Version | [[Street Fighter 6/Version/1.08|1.08]] |
---|---|
Game Version | 1.08 |
date | December 2, 2024 |
Summary | Minor balance changes for all characters. |
Links | [https://www.streetfighter.com/6/buckler/battle_change/20241202 Patch Notes] |
Universal Changes
- Jump Cancels: can no longer escape normal throws by canceling prejump frames into a special move; the active frames of the throw will be extended when making contact with a prejump throw hurtbox, causing the throw to connect as soon as the special activates.
- Sweeps: several characters had the pushback and frame advantage on a blocked sweep decreased, allowing more consistent punishes across the cast. It may still be possible to space safely depending on the matchup.
- Perfect Parry vs. Multi-hit Attacks: after a Perfect Parry, it is no longer possible to cancel the later hits of an attack; this was already true on block, but now applies on hit and armor as well. This allows characters to punish more attacks with Drive Impact, such as M. Bison's OD Psycho Crusher and Lily's Windclad OD Condor Spire. Video example of how the cancel used to work.
- Note: this change was temporarily reverted due to a bug, but was re-applied in Patch 1.09
Key Character Changes
A.K.I.
- 5HP Drive Gain increased 2000 -> 3000
- HP Serpent Lash (236HP) Juggle Increase value when triggering Toxic Blossom decreased 5 -> 2
- Gives more lenient combo routes when comboing into 236HP on a poisoned opponent
- HK Cruel Fate (214HK) increased KD advantage when final hit connects mid-air opponent
Akuma
- Back Walk Speed reduced 0.036 -> 0.035
- 2MK can now cancel to Drive Impact 2f earlier (on the first active frame)
- 2HK pushback on block reduced for both Akuma and the opponent; easier for many characters to punish
- Resso Snap Kick (6MK) on whiff, recovery 18 -> 19 and extended hurtbox
- Tenmaku Blade Kick (j.2MK) Drive Gain 2000 -> 3000
- Gou Hadoken (236P/236PP) forward hurtbox extended from the 3rd active frame onward
- OD Gou Shoryuken (623PP) total damage 1900 -> 1700
- OD Tatsumaki Zanku-kyaku (214KK) KD Advantage +46 -> +47
- Demon Swoop (236K~[2]/236KK~[2]) 5f extra landing recovery when crossing over opponent
Blanka
- 2HP Drive Gain 3000 -> 4000
- Double Knee Bombs (6MK) foot hurtbox raised upwards, making it a more effective low crush
- 1st hit now causes free juggle state vs. airborne, allowing both hits to connect
- Wild Nail (6HP) KD Advantage increased by 2f on grounded hit (+18 -> +20) and by 5f on airborne hit
- Ensures Blanka is always plus after a forward dash; no change to Punish Counter version
Cammy
- 2MP whiff recovery 14 -> 17 and extended the whiff hurtbox for entire recovery
- 2HK pushback on block reduced
- OD Cannon Spike (623KK) no longer switches sides on hit; KD Advantage +16 -> +19
- Damage distribution changed from 1100,100x4 to 600,100x3,600
- Active frames for 1st hit full animation reduced by 1 (frames 1-4 -> 1-3); extended combo-only hitbox for full animation on active frames 3-4
- Cannon Strike (j.214K) Drive Gain 1000 -> 2500
- OD Cannon Strike (j.214KK) frame advantage is now fixed when connecting on first active frame, 0 oH / -2 oB
- Weakens its use as a corner throw escape; can no longer link to 4MP for a corner side switch even on Punish Counter
- Razor's Edge Slicer (236P/236PP~No Input) hurtbox extended upward while sliding on the ground
- Previously, Cammy could low profile under Blanka/Chun-Li/Jamie OD Reversals, Marisa OD Scutum Counter, Akuma/Luke/Rashid/Ryu SA1, Luke SA2
- Can still low profile Dhalsim SA2 like most crouching attacks
Chun-Li
- 5HP Drive Gain 3000 -> 4000
