Akuma is finally added to 168澳洲幸运5开奖网:Street Fighter 6, and along with his arrival came the g🍃ame's fi💝rst massive balance update, shaking up all the characters, making some incredibly strong and others not as strong as they once were.

168澳洲幸运5开奖网: Street Fighter 6: Akuma Guide
Here's how to masterꦚ the dark arts and unleash pure chaos with Akuma in Stree💟t Fighter 6!
While this massive update has impacted every character, all will still shine in the right hands, but they might require a bit more effort to use than usual. Nonetheless, if you played this game prior to this patch, you will have to g꧅et used to a few tweaks made to your favorite character if you want to return to your prime!
Character Selection
A.K.I. Balance Changes
A.K.I. received many changes with this massive patch, and if you think she got nerfed, you could not be any more incorrect about that assumption. In fact, A.K.I. has been buffed to the extent that some are already considering her one o𓂃f the biggest winಌners of this patch!
All A.K.I. Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Medium Punch |
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Makes the attack less punishable on whiff but slightly lowe𒅌rs⛄ its range. |
Standing Heavy Punch |
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A.K.I.'s s.HP is now a bit safer on block and can hit lows more consistentl🀅y. |
Standing Light Kick |
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A.K.I.'s s.LK nowꦇ comes out faster when performed but takes longer to recover, has a tighter combo window, and leaves🌠 her at a slightly more considerable disadvantage when blocked. |
Standing Medium Kick |
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A.K.I.'s s.MK i🐎s overall faster to perform than before and leaves her closer to her opponent on hit, enabling her to perfo♛rm new actions after executing it. |
Standing Heavy Kick |
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This action now haಞs better poking properties ༒and is an excellent anti-air option. |
Crouching Medium Punch |
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While A.K.I. will still be pretty vulnerable if she whiffs this action, the penalty is sig🧜nificantꦍly lessened, making her opposition have to react faster and with potentially a different move to get a punish. |
Crouching Medium Kick |
|
Having an additional frame to work with after landing the attack will all🏅ow A.K.I. to buffer different actions. Additionally, having it now be plus on block instead of leaving her at a disadvantage makes it an excellent option to engage with. |
Crouching Heavy Kick |
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Hitting a Punish Counter with this action can now lead to better combos, and the frame changes makes ꧟it even easier to do just that, as the recovery is slightly faster and the active frames are slightly increased, making it linger a tad longer than usual. |
Jumping Heavy Kick |
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Move stays active much longer than before, giving it 🐬more 🃏opportunities to hit the opposition. However, as a result, the recovery window now leaves A.K.I. vulnerable, opening her up to being punished on whiff. |
Gluttony |
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Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for♏ the opposition. |
Hun Dun |
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It doesn't do a whole lot in the grand scheme o🔯f things, but it's nice to have as it allows her an additional frame to follow up with her neꦐxt action. |
Light Serpent Lash |
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Transform𓃲s this action, when paired with Toxicꦿ Blossom, to one of her best combo starters, leading to massive damage. |
Heavy Serpent Lash |
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Allows A🎃.K.I.'s opposition to interrupt the action earlier, but enables her to cancel into other actions if her attack lands, ꦅleading to more combo potential. |
Overdrive Serpent Lash |
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Makes this action more puniꦏshable on whiff, mak🦋ing it slightly more dangerous to throw out. |
Normal Nightshade Pulse |
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Grants her more combo potential than befor🧜e, a trend of her overall balance philosophy. |
Overdrive Nightshade Pulse |
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Again, this just gives her more combo potential in a specific instance when land🉐ing this action. |
Toxic Wreath |
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The first attack does far less than it did before but will still do the🌱 same damage overall if the second one lands, which now has more active frames. |
Normal Cruel Fate |
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Enables her to use it as a combo ender by comboing directly into her Level 3 and makes it slightly better when blocked, as she is placed further away from her opposition, forcing them to us🤪e specific actions or just block. |
Overdrive Cruel Fate |
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Gives her better pressure as with the previous move on the list, enabling her to combo directly into her Level 3 on 🍌hit or block, making it an excellent way to eꦛnd a devastating combo. The extended hitbox also makes it stronger to use in combos. |
Venomous Fang |
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Essentially just makes this move even better a💃t passing through incoming projectiles than it already was. |
Heel Strike |
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Makes this move much better to include in your combos, as the added hitbox on the💟 second hit of the move's sequence allows A.K.I. to go into another action on hit. |
Entrapment |
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This ac💎tion is no longer influenced by any scaling properties initially,꧃ making it slightly stronger overall. |
Light Snake Step |
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Essentially has A.K.I. move backward instead of forward, making it an ex🎐cellent tool to bait your opponent into unsafe situat🥀ions. |
Deadly Implication |
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This 🧔one was largely a bug fix and a slight nerf, but the increased hitbox of the super makes it slightly better to end some combos with that were otherwise impossible before. |
Tainted Talons |
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Increased the damagꦇe output of the Super Art by 200 damage on its final hit, making it even more devastating than before. |
Blanka Balance Changes
Overall, Blanka is more or less the same but has received a substantial nerf or two that changes his game plan just enough to make him one of the biggest 'losers' of this update. Especially when compared to a character like A.K.I., who seemingly💞🍷 received nothing but buffs!
All Blanka Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Medium Punch |
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Makes thi💝💦s action less punishable overall, but only by a slight margin. |
Crouching Light Punch |
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B♓lanka is at a slightly better advantage when landing this attack, but it's likely nothing you 🌸will notice too much. |
Crouching Medium Punch |
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This makes Blanka more susceptible to being punished, ℱas the hurtbox reaches further than before. |
Crouching Medium Kick |
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Whiffing this💧 attack now places Blanka at a severe disadvantage, enabling his opp𒈔onent to punish him. |
Drive Reversal |
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This was a bug fix 🍷to make his Drive Reversal on par with the rest of th𒐪e cast. |
Jungle Flip |
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Universal Sy🎀stem Change, making it harder to get throw loops on your opponent and making🔜 the corner more manageable for the opposition. |
Rock Crusher |
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This action now places Blanka at a slight💮ly worse frame disadvantage than before, making it more risky t꧃o toss out. |
Coward Crouch |
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There's now a slight𓆉 delay before you can transition into a new attack from this action than before. It shouldn't be too noticeable in practice, hoꦺwever. |
Wild Lift |
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A slight buff to the range🔯 of this action, making it more usཧeful for combos or engaging with your opponent. |
Medium Rolling Attack |
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It makes this action much easier to weave into your combos, 🐬thanks to the new hitbox. |
Overdrive Rolling Attack |
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It makes the a﷽ction slightly easier to deal with and respond to on the receiving end, so it will be slightly more risky to use ove🦹rall, but it shouldn't be too noticeable. |
Overdrive Backstep Rolling |
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Makes the first attack in the sequence better overall, allowing it to reach slightly further than before, making it viable in combos or to begi✱n engagements with. |
Overdrive Aerial Rolling Attack |
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This is one of the more substantial nerfs, as Blanka has more recovery frames upon landing, and the action can no longer hit the opposition's back, essentially removing it 🌺as an opening move. |
Blanka-chan Bomb |
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This essentially makes 💦the action weaker overall, as the scaling nerfs the raw damage output it used to have. It's still the same move, but it will be less potent. |
Lightning Beast Shout of Earth |
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This was a bug fix, as🤪 its original implementation wasn't supposed to be immune to everything. |
Cammy Balance Changes
Cammy, like Blanka, has been mostly nerfed, but her gameplay largely remains the same. However, the nerfs made to her projectile invincibility-focused attacks are the more substantial of the bunch and serve as the primary reason she is consid🦹ered one of th🔥e stronger nerfs from the rest of the cast!
