Street Fighter 6/Version/1.07: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 31: Line 31:
=== '''Dhalsim''' ===
=== '''Dhalsim''' ===
*  
*  
<br>
=== '''Ed''' ===
* {{clr|H|5HK}} - Block Advantage {{sf6-adv|P|+3}} -> {{sf6-adv|VP|+4}}
** Mostly relevant when forcing stand guard after a deep jump-in, since the move is crouchable
* {{clr|H|j.HP}} - Active Frames increased 4 -> 5, making it easier to time as a jump-in
* {{clr|H|j.HK}} - floats the opponent higher as an air-to-air and causes Ed to descend more quickly, making juggles much easier
* {{clr|L|LP Psycho Blitz}} ({{clr|L|214LP}}) - added more pushback when blocked in the corner, which may weaken some punish routes
* {{clr|L|LK Psycho Flicker}} ({{clr|L|236LK}}) - {{clr|PC|Punish Counter}} juggle follow-up has 1f more leniency
* {{clr|SA|SA2}} - 20% scaling on Super gauge build after activation
<br>
<br>


=== '''Guile''' ===
=== '''Guile''' ===
*  
* Sonic Boom ([4]6P) - Reduced Super and Drive gauge build
** {{clr|L|LP}}/{{clr|H|HP}} versions: Super Art gain 600 -> 300, Drive gain 1000 -> 500
** {{clr|M|MP}} version: Super Art gain 600 -> 450, Drive gain 1000 -> 500
<br>
<br>


=== '''JP''' ===
=== '''JP''' ===
*  
* {{clr|M|5MK}} hitstun increased by 2f (23 -> 25)
** Hit Advantage {{sf6-adv|P|+1}} -> {{sf6-adv|P|+3}}, {{clr|DR|DR Cancel}} Advantage {{sf6-adv|VP|+11}} -> {{sf6-adv|VP|+13}}
** Improved combo routes, particularly when canceled into {{clr|SA|SA2}}
* {{clr|H|2HP}} arm hurtbox is anti-air invuln from 2nd active frame onward (mostly reverted the nerf from [[Street_Fighter_6/Version/1.04|Patch 1.04]])
<br>
<br>



Revision as of 03:45, 26 September 2024

Version[[Street Fighter 6/Version/1.07|1.07]]
Game Version1.07
dateSeptember 24, 2024
SummaryTerry release. Minor balance changes and bug fixes.
Links[https://www.streetfighter.com/6/buckler/battle_change/20240924 Patch Notes]

Terry Patch

  • Terry released

Universal Changes

  • Drive Reversal - expanded throw hurtbox to ensure all characters can punish with a throw at close range
    • Some characters had very weak or expensive punish options, so this helps to balance things out a bit

Key Character Changes

A.K.I.

  • OD Serpent Lash (236PP) - now applies Punish Counter advantage to Toxic Blossom crumple
    • Now +9 before opponent becomes airborne, allowing a grounded 5HK combo


Chun-Li

  • HK Tensho Kicks (22HK) - causes longer knockdown time if opponent drops after the 1st hit, keeping it safe from punishment


Dee Jay


Dhalsim


Ed

  • 5HK - Block Advantage +3 -> +4
    • Mostly relevant when forcing stand guard after a deep jump-in, since the move is crouchable
  • j.HP - Active Frames increased 4 -> 5, making it easier to time as a jump-in
  • j.HK - floats the opponent higher as an air-to-air and causes Ed to descend more quickly, making juggles much easier
  • LP Psycho Blitz (214LP) - added more pushback when blocked in the corner, which may weaken some punish routes
  • LK Psycho Flicker (236LK) - Punish Counter juggle follow-up has 1f more leniency
  • SA2 - 20% scaling on Super gauge build after activation


Guile

  • Sonic Boom ([4]6P) - Reduced Super and Drive gauge build
    • LP/HP versions: Super Art gain 600 -> 300, Drive gain 1000 -> 500
    • MP version: Super Art gain 600 -> 450, Drive gain 1000 -> 500


JP

  • 5MK hitstun increased by 2f (23 -> 25)
    • Hit Advantage +1 -> +3, DR Cancel Advantage +11 -> +13
    • Improved combo routes, particularly when canceled into SA2
  • 2HP arm hurtbox is anti-air invuln from 2nd active frame onward (mostly reverted the nerf from Patch 1.04)


Kimberly

  • Shuriken Bomb - damage scaling reduced from 20% Starter/Combo scaling to 10% Starter scaling only


Luke

  • 2LP / 2LK - reduced pushback on hit/block
  • 2MP - reduced pushback on block
    • When combined, these changes allow a blocked DR~2MP to frame trap into 2LK, 2LP for a confirm
  • 4HK - retains more Drive Rush momentum for combo consistency
  • 5LP~MP~HP - removed 10% immediate scaling on MP, and increased base damage on HP 600 -> 800


M. Bison

  • Fixed bug where Psycho Mine could be detonated twice in one combo
  • Drive Reversal - reduced range
  • Double Knee Press (236K) - decreased pushback on block, but also decreased recovery hurtbox width by the same amount
    • No real change to the punishable ranges, but follow-up combos are more consistent when a punish does connect
    • Also makes it harder for Bison to set up a spacing trap afterwards


Rashid

  • 2LP - added a head hurtbox on frames 1-7 that is vulnerable only to air attacks (preventing its use as an anti-air)


Zangief