- Serenity Stream (Modern Controls): can now use all 6 Serenity Stream followups. Kick followups (Forward Strike, Senpu Kick, Tenku Kick) are now performed using Down+L/M/H, Punch followups (Orchid Palm, Snake Strike, Lotus Fist) are performed using just L/M/H
- Stance MP startup 11 -> 7; active 7 -> 11 (total frame count unchanged); Drive Gain 500 -> 2000
- These earlier active frames result in a worse KD/Block/PP advantage (up to 4f worse at close range)
- Stance MK hitstun 22 -> 24; now combos into HK Spinning Bird Kick
- DRC Hit Advantage +9 -> +11, allowing link to 2HP
- HK Spinning Bird Kick ([2]8HK) startup 21 -> 20; now combos from 2MP and Stance MK
Dee Jay
- j.2LK Drive Gain 500 -> 2000
- Funky Dance Feint (5MP~5MP~4HP) total recovery 23 -> 22; Hit Advantage -4 -> -3; Block Advantage -6 -> -5
- Dee Jay is now safe from 4f normals on hit and 6f reversals on block, making the mixup more effective
- MK Jackknife Maximum ([2]8MK) 1 additional active frame on first hit (no change to total duration)
- HK Jackknife Maximum ([2]8HK) 1 additional active frame on first hit (no change to total duration)
- Extended the air-only hitbox upward, making it a more consistent anti-air
- Waning Moon (214K~MK) longer ground bounce on Punish Counter
- Now guarantees a 236HK juggle if 2nd active frame connects (always occurs vs. crouching)
- OD Waning Moon (214KK~MK) Juggle Start/Increase reduced 14 -> 4
- Much more lenient juggles after ground bounce, including OD Jackknife and MK/HK Sobat
Dhalsim
- 5LP/1LK chain timing into 2LP is 1f faster; now frame traps vs. 4f normals
- 5HP Drive Gain 2500 -> 4000
- 2HP Drive Gain 2500 -> 3500
- OD Yoga Arch (236KK) can now be slightly farther off-screen without disappearing (midscreen only)
- OD Yoga Fire (236PP) less pushback on 2nd hit
- Keeps the following combo possible vs. midscreen standing opponents with new light chain properties: 5LP, 5LP, 2LP > 236PP, LP SA1
Ed
- 2LK recovery 11 -> 12; Hit Advantage +3 -> +2 (no longer links to itself on CH)
- Blockstun 9 -> 10; DR Cancel Block Advantage -2 -> -1; Perfect Parry Advantage -11 -> -12
- Wide hurtbox now applies to the final recovery frame, making it easier to counterpoke
- 5MK 2f extra recovery on whiff (18 -> 20), and extends a wide hurtbox until the final recovery frame
- The attack already had 2f extra whiff recovery, so this brings the total to 4f extra whiff recovery
- 2MK 1f extra recovery on whiff (16 -> 17), and extends a wide hurtbox until 15th recovery frame
- Cobra Punch (6HP) Drive Gain 3000 -> 4000
- Psycho Flicker (236K) extends a forward hurtbox on frame 1 until the end of recovery; applies to all meterless versions
- This hurtbox is projectile invuln until the active frames; makes it easier to counterpoke Ed on startup
- Kill Rush Backward (236[K]~4KK) extends a wide forward hurtbox during recovery
- This leaves him vulnerable to counters like Drive Impact if charging Flicker too close to the opponent
- OD Psycho Blitz (214PP) Block Advantage -3 -> -4; blockstun 49 -> 48; less pushback on block (guaranteed 4f punish)
- Moves forward more during startup (Range on 1st active frame: 1.581 -> 1.671)
- Makes it more consistent when canceled from ranged lights, but also makes it more consistent to punish or interrupt on startup
- SA2 (LP Version) Drive Damage on Hit all occurs on the final hit rather than being spread out
- This allows the opponent to recover some Drive gauge during long sequences while Ed is building up his own meter
E. Honda
- 5HP Hit Advantage -1 -> +1; DR Cancel Hit Advantage +15 -> +17; hitstun 25 -> 27
- Allows a natural combo into Taiho Cannon Lift (236K~2P), giving Honda a much more consistent and damaging launch starter
- Teppo Triple Slaps (236K~P) Drive Gain 1000x2 -> 2000x2; increased pushback on block (outside throw range when spaced well)