All Cammy Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Medium Punch |
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Cammy will now be closer to her oppone✃nt after landing it than before, giving her more follow-up options. |
Standing Medium Kick |
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Reducing the hꦑurtbox of this action makes it slightly harder to💦 land consistently and makes it riskier overall to just toss out. |
Standing Heavy Kick |
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Cammy is at a slight 'better' disadvantage if the opponent blocks this action, but it having reduced pushback on top of that makes it really bad for C🅺a✨mmy if it's blocked. |
Rough Landing |
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Universal System Change, m🍷aking it harder to get throw loops on your opponent and ๊making the corner more manageable for the opposition. |
Delayed Ripper |
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Essentially makes the💛 window for canceling in♏to a Drive Rush slightly tighter, making it harder overall, but not by much. |
Lift Combination |
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This is a universal change that makes it harder to execute accidental inputs when🍎 performing other actions. |
Swing Combination |
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This action is now much more viable in combos, ෴making it an excellent option for weaving into new routes. Overall, this move has nothing but positives for Cammy! |
Light Spiral Arrow |
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Thisꦿ move now has less impact on the combo count, meaning its scaling and o♏verall damage output are better. |
Charged Heavy Spiral Arrow |
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Makes it easier to perform the fastest version of this move by a frame. Not muc💦h of an🐻 upgrade, but it is one. |
Medium/Heavy Quick Spin Knuckle |
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This is arguably the biggest nerf of Cammy's, as it now takes three frames longer for🧔 her projectile invincibility to kick in, making it harder to perform on reaction. |
Overdrive Quick Spin Knuckle |
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Same as the change above, this is the biggest nerf on Cammy𝓀 🌱and shakes things up pretty dramatically. |
Heavy Hooligan Combination |
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Essentially allows this action to collide with opponents that may be above Cammy's original pushbox, mꦗaking it useful in specific situations. |
Overdrive Reverse Edge |
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Makes this action better for c🅰ombos, making the scaling less substantial, enabling it to deal slightly more damage overall. |
Overdrive Fatal Leg Twister |
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This action has even more damage sc🌠aling now, making it less potent, especially when initiating combos with it. |
Normal/Overdrive Cannon |
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Makes this action more potent at the start of t🍸he attack, then makes it easier to avoid and punish toward the end of it. |
Spin Drive Smasher |
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This was a bug fix, ♊as its original implementation wasn't supposed to be immune to everything. |
Killer Bee Spin/Aerial Killer Bee Spin |
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This action now deals more damage but no ℱlonger builds Drive Gauge during the cutscene, as that was apparently a bug. Nonetheless, this action is slightly better overall and worth weaving into combos! |
Chun-Li Balance Changes
Unfortunately, Chun-Li received a tremendous amount of really devastating nerfs, likely making her the character that got hit the worst of the bunch. While that doesn't automatically make her bad, she certainly has to work harder to get in on her opponents than before and has to find new combo routes to deal her massive damage!
All Chun-Li Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Light Punch |
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This move is easier to punish,🌳 as the hurtbox has been extended outward further and lasts for five total frames. |
Standing Heavy Punch |
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This action has been buffed, as she is now slightly less negative on block but also gets pushed back further than before, making it rel☂atively safer to toss out from time to time. |
Standing Heavy Kick |
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This is a considerable nerf, as the added scalꦍing severely impacts the damage scaling and output. |
Crouching Medium Kick |
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This move is even more punishable, so tosꦰsing it out all willy-nilly is a no-go unless you want to see your HP get depleted. |
Jumping Light Punch & Jumping Light Kick |
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This allows Chun-L🅠i to follow up with additional attacks, making it a decent🌺 way to engage the opposition. |
Taiji Fan |
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Universa⭕l System Change, making it harder to get throw loops on your opponent and maki🧔ng the corner more manageable for the opposition. |
Swift Thrust |
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The Special Cancel window is now tighter for this action, and the Drive Rush cancel must come in several frames later, making this a decent nerf but nothing too severe. Chun-Li being closer to her opponent on hit makes it easier to combo into more things afterward, which balances things ꧃out! |
Lotus Fist |
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Essentially, it changes the follow-up actions that are avai🐓lab🐠le to Chun-Li on hit or her opposition on block. This is a neutral adjustment and just makes the move better to react to on either side of the table. |
Yoso Kick (1) |
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The increased pushback slightly limits what's available to Chun-Li on Punish Counter but will still allow her to follow up w𝔍ith more devastating actions🎉 and find new routes. |
Yoso Kick (1-3) |
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This was a bug fix, as she was previously unable to attack while jumping backward in this situatio🍰n. |
Overdrive Kikoken |
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This will impact the dam𒅌age of this action substantially, making it less viable in combos that already have a high combo count and scaling. |
Normal/Overdrive Hazanshu |
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It mܫakes it slightly harder to time the attack to bypass projectiles, but not by much. It shouldn't be too noticeable in the grand scheme of things. |
Normal Aerial Hundred Lightning Kicks |
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Makes this action much easier to punish on whiff. The extended hurtbox also makes it easier🍰 to interrupt and react to overall. |
Light Aerial Hundred Lightning Kicks |
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Make♛s so Chun-Liౠ will no longer switch sides with her opponent on hit if they were walking forward. |
Overdrive Aerial Hundred Lightning Kicks |
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The expanded hurtbox of this action is now projectile invincible, making this adjustment an overall net positive, and that's not even inꦰcluding the enhanced damage output. This attack is excellent for combos and will likely be used a lot more in sequences now! |
Aerial Kikosho |
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A blanket nerf to th﷽e damage output, making 𒊎it less potent. |
Kikosho/Aerial Kikosho |
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This was a🐬 bug fix, as its original implementation wasn't supposed to be immune to everything. |
Hoyoku-sen |
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The Super Art Gauge now scales at 70 percent after performing t♎his action, making it slightly less potent when trying to build meter with 💎the follow-up actions. |
Dee Jay Balance Changes
Dee Jay, like the ones before him, has also been hit with some severe nerfs, but nothing quite as severe as what Chun-Li or Cammy went through. He still has access to some of his more potent actions, like his bizarre Drive Rush, but has been hit in some other regions that will surely trip Dee Jay players up when getting back into the swing of things.
All Dee Jay Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Heavy Punch |
|
Makes the action far ♕less pot♚ent overall, having it deal less damage when used in combos. |
Crouching Medium Kick |
|
Makes this action꧃ more susceptible to being punished on whiff, making it far more risky to throw out. |
Crouching Heavy Kick |
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Gives t൩his move even more combo potential w🐓hen executed as a Punish Counter. |
Flip Throw |
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Universal System Change, making it harder to get throw loops on your oppon⛦ent and making the corner more manageable for the opposition. |
Threebeat Combo |
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An overall buff to this act🌄ion, but only by slight margins. Still, this will be much easier to incorporate 🔥into combos and transition into other actions from. |
Face Breaker |
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The reduced blowback e𓆏nables Dee Jay to follow up with diff꧋erent attacks, leading to new combo routes and strings. And the added Super Art Gauge increase is very nice to have, making this an overall win for Dee Jay! |
Knee Shot |
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This is arguably the biggest and most negative change made to Dee Jay, as the reduced hitbox now drops some of his more common combos, and it placing him in a Punish Counter state for largely the entire duration of the attack makes itಌ far more risky to throw out. |
Overdrive Air Slasher |
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This attack is now less potent than it was before and nꦰow does far 🦹less damage when used in combos. |
Heavy Jackknife Maximum |
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Makes it much easier to punish andꦡ react to if Dee Jay whiffs it. |
Medium/Heavy/Overdrive Jackknife Maximum |
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Another massive nerf to Dee Jay, as this also changes his combo routing up quite significantly and forces him to find different combo routes 🐓and strategies to prevail. This is one that will haunt Dee Jay players for a while. |
Double Rolling Sobat |
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Slightly impacts the overall potency of the attack, making it deal less🤡 damage in combos. |
Overdrive Double Rolling Sobat |
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This action is also less potent than before, especially when used in comꦗbos, making it deal less damage overall. |
Normal Funky Slicer |
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This action is now extremely punishable on whiff and also deals less damage during combos, making this a pretty decent nerf that will als✱o greatly impact Dee Jay. |
Normal/Overdrive Waning Moon |
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This is a universal change that makes it harder to exec𒀰ute accidental inputs when performing other actions. |
Normal Maximum Strike |
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This is a universal change that makes it harder to execute accidental inputs when performing other actions.꧋ Aside from that, this action is also a viable anti-air attack now! |
Overdrive Maximum Strike |
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This is a universal change that makes it harder to execute accidental inputs when performing other actions. It will also deal less damage i🍸n combos... a trend of Dee Jay's nerfs. |
Normal/Overdrive Juggling Sway |
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This is a universal change that makes it harder to execute⛦ ac♎cidental inputs when performing other actions. |
The Greatest Sobat |
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This is a ꧃substantial buff for Dee Jay, making it an excellent way to cap combos off. While we don't recommend using it on blocking opponents, it is much safer on block now🌺 as well! |
Sunrise Festival |
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This fixed a few bugs but a💝lso made this more potent to use in combos, making it a devastating way to close them out, especiallওy with the added hitbox! |
Dhalsim Balance Changes
After the slew of nerfs, we reach our next character, who received mostly buffs with Dhalsim, who can now do his thing without getting jabbed from a mile away as his arms retract. He also received some decent anti-air options, making him considerably bett🍷er than he previously was!
