final hit Super cancelable
* {{clr|M|5MP}}~{{clr|H|4HP}}~{{clr|H|HP}} final hit Super cancelable
** Now always leaves a 2f blockstring gap between the first 2 hits, while last 2 hits are always a true blockstring
** Now always leaves a 2f blockstring gap between the first 2 hits, while last 2 hits are always a true blockstring<br><br>
* {{clr|10|214KK}} startup 16f -> 12f, active 4 -> 6, recovery 25 -> 21; combos from all lights
* {{clr|10|214KK}} startup 16f -> 12f, active 4 -> 6, recovery 25 -> 21; combos from all lights
* {{clr|M|236MK}} starter scaling 20% added, and counts as 2 hits of scaling when comboed into
* {{clr|M|236MK}} starter scaling 20% added, and counts as 2 hits of scaling when comboed into
** Hit Advantage {{sf6-adv|P|+3}} -> {{sf6-adv|VP|+5}} with more pushback (can lead to combos even without Fuha stocks)
** Hit Advantage {{sf6-adv|P|+3}} -> {{sf6-adv|VP|+5}} with more pushback (can lead to combos even without Fuha stocks)
* j.214K~K/{{clr|10|214KK~K}} hitbox expanded for more consistency; Juri lands closer to the opponent for better oki
* j.214K~K/{{clr|10|214KK~K}} hitbox expanded for more consistency; Juri lands closer to the opponent for better oki<br><br>
* {{clr|10|SA1}} no longer moves forward during screen freeze (cannot move through fast projectiles)
* {{clr|10|SA1}} no longer moves forward during screen freeze (cannot move through fast projectiles)
* {{clr|10|SA3}} hurtbox adjusted to match animation; Block Advantage {{sf6-adv|VM|-31}} -> {{sf6-adv|VM|-36}}
* {{clr|10|SA3}} hurtbox adjusted to match animation; Block Advantage {{sf6-adv|VM|-31}} -> {{sf6-adv|VM|-36}}
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'''Ken:'''
'''Ken:'''
* {{clr|M|5MP}}~{{clr|H|HP}} cancel window reduced (harder to hitconfirm, can no longer delay to create a frame trap)
* {{clr|M|5MP}}~{{clr|H|HP}} cancel window reduced (harder to hitconfirm, can no longer delay to create a frame trap)<br><br>
* 236P/{{clr|10|236PP}} extended hurtbox reduced
* 236P/{{clr|10|236PP}} extended hurtbox reduced
* {{clr|10|236PP}} 20% starter scaling added
* {{clr|10|236PP}} 20% starter scaling added
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* 236K~{{clr|M|6MK}} now causes OTG bounce vs. airborne opponent and has better KD advantage
* 236K~{{clr|M|6MK}} now causes OTG bounce vs. airborne opponent and has better KD advantage
** No follow-up juggle possible unless the {{clr|M|6MK}} starts the juggle and cancels into {{clr|10|SA3}}
** No follow-up juggle possible unless the {{clr|M|6MK}} starts the juggle and cancels into {{clr|10|SA3}}
* Run~623P startup 11+9 -> 11+8 and 3f better KD advantage
* Run~623P startup 11+9 -> 11+8 and 3f better KD advantage<br><br>
* {{clr|10|SA2}} damage 2700 -> 2800
* {{clr|10|SA2}} damage 2700 -> 2800




'''Kimberly:'''
'''Kimberly:'''
* {{clr|M|2MP}} damage 450 -> 500 and pushback reduced; can now link {{clr|M|2MP}}, {{clr|M|2MP}}, {{clr|M|5MP}}
* {{clr|M|2MP}} damage 450 -> 500 and pushback reduced; can now link {{clr|M|2MP}}, {{clr|M|2MP}}, {{clr|M|5MP}}<br><br>
* {{clr|L|236LP}} on block {{sf6-adv|VM|-6}} -> {{sf6-adv|VM|-5}} and can be spaced safely at range
* {{clr|L|236LP}} on block {{sf6-adv|VM|-6}} -> {{sf6-adv|VM|-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
* 214K anti-air invuln now starts 1f before active on all meterless versions and has a reduced head hurtbox
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* Can hold forward during Sprint (236K) to prevent automatic transition into Arc Step at close range
* Can hold forward during Sprint (236K) to prevent automatic transition into Arc Step at close range
* {{clr|10|j.236PP}} juggle limit increased; now combos after {{clr|H|236HP}} or Wallsplat > {{clr|H|2HP}} > {{clr|L|236K~LK}}
* {{clr|10|j.236PP}} juggle limit increased; now combos after {{clr|H|236HP}} or Wallsplat > {{clr|H|2HP}} > {{clr|L|236K~LK}}
** Now counts as 2 hits for damage scaling when comboed into
** Now counts as 2 hits for damage scaling when comboed into<br><br>
* {{clr|10|SA1}} startup decreased 12f -> 10f
* {{clr|10|SA1}} startup decreased 12f -> 10f
** Can now choose whether or not to spend Spraycan (by holding K)
** Can now choose whether or not to spend Spraycan (by holding K)
* {{clr|10|SA2}} damage 2600 -> 2800 and hitbox expanded for juggle consistency
* {{clr|10|SA2}} damage 2600 -> 2800, hitbox expanded for juggle consistency