- Massively extended the attack hitbox and reduced arm/foot hurtbox
- OD Teppo Triple Slaps (236KK~P) Block Advantage +2 -> +3; reduced pushback on block (always in Oicho range if both hits connect)
- Massively extended the attack hitbox and reduced arm/foot hurtbox
- Oicho Throw (63214K/KK) startup 7 -> 6; active 3 -> 4
- Honda's primary Drive Reversal punish
- SA2 is now projectile invincible for the entire animation on hit
- Can now consistently punish slow projectiles like A.K.I. 214LP, or even Rashid SA2 from fullscreen
Guile
- 6HP Drive Gain 3000 -> 5000
- OD Sonic Cross (214PP~6PP) wallsplat lasts 3f longer for more lenient juggle follow-ups
- Can now juggle DR~6HP after wallsplat
Jamie
- Drive Gauge is replenished with Drinks even at DL0 ~ DL3 (1 Drive bar = 10000 units of Drive)
- +2500 Drive (50% of DL4 gain): The Devil Inside (22P Drink)
- +2500 Drive (25% of DL4 gain): Phantom Sway (2HK~HK~P)
- +5000 Drive (50% of DL4 gain): Forward Throw + Drink, Full Moon Kick (DL2 6MK~MK~P), Freeflow Kicks (236P~6K~6K), SA1 Drink Ender
- +10000 Drive (33.3% of DL4 gain): SA2 Activation
- 5HK extended hurtbox on frames 5-8 removed, making it easier to use as a ranged approach
- 2HK has less pushback when only the 2nd hit is blocked
- Jamie is actually safer when connecting with the 1st hit's maximum range
- j.HK now causes juggle state on both hits without CH/PC, making it a more rewarding air-to-air
- Ransui Haze Headbutt (Close DL4 6HK~4HK~P) increased forward movement during startup (Range: 1.649 -> 1.935)
- OD Freeflow Strikes (236PP) DL4 version increased juggle time
- Makes a cancel into SA3/CA less likely to drop
- MK Bakkai (DL2 236MK) extended combo-only hitbox upward on 4th hit to prevent it from dropping in juggles
- SA3/CA extended combo-only hitbox upward on 1st hit to ensure juggles will connect properly
JP
- 5MP Drive Gain 2000 -> 3000
- SA2 projectiles now remain on screen to combo after a Punish Counter Throw; improves his mixup game vs. Parry
- 2 projectiles will connect if thrown immediately, and 1 will connect if thrown after the first is blocked
- SA3/CA combo-only hitbox extended upwards (less likely to drop on high juggled opponents)
Juri
- 5HK Drive Gain 3000 -> 4000; FSE chained version 750 -> 1000
- 2HP causes spinning free juggle state on airborne Punish Counter
- Very rewarding as a late-timed anti-air or as a punish on airborne attacks
- Korenzan (4HK) Drive Gain 1500 -> 3500; FSE chained version 375 -> 875
- HK Fuhajin (214HK) active 4 -> 5; recovery 20(22) -> 19(21); no change to total duration
- Makes Juri's new anti-air 2HP juggles more consistent
Ken
- Back Throw increased distance when throwing opponent back into the corner
- 2HK reduced pushback on block, making it much harder to space safely
- OD Shoryuken (623PP) KD advantage reduced +29 -> +22 (much weaker follow-up pressure)
- Can still safely approach with Drive Rush while blocking reversals, but no guaranteed midscreen oki
- HK Jinrai Kick (236HK) Drive Gain 2000 -> 3000
- Forward Step Kick (KK~HK) starter scaling 20% added (weaker CH conversions); Drive Gain 2000 -> 3000
- Extends a forward hurtbox during recovery, making it easy to punish at closer ranges (still safe if spaced)
- SA1 reduced KD Advantage +35 -> +9 (no follow-up pressure is possible)
Kimberly
- 5HP increased forward movement during startup (Range: 1.26 -> 1.41)
- The edge of the hitbox was raised to make low-profile attacks effective against it
- 5HK proximity guard box now matches the attack hitbox (bug fix)
- 2LP Block Advantage -2 -> -1; DR Cancel Block Advantage -2 -> -1; blockstun 8 -> 9
- Gains much better pressure after Drive Rush or vs. Burnout
