Street
Fighter 6 - July 2023
Patch Notes
All Fighters
Drive Parry
Fixed an issue where
medium kick would suddenly be performed when a parry input was buffered or
input during a time freeze and then released before the player was able to
perform the parry. The above issue also occurred during a Drive Rush or
Super Art time freeze, and has also been fixed for those cases.
Power Up Super Arts
Fixed an issue where
character behavior would become unnatural if hit by certain attacks at the
exact moment that the power-up boost provided by this Super Art expired.
Assisted Combo (1st hit)
- Fixed an issue where
buffered Assist Combo inputs would not register in certain situations. –
Fixed an issue where the 2nd attack of an Assist Combo would be performed
even though only the first input had been performed.
Cancel Drive Rush
In order to make it
easier to perform a Cancel Drive Rush, adjustments have been made that
allow the technique to be performed using the inputs below. Classic
Controls (Neutral or Forward) + Medium Punch + Medium Kick Modern Controls
(Neutral or Forward) + Parry button Please note that no changes have been
made to the forward, forward input or Parry Drive Rush.
Cancelable Light Attacks
Adjustments have been
made so that a Cancel Drive Rush can activate even when a light attack
whiffs. This is an adjustment being added in conjunction with the
additional Cancel Drive Rush inputs. The relaxing of the Drive Rush inputs
paired too well with low-risk light attacks, and would have had a huge
impact on fights if left as is. This adjustment has been made to address
that. Please note that this adjustment is not just for the newly added
Drive Rush inputs. The forward, forward input will also activate a Drive
Rush on a light attack whiff.
Minor Bug Fixes
Minor miscellaneous
issues were fixed.
RYU
Modern Controls
Fixed an issue where
certain Overdrive attacks would not be performed if manually inputted
while holding down the Assist button. The attacks that could not be
performed are the following: – Aerial Tatsumaki Senpu-kyaku
Drive Impact
Fixed an issue where
unnecessary combo scaling was added in certain situations, resulting in
lowered damage.
LUKE
Fixed an issue where
certain Overdrive attacks would not be performed if manually inputted
while holding down the Assist button. The attacks that could not be
performed are the following: – Sand Blast – Rising Uppercut – Flash
Knuckle – Aerial Flash Knuckle
Overdrive Avenger
Adjusted the hitstop
values on the super armor hitbox due to certain attacks causing an unusual
hitstop variance to occur when super armor is activated.
KIMBERLY
Bushin Ninjastar Cypher
(Level 3 Super Art)
Fixed an issue where
Kimberly's level 3 Super Art would hit opponents behind her.
CHUN-LI
Charging Attacks with
Modern Controls
There was an
unintentional difference between Modern and Classic controls in the charge
time required for commands to be completed or to be charged, so this
difference has been fixed. The affected attacks are as follows. Kikoken
Time to charge has changed from 45 frames to 50 frames. Input recognition
frame has changed from 0 frames to 10 frames. Overdrive Kikoken
Input recognition frame has changed from 0 frames to 10 frames. *Input
recognition frame is the the number of frames you must input the next
command in order for the game to recognize you are performing a specific
attack. ex. When performing a Hadoken (down, down-forward, forward+Punch),
you must input Down then Down-Forward within a certain number of frames
for the game to recognize the input. This is known as the Input
recognition frame.
Forward, Back and
Mid-air Throws
Fixed a phenomenon where
charge input directions would reverse during the throws.
Serenity Stream
Fixed a phenomenon where
canceling certain attacks into Serenity Stream and then quickly inputting
Serenity Stream > kick would result in Hazanshu suddenly being
performed.
ZANGIEF
Aerial Russian Slam
(Level 1 Super Art)
Fixed Zangief's hitbox
during his level 1 Super Art animation so that it returns to a hitbox on
the ground at the appropriate time, instead of being a mid-air hitbox the
entire time.
Drive Gauge
Fixed an issue where
Zangief's Drive Gauge would recover slower than other characters when in
Burnout.
JP
Fixed an issue where
certain Overdrive attacks would not be performed if manually inputted
while holding down the Assist button. The attacks that could not be
performed are the following: – Torbalan
DHALSIM
Agile Kick (Rapid cancel
version)
Agile Kick's rapid cancel
version command is limited to down-back + Light Kick in Classic Control
only, due to difficulties in performing an Agile Kick > Crouching Light
Kick chain. In Modern controls, the rapid cancel attacks differ, so no
change has been made due to the large effect it would have.
Overdrive Yoga Arch
Fixed an issue where the
projectiles that disappeared during a level 3 Super Art/Critical Art would
reappear after. They will now disappear and not come back.
Overdrive Yoga Comet
Fixed an issue where
players would become unable to perform mid-air techniques after an
opponent Drive Parries this move.
CAMMY
Cannon Strike (Heavy
version)
Fixed an issue where
manually inputting heavy Cannon Strike immediately after jumping would
result in a jumping heavy attack coming out instead.
