Street Fighter 6/Version/1.10

From SuperCombo Wiki
Version[[Street Fighter 6/Version/1.10|1.10]]
Game Version1.10
dateJune 3, 2025
SummaryElena release. Balance changes for all characters.
Links[https://www.streetfighter.com/6/buckler/battle_change/202506 Patch Notes]

Universal Changes

  • Perfect Parry: Now requires the correct blocking direction to grant a screen freeze against strikes. This does not affect projectiles (but does apply to many pseudo-projectile attacks like Ryu's Hashogeki).
    • Low Attacks require Down Back + Parry (1MPMK), while Mid/High Attacks require Back + Parry (4MPMK)
    • An incorrect block direction will instead result in a regular parry with a different audio/visual cue; this "imperfect parry" (as the community often refers to it) awards an extra 3000 Drive meter (30% of a bar) to the defender.
    • This change reduces the occurrence of "incidental parries", such as when walking forward and tapping Parry to initiate a Drive Rush. It also makes strike-based pressure on the opponent's wakeup inherently less risky.
  • 2MK Changes:
    • Non-cancelable 2MKs that can start combos (e.g. out of Drive Rush) are now all subject to 20% starter scaling just like the cancelable ones. This was to balance their strength now that Perfect Parry is harder to use defensively against high/low pressure.
    • Pressure from 2MK~DR Cancel has been weakened by increasing the forward momentum on many 4-frame light normals out of Drive Rush. Since the only way to create a true blockstring is to make the opponent block an immediate 4-frame light, this makes it harder to bait the opponent's throw tech with a shimmy afterwards. Note that the effectiveness of this strategy varies; in some cases, the opponent can delay their Throw Escape long enough to cover both a strike and throw option, but in other cases delaying the Throw Escape even 1 frame lets the shimmy work properly again. It may also not be entirely universal - Lily DR~5LK still allows a shimmy on block, for example.
  • Throw Escapes: Now awards 1 Drive Gauge and 1000 Super meter (10% of a bar) to the defender. If both Throws are input simultaneously, it is randomly awarded to one of the players.
  • Sweeps: Regular hits no longer grant a Hard Knockdown; Counter-hits also no longer grant a Hard Knockdown and do not get enhanced knockdown advantage. Only Punish Counters receive these bonuses. Several sweeps have had their knockdown advantage changed to compensate for this reduced utility. Additionally, the first active frame of sweeps will not extend a hurtbox, making them much better as neutral pokes.
    • These changes do not apply to sweeps that slide along the ground, like Elena/M. Bison 3HK, Blanka 3HP, or Dhalsim 2HK.
    • Dee Jay's 2MK is unaffected (as it was already not a Hard Knockdown). A.K.I. and Ed have 2HP as their sweeps rather than 2HK.
  • Modern Controls:
    • Can now use the Assist button on aerial normals; as a result, players are no longer limited to one air normal of each strength. In general, the Assist air normals are ones that are better as jump-ins, while regular air normals are better as air-to-airs.
    • Can now perform an alternative L Auto Combo by chaining a light normal into A[2L~L]. For some characters, this gives a new combo route that works more consistently at longer ranges than before, and the ability to chain into it can improve its hitconfirm utility. However, it will always execute the full sequence even on block if the buttons are pressed (no auto-hitconfirms).
  • Forward Walk: Starting on frame 11, the base rate of Drive Regeneration is doubled. This is on top of the small bonus of 20 Drive per frame from walking forward, and does not affect microwalk combos (e.g. DRC x3 loops). This makes walking forward for longer periods of time more rewarding as long as the player is not in a Drive Cooldown state. See the Gauges page for details.


Key Character Changes

A.K.I.

  • Back Throw knockdown advantage reduced +27 -> +20 (no meterless corner oki or midscreen DR oki)


  • 5MP blockstun increased 16 -> 18; recovery on block increased 14 -> 16 (no change to Block advantage)
    • DR Cancel Block Advantage +5 -> +7; Sinister Slide Cancel Block Advantage +3 -> +5
  • 2MP startup reduced 8 -> 7
  • 2MK starter scaling increased 10% -> 20%
  • 5HP increased pushback on block (safer as a neutral poke)
  • 2HK extended foot hurtbox upwards until end of recovery (increasing its risk as a hitconfirmable midrange poke)


  • Chi Wen (6HP) changed properties on airborne hit from air reset to knockdown


  • OD Nightshade Pulse (214PP) 20% starter scaling added
  • MP Serpent Lash (236MP) startup reduced 17 -> 14; active frames increased 6 -> 9; recovery reduced 24 -> 21; total frames reduced 46 -> 43
    • No change to hit/block advantage
  • Cruel Fate (214K/214KK) combo-only hitbox expanded forward on all hits (except the last hit of meterless version)
    • OD version: expanded collision box upward to make it harder for opponents to jump over A.K.I.
  • Heel Strike (2PP~K) pushback on block increased when opponent is in Burnout (limit of 3 loops of 5MP > 2PP~K, 2LP ...)


