202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2024)

202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (1)

202405 Ver.

Select Character

Adjustment Summary

Universal Concepts

Overall Direction
In terms of game balance, while each character has received some buffs and nerfs, in terms of nerfs we primarily focused on the following points.

1. Weaken moves that were difficult to deal with and provided easy results
For example, for attacks that could be canceled into special moves, had good range and short recovery, we decided to adjust them by adding recovery, expanding their hurtbox, etc.

While those attacks are part of a character’s identity, if they proved too difficult for characters to deal with, interactions would end up in stalemates, or they would end up being the best answer to all situations, so we wanted to improve those situations.

2. Weaken moves that proved to be too oppressive
Continuing with the last balance update, techniques that were able to limit the opponent’s movements too much were weakened.

3. Retooling low risk/high return moves
There were many cases where the game system allows for weak attacks to pick up easy returns, while Perfect Parries could turn the tide of the match quickly, so these areas have been slightly adjusted with the idea of reeling things back a little.

Modern Controls
We have changed how Assisted Combos work when the player doesn’t have enough Drive or Super Art gauge. Additionally, some characters had difficult to use Assisted Combo routes, so we also changed those. There are some characters who have had the first attack of an Assisted Combo or their practical use changed, but we feel that in the long term these changes will benefit players using this control scheme.

Drive Reversals
Without an invincible attack, it proved difficult to deal with strong wake-up pressure, so now all characters can perform a Drive Reversal on their wake-up recovery as a way to deal with this. This technique is useful against throws or big attacks, but may be difficult to use against attacks with slow start-up or light attacks, etc.

Additionally, we have made an adjustment when blocking a Drive Reversal so the post-guard situation is more universal across the board. Some Drive Reversals proved to be a little difficult to counterattack if you blocked them, so we have made adjustments so that if you block them, your counterattack should work in most situations.

Drive and Perfect Parry
As noted above, we have looked at adjusting the risk/return for Perfect Parry. We felt that the risk of looking to score a Perfect Parry while out of throw range gave too high of a return, and depending on the situation, it proved more beneficial to get the Perfect Parry instead of going on the attack, so by increasing its overall length and expanding the throw hitbox, we’re looking to make it easier to take risks in these situations. Additionally, in order for Perfect Parries to not change the course of the match too much, after a successful Perfect Parry, the player will receive less meter gain.

For Drive Parries, the hurtbox after the Perfect Parry window has passed (frame 3 and later) is expanding, allowing it to absorb attacks from further away. After absorbing an attack, the time before the Drive gauge begins to replenish has also been shortened, making Drive Parry a more effective tactic primarily against projectiles.

Reworking Successful Command Inputs
We’ve made some changes with the aim of reducing the number of missed or accidental special moves.

1. Adjusted special move input recognition frames
For every command we made adjustments so special moves will come out less often if you complete a command, and then press a button slightly afterwards.

2. Adjusted ↓↘→ or ↓↙← in mid-air
Mid-air commands often require the player to perform the inputs quickly, and certain inputs tended to miss, so we have relaxed the input requirements.

3. Adjusted ↓↓ commands
This is an adjustment to avoid accidental Cancel Drive Rushes. During sequences such as ↓+ Light Punch > Neutral + Medium Punch + Medium Kick > ↓+ Light Punch, ↓↓ commands should no longer come out by accident.

4. Pressing Medium, Heavy attacks at the same time will not perform transition techniques.
This change is primarily aimed at techniques that are cancelable or are target combo starters, and special moves that have transition attacks or low recovery, etc.

We’ve made changes so that with Cancel Drive Rush and Drive Impact, once their recovery is over and players go for an immediate Drive Rush, etc. mistaken inputs would not unintentionally perform transition techniques. Please note that this adjustment is only when the player presses both buttons at exactly the same time.

Back Throws
One way of reducing the return a player gets from a Perfect Parry that we have made is an adjustment to how back throws are handled when performed with your back to the corner. Characters who could perform a back throw into the corner, and then repeatedly throw opponents in any situation will now have a harder time doing so.

