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=== '''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 Version | 1.07 |
date | September 24, 2024 |
Summary | Terry 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