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* {{clr|M|2MK}} startup 10f -> 9f
* {{clr|M|2MK}} startup 10f -> 9f
* {{clr|H|2HK}} 2nd hit can now be stand blocked if the first hit is blocked
* {{clr|H|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 ({{sf6-adv|VM|-15}} -> {{sf6-adv|VM|-4}})
** 1st hit now does more hitstun; much safer if the first hit lands as a whiff punish and the 2nd hit whiffs ({{sf6-adv|VM|-15}} -> {{sf6-adv|VM|-4}})<br><br>
* {{clr|M|214MP}} has less pushback on hit (consistently in command throw range after close range activation)
* {{clr|M|214MP}} has less pushback on hit (consistently in command throw range after close range activation)
* {{clr|10|214PP}} startup 21f -> 19f
* {{clr|10|214PP}} startup 21f -> 19f<br><br>
* {{clr|10|SA1}} startup 13f -> 10f
* {{clr|10|SA1}} startup 13f -> 10f
* {{clr|10|SA2}} damage increased by 100 on all versions (ground/air, regular/Windclad)
* {{clr|10|SA2}} damage increased by 100 on all versions (ground/air, regular/Windclad)
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* {{clr|M|2MP}} extends a hurtbox on whiff until end of recovery
* {{clr|M|2MP}} extends a hurtbox on whiff until end of recovery
* {{clr|L|2LK}} less pushback on hit/block
* {{clr|L|2LK}} less pushback on hit/block
* {{clr|M|2MK}} Hit Advantage {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}} and reduced pushback (allows much stronger conversions after {{clr|4|DR}})
* {{clr|M|2MK}} 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}} increased juggle limit
* {{clr|H|3HK}} increased juggle limit
* {{clr|M|4MK}}~{{clr|M|MK}} less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents
* {{clr|M|4MK}}~{{clr|M|MK}} less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents
* {{clr|H|4HP}} Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}, reduced pushback on hit (much stronger meaty tool)  
* {{clr|H|4HP}} Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}, reduced pushback on hit (much stronger meaty tool)<br><br>
* {{clr|10|236PP~K}} startup 11 -> 10 (now combos from {{clr|H|4HP}} for much stronger juggle routes)
* {{clr|10|236PP~K}} startup 11 -> 10 (now combos from {{clr|H|4HP}} for much stronger juggle routes)
* {{clr|10|236KK}} 1st hit now cancels to {{clr|10|SA2}}/{{clr|10|SA3}}; 1st hit has more range vs. grounded opponents
* {{clr|10|236KK}} 1st hit now cancels to {{clr|10|SA2}}/{{clr|10|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)
** 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|10|SA1}} improved hitbox against opponents juggled above Manon
* {{clr|10|SA1}} improved hitbox against opponents juggled above Manon
* {{clr|10|SA2}} final hit damage 850 -> 950; new hitbox to make 3rd hit juggle more consistently