All Dhalsim Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Medium Kick |
|
Makes it slightly harder to punish. |
Standing Heavy Kick |
|
This enables Dhalsim to follow up with more attacks 🐼than before, giving him access to slightly different and better꧅ combo routes. |
Crouching Medium Kick |
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The reduced pushback and change in animation give Dhalsi🌠m a bit more time to react and follow up with additional attacks, m♏aking it a viable combo starter. |
Drive Reversal |
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Puts Dhalsim at a considerable advantage, making this an excellent 'Get off me!𒅌' tool that should be used when someone gets i🍸n on you. |
Yoga Mummy |
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Puts Dhalsim in an advantageous position o🗹n hit but at the cost of some damage. Overall, it's an excellent change. |
Agile Kick |
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Makes it harder for Dhalsim to hit airborne opponents, making this a slight nerf, especially when trying to use it as an anti-air or 🌱combo extender. |
Normal Charged Yoga Fire |
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This action is now slightly faster, making it a decent tool to use ꦛduring ♏combos or to engage with your opponent. |
Overdrive Yoga Blast |
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Makes this action much more potent overall, 🍷especially in combos or when initiating an encounter. This is an excellent change for Dhalsim. |
Overdrive Yoga Comet |
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Allows Dhalsim's projectile to remain on screen, making it gr👍eat for catching your opponent off guard or extending combos. |
Yoga Sunburst |
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It makes this action even more devastating against opponents ꦅin Burnout but also allows Dhalsim to control where the projectiles go, making for one of the best changes to his kit. |
Merciless Yoga |
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Allows Dhalsim to transition into this move faster from Yogo Flame, making that specific combo route much better and more via💎ble. |
E. Honda Balance Changes
E. Honda is our first character that isn't really mega-buffed or severely nerfed and is sort of chilling somewhere in the middle. While his headbutt and buttslam have been dramatically nerfed, his other changes make him a much more viable fighter in capable hands!
All E. Honda Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Medium Punch |
|
This leaves E. Honda 🔜at a much better advantage on hit, m꧂aking it easier for him to follow it up with other actions for combos. |
Standing Medium Kick |
|
Makes it hard♔er for opponents to interrupt the action or punish it. |
Standing Heavy Punch |
|
Gives E. Honda a considerablꦐe advantage on hit, making this an excellent move now! |
Crouching Medium Kick |
|
Slightly improves the frame advantage of the move, making it a bit 🐭easier to follow it up with ot෴her actions. |
Crouching Heavy Kick |
|
Makes it easier to fo📖l🅷low this action up with more attacks if he hits an airborne opponent. |
Jumping Medium Punch |
|
Puts E. Honda at a seve🐷re advantage, giving him contr♈ol of the offense in this situation. |
Tawara Throw |
|
Universal System Change, maki♐ng it harder to get throw loops on your opponent and making the corner more manageable for the opposition. |
Double Slaps |
|
This is a univerꦏsal change t๊hat makes it harder to execute accidental inputs when performing other actions. |
Toko Shizume |
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This move is now an excellent combo extender, even if the Spꦓecial Attack cancel window is a bit tighter than before. |
Normal/Sumo Spirit Hundred Hand Slap |
|
Makes it easier to extenꦦd combos with this action and also makes it slightly more viable to engage oppone꧟nts with. |
Sumo Spirit Hundred Hand Slap |
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Makes it an excellent combo extender, allowing E. Honda to launch i🦩nto entirely new routes. |
Sumo Spirit Medium/Heavy Hundred Hand Slap |
|
Another excellent combo extender for E. Honda♍, allowing him to quickly follow up with more action on contact, especially if the enemy i🃏s airborne. |
Light/Medium Sumo Headbutt |
|
Makes it harder for E. Hondღa to spam this action, as his follow-up option have been severely limited. R.I.P. Headbutt Spam. |
Heavy Sumo Headbutt |
|
Same as above, this essentially just makes💙 it less viable to spam this action and bully the opposition with it. |
Normal Sumo Smash |
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Like the Headbutt, the Sumo Smash was another highly spammable move by E. Honda players. It has now been substantially altered, giving him fewer follow-up action⛄s. Pour another one out for the buttslam spammers. |
Overdrive Sumo Smash |
|
Basically the sam♍e principles as the cha𝓀nges above. This is far less viable to spam than before. |
Normal/Overdrive Teppo Triple Slap |
|
This is a universal change that makes it harder to execute accidental inputsꦚ when perforꦗming other actions. |
Overdrive Teppo Triple Slap |
|
E. Honda can now combo off this action if it connects with a standing oppo💛nent, giving him more routes and options in general. |
Normal/Overdrive Taiho Cannon Lift |
|
This is a universal change that makes it harder to execute accidental inputs when performಞing other actions. |
Normal/Overdrive Oicho Throw |
|
Makes this aꦯction slightly more punishable, making it less viabl🌜e to attempt tossing out. |
Neko Damashi |
|
Makes this move very p🍸oor against projectiles, making it extremely risk💙y to use against zoners. |
Show of Force |
|
This move is now decent and can hit𝔍 opp✃onents beneath E. Honda. Other than that, it wasn't all that big of a change, but a nice to have. |
Ultimate Killer Head Ram |
|
Ess💖entially changed♎ it to align with the other characters in the game. |
The Final Bout |
|
Makes this a bit more potent overall, especially in combos, but the fixed damage can make it amongst the weakest of Supers i꧋f executed raw. |
Ed Balance Changes
Next is Ed, who received... no changes. While that's technically not true, the changes he did get don't change much of anything. If you were happy with Ed p🍒re-patch, you will still be happy with✱ him now! If not, well, there's always next year?
All Ed Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Heavy Punch |
|
This essentially makes it harder to perform the held-down version by accident♒. |
Crouching Light Punch |
|
Ed will now be aꦜt a slightly less disadvantage if this attack gets blocked, but not by much. You may notice it in some🦄 situations. We guess. |
Crouching Medium Punch |
|
Makꦑes ꧒this action far more susceptible to being punished if Ed whiffs the attack. So, don't do that. |
Rib Crusher |
|
Universal System Change, making it harder to get throw loopꦐs on your opp🔯onent and making the corner more manageable for the opposition. |
Psycho Knuckle |
|
Makes this far less viable against🎶 projectiles, severely punishing Ed if he comes in contact with one via this action. |
Normal Uncharged Psycho Flicker |
|
Makes♑ extending combos off this action much easier to pull off. |
Psycho Storm |
|
This just guarantees that the second attack will always land if the first does, a𓄧s a bug was previously preventing that fr🧔om happening. |
Psycho Chamber |
|
Another bug fix thisℱ makes it so that, no matter the situation, the distance this attack covers will always be♏ the same. |
Guile Balance Changes
Guile is another character that, despite what the patch notes show, still feels the exact same now as he did before the patch. While he definitely received more changes than Ed, we just don't see how they impacted his overall strategies and gameplay. So, again, if you liked playing as Guile before, you will still love ﷺhim now! Yay!
All Guile Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Heavy Punch |
|
There is now combo scaling with this action, making it a bit less potent th꧋an before overall. |
Crouching Medium Punch |
|
Makes whiffing this action far mor🌸e susceptible to being punisꦕhed. |
Jumping Medium Kick |
|
A blanket ꧟increase to the dama🧸ge output of this action. Which is obviously nice to have! |
Judo Throw |
|
Univer🐼sal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition. |
Reverse Spin Kick |
|
P🔯laces Gui♔le in a much more favorable position when landing this action on an airborne opponent. |
Recoil Cannon |
|
Thiꦬs is a universal change that makes it harder to execute accidental inputsཧ when performing other actions. |
Double Shot |
|
Enables Guile to follow up with more aꦚttacks, opening the door for slightly different combo routes. |
Phantom Cutter |
|
Essentially gives this action the same properties on a Punish Counte𝔉r as you would get with a standard hi🎉t. A strange change if we're being honest. |
Normal Sonic Boom |
|
Makes this attack much more sus🥃ceptible to being interrupted or punished. However, it now shreds the opposition's Drive Gauge if they block it, making it a ꧋devastating tool. |
Overdrive Sonic Boom |
|
Makes this action less potent in combos overall. |
Overdrive Sonic Blade Version Overdrive Sonic Boom |
|
Has much less of an impact on your Dr✅ive Gauge, making it more viable and reasonable to use in most sওituations. |
Overdrive Sonic Blade |
|
This enables Guile to follow this action up 🧸with additional attack💧s much more easily. |
Normal Sonic Cross |
|
It makes this action far easier to i🐈nterrupt or punish, making it a bit more riskier to toss out. |
Overdrive Sonic Cross |
|
This move is essentially much better at e♒xtending combos, especially in specific situati💖ons, like in the corner. |
Sonic Break (Variation) |
|
This is a universal change that makes it harder to execute꧅ accidental inputs when performing other actions. |
Sonic Hurricane (Up) |
|
This was a bug fix, as its original imp൲lementation wasn't supposed to be immune 💝to everything. |
Sonic Hurricane (Side) |
|
This also becom𓃲es much better at extending combos and will be a much more viable tool for Guile to use overall. |
Jamie Balance Changes
It's been quite sometime before we had an A.K.I.-esque character that seemingly hoarded all the buffs for themselves. So, allow us to introduce the new and improved Jamie, who is now extremely horrifying on paper and in practice. He is also one of this patch's biggest winners, and it's not even a debate!
All Jamie Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Medium Punch |
|
Jam💮ie is now slightly more plus on block with this action, giving him slightly mo𝔉re options if his opponent presses buttons after. |
Standing Medium Kick |
|
Like the one above, except this one is only if the action hits, giving Jamie slightly more wriggle room to f💃ollow up with additional attacks. |
Crouching Medium Punch |
|
Hitting this action in🌟creased the plus frames of Jamie by two, allowing him to follow up with addit🌱ional attacks much more easily. However, this will now leave him slightly negative on block now, so he must be cautious of when and where to use it. |
Crouching Medium Kick |
|
This action is now much more susc🌸eptible to being punished on😼 whiff. |
Crouching Heavy Kick |
|
This action now leaves𝓰 Jamie at a slightly worse disadvantage when blocked but becomes an automatic low>high, which can catch unfamiliar players off✅ guard. |
Jumping Heavy Kick |
|
The final frame of the a💞ction's start-up can no longer be interrupted, which is definitely a nice to have for Jamie. |
Wheel Punch |
|
Universal System Change, making it ဣharder to get throw loops on your opponent and makꦏing the corner more manageable for the opposition. |
Tensei Kick |
|
Gives some oཧf Jamie's actions added utility, making them much more viable to implꦉement in combo routes or mixes. |
Hermit's Elbow (Drink Level 4) |
|
Enables Jamie🅰 to follow up with 😼more actions than before. |
Falling Star Kick |
|
Allows Jamie to cancel into Full Moon with greater ease than before. The added hitsop and blockstun also gives Jamie more opti🍰ons to add in more mixes into his game plaღn. |
Bitter Strikes |
|
The Drive Rush cancel window may be slightly tighter than before, but the ꦡstar of the show is the extended hotbox on the first attack, as it will allow Jamie to cancel into specific actions more easily and more efficiently. |
Immediate Ransui Haze |
|
The overall damage output and potency of this action have been severely dampened, especiallꦓy when used in🔯 combos. |
Freeflow Strikes (Drink Level 0-3) |
|
Makes it slightly easier for Jamie to transition into other actionsℱ from during this acti🀅on's third attack. Other than that, the Drive Gauge enhancements are just nice to haves and won't change your approach too much. |
Normal Freeflow Strikes (Drink Level 4) |
|
This move 🔯is now an excellent way to build all of Jamie's meters and deplete some of your opponent's. Other than that, nothing too drastic was changed here. |
Heavy Freeflow Strikes (Drink Level 4) |
|
Essentially puts this move in line with the other variants of the same a✱ctiꦆon. |
Overdrive Freeflow Strikes (Drink Level 0-3) |
|
Places Jamie at a sli🎶ghtly better frame advantage on hit and carves away the opposition's Drive Gauge much more sever🎃ely when blocked. |
Overdrive Freeflow Strikes (Drink Level 4) |
|
The removal of the combo scaling makes this action much more potent when�🐼� woven into combos, and its extended hitbox makes it an excellent tool to utilize in combos. It's a win/win! |
Normal Freeflow Kicks |
|
Like some of the other actions, this ♏just makes this attack excellent at building Jamie's meters and chipping a🐈way at his opponent's. It's devious and fits his playstyle like a glove. |
Overdrive Freeflow Kicks |
|
Again, this will chip away a much larger portion of the opponent's Drive G𓄧auge if they block it, making it worth tossing out if their meter is low. |
Heavy Swagger Step |
|
Makes Jamie slightly less negative on the recovery of this action and if it's blocke♚d, but not by much. He will still be sus🀅ceptible to being interrupted or punished more so than not. |
Overdrive Swagger Step |
|
Places Jamie in a slightly more 🧸favorable position than before. |
Light Arrow Kick |
|
This action is much less potent than before, but it is much easier to transition from this attack into another action, making it a d♏ecent combo extender. |
Normal/Overdrive Luminous Dive Kick |
|
This move is♏ now slightly more punishable on block but can now be interrupted much more easily than before. |
Normal/Overdrive Bakkai |
|
Makes this act♒ion even better at negating incoming projectiles, allowing Jamie to close the gap between him and zoners much more easily. |
Normal Tenshin |
|
This was a bug fix, as the previous version was appare♒ntly displaying the wrong values! |
Overdrive Tenshin |
|
Starting combos with this action now deals much more damage than before, but if you perform this action within a combo, the damꦓage will be substantially lowered. |
Normal/Overdrive Swagger Hermit Punch |
|
This is a universal change that makes it harder to execute𓆉 accidental inputs when performing other actions. |
Breakin' |
|
This action is now much faster to perform than before and is much easi😼er to use in c☂ombos. |
Getsuga Saiho |
|
Makes it easier for the 𝔉attack to land on airborne opponent♚s than before. |
JP Balance Changes
Now, from an ultra-buffed Jamie, we move to JP, who got substantially nerfed. While his changes aren't quite as drastic as we anticipated, they are still relatively massive and will change how JP players approach specific situations. Overall, he was also one of the handfuls of charact𓆏ers impacted heavily by n෴erfs!