- 2LK Hit Advantage +2 -> +4; hitstun 12 -> 14
- Can now link to 2HP/5MK from Drive Rush or into 2MP/5MP on Counter-hit
- When spaced out, DR~2LK can be up to +10, linking to 5HP
- Water Slicer Slide (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), greatly enhancing its use as a whiff punish
- Hisen Kick (6HK) foot hitbox extended forward and hurtbox reduced; Drive Gain increased 1200 -> 3000
- On hit, 1f longer hitconfirm window for CH/PC combo extensions
- Elbow Drop (j.2MP) will now be buffered when input early in jump arc
- LP Vagabond Edge (236LP) Block Advantage -5(-3) -> -4(-2); blockstun 19 -> 20
- Less pushback on hit, and a different knockback animation occurs when connecting with final active frame
- OD Torso Cleaver (236KK~LK) combo-only hitbox expanded upward (more consistent 2-hit juggles)
- Arc Step (cl.236K/cl.236KK) startup 8f -> 6f after Sprint; all medium attacks can now combo into both versions naturally
- 5HP/5MP now frame trap into Arc step, and 5MK/5MP~HP frame trap into OD Arc Step
- Bushin Hojin Kick (cl.236K~K) juggles 1f longer on hit; can juggle into SA1 midscreen after 5MP~HP
- OD Bushin Hojin Kick (cl.236KK~K) can juggle into 236LP, SA1, or SA3 midscreen after 5MP~HP
- Cannot cancel 236LP into SA3 due to distance
- Corner wallsplat is slightly higher, removing some auto-timed KD +42 safe jump setups after 5MP~HP
- Air SA2 startup 13f -> 2f when canceled from OD specials
- More consistent and allows cancel from midscreen OD Bushin Hojin Kick
Lily
- 2LP Hit Advantage +5 -> +6; Hitstun 16 -> 17
- DR Cancel Block Advantage 0 -> -1 (cancel is delayed until after 2nd active frame)
- Desert Storm 1 (6HP) Hit Advantage +1 -> +2; DR Cancel Hit Advantage +17 -> +18; hitstun 27 -> 28
- Drive Gain 2000 -> 3000; Juggle Limit 0 -> 1 (more juggle routes, particularly after crumples)
- Desert Storm 2 (6HP~HP) extended hitbox upward and forward; Juggle Limit 1 -> 2
- Desert Storm 3 (6HP~HP~HP) damage 500 -> 800; extended hitbox forward
- Windclad Tomahawk Buster (w.623P) 2nd hit launches the opponent higher when connecting on grounded opponents (standing only)
- This increases the KD Advantage of this late hit; all versions can get follow-up juggles near the corner
- LP version leaves opponent closer to Lily, allowing follow-up juggles even midscreen like 2HK, SA1/SA2, or 2HP that can be canceled for an air reset mixup
Luke
- 5HP collision box raised to prevent it from whiffing in juggles
- 5HK Drive Gain 3000 -> 4000
- Double Impact (6HP) increased forward movement (more total range); less pushback on hit
- Nose Breaker (2MK~2HP) Hit Advantage +1 -> +2; hitstun 29 -> 30; can force a true strike/throw mixup
- OD Sand Blast (236PP) upper body hurtbox expands 5f later (14f -> 19f); better in projectile wars
- Fatal Shot (236PP~PP) causes a short wallsplat on hit; Juggle Increase value decreased 2 -> 0
- Juggle follow-ups are possible near the corner; from midscreen, can whiff 236K~P to become +4 at close range
- Charged/Perfect LP Flash Knuckle (214[LP]) 2nd hit expanded upward when 1st hit connects to ensure juggle consistency
- MP Flash Knuckle (214MP) Block Advantage -10 -> -8; blockstun 20 -> 22; reduced hurtbox during recovery
- Reduced pushback on hit; still outside throw range, but can throw with a very short microwalk
- Because it is now -4 against Burnout, characters may struggle to punish at certain spacings, creating a new pressure loop
- Perfect MP Flash Knuckle (pf.214[MP]) 2nd hit no longer adds an extra hit of damage scaling
- SA2 travels much farther forward on hit (improved corner carry); also improved consistency of landing the full animation
M. Bison
- 2HK Block Advantage -11 -> -12; blockstun 18 -> 17
