(1.04 version (will add other character notes soon)) |
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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: | |||
<big>'''Key Character Changes:'''</big> | |||
'''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) |
Revision as of 02:29, 1 March 2024
Version | [[Street Fighter 6/Version/1.04|1.04]] |
---|---|
Game Version | 1.04 |
date | February 27, 2024 |
Summary | Ed 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)