Street Fighter 6/Version/1.08

From SuperCombo Wiki
Version[[Street Fighter 6/Version/1.08|1.08]]
Game Version1.08
dateDecember 2, 2024
SummaryMinor 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.


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