- j.LK cross-up hitbox extended backwards to match j.MK
- Evil Knee (4HK) Drive Damage on Block decreased 5000 -> 3000
- OD Double Knee Press (236KK) now counts as 2 hits of scaling when comboed into
- MP Psycho Crusher ([4]6MP) Drive Gain 2500 -> 3500 (regular) / 4500 -> 5500 (Mine Detonation)
- HP Psycho Crusher ([4]6HP) Drive Gain 3000 -> 5000 (regular) / 5000 -> 7000 (Mine Detonation)
- OD Psycho Crusher ([4]6PP) Damage on Mine Detonation 2000 -> 1600; no change to Chip damage
- Drive Damage on Block decreased 10000 -> 5000 (regular) / 13000 -> 8000 (Mine Detonation)
- Shadow Rise ([2]8K) new hurtbox around M. Bison's feet added (invincible to projectiles); only applies to meterless version
- Devil Reverse ([2]8K~P) downward hitbox reduced; arm hurtbox is extended forward on frame 9~ and forward/downward during active frames
- Psycho Mine Detonation: Blockstun increased 76 -> 80 total and landing recovery reduced 10 -> 8 (improves Block Advantage by 6f total and KD Advantage by 2f total)
- Fixed bug where Psycho Mine would not detonate at lowest height
Manon
- 5HK Hit Advantage -2 -> +1; recovery on hit decreased 26 -> 23
- No change to Punish Counter advantage
- À Terre (5MP~MK) 2nd hit Drive Gain 1000 -> 2500
- HK Dégagé (214HK) Drive Gain 2000 -> 3000
- Manège Doré (63214P/PP) builds more Super gauge on hit at higher Medal levels
- Level 3/4: 3000 -> 4000
- Level 5: 3000 -> 5000
- Renversé (236P/PP) builds more Super gauge on hit at higher Medal levels (only for full animation; no change when canceled into SA3)
- Level 3/4: 2150 -> 3150
- Level 5: 2150 -> 4150
- Grand Fouetté (236P~K) launches opponents closer to Manon for juggle consistency
- Renversé Feint (236[P]/[PP]) recovery on all versions reduced by 2; 33/34/35/34 -> 31/32/33/32
Marisa
- Charged 5[HP] / 5[HK] / 2[HK] / 3[HP] startup reduced by 3f; total animation is 3f faster as well
- 5HP/5[HP] hitbox extended forward, and 1st active frame extended downward to match 2nd active frame
- Charged version juggles the opponent closer vs. airborne opponents
- 2HP/2[HP] increased launch height on grounded Punish Counter; can now buffer follow-up inputs 9f before end of recovery
- 2[HP] only: extended forward hitbox on 2nd active frame; throwable hurtbox does not extend before the active frames
- 2HK/2[HK] extended the combo-only hitbox upward to make it easier to juggle into
- Extended the proximity guard hitbox on both versions to the full attack range of 2[HK]; makes it harder to walk back out of range
- Charged Falx Crusher (6[HK]) increased forward movement during startup (Range: 2.122 -> 2.212); pushback on block decreased
- Much better follow-up pressure; leaves Marisa in throw range unless used near max distance
- Heavy Two Hitter (5HP~HP) Juggle Limit increased 1 -> 2
- Malleus Breaker (3HP~3HP) 2nd hit now knocks down even on grounded opponents (KD +29)
- KD time is 10f longer (compared to the previous juggle knockdown)
- Charged Gladius (236[P]) extended the follow-up hitbox upward when hitting mid-air opponents
- Less likely to drop the cinematic hit as an anti-air or in juggles
- Phalanx (623P/PP) active frames increased 3 -> 6; recovery shortened by 3f to compensate (all recovery frames are now grounded)
- Extended hitbox forward; Drive Gain 2000 -> 3000 on meterless versions
- Marisa is airborne for 1 more frame on all versions
- Scutum (214K/KK) armored counter hitbox extended downward to catch more low-angled attacks
Rashid
- 5HK Drive Gain 3000 -> 4000
- Backup (Run~6P) starter scaling 20% added
- Side Flip (6KK) collision box disappears 2f later (6f-> 8f)
- Can no longer avoid immediate Drive Reversal after canceling a normal into Drive Rush
