Version | [[Street Fighter 6/Version/1.05|1.05]] |
---|---|
Game Version | 1.05 |
date | May 22, 2024 |
Summary | Akuma release. Balance changes for all characters. |
Links | [https://www.streetfighter.com/6/buckler/en/battle_change/202405 Patch Notes] |
Akuma Patch
- Akuma released
Universal Changes:
- Damage Scaling on grounded light normals increased 10% -> 20%
- Back Throw oki has generally been weakened when throwing opponent into the corner
- Drive Reversal on block -8 -> -6 and can no longer be low-profiled
- Can now be input on wakeup by holding 6HPHK; this version is 2f faster (18f) and has no screen freeze
- Drive Parry:
- Throw hurtbox expanded; strike/projectile hurtbox expanded from frame 3~
- Minimum parry time increased by 8f total (extra 4f active + 4f recovery)
- After a successful parry, Drive gauge starts to regenerate after 20f instead of 60f
- Perfect Parry now inflicts scaling to meter gain and Drive damage for the entire punish combo
- 20% scaling on Super gauge build for both characters
- 50% scaling on defender's Drive damage and on attacker's Drive gain
- Can no longer override the damage scaling of a Drive Impact Stun performed at the max distance from corner (bug fix)
Key Character Changes:
A.K.I.:
Blanka:
Cammy:
- Forward Throw: slightly more pushback on hit (still allows throw loops)
- 5MP reduced pushback
- 5HK on block -4 -> -3 and reduced pushback
- 5HP~HK 2f easier to hitconfirm; 2nd hit of HK now cancelable
- Distribution of damage and damage scaling also affected
- MP/HP/OD Spin Knuckle projectile invuln now starts on frame 9 (significantly harder to use on reaction to projectiles)
- HP Hooligan collision box changed; can no longer juggle Divekick after escaping corner with 4MP~HK > 236HP
- OD Fatal Leg Twister (Hooligan Throw) starter scaling 20% -> 30%
- Cannon Strike (Divekick) hurtbox changed
- Early frames are more vulnerable to projectiles, later frames are less vulnerable to low attacks
- SA2 cinematic damage increased 2800 -> 3000; input changed from 214214K -> 214214P
Chun-Li:
- Back Walk Speed reduced 0.037 -> 0.035
Dee Jay:
Dhalsim:
Ed:
E. Honda:
Guile:
Jamie:
JP:
Juri:
Ken:
- 5MP~HP cancel window reduced (harder to hitconfirm, can no longer delay to create a frame trap)
- 236P/236PP extended hurtbox reduced
- 236PP 20% starter scaling added
- 214KK damage 1500 -> 1700 and has more juggle potential
- 236HK does 1000 more Drive damage on block
- Also better as an approach tool (more range, better proximity guard, no extended hurtbox until active)
- 236K~6MK now causes OTG bounce vs. airborne opponent and has better KD advantage
- No follow-up juggle possible unless the 6MK starts the juggle and cancels into SA3
- Run~623P startup 11+9 -> 11+8 and 3f better KD advantage
- SA2 damage 2700 -> 2800
Kimberly:
- 2MP damage 450 -> 500 and pushback reduced; can now link 2MP, 2MP, 5MP
- 236LP on block -6 -> -5 and can be spaced safely at range
- 214K anti-air invuln now starts 1f before active on all meterless versions and has a reduced head hurtbox
- 214KK now cancelable into Air SA2 on 4th hit; slight improvement to damage and juggle potential
- Can hold forward during Sprint (236K) to prevent automatic transition into Arc Step at close range
- j.236PP juggle limit increased; now combos after 236HP or Wallsplat > 2HP > 236K~LK
- Now counts as 2 hits for damage scaling when comboed into
- SA1 startup decreased 12f -> 10f
- Can now choose whether or not to spend Spraycan (by holding K)
- SA2 damage 2600 -> 2800 and hitbox expanded for juggle consistency
Lily:
- 5LP startup 6f -> 5f
- 5LK recovery 12 -> 8, Hit Advantage +1 -> +5, Block Advantage -4 -> -1
- 2HP extends a hurtbox until end of recovery
- 2MK startup 10f -> 9f
- 2HK 2nd hit can now be stand blocked if the first hit is blocked
- 1st hit now does more hitstun; much safer if the first hit lands as a whiff punish and the 2nd hit whiffs (-15 -> -4)
- 214MP has less pushback on hit (consistently in command throw range after close range activation)
- 214PP startup 21f -> 19f
- SA1 startup 13f -> 10f
- SA2 damage increased by 100 on all versions (ground/air, regular/Windclad)
- Air SA2 startup reduced to 2f when canceled from 236KK for combo consistency
Luke:
Manon:
Marisa:
- All charged heavy air normal landing recovery 6f -> 3f (no longer a guaranteed punish after Perfect Parry)
- 2MP now extends a wider hurtbox on whiff until the end of recovery
- 5[HP] recovery on hit/block 22 -> 21, Hit Advantage +6 -> +7, Block Advantage +3 -> +4
- 2[HP] Block Advantage -5 -> -3
- 2[HK] recovery on hit/block 32 -> 20, KD Advantage +32 -> +35, Block Advantage -6 -> -3
- 5LP~LP combo scaling reduced 25% -> 15%
- 6HK~6HK juggles much higher and allows much more lenient juggle routes when comboed into
- 236PP/236[PP] starter scaling 30% added
- 623P/623PP now a HKD on Punish Counter
- 623PP Block Advantage +2 -> +4
- 236KK more pushback (much harder to punish on block when spaced)
- 214K/214KK Counterattack now breaks armor; Block Advantage -5 -> -3
- 214K~LPLK reduced KD Advantage +20 -> +18
- SA3/CA reduced KD Advantage +19 -> +14; CA distance from corner now the same as SA3
Rashid:
Ryu:
Zangief: