Published , by TJ Denzer
Published , by TJ Denzer
Street Fighter 6’s next big set of changes have arrived with its Version 202405 Battle Change List. Akuma has arrived, closing out the Year 1 DLC content, but so have a ton of changes for the entire roster. From A.K.I to Zangief, a multitude of balances, bug fixes, and tweaks have come into play that are meant to fine-tune each fighter.
Capcom released the Street Fighter 6 Version 202405 Battle Change update and its accompanying patch notes on the Street Fighter 6 website this week. The big headliner is Akuma coming into play, as well as his new stage, Enma’s Hollow. Akuma closes out the first year of Street Fighter 6 DLC, running as the last character behind Rashid, A.K.I. and Ed. There are also a ton of tweaks to the full roster. Characters like Zangief got buffed, Blanka saw some nerfs, and Marisa kind of got a little of both. See where your character fell alongside the universal changes in the notes below:
Year 1 Additional Character, Akuma added.
Various Akuma-related items can be found for sale in the Goods Shop.
Playable character, 'Akuma'
Akuma: Outfit 2
Akuma: Outfit 3
Akuma: Colors 3 – 10
Challenger Screen:
- Cartoonish: Akuma
- Cute: Akuma
Along with Akuma's release, the following content is now available.
World Tour: Akuma's master missions and sub-missions added.
Fighting Ground:
- Akuma's story added to Arcade Mode.
- Akuma-related commentary lines added.
Chat: Akuma's graffiti sticker added.
Player titles: Akuma's player titles added.
Fighter Profile: Akuma's avatar pose added.
Clubs: Akuma's club uniform and emblem parts added.
Note: To play as Akuma, you must have purchased the character from the Goods Shop, or have either the Year 1 Character Pass or the Year 1 Ultimate Pass. You can also use a Rental Fighter ticket to try out the character for one hour.
New Items Added to the Goods Shop
New Stage: Enma's Hollow
Costumes:
- Rashid: Outfit 3
- A.K.I.: Outfit 3
- Ed: Outfit 3
Challenger Screen: kangyaku (for the launch and Year 1 characters, 22 in total)
BGM:
You can play the following in the music player or set them as character BGM.
- Street Fighter II Bundle
- Super Street Fighter II Turbo Bundle
- Ultra Street Fighter II Bundle
- Street Fighter III Bundle
- Street Fighter III 2nd Impact Bundle
- Street Fighter III 3rd Strike Bundle
- Street Fighter Alpha Bundle
- Street Fighter Alpha 2 Bundle
- Street Fighter Alpha 3 Bundle
- Street Fighter IV Bundle Vol. 1
- Street Fighter IV Bundle Vol. 2
- Street Fighter V Bundle Vol. 1
- Street Fighter V Bundle Vol. 2
Avatar Gear:
- Kiko Panda Mask (No bundle available)
- Animal Feet (No bundle available)
- Fox Tail (No bundle available)
- Cat Tail (No bundle available)
Fighting Ground
The following have been added with the Akuma release or modified due to the battle adjustments.
- Command List
- Character Guides
- Combo Trials
- Tutorials
Training Mode:
- Action Timing Display can now be shown either above a character’s head or at their feet. Additionally, the display will not disappear when jumping, etc.
- Combo Damage on the Attack Data display can now be reset.
- The character used as a practice dummy while training on a Battle Hub cabinet will now be saved.
- You can now select either "On Block" or "On Recovery" for dummy Drive Reversal behavior. You can also dictate the ratio when selecting random settings.
- When matchmaking is turned on, you can now use shortcut functions from the time you are matched with an opponent until the screen transitions.
Note: We changed the design for shortcuts with this update, and all shortcut settings have been reset to their default values. We apologize for the inconvenience, but please update your shortcut settings again.
Versus:
- Versus walkout scenes, fight intros and win poses can be skipped using the cancel button.
- In the Steam version, you can now set the Advantage at the character select screen with a mouse.
Extreme Battle:
Perfect indicators added for Rules & Regulations and Smash & Grab.
Additionally, if you and your opponent complete all of your objectives at the same time, a double completion indicator will be displayed.
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.
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.
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.
Reworking Successful Command Inputs
We've made some changes with the aim of reducing the number of missed or accidental special moves.
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.
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.
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.
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.
Combo Counts
Combo counts are mentioned in the Battle Change List entries found on the official Buckler's Boot Camp site, and details on the terms used there can be found below.
- Combo Count Initial Value
The numerical value used to indicate when an air combo starts from a particular move. The smaller a move's combo count initial value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count Additional Value A numerical value that increases when a move is incorporated into an air combo. The smaller a move's combo count additional value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count Upper Limit A numerical value used to determine up to which point a move can land in an air combo. The larger a move's combo count upper limit is, the easier that move can be incorporated into a combo.
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.
This means the attack button must be pressed within 9 frames of the final forward or back 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.
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
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.
Drive Reversal - Adjustment
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.
Assisted Combo 2 - Adjustment
Combo during Burnout has changed to the following.