* {{clr|10|SA2}} final hit damage 850 -> 950; new hitbox to make 3rd hit juggle more consistently
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'''Marisa:'''
'''Marisa:'''
* All charged {{clr|H|heavy air normal}} landing recovery 6f -> 3f (no longer a guaranteed punish after Perfect Parry)
* All charged {{clr|H|heavy air normal}} landing recovery 6f -> 3f (no longer a guaranteed punish after Perfect Parry)<br><br>
* {{clr|M|2MP}} now extends a wider hurtbox on whiff until the end of recovery
* {{clr|M|2MP}} now extends a wider hurtbox on whiff until the end of recovery
* {{clr|H|5[HP]}} recovery on hit/block 22 -> 21, Hit Advantage {{sf6-adv|VP|+6}} -> {{sf6-adv|VP|+7}}, Block Advantage {{sf6-adv|P|+3}} -> {{sf6-adv|VP|+4}}
* {{clr|H|5[HP]}} recovery on hit/block 22 -> 21, Hit Advantage {{sf6-adv|VP|+6}} -> {{sf6-adv|VP|+7}}, Block Advantage {{sf6-adv|P|+3}} -> {{sf6-adv|VP|+4}}
* {{clr|H|2[HP]}} Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|M|-3}}
* {{clr|H|2[HP]}} Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|M|-3}}
* {{clr|H|2[HK]}} recovery on hit/block 32 -> 20, KD Advantage +32 -> +35, Block Advantage {{sf6-adv|VM|-6}} -> {{sf6-adv|M|-3}}
* {{clr|H|2[HK]}} recovery on hit/block 32 -> 20, KD Advantage +32 -> +35, Block Advantage {{sf6-adv|VM|-6}} -> {{sf6-adv|M|-3}}<br><br>
* {{clr|L|5LP}}~{{clr|L|LP}} combo scaling reduced 25% -> 15%
* {{clr|L|5LP}}~{{clr|L|LP}} combo scaling reduced 25% -> 15%
* {{clr|H|6HK}}~{{clr|H|6HK}} juggles much higher and allows much more lenient juggle routes when comboed into
* {{clr|H|6HK}}~{{clr|H|6HK}} juggles much higher and allows much more lenient juggle routes when comboed into<br><br>
* {{clr|10|236PP}}/{{clr|10|236[PP]}} starter scaling 30% added
* {{clr|10|236PP}}/{{clr|10|236[PP]}} starter scaling 30% added
* 623P/{{clr|10|623PP}} now a HKD on Punish Counter
* 623P/{{clr|10|623PP}} now a HKD on Punish Counter
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* {{clr|10|236KK}} more pushback (much harder to punish on block when spaced)
* {{clr|10|236KK}} more pushback (much harder to punish on block when spaced)
* 214K/{{clr|10|214KK}} Counterattack now breaks armor; Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|M|-3}}
* 214K/{{clr|10|214KK}} Counterattack now breaks armor; Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|M|-3}}
* 214K~LPLK reduced KD Advantage +20 -> +18
* 214K~LPLK reduced KD Advantage +20 -> +18<br><br>
* {{clr|10|SA3}}/{{clr|10|CA}} reduced KD Advantage +19 -> +14; {{clr|10|CA}} distance from corner now the same as {{clr|10|SA3}}
* {{clr|10|SA3}}/{{clr|10|CA}} reduced KD Advantage +19 -> +14; {{clr|10|CA}} distance from corner now the same as {{clr|10|SA3}}




