Street Fighter 6/Version/1.08: Difference between revisions

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=== '''Kimberly''' ===
=== '''Kimberly''' ===
*  
* {{clr|L|2LP}} on block {{sf6-adv|M|-2}} -> {{sf6-adv|M|-1}}
** Gains much better pressure after {{clr|DR|Drive Rush}} or vs. Burnout
* {{clr|L|2LK}} on hit {{sf6-adv|P|+2}} -> {{sf6-adv|VP|+4}}
** Can now link to {{clr|H|2HP}} from {{clr|DR|Drive Rush}} or into {{clr|M|2MP}}/{{clr|M|5MP}} on {{clr|PC|Counter-hit}}
* {{clr|H|5HP}} increased forward movement (much more total range)
** The edge of the hitbox was raised to make low-profile attacks effective against it
 
 
* {{clr|M|3MK}} first 4 active frames have set recovery; always {{sf6-adv|P|+1 oH}} / {{sf6-adv|VM|-5 oB}} at worse
** These 4 frames also cause a knockdown on {{clr|PC|Punish Counter}} (KD +37)
* {{clr|H|6HK}} foot hitbox expanded forward and hurtbox reduced; Drive Gain increased 1200 -> 3000
** On hit, can now buffer follow-up inputs up to 13f before end of recovery (more hitconfirmable on {{clr|PC|CH/PC}})
* {{clr|M|Elbow Drop}} ({{clr|M|j.2MP}}) will now be buffered when input early in jump arc
 
 
*{{clr|L|LP Vagabond Edge}} ({{clr|L|236LP}}) on block {{sf6-adv|VM|-5}} -> {{sf6-adv|VM|-4}}
** Less pushback on hit, and a different knockback animation occurs when connecting with final active frame
* Arc Step (cl.236K/{{clr|OD|cl.236KK}}) startup 8f -> 6f after Sprint
** {{clr|H|5HP}}/{{clr|M|5MP}} now frame trap into Arc step, and {{clr|M|5MK}}/{{clr|M|5MP}}~{{clr|H|HP}} frame trap into {{clr|OD|OD Arc Step}}
 
 
 
* {{clr|SA|Air SA2}} startup 13f -> 2f when canceled from {{clr|OD|OD}} specials
** More consistent and allows cancel from midscreen {{clr|OD|OD Bushin Hojin Kick}}
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Revision as of 03:18, 2 December 2024

Version[[Street Fighter 6/Version/1.08|1.08]]
Game Version1.08
dateDecember 2, 2024
SummaryMinor balance changes for all characters.
Links[https://www.streetfighter.com/6/buckler/battle_change/20241202 Patch Notes]

Universal Changes


Key Character Changes

A.K.I.


Akuma


Blanka


Cammy


Chun-Li


Dee Jay


Dhalsim


Ed


E. Honda


Guile


Jamie


JP


Juri


Ken


Kimberly

  • 2LP on block -2 -> -1
    • Gains much better pressure after Drive Rush or vs. Burnout
  • 2LK on hit +2 -> +4
    • Can now link to 2HP from Drive Rush or into 2MP/5MP on Counter-hit
  • 5HP increased forward movement (much more total range)
    • The edge of the hitbox was raised to make low-profile attacks effective against it


  • 3MK first 4 active frames have set recovery; always +1 oH / -5 oB at worse
    • These 4 frames also cause a knockdown on Punish Counter (KD +37)
  • 6HK foot hitbox expanded forward and hurtbox reduced; Drive Gain increased 1200 -> 3000
    • On hit, can now buffer follow-up inputs up to 13f before end of recovery (more hitconfirmable on CH/PC)
  • Elbow Drop (j.2MP) will now be buffered when input early in jump arc


  • LP Vagabond Edge (236LP) on block -5 -> -4
    • Less pushback on hit, and a different knockback animation occurs when connecting with final active frame
  • Arc Step (cl.236K/cl.236KK) startup 8f -> 6f after Sprint
    • 5HP/5MP now frame trap into Arc step, and 5MK/5MP~HP frame trap into OD Arc Step


  • Air SA2 startup 13f -> 2f when canceled from OD specials
    • More consistent and allows cancel from midscreen OD Bushin Hojin Kick


Lily


Luke


M. Bison


Manon


Marisa


Rashid


Ryu


Terry


Zangief