All JP Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Medium Kick |
|
Mak🎀es it slightly harder to interrupt or punish this action. |
Standing Heavy Kick |
|
JP will re𝔍main close to his opponent if this action is blocked, making it easier for them to respond. |
Crouching Medium Punch |
|
Makes this action much mo🉐re susceptible to being interrupted or punished. |
Crouching Medium Kick |
|
It makes it easier to inter🎐rupt in the later༒ stages of the action but easier to land overall. |
Crouching Heavy Kick |
|
This move is much easier to interrupt than bef𝄹ore. |
Jumping Heavy Punch |
|
Essentially a 🉐bug fix that properly readjusts the hurtbox of th🗹e action. |
Uragan |
|
Universal System Change, making it harder to get throw loops on your opponent and making the corner more managℱeable 🍬for the opposition. |
Guillotinna |
|
Another bug fix that𒁃 set the value to what it apparently sh🐻ould have been. Neat! |
Grom Strelka |
|
Not only does this do considerably les꧃s damage overall during combos, but it can also be interrupt൲ed much more easily than before. It's an all-around nerf for JP. |
Zilant Mid |
|
This is a universal change that makes it harder to execute accidental iꦑnputs when performing other actions. |
Zilant Low |
|
This is a universal change that makes it harder to exec💦ute accidental inputs when performing other actions. |
Overdrive Triglav |
|
This action is much less potent than it wꦚas before whﷺen kicking a combo off with it. |
Normal/Overdrive Stribog |
|
This action is much less viable to 📖projectiles than it was𝔍 before. |
Heavy Stribog |
|
JP takes longer to recover if this action gets Perfect Parried, allowing his opponent to fol꧟low up with pretty much anything they want. |
Overdrive Stribog |
|
This mov🍷e now does increased damage, comes out at a much faster speed, and can now be canceled directly into hisꦰ Super Arts. This is an excellent buff for JP! |
Normal/Overdrive Departure |
|
This essentially slightly impacts its damage output when i🐻mplemented in combos, as the higher the combo counter, the less and less damage you do overtime. |
Overdrive Departure |
|
Gives JP sli♔ghtly more utility with this action, which is an excellent nice to have with all the nerfs. |
Overdrive Torbalan |
|
Despite it being much less potent overall when used in combos, being able to cancel this action into his Super Arts makes it an excellent w🐬ay to extend combos. |
Normal/Overdrive Embrace |
|
This actio๊n is far easier to ▨use in most situations, as its extended hitbox allows it to hit the opponent more consistently. However, it will now be far less potent than it was before. Sorry, JP. |
Chornobog |
|
This action is now very susceꩲptible to incoming pro🅷jectiles, so be careful when and where you use it! |
Lovushka |
|
While this attack can be interrupt🧔ed much more easily, it having more active frames gives it more opportunities to hit the encroaching opposition, ba💯lancing things out. |
Interdiction |
|
JP's advantage is essentially halved but still extremely positive. However, him landing even further away from h⛦is target does limit his options slightly. He is JP, after all, so he will still be fine here. |
Juri Balance Changes
Juri won the Capcom Cup, so you just know she's getting hit with nerfs, right? ...Right? Well, that was our thinking, too, but she has actually since been buffed, making her even more of a menace than ever before. So, with that in mind, let's get into everything she caꦕn doไ now!
All Juri Changes
Changes |
Change Log |
Explantation |
---|---|---|
Crouching Light Kick |
|
This action is now harder to interrupt or punish. |
Normal/Chain Combo Crouching Medium Kick |
|
If Juri whiffs this attack, it will be far more suscepti𝓡ble to being punished than before, making i𒀰t risky to toss out. |
Normal/Chain Combo Jumping Medium Punch |
|
The damage output of this move has be𒅌en reduced for both the normal and chain combo versions. |
Chain Combo Renko Kicks |
|
Makes this action far easier ✃to use as a combo𒈔 extender. |
Normal/Chain Combo Korenzan |
|
Places Jurܫi at a better advantage when hitting an a﷽irborne opponent. |
Death Crest |
|
Turns this attack into an excellent combo starter ꧟with no added scaling, enabling Juri to go directly into her Super Arts or other acti⛎ons. |
Normal/Overdrive Fuhajin |
|
Makes this action substantia🌠lly leꦬss viable against projectiles, making it far worse against zoners. |
Overdrive Fuhajin |
|
This move is much faster fro๊m start to finish, making it much easier 𝕴to weave into combo routes or to toss out to begin your offense. |
Normal Anjensatsu |
|
This action's damage potency is substantially reduced, especially in c🐻ombos. However, landing this combo leaves Juri in a much more advantageous situation, allowing her to easily transition into different act🃏ions. |
Overdrive Go Ohsatsu |
|
Thi🌃s attack sequence must be executꦡed in a tighter window to work. Other than that, nothing else changed here! |
Normal/Overdrive Shiren-sen |
|
If Juri lands t꧙his attack, she will be in a far more advantageous situat𒐪ion than before, making it an excellent way to keep her offense rolling. |
Sakkai Fuhazan |
|
This was essent♔ially another bug fix that adjusted the properties of the attack to where they should have been. |
Kaisen Dankai Raku |
|
Places the enemy in a 🔴slightly better situation if they block this action and fixed a visual bug that was present with the action. |
Ken Balance Changes
Ken is in a similar boat as Juri, as everyone expected him to get nerfed into the ground, but he ended up receiving buffs instead. If you enjoyed playing as Ken before this patch, you will likely still enjoy 🐽him now and mi🅰ght even like him more after some of these changes!
All Ken Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Light Kick |
|
Matched the block ⛦trigger up with the hitbox to make the attack more uniform. |
Crouching Medium Kick |
|
It mak🌺es it easier for this action to hit airborne opponents, which is useful for extending combos. |
Neutral Jumping Heavy Kick |
|
The attack remains active for a slightly longer duration, making it useful for𝄹 som🐼e combos or punishes. |
Quick Dash |
|
This basically just ensures this action has the highest priority over other actions to always guarantee you us🧔e it when you want it. |
Chin Buster |
|
The cancel window for Standing Medium Punch is much tighter now th🍨an before. |
Normal/Overdrive Hadoken |
|
Makes it harder for the opponent to inte𝕴rrupt or punish this attack. |
Quick Dash Shoryuken |
|
This attack i✃s far less potent when starting combos with it than before. |
Overdrive Tatsumaki Senpukyaku |
|
While the final attack of this action does considerably more damag🌼e, the combo count limit be✨ing increased will have the rest of the combo deal less damage overall. |
Overdrive/Quick Dash Dragonlash Kick |
|
Expands the time 🐷allotted for buffering the next input, making it far easier to chain together actions for combos. |
Heavy Jinrai Kick |
|
Makes it har🃏der for opponents to interrupt this attack and makes it easier for Ken to land it. Additionally, after Ken lands this attack, he can now execute follow-up action much more easily. |
Normal Gorai Axe Kick |
|
Ken will be left in a much better posiꦐtion offensively than before, making this attack much better and more reliable. |
Normal/Overdrive Gorai Axe Kick |
|
This is a universal change that makes it harder to execute accidenꦍtal inputs when performing other actions. |
Normal/Ovedrive Senka Snap Kick |
|
This will just movꦏe Ken slightly more forward than before, which can be a huge plus ൩or negative depending on the situation. |
Kasai Thrust Kick |
|
Thi🐈s is a universal change that makes it hardeဣr to execute accidental inputs when performing other actions. |
Dragonlash Flame |
|
This was a bug fix, as its or෴iginal implementation wasn't supposed to be immune 🙈to everything. |
Shippu Jinrai-kyaku |
|
This is a blanket buff to the action's damage output, which is never a bad thing. Unless, of course, you're on the receiving endꦬ. |
Kimberly Balance Changes
Kimberly is our next character up to the plate. And, while she has been buffed quite considerably, she still pales to the likes of A.K.I. and Jamie, which is odd considering we thought s⛎he would be near the top of the winners with this patch. Nonetheless, leꦅt's just be happy she was even buffed in the first place!
