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
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 expanded hurtbox
- Tenmaku Blade Kick (j.2MK) Drive Gain 2000 -> 3000
- Gou Hadoken (236P/236PP) forward hurtbox expanded 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 juggle state, allowing both hits to connect
- Wild Nail (6HP) KD Advantage increased by 2f on grounded hit (+18 -> +20) and 5f on airborne hit
- No change to Punish Counter version
Cammy
- 2MP whiff recovery 14 -> 17 and expanded the whiff hurtbox for entire recovery
- 2HK pushback on block reduced
- OD Cannon Spike (623KK) no longer switches sides on hit
- 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); expanded 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 expanded upward while sliding on the ground
Chun-Li
- 5HP Drive Gain 3000 -> 4000
- Stance MP startup 11 -> 7; active 7 -> 11 (total frame count unchanged); Drive Gain 500 -> 2000
- 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)
- Expanded 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/2LK 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
E. Honda
- 5HP Hit Advantage -1 -> +1; DR Cancel Advantage +15 -> +17; hitstun 25 -> 27
- Teppo Triple Slaps (236K~P) Drive Gain 1000x2 -> 2000x2; increased pushback on block (outside throw range when spaced well)
- Massively expanded 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 expanded the attack hitbox and reduced arm/foot hurtbox
- Oicho Throw (63214K/KK) startup 7 -> 6; active 3 -> 4
- Honda's primary Drive Reversal punish
Guile
- 6HP Drive Gain 3000 -> 5000
- OD Sonic Cross (214PP~6PP) wallsplat lasts 3f longer for more lenient juggle follow-ups
Jamie
JP
- 5MP Drive Gain 2000 -> 3000
- SA2 projectiles now remain on screen to combo after a Punish Counter Throw
- 2 projectiles will connect if thrown immediately, and 1 will connect if thrown after the first is blocked
- SA3/CA combo-only hitbox expanded 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 (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 (much more total range)
- The edge of the hitbox was raised to make low-profile attacks effective against it
- 2LP 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 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 expanded 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
- 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) 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
Luke
M. Bison
Manon
Marisa
Rashid
Ryu
Terry
Zangief