Standing Medium Punch > Nightshade Pulse > Nightshade Chaser
Assisted Combo 3 - Adjustment
Combo has changed to the following.
- Basic: Standing Heavy Kick > Overdrive Serpent Lash > Standing Light Kick > Toxic Wreath > Claws of Ya Zi
- During Burnout Standing Light Kick > Light Serpent Lash > Claws of Ya Zi
Gluttony (Backwards Throw) - Universal Adjustment
Distance increased between characters when the opponent is thrown into the corner.
Standing Medium Punch - Adjustment
Hurtbox around the arms during the active frames reduced.
Standing Heavy Punch - Adjustment
Standing Light Kick - Adjustment
Standing Medium Kick - Adjustment
Standing Heavy Kick - Adjustment
Crouching Medium Punch - Adjustment
Recovery when the attack misses changed from 21 to 18 frames, and recovery on block and hit unified.
Crouching Medium Kick - Adjustment
Crouching Heavy Kick - Adjustment
Note: Position when the technique ends has not change.
Jumping Heavy Kick - Adjustment
Hun Dun (Light Punch > Light Punch) - Adjustment
Advantage on hit changed from ±0 to +1 frames.
Light Serpent Lash (↓↘→ + Light Punch) - Adjustment
Note: If Toxic Blossom is triggered, the window for a possible follow-up attack is longer.
Heavy Serpent Lash (↓↘→ + Heavy Punch) - Adjustment
Overdrive Serpent Lash (↓↘→ + Two Punches) - Bug Fix
During a mid-air combo, the second attack would sometimes miss if the opposite was at a high enough elevation, so the attack hitbox for the second attack has been expanded upward.
Normal Nightshade Pulse (↓↙← + Light Punch) - Adjustment
Can now be canceled into Overdrive Snake Step from the 36th frame of the technique until the end of the recovery frames.
Overdrive Nightshade Chaser (↓↙← + Two Punches > → + Punch) - Adjustment
Hit effect when the opponent is not in the air changed from knockback to blowback knockdown.
Toxic Wreath (↓↙← + Heavy Punch) - Adjustment
Normal Cruel Fate (↓↙← + Kick) - Adjustment
Overdrive Cruel Fate (↓↙← + Two Kicks) - Adjustment
Venomous Fang (↓ + Two Punches > Punch) - Adjustment
Projectile invincibility extended until the end of the attack's active frames.
Heel Strike (↓ + Two Punches > Kick) - Adjustment
Entrapment (↓ + Two Punches > Light Punch + Light Kick) - Adjustment
Removed immediate scaling.
Light Snake Step (↓↘→ + Light Kick) - Adjustment
Technique now moves backwards.
SA1 Deadly Implication - Adjustment / Bug Fix
SA2 Tainted Talons - Adjustment
Changed final attack damage from 800 to 1000.
Modern Controls - Adjustment
While Lightning Beast is activated, when using the SP button for easy inputs to cancel from a normal move etc. to Rolling Attack/Vertical Rolling Attack, you can perform the attacks without having to charge back or down-back.
Assisted Combo 2 - Adjustment
Combo has changed to the following during Burnout.
Wild Edge > Crouching Medium Kick > Medium Rolling Attack
Assisted Combo 3 - Adjustment
Combo has changed to the following.
Standing Heavy Punch > Coward Crouch > Wild Lift > Medium Rolling Attack > Grand Shave Cannonball
Jungle Flip (Backwards Throw) - Universal Adjustment
Distance increased between opponents when Blanka's back is to the corner.
Drive Reversal - Adjustment
Blanka is considered to be in a standing state during the length of the technique.
Standing Medium Punch - Adjustment
Hurtbox around the arms from frames 10 - 12 reduced.
Crouching Light Punch - Adjustment
Advantage on hit changed from +4 to +5 frames.
Crouching Medium Punch - Adjustment
Expanded the hurtbox from frames 19 - 28 forward.
Crouching Medium Kick - Adjustment
Note: Advantage on block will not change.
Rock Crusher (→ + Medium Punch) - Adjustment
Disadvantage on block changed from -2 to -3 frames.
Coward Crouch (↓ + Two Punches) - Adjustment
Input period for transition attacks changed from the starting on the 1st frame to starting on the 6th frame.
Wild Lift (↓ + Two Punches > Punch) - Adjustment
Attack hitbox expanded forward.
Medium Rolling Attack (Charge ←, → + Medium Punch) - Adjustment
Attack hitbox added only when the opponent is in a combo, allowing Blanka to string combos together more easily.
Overdrive Rolling Attack (Charge ←, → + Two Punches) - Adjustment
Overdrive Backstep Rolling Attack (→↘↓↙← + Two Kicks) - Adjustment
First attack's hitbox expanded forward.
Overdrive Aerial Rolling Attack (Charge ←, → + Two Punches, during a jump) - Adjustment
Blanka-chan Bomb (↓↓ + Punch) - Adjustment
SA1 Normal/Lightning Beast Shout of Earth - Bug Fix
The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.
Assisted Combo 2 - Adjustment
Combo has now changed to the following.