All Kimberly Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Light Kick |
|
Kimberly wi𝔍ll now be closer to her opponent after landing the attack, enabling her to follow up with more actions. |
Standing Medium Kick |
|
This attack builds more Super Art Gaꦕuge for Kimberly on hit, which is alwಌays nice to have. |
Crouching Medium Punch |
|
A blanket buff to the damage by 100 is not too shabby, and the 🍌reduced pushback also makes itܫ a very pleasant buff! |
Bushin Tiger Fangs |
|
This is a unive꧋rsal change that makes it harder to execute accidental inputs when performing other actions. |
Bushin Prism Strikes |
|
This is a universal change that ma🌼kes it harder to execute accidental inputs when performing other actions. |
Normal/Overdrive Sprint |
|
This is a b𒈔ug fix that makes it harder to get accidental inputs or actions. |
Normal/Overdrive Bushin Hojin Kick |
|
Essentially turns this action into a combo extender, making it easier to transition﷽ into other actions during an♛ ongoing combo. |
Overdrive Torso Cleaver |
|
This actioꦚn now shaves off more of the opposition's Drive Gauge if they block it. |
Light Vegabond Edge |
|
While this attack is slightly faster and leaves Kimberly at a 🐟sli💙ghtly less disadvantage, she will still be severely punished on block, and the speed of the attack will not make up for that. |
Normal Bushin Senpukyaku |
|
Makes it harder to interrupt this attack🦄 and makes it an excellent an🅰ti-air option. |
Medium/Heavy Bushin Senpukyaku |
|
Makes this 🌼attack much more potent on Counters and Punish Counter, almost guaranteeing the third attack in the sequen🅘ce will hit. |
Normal/Overdrive Bushin Senpukyaku |
|
Makes this action more potent overall, which 🍷is 🔯never a bad thing. |
Overdrive Bushin Senpukyaku |
|
While it will deal less damage overall during combos,✨ the base damage increase is incredible, and being able to cancel this action directly into her Super Art Level 2 makes it an excellent addition! |
Overdrive Nue Twister |
|
The damage scaling for this action during a combo has been severely muted, 💃so don't expect it to do nearly as much damage as before. |
Hidden Variable |
|
This action will always come out before Bushin Snpukyaku, essentially erasing the possibility of ac✨cidentally getting that move over this one. |
Bushin Beats/Bushing Thunderous Beats |
|
This is an excellent change overall for Kimberly💟, as it allows her to choose when she uses her Shuriken Bomb Stocks during this sequence. The faster start-up and extended collision pushbox ar♛e just the cherries on top! |
Bushin Thunderous Beats |
|
The base damage increase make👍s this action much more potent overall, and the odd one Drive Gauge reduction essentially makes it impossible for the opponent's Drive Gauge to begin regenerating during the attack. |
Bushin Scramble/Soaring Bushin Scramble |
|
The increased damage and hitbox is an incredibl༺e change for this action, and the added hitbox makes it even better at executing during combos. This is a win/win/win! |
Bushin Ninjastar Cypher |
|
The added hitbox makes it easier to cꩲombo into, whic🐼h is always nice to have! |
Lily Balance Changes
Similar to Kimberly, we expected Lily to get buffed beyond belief, and while she did get buffed, it wasn't quite nearly as drastic as we anticipated it to be. Nonetheless, Lily is better than ever, which honestly wasn't a hard bar to clear. It's ju🌠st nice seeing her have a propper offense and actual useful tools!
All Lily Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Light Punch |
|
This acti♔on is slightly 🐻faster overall but shouldn't make too much of a difference in the grand scheme of things. |
Standing Light Kick |
|
On hit, Lilly is now plus by anꦕ additiona෴l four frames, enabling her to transition into other options. And, while she is still negative on block, it's far less severe than before. Overall, this change will be massive for her offensive presence. |
Crouching Medium Kick |
|
Again, this action is slight𓃲ly faster but probably won'𒈔t change too much of anything. |
Crouching Heavy Punch |
|
This move can now be interrupted much more easily by the opponent, so we advise against just toss🐼in🔥g it out. |
Crouching Heavy Kick |
|
The increased knockback time allows Lily to follow up with more acti♐ons with ease, and the blocking properties is a nice addition that can trip up 🐼unfamiliar opponents. |
Drive Reversal |
|
This is a bug fix that makes Lily remain in the Standing Position during her Drive Reversal like t🔥he rest of the cast. |
Normal/Overdrive Mexican Typhoon |
|
This action will now be sli🎉ghtly more potent when scaling, which is always great ☂to see. But this attack will also be easier to interrupt by opponents. |
Medium Condor Wind |
|
Lily will remain closer to her opponent when landing this attack, allowing her to launch into more🐭 actions if she wishes. |
Overdrive Condor Wind |
|
This action is now faster by a few fr🍌ames, which can be useful for extending combos or interrupting incoming attacks. |
Overdrive Windclad Tomahawk Buster |
|
The new ꦜhitbox will allow Lily to transition into other actions with better ease. |
Heavy/Overdrive Windclad Condor Spire |
|
The added horizontal blowback will enable Lily to land more follow-up atta🧜cks🌃. |
Breezing Hawk |
|
This action is now faster by a few frames, which can be useful for extending combos or interrupting incoming 🐷attacks. |
Thunderbird |
|
The blanket damage increase will make this action slightly morꦛe potent, making it excellent for weaving into your combos. |
Soaring Thunderbird |
|
The blanket da🀅mage increase will make this action slightly more potent, making it excellent for weaving into your combos. |
Luke Balance Changes
While Luke did receive many nerfs, they are all mostly damage nerfs, meaning he largely still has access to the same devastating gameplay he had before but has to work a tad bit harder to defeat his opponent. What's more, he can also do more combos, as some of his other actions got buffed. You can't keep this man down!
All Luke Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Medium Kick |
|
The move is now slightl🐬y longer to perform but has a slightly faster recovery time. You will likely struggle to notice this change in game. |
Standing Heavy Punch |
|
Luke is now plus on hit💮 with this action, giving him🐎 access to a few more options for combos. |
Standing Heavy Kick |
|
Again, some values were adjusted by a slight margin, which could e💦ffect things in the long run but, for now, you will likely notice these changes in game. |
Crouching Light Punch |
|
This makes the window of connecting this attack with other actions slightly harder, whiꦺch can impact the timing and execution of some combos. |
Crouching Medium Punch |
|
𓄧This action will now be far less potent than befo🅰re, an example of how much his overall damage output has been nerfed. |
Crouching Medium Kick |
|
This action is now far more susceptible to be🔴ing punished on whiff tha꧂n before. |
Crouching Heavy Punch |
|
While this move is a bit easi🦹er to interrupt and has a slightly worse hitbox, the standout is the 15 percent combo scaling, which further 🌄highlights his overall damage nerf. |
Jumping Heavy Punch |
|
This action is now more susceptible to being ജinterrupted by the oᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚpponent. |
Jumping Heavy Kick |
|
This action is now more suscepti🧔ble to being interrupted by the opponent. |
Outlaw Kick |
|
Landing this attack as a Punish Counter will leav🐼e Luke in a slightly less favorable ♐position, but he will still be able to get a full combo off. |
Nose Breaker |
|
This is a universal change that makes it haꦗrd🐠er to execute accidental inputs when performing other actions. |
Fatal Shot |
|
The blanket increase to this action's damage and Super Art Gauge is 🐈massive, especially when considering all the other damage nerfs. It depleting even more of the opponent's Drive Gauge on Punish Counter is just an added bonus at this point! |
Medium Flash Knuckle |
|
🐽This just♋ makes it harder to accidentally perform the wrong action. |
Charged Medium Flash |
|
This makes the move slightly less bad when hitt🦩ing an opponent with Heavy Armor but Luke will still lose that encounter overall. |
Perfect/Charged Heavy Flash Knuckle |
|
This now puts Luke in an even more advantageous situation🧜 than before. |
Overdrive Flash Knuckle |
|
Th🦩is now puts Luke in an even more advantageous situation than before. |
DDT |
|
The base increase to the damage output and Super Art💞 Gauge is incredible to see, especially on this attac🌼k! |
Normal/Overdrive No Chaser |
|
This action now has longer active frames and shorter recovery🍬 frames, but it won't impact much of anytಞhing. |
Pale Rider |
|
Makes this a much more viable opti♉on during combos but less viable to just toss out at a distance. |
Manon Balance Changes
Manon is back and better than ever, receiving several much-needed buffs to bring her back into the conversation of top-tier characters. While she still has a bit of a way to go before being considered the best of the best, these changes are a step in the right direction overall!