'''Rashid:'''
'''Rashid:'''
*  
* Back Throw increased distance after hit; KD advantage reduced +27 -> +24<br><br>
* {{clr|H|j.2HP}} (after j.214K) no longer increases juggle counter when comboed into
* 6[6] (Run) now transitions to follow-ups 2f faster (20f -> 18f)
* Run~P (Slide) can now hit airborne opponents; 2nd hit is Super cancelable (on hit only)
* Run~K (Hopkick) is now Super cancelable on hit/block<br><br>
* {{clr|L|214LK}} (Regular/Enhanced) is cancelable into {{clr|10|SA3}} on hit only after landing<br><br>
* {{clr|10|SA2}} now prevents Rashid from gaining additional Super meter until active frames end




Line 250: Line 256:


'''Zangief:'''
'''Zangief:'''
*
* Improved Super Meter gain on:
** {{clr|M|5MP}}, {{clr|M|5MK}}, {{clr|M|2MP}}, {{clr|M|2MK}}
** {{clr|M|3MP}}, {{clr|M|6MK}}, {{clr|H|6HP}}, {{clr|H|6HK}}, {{clr|H|3HK}}, {{clr|H|j.8HP}}
** PP/{{clr|10|PPP}}, 360+P/{{clr|10|PP}}, j.360+K/{{clr|10|KK}}, Close 63214K/{{clr|10|KK}}, Mid/Far 63214K/{{clr|10|KK}}
* Improved Drive Gauge gain on:
** {{clr|H|5[HP]}}, {{clr|M|5MK}}, {{clr|M|2MP}}
** {{clr|M|3MP}}, {{clr|M|6MK}}, {{clr|H|6HP}}, {{clr|H|6HK}}, {{clr|H|3HK}}, {{clr|H|j.8HP}}
** PP, 360+P, Close 63214K
* Improved Drive Damage (Block/Punish Counter) on:
** {{clr|H|5[HP]}}, {{clr|M|5MK}}, {{clr|M|2MP}}, {{clr|M|2MK}} (PC only)
** {{clr|M|6MK}} (PC only), {{clr|H|6HP}}<br><br>
* {{clr|L|5LK}} less pushback on hit (improves consistency when canceled)
* {{clr|M|5MP}} less pushback on hit
* {{clr|M|5MK}} damage 800 -> 900
* {{clr|H|5[HP]}} damage 1000 -> 1400, armor during active frames expanded upwards on arms
* {{clr|M|2MP}} less pushback on hit
* {{clr|M|2MK}} Hit Advantage {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}} and less pushback (allows link to {{clr|M|3MP}} after close range {{clr|4|Drive Rush}})
* {{clr|H|2HP}} startup 12 -> 11, active 8 -> 9, Block Advantage {{sf6-adv|VM|-19}} -> {{sf6-adv|VM|-20}}
** Punish Counter puts opponent into limited juggle OTG bounce state; moves forward more on startup
* {{clr|H|2HK}} forward hurtbox reduced<br><br>
* {{clr|M|6MK}} damage 600 -> 700, recovery 14 -> 13, Hit Advantage {{sf6-adv|E|0}} -> {{sf6-adv|P|+1}}, Block Advantage {{sf6-adv|VM|-4}} -> {{sf6-adv|M|-3}}
** Pushback on hit reduced; overall, much easier to space for frame advantage, and much stronger out of {{clr|4|Drive Rush}}
* {{clr|H|6HP}} damage 900 -> 1000, Hit Advantage {{sf6-adv|VP|+6}} -> {{sf6-adv|VP|+7}} (allows important link to {{clr|M|3MP}})
* {{clr|H|6HK}} Block Advantage {{sf6-adv|VM|-12}} -> {{sf6-adv|VM|-9}}, more pushback, recoils farther on block (much easier to space safely)
** Expanded hurtbox around feet during recovery (easier to whiff punish)
* {{clr|H|j.8HP}} damage 800 -> 900
* {{clr|M|5MP}}~{{clr|M|MP}} hitbox expanded forward, less pushback on hit (more combo consistency)
* {{clr|M|22MK}}~{{clr|M|MK}} can now be special canceled<br><br>
* PP (Lariat) damage 1200 -> 1400; final hit puts opponent into free juggle state (useful for stun combos)
* {{clr|10|PPP}} (OD Lariat) 1st hit damage 500 -> 700
* j.360+K (Borscht Dynamite) can now grab opponents in a free juggle state, and combos when canceled from air-to-air {{clr|H|j.8HP}}
** Hitbox expands to match {{clr|10|j.360+KK}} in juggles; 20% immediate scaling when comboed into
* Far {{clr|10|63214KK}} movement speed increased after absorbing attack
* {{clr|H|22HK}} counter hitbox expanded inward, active frames 2 -> 3 on successful counter (works more consistently, especially vs. {{clr|4|Drive Reversal}})
** No longer triggers if opponent is behind Zangief

Revision as of 03:54, 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:

  • 5MP reduced hurtbox while active
  • 2LP Hit Advantage +4 -> +5
  • 2MP extends a hurtbox on whiff until end of recovery
  • 2MK whiff/block recovery 16 -> 18, extends a hurtbox on whiff until end of recovery
  • 6MP Block Advantage -2 -> -3 (weaker block mixup after Drive Rush)

  • 2PP~P hitbox expanded forward
  • [4]6MP hitbox expanded during combos (combos more consistently from canceled light normals)
  • [4]6PP landing recovery on block shifted 4f earlier (1f land -> 5f land), making Perfect Parry punishes more consistent
    • Also applies to all SA2 enhanced [4]6P versions
  • 63214KK 1st attack hitbox expanded forward
  • Air [4]6PP landing recovery 10 -> 15, can now be minus on block on close range connect
  • 22P (Blanka-Chan) starter scaling 20% added; also counts as 2 hits when comboed into (scaling only applies once per combo)


