Street Fighter 6/Version/1.04

From SuperCombo Wiki
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.:

  • 2LP - increased range
  • 5MP - active frames increased 3 -> 5 (better meaty setups, stronger in neutral)

Chun-Li:

  • 5LP - hurtbox expanded downward on startup (more easily counterpoked by low-angled attacks)
  • Aerial Lightning Kicks (j.236K) - 20% Starter scaling (weaker punish combo when used to counter Throw)

Dee Jay:

  • Funky Slicer (214K~LK) - less pushback on block, larger hurtbox during recovery (easier to pressure Dee Jay or whiff punish)

Jamie:

  • Forward Throw - can now hold LP+LK to gain 1 Drink Level (prevents throw loop, but Jamie is still +7)
  • SA1 - Damage increased by 100 on regular/Drink versions; less pushback on Hit in the corner
    • 5f extra KD Advantage (allows Jamie to use Drink ender while maintaining oki)
  • SA2 - after the install timer ends, Jamie retains his previous Drink Level (no longer resets to DL0)

JP:

  • 5HP - expanded hurtbox during active/recovery frames (especially vulnerable to low pokes)
  • 2HP - arm hurtbox no longer anti-air invincible (more susceptible to trading on late anti-air attempts)
  • Departure (214P/214PP) - 20% Starter scaling; increased opponent's Drive gauge recovery when parried
  • Amnesia (22K/22KK) - JP no longer builds Super meter while bombs are active or until combo ends
    • Bombs no longer dissipate Super-priority projectiles
    • Starter scaling (when Bomb starts the combo) - increased 15% -> 50%
    • Immediate scaling (when comboing into Bomb) - increased 15% - > 60%
    • Canceling an attack into SA3 now detonates the Bombs immediately (to prevent bypassing this damage scaling)

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 (j.214KK) - 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 (236PP) - 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 (214LP) - now safe on block (-4 -> -3); less pushback on block (but more pushback if opponent blocks while in Burnout)
  • MP Hashogeki (214MP) - larger attack and projectile clash hitbox
  • HP Hashogeki (214HP) - less pushback on block; larger attack and projectile clash hitbox
  • OD Hashogeki (214PP) - less pushback on hit/block; larger attack and projectile clash hitbox
  • Denjin Hashogeki (charge 214P) - less pushback on block; larger attack and projectile clash hitbox
    • OD Denjin Hashogeki (charge 214PP) - damage increased (600 -> 1000)
  • Hadoken (236P) - 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 (PPP) - 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 extended downward (can juggle and anti-air more consistently)