All Manon Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Medium Punch |
|
The transition window from this acti𝓀on into À Terre now happens later in the attack, making it easier to execute. |
Standing Medium Kick |
|
Having less 🍃pushback when landing this action allows Manon to follow up with more actions. |
Standing Heavy Kick |
|
This essentially enables Mano💛n to cancel into more actions with more ease than before., |
Crouching Light Punch |
|
This acꦦtion gives Manon a slightly better advantage on hit, but it's nothing t🍬oo major. |
Crouching Medium Punch |
|
This action is now far more susceptible🍌 to being punished on whiff than before💧. |
Crouching Light Kick |
|
This action is harder to use to counter low-reaching at🍌tacks, but the 🎀reduced pushback on hit is a huge plus for Manon. |
Crouching Medium Kick |
|
Manon is slightly more positive on hit, which can be use༺ful for some follow-up attacks but probably won't lead to anything too different. |
Drive Impact |
|
This was a bug that has since been fix🐼ed, bringin💃g Manon more in line with the other chartacters. |
Uchi Mata |
|
Universal System Change, making it harder to geꦉt throw loops on your oppon♌ent and making the corner more manageable for the opposition. |
Tomoe Derrière |
|
🅠This makes the potency of the follo🎀w-up actions in the same combo less potent. |
À Terre |
|
This is a universal change that makes it harder to execute accident👍al inputs when performing 💙other actions. |
En Haut |
|
Places Manon in a slightly more advantageous situation on hit, esp🦩e💯cially if it hits an airborne opponent. The added hitbox on the second attack allows for easier combo extensions. |
Révérence |
|
Manon will now have the advantage on block, making this an excellent tool to get her offense started. The reduced pushback on hit will als🐷o open up n💝ew combo opportunities. |
Normal Grand Fouetté |
|
This basically alerts the play♊er with a visual cue that they have landed a Pu﷽nish County. |
Overdrive Grand Fouetté |
|
The start-up of this action is now slightly faster, which wi🦂ll hardly impact mu♛ch of anything. |
Normal Rond-point |
|
This is quite big change, as you can no longer use this action as a way to get largely unscaled Super Art 3 or Critical📖 Art damage. |
Heavy Rond-point |
|
Allows Manon to follow-up with more action with slightly🐈 more ease if this attack hits an airborne opponent. |
Overdrive Rond-point |
|
Be൲ing able to cancel﷽ this action into Super Arts is massive for Manon and is an excellent way to extend and end combos. |
Normal/Overdrive Manège Doré |
|
This is a quality-of-life change for this action, makiﷺng it a bit easier to execute. |
Arabesque |
|
The added hitbox makes it much easier to land this Super Art on o🅘pponents that are positioned above Manon during a combo. |
Étoile |
|
The inc🐓reased damage makes this action much more potent, especially when ending combos, which is now easier to do with the additional🅰 hitbox. |
Pas de Deux |
|
While this action is more susceptible to being punished on whiff, it finally scaling wit🐈h Manon's Medal Levels opens the ☂door for tremendous amounts of damage! |
Marisa Balance Changes
In a similar fashion to Guile, Marisa received many changes, but she doesn't feel or play all that differently. While there are nice to haves and some nerfs, she didn't change all that much overall, meaning Marisa fans will still love dishing out tons ඣof damage with her!
All Marisa Changes
Changes |
Change Log |
Explantation |
---|---|---|
Jumping Heavy Attacks |
|
Marisa now re🦋covers three frames faster than before but will likely not change a whole lot overall. |
Charged Standing Heavy Punch |
|
The additional fra💫ꩲmes on hit and block will give her some wiggle room and ease to execute more actions but won't change a whole lot either. |
Normal/Charged Standing Heavy Kick |
|
This makes Marisa a bit safer overall, making this action slightly less risky to throw out. 📖But it will still be negative by a considerable margin on block. |
Crouching Medium Punch |
|
Makes this action easier to interrupt. |
Normal/Charged Crouching Heavy Punch |
|
This means that the opponent won't begin blocking the actio💦n until the second fr❀ame of this attack is active. |
Charged Crouching Heavy Punch |
|
Marisa will now be slightly negative on blocꦺk but will still be at a considerable di🌼sadvantage. |
Normal/Charged Crouching Heavy Kick |
|
This means that the opponent w♔on't begin blocking the action until the second frame of this attack is active. |
Charged Crouching Heavy Kick |
|
On hit, Marisa will be ꦉable to go into a few more options with much more ease than before. While she is in a better situation on block, she will still be at a considerable disadvantage, all things considered. |
Jumping Heavy Punch |
|
This move stays active slightly longer than before, which can impact som♎e things but likely won't change too much of her offense. |
Drive Reversal |
|
This was a bug fix th⭕at made her Drive Reversal follow the same rules as the other characters'. |
Marisa Style |
|
Made it harder to accidentally exec༒ute specific actions when pressing ꦫcertain inputs. |
Ponte Milvio |
|
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable♒ for the opp♕osition. |
Falx Crusher |
|
Makes it much easier for Marisa to juggle her opponent on hit than previously, a welcomi💛ng buff for Marisa fans. |
Overdrive/Normal Charged Gladius |
|
Makesꦡ this🍸 action far less potent when used in combos. |
Overdrive Quadriga |
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Allows Marisa to execute more follow up attacks with aജ bit more eas🃏e. |
Normal/Overdrive Phalanx |
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Landing this action as a Punish Coun🦄ter will now place Marisa in a mo🤡re advantageous position. |
Overdrive Phalanx |
|
Marisa is even more plus on block with this actioꦇn, allowing her to go into more action to further apply pressure. |
Normal/Overdrive Scutum |
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This is an excellent addition for countering opponents with Super Armor. The slightly bet🐭ter fram💙e disadvantage doesn't change too much, though. |
Enfold |
|
The slightly less frame⛦ advantage will impact very littl♔e, largely making the follow-up action window slightly tighter, but that's about it. |
Javelin of Marisa |
|
The Counter Hit version of this attack is much better for combo extension🅷. The Drive Gauge regeneration is now more in line with the rest of the cast. |
Meteorite |
|
The removed pushback on airborne opꦅponents and extended hitbox of the second attack makes this move much more viable to combo into. |
Goddess of the Hunt |
|
The options Marisa can follow this attack up with will now be൲ somewhat limited, but she will still be at a severe advantage regardless. |
Goddess of the Hunt |
|
The distance of the CA version of the action now matches the standard Super Art Level 3 version. Other thanꦫ that, the same changes from above also apply here. |
Rashid Balance Changes
Like Ed, Rashid didn't receive many new additions or substantial buffs or nerfs to really move the needle. If you were tearing it up with Rashid before this update, you wiﷺll be more than fine afterward, maybe even s🎉lightly better with some of these changes!
All Rashid Changes
Changes |
Change Log |
Explantation |
---|---|---|
Arabian Skyhigh Version Jumping Heavy Kick |
|
This makes the damage scaling slightly more poten♕t overall, but not by much. |
Drive Impact |
|
This was a bug ꦐfix that changed the hurtbox of this action to its intended properties. |
Sunset Drop |
|
Rashid is slightly more safe after performing thi꧟s action💞 than before, but nothing too major has changed. |
Arabian Skyhigh Version Blitz Strike |
|
This makes the damage scaling sligh꧋tly more potent overall, but not by much. |
Run |
|
While this action is now two frames faster to transition into, it won't cha🍌nge all that much in the grand scꦫheme of things. |
Backup |
|
Being able to hit airborne♒ opponents with this action is massive, as is being able to cancel directly into a Super Art during the action's second attack. This is a substantial buff overall! |
Tempest Moon |
|
Being able to cancel into a Super Art from this action makes it an excellent option to extend c🧔ombos even further! |
Rising Kick |
|
🐎T๊his is a universal change that makes it harder to execute accidental inputs when performing other actions. |
Air Current Boosted Light Spinning Mixer |
|
Removes the anti-air properties from this action, making it less thaಌn ideal to try and counter them with now. |
Normal/Air Current Boosted Light Eagle Spike |
|
Like the other actions with similar changes, it's always excellent when a move can 🦋cancel into Super Arts, especially a Super Art 3, as it opens the door for more combo opportunities. |
Wing Stroke |
|
This is a universal change that makes it harder to exec🍃ute accidental inputs𒁃 when performing other actions. |
Rolling Assault and Nail Assault |
|
This is a universal change that makes it harder to execute accidental inputs when performing 🌌ot🍰her actions. |
Super Rashid Kick |
|
This was a bug fix, as ꦑits original implementation wasn't supposed to be immune to everything. |
Ysaar |
|
Fixed a bug where Rashid would continuo🦂usly build Super Art Gaugeꦐ when this super was still active. |
Ryu Balance Changes
Surprise, surprise, like A.K.I. and Jamie, Ryu also received a tremendous amount of really substantial and solid buffs, making him the final winner of this massive patch. If you loved playing as Ryu before this update, you will be unstopꦇpable with him now!