Universal

Changes

Category

Adjustment Details

Input Recognition

Adjustment

The Input Recognition Frame, which is the number of frames within which you must press the attack button after a special move command is inputted in order for the game to recognize you are performing a special move, has been adjusted per command.

1. For ↓↘→ or ↓↙← commands while standing on the ground, the Input Recognition Frame has been changed from 11 to 9 frames.

This means the attack button must be pressed within 9 frames of the final → or ← command being input for it to be recognized and have the special move be performed.

For ↓↘→ or ↓↙← commands while in the air, the Input Recognition Frame remains at 11 frames.

2. For ←↙↓↘→ or →↘↓↙← commands, the Input Recognition Frame has been changed from 12 frames to 9 frames.

Mid-air ↓↘→ and ↓↙← Command Moves

Adjustment

Considering the fastest possible input necessary for instant aerial commands, the input difficulty has been eased slightly, and ↓↙← + K commands can now be performed using any downward direction (↙ or ↓ or ↘) followed by ↙← + K.

↓↓+ Button Commands

Adjustment

If Medium Punch+Medium Kick are input between a double Down tap, no command will be performed.

This adjustment was made so that if you immediately double tap Down after a Cancel Drive Rush from a crouching attack, a double Down command move will not be performed by accident.

Jump Landing Hurtboxes

Adjustment

The following characters have had their hurtbox while landing from a jump moved upwards to match other characters, as it was previously lower and caused unanticipated attacks to hit them.

Chun-Li, Dhalsim, Lily, A.K.I.

Stun Timing Adjustments

Bug Fix

Fixed an issue where if an opponent in Burnout blocks a Drive Impact a certain distance away from the corner of the screen, and the player performs a technique just before stun occurs, no combo scaling would be applied on the combo after the stun.

Drive Parry

Adjustment

1. Throw hurtbox has been expanded while the technique is being performed.
2. Hurtbox from the 3rd frame and later has been expanded
3. The shortest possible active parry hitbox time has changed from 8 frames to 12 frames.
4. Recovery after the active frames has changed from 29 frames to 33 frames.
5. After absorbing an attack, the time until the Drive Gauge starts to auto regenerate has changed from 60 frames to 20 frames.

Perfect Parry

Adjustment

The overall gauge fluctuation from a counter attack after a Perfect Parry has been reduced. This adjustment is not just for the first attack, but affects all attacks until the combo ends.

1. Super Art gauge increase has changed from 100% to 80% for both the attacker and damage-taker.
2. Drive gauge increase for the attacker has changed from 100% to 50%
3. Drive gauge decrease for the damage-taker has changed from 100% to 50%

Drive Rush

Adjustment

Expanded the attack and throw hurtboxes of the Parry Drive Rush so that they're no longer smaller than the ones for a Drive Parry.

Drive Impact

Adjustment

Buffer input window has changed from 5 frames to 10 frames to ensure easier movement immediately after the recovery ends for cases where the Punish Counter cutscene is not triggered.

Drive Reversal

Adjustment

1. Recovery on block has changed from -8 to -6 frames
2. Attack hitbox has expanded downward so techniques with a low profile can no longer avoid this attack.
3. Pushback distance on close-range block is now almost equal for all characters.

Note: Certain character updates to pushback on block, collision pushboxes, hurtboxes and distance traveled are being made.

Bug Fix

Damage no longer increases on counter hit.

Recovery Drive Reversal

Adjustment

Drive Reversal can now be performed during the recovery from a knockdown.
While the command is still the same (→+HP+HK), you can simply perform it early and hold down the input to perform the technique on recovery.
Note: This version of the Drive Reversal will not darken the screen or stop time, and the attack start-up is 18 frames, which is 2 frames faster than the normal Drive Reversal.

Light Attack (Standing/Crouching)

Adjustment

Initial scaling has changed from 10% to 20%.

Cross-Up Capable Jumping Light Attacks

Adjustment

Because every character has a different hit and block recovery against their opponent, we've matched the longest advantage time, so some character's jumping weak attack on block or guard will have an additional 1 frame of recovery.

This change applies to Luke, Jamie, Marisa, Lily, Juri, Ryu, E. Honda, Guile, Ken and A.K.I.

202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2024)
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