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Latest Street Fighter 6 Patch Notes

The latest update to Street Fighter 6 brought a host of changes and bug fixes to a majority of the game’s characters, ensuring smoother gameplay and better balance. Notable among these updates is the inclusion of adjustments to various moves, combos, and enhancements to anti-air attacks for numerous characters.

Character Adjustments

Luke: The second attack input in Assisted Combo 1 now falls within the rapid cancel timing window, refining the execution and making it easier to perform.

Jamie: The Breakin‘ – Super Art Level 1 saw changes that restore Drive Gauge adjustments to their previous values. Specifically, the Drive Gauge decrease on block is reduced by 200, and the Drive Gauge increase on parry is reduced by 2,000.

Kimberly: An issue concerning the sound effect of the Overdrive Sprint was fixed, ensuring the correct audio plays during the execution of this move.

Anti-Air Adjustments

Several characters received updates to their anti-air attacks to provide temporary throw invincibility during specific frames:

  • Bushin Senpukyaku:
    • Light: Throw invincibility from frames 7-11
    • Medium: Throw invincibility from frames 8-12
    • Heavy: Throw invincibility from frames 9-13
    • Overdrive: Throw invincibility from frames 7-11
  • Jackknife Maximum (Dee Jay):
    • Medium: Throw invincibility from frames 5-6
    • Heavy: Throw invincibility from frames 5-6
  • Sumo Smash (E. Honda): Overdrive version grants throw invincibility from frames 5-13.
  • Spinning Mixer (Rashid): Heavy and boosted versions now feature throw invincibility from frames 8-10.

Combo Adjustments

Some characters‘ target combos were modified to prevent unwanted transition attacks when pressing specific button combinations:

  • Death Crest (Medium Punch > ←+Heavy Punch)
  • Threebeat Combo (Light Punch > Medium Kick)
  • Body Blow Combination (Medium Punch > Heavy Punch)
  • Hitman Combination (Medium Kick > Medium Kick)
  • Low Smash Combination (↓+Heavy Kick > Heavy Punch)

Specific Fixes and Tweaks

Blanka: The previous adjustment of increasing recovery and expanding the hurtbox on crouching medium kick was applied, addressing the issues observed when Super Art 2 was active. Additionally, the Rolling Attack/Vertical Rolling Attack was corrected to ensure proper pushback when blocked and rebounding.

Ken: Adjustments were made to Quick Dash and Jinrai Kick input priority, giving preference to Neutral+3 kick buttons for the Overdrive version, aligning with Modern Controls.

Special Move Enhancements

Juri: Adjusted Overdrive Fuhajin for faster startup and effective adjustments:

  • Fuha stock charge timing from frame 14 to frame 12
  • Projectile clash hitbox startup from frame 12 to frame 10
  • Proximity block trigger hitbox timing from frame 12 to frame 10
  • Expanded proximity block trigger hitbox to match attack hitbox

Akuma:

  • Gou Shoryuken/Tatsumaki Zanku-kyaku: Corrected Drive Gauge recovery on perfect parry.
  • Tenmaku Blade Kick: Adjusted to reduce combo scaling.
  • Zanku Hadoken: Limited upper hitbox activity to combos and expanded forward hurtbox.
  • Ashura Senku: Adjusted hurtbox and prevented overlap with opponents in corners.
  • Shun Goku Satsu – Critical Art: Fixed charge command issues.

Neutral Game and Hitbox Adjustments

Zangief: The Tundra Storm issue in Modern Controls was rectified for ease of execution, and the Standing Medium Kick had its hitbox range reverted to reduce its ground game advantage.

A.K.I.: The Standing Medium Punch hitbox was expanded upward to prevent side switches during mid-air hits.

Ed: Fixed issues with Assisted Combo 3 input buffer and target combos, ensuring smooth transitions between attacks without unintended stops.

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