Overdrive Quick Spin
Knuckle
Fixed an issue that
resulted in an opponent's attack coming out in the wrong direction if they
input it while switching sides due to this move. Along with this fix,
there have been some minor changes made to the behavior of others moves*
that can get you behind opponents. *Overdrive Quick Spin Knuckle, Surprise
Forward Hop, etc.
DEE JAY
Fixed an issue where
certain Overdrive attacks would not be performed if manually inputted
while holding down the Assist button. The attacks that could not be
performed are the following: – Air Slasher – Jackknife Maximum
Back Throw
Fixed an issue where the
Super Art gauge gain on Punish Counter was the same as a normal hit.
Face Breaker (Back+Heavy
Kick)
Fixed an issue where
opponents suffered a greater Drive Gauge loss on a Punish Counter when in
the air, compared to when they were standing on the ground.
LILY
Fixed an issue where
certain Overdrive attacks would not be performed if manually inputted
while holding down the Assist button. The attacks that could not be
performed are the following: – Condor Wind – Tomahawk Buster –
Windclad Condor Dive
Overdrive Condor Dive
Fixed an issue where
Overdrive Condor Dive could be performed during a backwards jump when
plinking* the inputs. *Plinking: Quickly pressing two or more buttons
exactly one frame apart
Soaring Thunderbird
(Level 2 Super Art)
Fixed an issue where
level 2 Super Art Soaring Thunderbird could not be performed during a
backwards jump when plinking* the inputs. *Plinking: Quickly pressing two
or more buttons exactly one frame apart
Fixed an issue where an
opponent would not be KO'd if the move connected in mid-air from the 2nd
hit.
BLANKA
There was an
unintentional difference between Modern and Classic controls in the charge
time required for commands to be completed or to be charged, so this
difference has been fixed. The affected attacks are as follows. Rolling
Attack, Aerial Rolling Attack (Normal and Overdrive) Time to
charge has changed from 50 frames to 40 frames. Input recognition frame
has changed from 0 frames to 10 frames. Vertical Rolling Attack
(Normal and Overdrive) Time to charge has changed from 50 frames
to 40 frames. Input recognition frame has changed from 0 frames to 10
frames. *Input recognition frame is the the number of frames you must
input the next command in order for the game to recognize you are
performing a specific attack. ex. When performing a Hadoken (down,
down-forward, forward+Punch), you must input Down then Down-Forward within
a certain number of frames for the game to recognize the input. This is
known as the Input recognition frame.
Jumping Medium Punch
Fixed an issue where
cancels using mid-air special moves would not work if this move was Drive
Parried by the opponent.
Aerial Rolling Attack
Fixed an issue where
recovery was different if an opponent in Burnout blocked a heavy Aerial
Rolling Attack.
Rock Crusher (Forward+Medium
Punch)
Updated the active frame
attack hitbox from a high to mid. Known Issue With this
adjustment, this move's second attack will always be a mid-level overhead
attack, but will change to a high level attack if the first attack hits or
is blocked. We are looking to fix this issue in the next update.
Crouching Heavy Punch
Fixed an issue that
caused an opponent's behavior to become erratic when crouching Heavy Punch
is blocked. Known Issue With the above adjustment, the
recovery on block has unintentionally changed from -5 to -4 frames. We are
looking to fix this issue in the next update.
JURI
Boosted Saihasho Boosted
Ankensatsu Boosted Go Ohatsu
Fixed an issue where
these moves could be kara canceled* on their 1st frame with a level 3
Super Art/Critical Art if they had followed up a boosted version of a
different strength move (Saihasho/Ankensatsu/Go Ohatsu). *Kara Cancel:
Canceling the start up of a move into another move.
MARISA
When playing with Modern
Controls Enfold (Down+Punch) during Scutum (Forward+Special)
Modern Controls only
During Scutum's counter attack phase, inputting down, even if the Special
Move button is held, would cause you to leave the Scutum stance. This made
it difficult to perform Enfold, since it also requires a down input. We've
fixed this issue so that the Scutum stance will continue to be held if you
are holding down the Special Move button during the counter attack phase,
even if down is input.
E.HONDA
Crouching Light Punch
(rapid cancel version)
Fixed an issue where E.
Honda could perform a kara cancel* on the 1st frame of the rapid cancel
version of crouching light punch. *Kara Cancel: Canceling the start up of
a move into another move.
The Final Bout (Level 3
Super Art)
Fixed an issue that gave
E. Honda much higher Drive Gauge gain upon a successful parry compared to
other characters.
JAMIE
Crouching Light Attack
Attacks with 4 frames of
start up couldn't come out when using Modern Controls, so crouching light
attack has been changed from crouching light kick to crouching light
punch.
Throw Escape
Fixed an issue where
inputting a throw 1 frame after inputting a Drive Parry would allow you to
perform a throw escape.
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