Street Fighter 6/Version/1.04: Difference between revisions

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* Several bug fixes
* Several bug fixes
* Simultaneous Drive Rush activation no longer randomly gives advantage to one player
* Simultaneous Drive Rush activation no longer randomly gives advantage to one player
* Luke:
 
** 2MP larger hurtbox, 3f extra whiff recovery
<big>'''Key Character Changes:'''</big>
** j.214P (when whiffed high in jump arc) has altered trajectory, 7f extra landing recovery  
'''A.K.I.:'''
** SA1 wider projectile-vulnerable hurtbox on startup
*
 
'''Chun-Li:'''
*
 
'''Dee Jay:'''
*
 
'''Jamie:'''
*
 
'''JP:'''
*
 
'''Ken:'''
* 5LP - hurtbox expanded downward on startup (more easily counterpoked by low-angled attacks)
* Forward Throw - More pushback against cornered opponents (can still walk for a throw loop with ~3f timing window)
* OD Air Tatsu - 7f extra landing recovery on whiff (harder to escape the corner)
** Collision box expanded so opponents are less likely to jump over this move
 
'''Luke:'''
* 2MP larger hurtbox, 3f extra whiff recovery
* j.214P (when whiffed high in jump arc) has altered trajectory, 7f extra landing recovery  
* SA1 wider projectile-vulnerable hurtbox on startup
 
'''Manon:'''
* 4MK - retains greater momentum out of Drive Rush
* SA2 - juggles more consistently; if opponent drops out, their knockdown period is extended (less likely for Manon to be punished)
 
'''Rashid:'''
* 5LP - hurtbox expanded downward on startup (more easily counterpoked by low-angled attacks)
* OD Spinning Mixer - now has 5f Anti-Air Invuln (9-13f) after Full Invuln frames run out
 
'''Ryu:'''
* 6HP - triggers proximity guard from farther away (opponent can no longer walk back out of range)
* LP Hashogeki - now safe on block (-4 -> -3); less pushback on block (but more pushback if opponent blocks while in Burnout)
* MP Hashogeki - larger attack and projectile clash hitbox
* HP Hashogeki - less pushback on block; larger attack and projectile clash hitbox
* OD Hashogeki - less pushback on hit/block; larger attack and projectile clash hitbox
* Denjin Hashogeki - less pushback on block; larger attack and projectile clash hitbox
** OD Denjin Hashogeki - damage increased (600 -> 1000)
* Hadoken - extended hurtbox reduced (harder to counter-poke or punish with invincible attacks)
* SA1 - extended hurtbox reduced (more effective anti-fireball tool, harder to punish with invincible attacks)
 
'''Zangief:'''
* OD Lariat (1st hit) - combos into SA3 when canceled
** Faster horizontal movement on startup; 2nd hit connects vs. grounded opponents 1f earlier (for combo consistency)
* SA1 - hitbox lowered (can juggle and anti-air more consistently)

Revision as of 02:29, 1 March 2024

Version[[Street Fighter 6/Version/1.04|1.04]]
Game Version1.04
dateFebruary 27, 2024
SummaryEd release. Several balance changes and bug fixes.
Links[https://www.streetfighter.com/6/buckler/information/detail/battle_change20240227 Patch Notes]

Ed Patch

  • Ed released
  • Several bug fixes
  • Simultaneous Drive Rush activation no longer randomly gives advantage to one player

Key Character Changes: A.K.I.:

Chun-Li:

Dee Jay:

Jamie:

JP:

Ken:

  • 5LP - hurtbox expanded downward on startup (more easily counterpoked by low-angled attacks)
  • Forward Throw - More pushback against cornered opponents (can still walk for a throw loop with ~3f timing window)
  • OD Air Tatsu - 7f extra landing recovery on whiff (harder to escape the corner)
    • Collision box expanded so opponents are less likely to jump over this move

Luke:

  • 2MP larger hurtbox, 3f extra whiff recovery
  • j.214P (when whiffed high in jump arc) has altered trajectory, 7f extra landing recovery
  • SA1 wider projectile-vulnerable hurtbox on startup

Manon:

  • 4MK - retains greater momentum out of Drive Rush
  • SA2 - juggles more consistently; if opponent drops out, their knockdown period is extended (less likely for Manon to be punished)

Rashid:

  • 5LP - hurtbox expanded downward on startup (more easily counterpoked by low-angled attacks)
  • OD Spinning Mixer - now has 5f Anti-Air Invuln (9-13f) after Full Invuln frames run out

Ryu:

  • 6HP - triggers proximity guard from farther away (opponent can no longer walk back out of range)
  • LP Hashogeki - now safe on block (-4 -> -3); less pushback on block (but more pushback if opponent blocks while in Burnout)
  • MP Hashogeki - larger attack and projectile clash hitbox
  • HP Hashogeki - less pushback on block; larger attack and projectile clash hitbox
  • OD Hashogeki - less pushback on hit/block; larger attack and projectile clash hitbox
  • Denjin Hashogeki - less pushback on block; larger attack and projectile clash hitbox
    • OD Denjin Hashogeki - damage increased (600 -> 1000)
  • Hadoken - extended hurtbox reduced (harder to counter-poke or punish with invincible attacks)
  • SA1 - extended hurtbox reduced (more effective anti-fireball tool, harder to punish with invincible attacks)

Zangief:

  • OD Lariat (1st hit) - combos into SA3 when canceled
    • Faster horizontal movement on startup; 2nd hit connects vs. grounded opponents 1f earlier (for combo consistency)
  • SA1 - hitbox lowered (can juggle and anti-air more consistently)