Akuma

  • 2LK can be rapid canceled 1f earlier (improves light chain consistency and can always frame trap vs. 4f normals)
  • 2MP whiff recovery increased 14 -> 16; total whiff animation 22 -> 24; increased pushback on hit
    • Foot hurtbox from frame 6~ expanded upward; arm hurtbox expanded upward and outward until end of recovery
  • 2HK grounded hit HKD +32 -> KD +40; juggle hit KD +42 -> KD +37 (no longer has a safe jump or oki after 2 dashes)


  • Rago High Kick (4HK) increased pushback on block
  • Kikoku Combination 1 (6HP) reduced pushback on block; Drive Gain increased 2000 -> 3000
    • Extends a wider hurtbox until the end of recovery


  • 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% -> 40% on meterless version
  • OD Gou Shoryuken (623PP) 3rd hit no longer connects on grounded opponents
    • Can no longer break DI armor on its own, and has the same advantage vs. standing/crouching opponents
  • HP Adamant Flame (214HP) Block Advantage -2 -> -3; blockstun 20 -> 19
    • Pushback on block reduced (except vs. Burnout)
  • OD Demon Raid (236KK) can now be canceled into Air SA1 until frame 38
  • Demon Blade Kick (236K~K) starter scaling increased 20%-> 30% on meterless version


  • Air SA1 extends a combo-only hitbox upward for juggle consistency


Blanka


Cammy


Chun-Li


Dee Jay


Dhalsim


Ed


E. Honda


Guile


Jamie


JP


Juri

  • 5HP
    • Extended hurtbox on kicking foot fully expands 1f earlier (frame 14 -> 13) and disappears 1f earlier (frame 24 -> 23)
    • Extended hurtbox in front of Juri expanded downward, starts 4f earlier, and lasts until the end of recovery; 28-29f -> 24-36f
    • This makes it easier to whiff punish, especially with low pokes
  • 2LP
    • Made hitbox taller to stop it from interfering with some armored attacks
  • 2MP
    • Recovers slower on whiff, from 14f to 15f
    • Expanded hurtbox forwards from frames 20 onwards

  • j.HP
    • Reduced blockstun from 19f to 15f (Won't be as plus when done from very high)
    • Also expanded hurtbox around her legs downwards and backwards

  • Korenzan (4HK)
    • Increased Hit Advantage, -2 -> +2, can now combo into HK Fuhajin (214HK) on counterhit
    • Expanded lower hitbox of the 2nd hit during the later active frames and reduced hurtbox near the feet during frames 3-6
    • Gives it greater utility as a counterpoke against low hitting attacks like 2MK
  • Death Crest (5MP~4HP~HP)
    • Increased juggle limit of the last 2 hits

  • OD Saihasho (236LKMK)
    • Added 20% scaling in combos and an additional 20% scaling as a combo starter
  • Ankensatsu (236MK/236MK!/236LKHK)
    • For all versions, increased length of buffer to input commands during recovery (makes links after easier)
    • For unenhanced 236MK, pushback on hit has been reduced

  • SA2 (214214P)
    • Fixed an issue where the move did not activate during prejump frames 1-2


Ken


Kimberly

  • 2LK pushback on block reduced (allows for more consistent light chains)
  • 2MP whiff recovery increased 13 -> 15; total whiff animation 21 -> 23
    • Expanded the feet hurtbox on whiff from frame 6 until the end of recovery
    • Expanded the extended arm hurtbox on whiff; no longer partially retracts on frames 13-15; no longer fully retracts on frame 19 until end of recovery
    • Pushback on block reduced (gives better meaty/DR pressure, but otherwise it is easier for the opponent to take back their turn on block)
  • 2MK starter scaling increased 15% -> 20%
  • 2HK KD Advantage +31 -> +38 (now gives point blank oki after 2 dashes with no PC required)
  • j.HP Juggle Start value reduced 1 -> 0; Juggle Increase value reduced 5 -> 0 (gives more lenient juggles with 2 spraycans)


  • Bushin Prism Strikes (5LP~MP~HP~HK) recovery reduced 24 -> 19 (on hit only)
    • KD Advantage +26 -> +49 and knockdown type changed to a ground bound; allows enough advantage for spraycan setup


  • LP Vagabond Edge (236LP) hurtbox expanded on whiff until end of recovery
  • Aerial Bushin Senpukyaku (j.214K/j.214KK) hitbox on final hit extended upward
  • Shuriken Bomb Spread (22PP) properties changed on the LP+MP and MP+HP versions
    • The 2nd spraycan explosion is now delayed, allowing for staggered pressure and extended bomb juggles
    • No change to the LP+HP version with simultaneous explosions


Lily


Luke


M. Bison


Mai


Manon

  • 5MP
    • Reduced Block Advantage, -1 -> -2; increased recovery from 14f to 15f (5MP > 5MP can be interrupted in burnout)
    • Hitstun on airhit increased by 1f to compensate
  • 2MP
    • Slower recovery on whiff from 13f to 15f, also wider hurtbox on frames 14-15
  • 2LK
    • Increased Block Advantage, -5 -> -3 (harder to interrupt chained light normals)
  • 2MK
    • Added 20% scaling as combo starter

  • À Terre (5MP~MK)
    • Changed hit effect on Punish Counter from a vacuum to a Hard Knockdown, +2 -> HKD +32; increased hitstop on frames 11-14 for hitconfirming
  • Temps Lié (5HP~HP)
    • Changed hit effect on Punish Counter from a vacuum to a limited juggle, +3 -> KD +48; increased hitstop on frames 13-15 for hitconfirming
    • Expanded 2nd Hit's hitbox forward during Punish Counter combos
    • Longer buffer window during attack recovery to input commands
    • Added 20% scaling on 2nd hit

  • LK Rond-point (236LK)
    • No longer launches grounded opponents on hit, KD +31 -> +3
    • Now cancels to SA3/CA on 2nd hit (can be used as stronger cancel into SA3) and increased buffer window during attack recovery to input commands


Marisa


Rashid


Ryu


Terry


Zangief