- OD Spinning Mixer (236PP) KD Advantage reduced +25 -> +9 and shorter knockback when final hit connects; severely weakens oki and SA2 setup potential
- 5f extra knockdown advantage if final hit does not connect
- Wind Enhanced version KD Advantage +47 -> +42 (not mentioned in patch notes)
- SA1 cinematic version KD Advantage reduced +11 -> +1
Ryu
- 2MK cancel window for special moves and Drive Impact shifted 2f earlier; can always cancel an armor-absorbed 2MK for a counter-DI
- Ryu can no longer be punished with Drive Impact after canceling into LP/MP Hadoken, and HP Hadoken is always a true blockstring
- Axe Kick (4HK) Drive Gain 1500 (750x2) -> 3500 (1500,2000)
- Whirlwind Kick (6HK) can now be canceled into meterless Air Tatsu; this version is -16 on Block, and all landing recovery is in a standing state
- Juggle Limit increased 0 -> 1; can be used in juggles like OD High Blade Kick, 6HK > Air Tatsu or PC DI, nj.HP, 6HK > Air Tatsu
- HK High Blade Kick (236HK) startup 29 -> 27; recovery 16 -> 15
- Block Advantage -5 -> -3; blockstun 20 -> 21; Drive Damage on Block 8000 -> 10000
- Knockdown time increased by 1f to remain KD +45, but the recovery change allows a juggle into MP/OD Shoryuken in the corner
- Denjin OD Hadoken (236PP) Juggle Increase value decreased 1,1,2 -> 1,1,1 (more lenient juggle follow-ups)
- OD Hashogeki (214PP) damage increased 900 -> 1100
Terry
- 5HP Block Advantage -1 -> +1; recovery on block 18 -> 16 (no change to DR Cancel data)
- When the Drive Rush version is blocked, Terry can microwalk + throw to beat 4f normals
- Increased input buffer on hit by 2f to make follow-ups easier
- 2MP reduced pushback on hit
- 2HK hitbox connects lower on grounded opponents, preventing upper-body armor from absorbing it
- MP Power Wave (236MP) hurtbox expansion starts 2f later (16f -> 18f), making it harder to counterpoke in neutral
- HP Round Wave (236HP) recovery 16 -> 14; total animation 53 -> 51; hitstun 33 -> 31; blockstun 30 -> 28
- Perfect Parry Advantage -23 -> -21; Hit/Block Advantage unchanged
- Gives Terry 2f longer to juggle; blockstring gap no longer punishable by Drive Impact when canceled from 5HP/2HP or DR~5MP/2MP/2MK
- Drive Damage on Block 5000 -> 7000
- LK Power Charge (236LK) reduced forward hitbox of 1st active frame; allows meaty mid-combo hit despite 2MP pushback reduction
- LK Crack Shoot (214LK) Drive Damage on Block 2000 -> 2500
- MK Crack Shoot (214MK) Hit Advantage +1 -> +3; Hitstun 21 -> 23
- Grounded Counter-hit changed to a Hard Knockdown (HKD +28, identical to Punish Counter)
- Drive Damage on Block 2500 -> 3500
- HK Crack Shoot (214HK) Drive Damage on Block 2000x2 -> 2000,3000; final hit Drive Gain 2000 -> 3000 (vs. grounded only)
- OD Crack Shoot (214KK) juggles airborne opponents closer to Terry
- OD Burning Knuckle (214PP) Drive Damage on Block 6000 -> 8000; juggles airborne opponents closer to Terry (follow-ups like SA2 cancel are more consistent)
- SA2 expanded combo-only hitbox for consistency in juggles
- Juggles opponents closer to Terry, and expanded the Twin Geyser follow-up hitbox to ensure it connects
- Alternate version (21416MK+HP) inputs made stricter; previously could be performed without the initial 214 input
Zangief
- Russian Drop (1LPLK) Super Gain 2000 -> 3000; on Punish Counter, 4000 -> 6000
- Brainbuster (2LPLK) Super Gain 2000 -> 3000; on Punish Counter, 4000 -> 6000
- German Suplex (6LPLK) Super Gain 2000 -> 3000; on Punish Counter, 4000 -> 6000
- Power Stomps (22MK~MK~MK) Drive Gain increased 1000x3 -> 1500x3
- Can now be used with Modern controls using the input 22M~M~M
- Siberian Express (63214K/KK) bug fixed that caused the different mid/far versions to come out when activated at the same range