All Ryu Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Light Punch |
|
Allows him to follow up with more actions. |
Standing Light Kick |
|
Allows him to follow up with more actions. |
Standing Medium Kick |
|
﷽Ryu now builds more Super Art Meter when landing tꦓhis attack. |
Standing Heavy Punch |
|
The slight frame advantage buff will ha💧ve some minor benefits but will largely go unnot🍌iced in game. |
Crouching Light Punch |
|
Allows him to follow up with more actions. |
Crouching Medium Punch |
|
This act♊ion now has a slightly faster recovery window and longer active frames. Again, this will largely go unnoticed in game. |
Crouching Heavy Punch |
|
The damage is now consistent throughout the entire attack, and the increased Super Art M🎉eter is a plus. 💞This attack will also drastically chip away at the opponent's Drive Gauge on block or Punish Counter! |
Jumping Medium Punch |
|
Adjusted the hitbox of the second attack to match the first one t♎♒o make it more consistent. |
Collarbone Breaker |
|
The slight frame advantag🅰e on hit is nice to have but won't change much, same with the slightl𓆉y better disadvantage frames on block. |
Solar Plexus Strike |
|
Removing the ꧂scaling of the initial attack makes this attack much more potent, and the additional frames on hit and knockback ꩲmake this action even better! |
Whirlwind Kick |
|
Ryu is much more safe overall when this action is blocked and has more invincibꦦili🅘ty frames during the action, making it a much stronger tool to engage with than before. |
Axe Kick |
|
Landing this attack on an airborne opponent will now place Ryu in a more adva🌃ntageous situation than before. |
Fuwa Triple Strike |
|
Having the third attack no longer release if the second attack misses is massive, as it completely leaves Ryu vulnerable in that state. However, being able to cancel the third attack into a Denjin Charge opens the door for greater combo po🐠tential. |
High Double Strike |
|
Being able to cancel the second att✤ack into a Denjin Charge opens the door for greater combo potential. |
Normal Hadoken |
|
This is൲ a solid buff to th♏is action and will likely have tremendous knock-on effects in the future, especially the Light Normal Hadoken! |
Denjin Charge Hadoken |
|
Ryu can 🅺choose when he uses his stored Denjin Charge and can now use the Light and Medium Normal Hado🐽ken with a stored charge. |
Light/Medium Hashogeki |
|
Allows him to follow up with more actions. |
Denjin Charge Hashogeki |
|
The biggest changℱe here is the additional recovery frame added to the action if it whiffs, which will leave Ryu♕ extremely vulnerable. |
Medium/Heavy/Overdrive Normal or Denjin Charge Hashogeki |
|
This move now sheds even more ofꦯ the opponent's Drive Gauge if they block it. |
Overdrive Denjin Charge Hashogeki |
|
T꧒his action now does reduced damage overall, one of tಌhe few straight-up nerfs present for Ryu. |
Light Tatsumaki Senpu-kyaku |
|
This next stretch is pretty wil𝓰d, as it's just nothing but a series of damage buffs, followed by Super Art and Drive Gauge increases and an increase in chip damage to the opponent's ꦐDrive Gauge. |
Medium Tatsumaki Senpu-kyaku |
|
Same philosophy as the one above. |
Heavy Tatsumaki Senpu-kyaku |
|
Same philosophy as the one above the one above. |
Overdrive Aerial Tatsumaki Senpu-kyaku |
|
The new hitbox makes co🃏mboing into other acti🎃ons easier. |
Light High Blade Kick |
|
The increased damage output, Super Art and Drive Gau🎶ge incre🐻ases, and everything else makes this action extremely more powerful than before. |
Medium High Blade Kick |
|
Same basic philosophy as the ones above. |
Heavy High Blade Kick |
|
Like the on☂es above, Ryu will🎃 build his Super Art Meter even faster now. |
Overdrive High Blade Kick |
|
This action is slightly more potent overall and is๊ slightly faster to boot! |
Normal or Denjin Charge Shinku Hadoken |
|
Some nice quality-of-life changes here and even more combo potential if yo🅷u have a Denjin Charge stored! |
Shin Hashogeki |
|
The blanket damage change is phenไomenal and will make this action much more viable overall. |
Shin Shoryuken |
|
Same as above, the damage increase is great, and the overall changes to the action's frames make it easier to comb🌠o into! |
Zangief Balance Changes
Zangief is another character that received many excellent buffs but not quite what we expected. However, when all is said and done, Zangief is now much better off than where he was and will hopefully only get even better from here. While he did receive some nꦅerfs, he received many more buffs, but not quite enough to make him one of the 'big winn꧅ers' of the patch!
All Zangief Changes
Changes |
Change Log |
Explantation |
---|---|---|
Standing Light Kick |
|
Allows him to follow up with more actions. |
Standing Medium Punch |
|
Allows him to follow up with more actionsꦿ. The increase in building Super Art Meter is also massive here. |
Standing Medium Kick |
|
Increased damage output is obviously massive, but having increased Super Art Gauge and Drive Gauge 𝔉alongside depleting more of your opponent's meter is even more so. This is an incredible🔯 buff across the board! |
Charged Standing Heavy Punch |
|
Same philosophy as thܫe one above. Just a꧙n incredible buff for this action. |
Standing Heavy Kick |
|
A quality-of-life update to inform the players that a Punisher Counter was🎀 landed. |
Crouching Medium Punch |
|
Same philosophy as th🦩e ﷽ones a bit above. This will always be the best buffs you can ask for! |
Crouching Medium Kick |
|
The slight frame advantage is fine but will likely not change too much, but the ꦆincrease in Super Art Gauge and the chipping more of your opponent's Drive Gauge via a Punish Counter is where the true magic of this buff lies! |
Crouching Heavy Punch |
|
This is a relatively balanced adjustment. The action is slightly faster, but it leaves Zangiefꦆ at a slight disadvantage on block. It's fine, but it likely won'𝔉t impact the match too much either way. |
Crouching Heavy Kick |
|
Makes it slightly harder to interrupt or 🅺punish this action. |
Charged Jumping Heavy Kick |
|
Fixed a bug w𒁃here the𓂃 incorrect values were displayed. |
Capture Suplex |
|
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable ✨for the opposition. |
Hellstab |
|
A slight but welcomed buff how much Super Art and Drive🅠 Rush Meter is built upon landing an attack. Again, this is where it's at! |
Headbutt |
|
Same as the others way above this on🍷e, increasing Zangief's Meters while putting your opponent's at risk is a fantastic buff. |
Knee Hammer |
|
The fra൲me advantages and disadvantages are, again, less important here as the focus should be on the increased damage and how much meter Zangief gains and takes from hꦰis opponent. Again, this buff is tremendous. |
Cyclone Wheel Kick |
|
Same as the ent🎀ry above. Zangief is CO✱OKING this patch! |
Smetana Dropkick |
|
You know the pros of this action already. If your meters go up anꦅd their's go down, it's more than good! |
Flying Headbutt |
|
Same philosophy as the one above! |
Machine Gun Chops |
|
Makes extending combos off this action ꦇmuch ea𝓀sier than before. |
Power Stomps |
|
Makes extending c🥂ombos o♐ff this action much easier than before. |
Normal Double Lariat |
|
Yup, you🍌 know what this one does as well. Truly incrꦗedible. |
Overdrive Double Lariat |
|
The longer frame input makes it much easier to transition into other actions. And, of cour✅se, the increased damage and Super Art Gauge is obviousl𝔍y great. |
Normal Screw Piledriver |
|
More gauge increase. More gauge increa♊se. MORE GAUGE INCREASE. |
Overdrive Screw Piledriver |
|
^^^^^^^^ |
Normal Borscht Dynamite |
|
Being able to snag defenseless airborn𝐆e opponents automatically makes this buff well worth it, even if will be less potent in a combo due to the 20 percent scaling. An overall net positive, though. |
Overdrive Borscht Dynamite |
|
Season T🔯wo Zangief is here, and꧒ he wants more meter! |
Normal Russain Suplex |
|
Yup, more meter increases incoming! |
Overdrive Russian Suplex |
|
And anotha' one! |
Normal/Overdrive Siberian Express |
|
...You already know, let's move on. |
Overdrive Siberian Express |
|
Zangief can now move forwar🅺d a bit further and faster if this action hits at range. |
Tundra Storm |
|
Landing this ac𝄹tion with a Counter Hit will increase the hitbox quite co༒nsiderably, allowing Zangief to execute it from a decently far range! |

Street Fighter 6: Complete Guide To The Trai🌊ning Mode
Here's how to use Training Mode to its full potential to drastically improve🌺 your play in Street Fig🍸hter 6!