Street Fighter 6/Manon/Resources: Difference between revisions

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* Various bug fixes such as removing a super cancel window from {{clr|H|236HK}}, inconsistent recoveries on moves, and {{clr|SA|SA1}} being able to side-swap under certain scenarios
* Shared adjustments to Drive Gauge gain when blocking supers, attacks hitting behind when they weren't supposed to, and an increase on Drive Gauge gain when perfect parrying specials and supers
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Revision as of 12:41, 29 November 2024


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Documents

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Patch History

1.07
  • Assisted Combo 2 changed when Manon has no Supers available (5MK > 236KK > 214MK)
1.05
  • 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
1.04
  • 4MK retains greater momentum out of Drive Rush
  • SA2 juggles more consistently; if opponent drops out, their knockdown period is extended (less likely for Manon to be punished)
1.02
  • Various bug fixes such as removing a super cancel window from 236HK, inconsistent recoveries on moves, and SA1 being able to side-swap under certain scenarios
  • Shared adjustments to Drive Gauge gain when blocking supers, attacks hitting behind when they weren't supposed to, and an increase on Drive Gauge gain when perfect parrying specials and supers

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