Street Fighter 6/Version/1.06

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Version[[Street Fighter 6/Version/1.06|1.06]]
Game Version1.06
dateJune 26, 2024
SummaryM. Bison release. Minor balance changes and bug fixes.
Links[https://www.streetfighter.com/6/buckler/battle_change/20240626 Patch Notes]

M. Bison Patch

  • M. Bison released

Universal Changes

  • Perfect Parrying a projectile no longer resets a dash input. Tapping Forward, Parry~Forward can now result in a dash immediately after the Perfect Parry.
  • Drive Reversal bug fix (can no longer K.O. when trading with opponent at low health)
  • Taunt input with Modern controls changed from L+M+H+SP -> L+M+H+SP+DP+Assist

Key Character Changes

Akuma

  • j.2MK: fixed bug where combo scaling was reduced when it hit immediately before landing
  • 623P/214K: fixed bug where Drive Gain on Perfect Parry was less than intended
  • j.236P/j.236PP hurtbox expanded forward; upper half of hitbox only hits opponent in combos
    • This makes it easier to maneuver over the air fireball and to anti-air Akuma with air invincible specials
  • 6KKK/4KKK (Teleport) hurtbox expanded during movement and will not completely overlap with cornered opponent
    • This makes it harder for Teleport to avoid attacks even when he hasn't fully passed through opponent


Blanka

  • 2MK: fixed bug where whiff recovery and expanded hurtbox from Patch 1.05 did not apply while SA2 was active


Dee Jay

  • [2]8MK throw invuln on frames 5-6
  • [2]8HK throw invuln on frames 5-6


E. Honda

  • [2]8KK throw invuln on frames 5-13


Jamie

  • SA1 Drive Damage reduced by 200 on block; Drive Gain reduced by 2000 on Parry
    • Patch 1.05 caused SA1 to gain an extra hit, so this restores the values to their previous version


Juri

  • 214KK Fuha stock obtained 2f earlier (12f); projectile clash hitbox appears 2f earlier (10f)
    • Proximity guard hitbox also comes out 2f earlier and was expanded to match the attack hitbox


Ken

  • Quick Dash (KK) now only takes priority over OD kick specials when all 3 Kick buttons are pressed
    • In Patch 1.05, any 5KK input would cause Quick Dash to take priority, even after inputting the command for a special move


Kimberly

  • 236KK: fixed bug that would cause sound effect not to play
  • 214LK throw invuln on frames 7-11
  • 214MK throw invuln on frames 8-12
  • 214HK throw invuln on frames 9-13
  • 214KK throw invuln on frames 7-11


Rashid

  • 236HP (Regular/Enhanced) throw invuln on frames 8-10


Zangief

  • 5MK hitbox reverted to its pre-1.05 version (slightly shorter range)