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

  • 214MP/HP/PP (Spin Knuckle) projectile invuln now starts on frame 9 (significantly harder to use on reaction to projectiles)
  • 236HP collision box changed; can no longer juggle Divekick after escaping corner with 4MP~HK > 236HP
  • 236PP~LPLK (Hooligan Throw) starter scaling 20% -> 30%
  • j.214K (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

  • 5LP lower-body hurtbox expanded on frames 9-13
  • 5HP Block Advantage -4 -> -3 with more pushback; reduced hurtbox on arm and around head/feet
  • 5HK starter scaling 20% added (weaker when used as anti-air juggle starter)
  • 2MK extends a hurtbox on whiff until end of recovery
  • 4/6MP hitconfirm window 17f -> 15f, Drive Rush cancel occurs 2f earlier (allowing combo to 4HP)

  • [4]6PP starter scaling 20% added
  • 214K (all versions) projectile invuln shifted 1f later (6f -> 7f)
  • j.236K hurtbox expanded downward, landing recovery on whiff increased 15 -> 18
  • j.236KK damage 1300 -> 1600, landing recovery reduced 15 -> 5, KD advantage increased by 7f

  • Air SA1 final hit damage 600 -> 800
  • SA2 now scales Super Art meter gain by 30% for all hits until the combo ends


Dee Jay:

  • 5HP starter scaling 20% added
  • 2MK extends a hurtbox on whiff until end of recovery
  • 2HK has more consistent juggle state after anti-air Punish Counter

  • 4HK 1st hit juggles opponent much lower (requires 2-hit version for most follow-up juggles, which uses up more juggle potential)
  • 5LP~MK~MK Hit Advantage +2 -> +3
  • j.2LK reduced vertical hitbox; now in a Punish Counter state until landing (more risky vs. specific anti-air normals)

  • [4]6PP starter scaling 20% added; more juggle potential on 2nd hit
  • [2]8MK/HK/KK airborne 1f later (4f -> 5f); reduced forward hitbox vs. grounded opponents (weaker as a punish)
  • 236HK improved juggle limit
  • 236KK improved juggle limit and less likely to whiff under opponent
  • 214K~LK starter scaling 20% added; 3f extra recovery on whiff or vs. armor; more susceptible to low-crush attacks
  • 214K~HK anti-air invuln now applies to body on frames 15-19
  • 214KK~HK now counts as 2 hits of scaling when comboed into

  • SA1 damage 1800 -> 2000, recovery 45 -> 33, Block Advantage -24 -> -12 with more pushback
  • SA2 now scales Super Art meter gain by 30% for all hits until the combo ends


Dhalsim:

  • Drive Reversal KD advantage +23 -> +24, now knocks down on 1st hit

  • 5HK Hit Advantage +1 -> +3, pushback reduced (more consistent Drive Rush cancel follow-ups)
  • 2MK reduced pushback on hit, causes different reeling animation on hit when +4 or better
  • j.2LP increased juggle potential, now causes knockdown vs. airborne opponents

  • 236[P] startup 45 -> 43, recovery 32 -> 30 (total animation 4f shorter; also improves KD advantage by 2f)
  • 63214KK removed the 20% starter scaling; reduced Juggle Increase value when comboing against airborne opponents
  • j.236PP projectile no longer disappears before hitting the ground

  • SA2 now does more chip damage vs. opponent in Burnout when charged to a higher level (750/850/950)
  • SA3 startup 9f -> 2f when canceled from Yoga Flame (for combo consistency)


Ed:

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


E. Honda:


Guile:


Jamie:


JP:


Juri:

  • 2MK extends a hurtbox on whiff until end of recovery
  • j.MP damage 700 -> 500 (SA2 chained version: 500 -> 300)
  • 4HK 2nd hit now puts airborne opponents into limited juggle OTG state
  • 5MP~4HP~HP final hit Super cancelable
    • Now always leaves a 2f blockstring gap between the first 2 hits, while last 2 hits are always a true blockstring

  • 214KK startup 16f -> 12f, active 4 -> 6, recovery 25 -> 21; combos from all lights
  • 236MK starter scaling 20% added, and counts as 2 hits of scaling when comboed into
    • Hit Advantage +3 -> +5 with more pushback (can lead to combos even without Fuha stocks)
  • j.214K~K/214KK~K hitbox expanded for more consistency; Juri lands closer to the opponent for better oki

