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< Street Fighter 6 | Akuma
AkashicAYS (talk | contribs) (Added Patch History) |
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* {{clr|L|2LK}} | * {{clr|L|2LK}} | ||
* {{clr|M|2MP}} whiff | ** Can be chain canceled 1f earlier (improves light chain consistency and can always frame trap vs. 4f normals) | ||
* {{clr|M|2MP}} | |||
** Increased recovery on whiff, from 14f to 16f; total whiff animation, 22f to 24f; increased pushback on hit | |||
** Foot hurtbox from frame 6~ expanded upward; arm hurtbox expanded upward and outward until end of recovery | ** Foot hurtbox from frame 6~ expanded upward; arm hurtbox expanded upward and outward until end of recovery | ||
* {{clr|H|2HK}} grounded hit HKD +32 -> KD +40; juggle hit KD +42 -> KD +37 (no longer has a safe jump or oki after 2 dashes) | * {{clr|H|2HK}} | ||
** Changed advantage on grounded hit, {{sf6-adv|VP|HKD +32}} -> {{sf6-adv|VP|KD +40}}; and on juggle hit, {{sf6-adv|VP|KD +42}} -> {{sf6-adv|VP|KD +37}} (no longer has a safe jump or oki after 2 dashes) <br><br> | |||
* {{clr|H|Rago High Kick}} ({{clr|H|4HK}}) | |||
** Increased pushback on block | |||
* {{clr|H|Kikoku Combination 1}} ({{clr|H|6HP}}) | |||
** Reduced pushback on block; Drive Gain increased, 2000 -> 3000 | |||
** Extends a wider hurtbox until the end of recovery <br><br> | |||
* | * Gou Hadoken (236P) | ||
** Pushback on block reduced on meterless versions | |||
** | * Lv.2 Gou Hadoken (236[P]) | ||
** Increased opponent's Drive gain on Parry, 4000 -> 5000 | |||
* Zanku Hadoken (j.236P) | |||
** Starter scaling increased 20% -> {{sf6-adv|VM|40%}} on meterless version | |||
* Lv.2 Gou Hadoken (236[P]) | * {{clr|OD|OD Gou Shoryuken}} ({{clr|OD|623PP}}) | ||
* Zanku Hadoken (j.236P) | ** 3rd hit no longer connects on grounded opponents | ||
* {{clr|OD|OD Gou Shoryuken}} ({{clr|OD|623PP}}) 3rd hit no longer connects on grounded opponents | |||
** Can no longer break {{clr|DR|DI}} armor on its own, and has the same advantage vs. standing/crouching opponents | ** Can no longer break {{clr|DR|DI}} armor on its own, and has the same advantage vs. standing/crouching opponents | ||
* {{clr|H|HP Adamant Flame}} ({{clr|H|214HP}}) Block Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}}; blockstun | * {{clr|H|HP Adamant Flame}} ({{clr|H|214HP}}) | ||
** Reduced, Block Advantage, {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}}; reduced blockstun, 20f -> 19f | |||
** Pushback on block reduced (except vs. Burnout) | ** Pushback on block reduced (except vs. Burnout) | ||
* {{clr|OD|OD Demon Raid}} ({{clr|OD|236KK}}) | * {{clr|OD|OD Demon Raid}} ({{clr|OD|236KK}}) | ||
* Demon Blade Kick (236K~K) | ** Can now be canceled into {{clr|SA|Air SA1}} until frame 38 | ||
* Demon Blade Kick (236K~K) | |||
** Starter scaling increased 20% -> {{sf6-adv|VM|30%}} on meterless version <br><br> | |||
* {{clr|SA|Air SA1}} | * {{clr|SA|Air SA1}} ({{clr|SA|j.236236K}}) | ||
** Extends a combo-only hitbox upward for juggle consistency | |||
|-| 1.09 = | |-| 1.09 = | ||
{| class="wikitable" style="margin:auto;width:100%" | {| class="wikitable" style="margin:auto;width:100%" | ||
| | | | ||
* Forward Ashura Senku (6KKK) | * Forward Ashura Senku (6KKK) | ||
** Expanded throw hurtbox backwards to make it harder to avoid throws when passing through opponent | |||
|-| 1.08 = | |-| 1.08 = | ||
{| class="wikitable" style="margin:auto;width:100%" | {| class="wikitable" style="margin:auto;width:100%" | ||