  • SA1 no longer moves forward during screen freeze (cannot move through fast projectiles)
  • SA3 hurtbox adjusted to match animation; Block Advantage -31 -> -36


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, 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:

  • 5MK less pushback on hit
  • 2LP Hit Advantage +2 -> +3 (allows much stronger conversions on Punish Counter or after DR)
  • 2MP extends a hurtbox on whiff until end of recovery
  • 2LK less pushback on hit/block
  • 2MK Hit Advantage +2 -> +3 and reduced pushback (allows much stronger conversions after DR)

  • 3HK increased juggle limit
  • 4MK~MK less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents
  • 4HP Block Advantage -3 -> +1, reduced pushback on hit (much stronger meaty tool)

  • 236PP~K startup 11 -> 10 (now combos from 4HP for much stronger juggle routes)
  • 236KK 1st hit now cancels to SA2/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)

  • SA1 improved hitbox against opponents juggled above Manon
  • SA2 final hit damage 850 -> 950; new hitbox to make 3rd hit juggle more consistently
  • SA3/CA now does more damage at higher Medal levels
    • Lv.2 +100, Lv.3 +200, Lv.4 +400, Lv.5 +600


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:

  • Back Throw increased distance after hit; KD advantage reduced +27 -> +24

  • j.2HP (after j.214K) no longer increases juggle counter when comboed into
  • 6[6] (Run) now transitions to follow-ups 2f faster (20f -> 18f)
  • Run~P (Slide) can now hit airborne opponents; 2nd hit is Super cancelable (on hit only)
  • Run~K (Hopkick) is now Super cancelable on hit/block

  • 214LK (Regular/Enhanced) is cancelable into SA3 on hit only after landing

  • SA2 now prevents Rashid from gaining additional Super meter until active frames end


Ryu:


Zangief:

  • Improved Super Meter gain on:
    • 5MP, 5MK, 2MP, 2MK
    • 3MP, 6MK, 6HP, 6HK, 3HK, j.8HP
    • PP/PPP, 360+P/PP, j.360+K/KK, Close 63214K/KK, Mid/Far 63214K/KK
  • Improved Drive Gauge gain on:
    • 5[HP], 5MK, 2MP
    • 3MP, 6MK, 6HP, 6HK, 3HK, j.8HP
    • PP, 360+P, Close 63214K
  • Improved Drive Damage (Block/Punish Counter) on:
    • 5[HP], 5MK, 2MP, 2MK (PC only)
    • 6MK (PC only), 6HP

  • 5LK less pushback on hit (improves consistency when canceled)
  • 5MP less pushback on hit
  • 5MK damage 800 -> 900
  • 5[HP] damage 1000 -> 1400, armor during active frames expanded upwards on arms
  • 2MP less pushback on hit
  • 2MK Hit Advantage +2 -> +3 and less pushback (allows link to 3MP after close range Drive Rush)
  • 2HP startup 12 -> 11, active 8 -> 9, Block Advantage -19 -> -20
    • Punish Counter puts opponent into limited juggle OTG bounce state; moves forward more on startup
  • 2HK forward hurtbox reduced

  • 6MK damage 600 -> 700, recovery 14 -> 13, Hit Advantage 0 -> +1, Block Advantage -4 -> -3
    • Pushback on hit reduced; overall, much easier to space for frame advantage, and much stronger out of Drive Rush
  • 6HP damage 900 -> 1000, Hit Advantage +6 -> +7 (allows important link to 3MP)
  • 6HK Block Advantage -12 -> -9, more pushback, recoils farther on block (much easier to space safely)
    • Expanded hurtbox around feet during recovery (easier to whiff punish)
  • j.8HP damage 800 -> 900
  • 5MP~MP hitbox expanded forward, less pushback on hit (more combo consistency)
  • 22MK~MK can now be special canceled

  • PP (Lariat) damage 1200 -> 1400; final hit puts opponent into free juggle state (useful for stun combos)
  • PPP (OD Lariat) 1st hit damage 500 -> 700
  • j.360+K (Borscht Dynamite) can now grab opponents in a free juggle state, and combos when canceled from air-to-air j.8HP
    • Hitbox expands to match j.360+KK in juggles; 20% immediate scaling when comboed into
  • Far 63214KK movement speed increased after absorbing attack
  • 22HK counter hitbox expanded inward, active frames 2 -> 3 on successful counter (works more consistently, especially vs. Drive Reversal)
    • No longer triggers if opponent is behind Zangief