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* Back Walk Speed | * Back Walk | ||
** Speed Reduced, 0.036 -> 0.035 <br><br> | |||
* {{clr|M|2MK}} | * {{clr|M|2MK}} | ||
* {{clr|H|2HK}} | ** Can now cancel to {{clr|DR|Drive Impact}} 2f earlier (on the first active frame) | ||
* {{clr|H|2HK}} | |||
** Pushback on block reduced for both Akuma and the opponent; easier for many characters to punish | |||
* {{clr|M|Resso Snap Kick}} ({{clr|M|6MK}}) on whiff, | * {{clr|M|Resso Snap Kick}} ({{clr|M|6MK}}) | ||
* {{clr|M|Tenmaku Blade Kick}} ({{clr|M|j.2MK}}) Drive Gain 2000 -> 3000 | ** Given longer recovery on whiff, 18f to 19f, and extended hurtbox | ||
* {{clr|M|Tenmaku Blade Kick}} ({{clr|M|j.2MK}}) | |||
** Increased Drive Gain, 2000 -> 3000 <br><br> | |||
* Gou Hadoken (236P/{{clr|OD|236PP}}) | * Gou Hadoken (236P/{{clr|OD|236PP}}) | ||
* {{clr|OD|OD Gou Shoryuken}} ({{clr|OD|623PP}}) total damage 1900 | ** Forward hurtbox extended from the 3rd active frame onward | ||
* {{clr|OD|OD Tatsumaki Zanku-kyaku}} ({{clr|OD|214KK}}) KD Advantage +46 -> +47 | * {{clr|OD|OD Gou Shoryuken}} ({{clr|OD|623PP}}) | ||
* Demon Swoop (236K~[2]/{{clr|OD|236KK~[2]}}) 5f extra landing recovery when crossing over opponent | ** Lowered total damage, 1900 to 1700 | ||
* {{clr|OD|OD Tatsumaki Zanku-kyaku}} ({{clr|OD|214KK}}) | |||
** Slightly increased KD Advantage, {{sf6-adv|VP|+46}} -> {{sf6-adv|VP|+47}} | |||
* Demon Swoop (236K~[2]/{{clr|OD|236KK~[2]}}) | |||
** Has 5f extra landing recovery when crossing over opponent | |||
|-| 1.07 = | |||
{| class="wikitable" style="margin:auto;width:100%" | |||
| | |||
* Gou Hadoken (236P) | |||
** Fixed an issue where it could be used even when an {{clr|OD|OD Gou Hadoken}} was still on screen | |||
|-| 1.06 = | |-| 1.06 = | ||
{| class="wikitable" style="margin:auto;width:100%" | {| class="wikitable" style="margin:auto;width:100%" | ||
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* {{clr|M|j.2MK}} | * {{clr|M|Tenmaku Blade Kick}} ({{clr|M|j.2MK}}) | ||
* 623P/214K | ** Fixed bug where combo scaling was reduced when it hit immediately before landing <br><br> | ||
* j.236P/{{clr|10|j.236PP}} | |||
* Gou Shoryuken/Tatsumaki Zanku-kyaku (623P/214K) | |||
** Fixed bug where Drive Gain on Perfect Parry was less than intended | |||
* Zanku Hadoken (j.236P/{{clr|10|j.236PP}}) | |||
** Hurtbox expanded forward; upper half of hitbox only hits opponent in combos | |||
** This makes it easier to maneuver over the air fireball and to anti-air Akuma with air invincible specials | ** This makes it easier to maneuver over the air fireball and to anti-air Akuma with air invincible specials | ||
* | * Ashura Senku (6KKK/4KKK) | ||
** Hurtbox expanded during movement and will not completely overlap with cornered opponent | |||
** This makes it harder for Teleport to avoid attacks even when he hasn't fully passed through opponent | ** This makes it harder for Teleport to avoid attacks even when he hasn't fully passed through opponent | ||
</tabber> | </tabber> | ||
== Plain Text == | == Plain Text == | ||
''You can write your own content here, or post transcriptions from potentially impermanent sources here. Please make a new Level 3 Heading for each section under Plain Text.'' | ''You can write your own content here, or post transcriptions from potentially impermanent sources here. Please make a new Level 3 Heading for each section under Plain Text.'' |
Latest revision as of 16:17, 18 June 2025
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