- Super Art gauge has less than 2 bars full
Standing Medium Punch > Standing Light Punch > Overdrive Spiral Arrow > Heavy Cannon Spike
- During Burnout
Standing Medium Punch > Standing Light Punch > Medium Spiral Arrow
Assisted Combo 3 - Adjustment
Combo has now changed to the following.
- Super Art gauge has less than 3 bars full
Swing Combination > Overdrive Cannon Strike > Medium Cannon Spike
- During Burnout
Swing Combination > Heavy Cannon Strike
Rough Landing (Forward Throw) - Adjustment
Distance increased between characters after the throw.
Standing Medium Punch - Adjustment
Reduced pushback.
Standing Medium Kick - Adjustment
Forward hurtbox around the feet reduced from frame 7 of the technique until the active frames end.
Standing Heavy Kick - Adjustment
Delayed Ripper (→ + Heavy Kick) - Adjustment
Drive Rush cancel timing is now 2 frames faster.
Lift Combination (← + Middle Punch > Heavy Kick)
Universal Adjustment
When using Classic controls, pressing Heavy Punch at the same time as the second input will cause the second attack to not come out.
Swing Combination (Heavy Punch > Heavy Kick) - Adjustment
Universal Adjustment
When using Classic controls, pressing Heavy Punch at the same time as the second input will cause the second attack to not come out.
Light Spiral Arrow (↓↘→ + Light Kick) - Adjustment
Reduced combo count additional value.
Charged Heavy Spiral Arrow (↓↘→ + Heavy Kick) - Adjustment
The timing for the fastest hold version of the attack has changed from releasing the button on frame 16 to releasing it within frames 16 - 17.
Medium/Heavy Quick Spin Knuckle (↓↙← + Medium/Heavy Punch) - Adjustment
Overdrive Quick Spin Knuckle (↓↙← + Two Punches) - Adjustment
Technique's projectile invincibility changed from starting from frame 3 to starting from frame 9.
Heavy Hooligan Combination (↓↘→ + Heavy Punch) - Adjustment
Collision pushbox expanded upward from frames 7 - 23.
Overdrive Reverse Edge (↓↘→ + Two Punches > ↓ + Kick) - Adjustment
Combo count additional value for the first and second attacks reduced.
Overdrive Fatal Leg Twister (↓↘→ + Two Punches > Light Punch + Light Kick) - Adjustment
Initial scaling changed from 20% to 30%.
Normal/Overdrive Cannon Strike (↓↙← + Kick/Two Kicks, during a forward jump) - Adjustment
SA1 Spin Drive Smasher - Bug Fix
The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.
SA2 Killer Bee Spin/Aerial Killer Bee Spin - Adjustment / Bug Fix
Note: Cammy moves during the screen transition, so the property of avoiding ground attacks has not changed.
Backwards Walk - Adjustment
Movement speed has been reduced.
Assisted Combo 2 - Adjustment / Bug Fix
- Super Art gauge has less than 1 bar
Crouching Medium Punch > Overdrive Lightning Kicks > Lightning Kick Barrage
- During Burnout
Crouching Medium Punch > Medium Lightning Kicks
Assisted Combo 3 - Adjustment
Combo has been changed to the following.
- Basic
Crouching Heavy Punch > Serenity Stream > Forward Strike > Overdrive Spinning Bird Kick > Medium Lightning Kicks > Soten Ranka
- During Burnout
Crouching Heavy Punch > Serenity Stream > Forward Strike > Medium Spinning Bird Kick Taiji Fan (Backwards Throw)
Universal Adjustment
Distance increased between characters when the opponent is thrown into the corner.
Standing Light Punch - Adjustment
Hurtbox around the feet from frames 9 - 13 expanded.
Standing Heavy Punch - Adjustment
Standing Heavy Kick - Adjustment
Initial scaling of 20% added.
Crouching Medium Kick - Adjustment
Hurtbox from frames 14 - 28 expanded forward when the attack misses.
Jumping Light Punch and Jumping Light Kick - Adjustment
Increased blowback time when hitting an opponent in mid-air.
Swift Thrust (← or → + Medium Punch) - Adjustment
Lotus Fist (↓↙← + Punch > Heavy Punch) - Adjustment
Changed opponent's reaction when the second attack hits or is blocked.
Yoso Kick (1) (↓ + Medium Kick, during a jump) - Adjustment
Pushback on hit on Punish Counter increased.
Yoso Kick (1 - 3) (↓ + Medium Kick, during a jump) - Bug Fix
Fixed an issue where jumping attacks could not be performed after being Drive Parried and then jumping backwards.
Overdrive Kikoken (Charge ←, → + Two Punches) - Adjustment
Initial scaling of 20% added.
Normal/Overdrive Hazanshu (↓↙← + Kick/Two Kicks) - Adjustment
Changed projectile invincibility timing from the 6th frame to the 7th frame.
Normal Aerial Hundred Lightning Kicks (↓↘→ + Kick, during a neutral or forward jump) - Adjustment
Note: Expanded portion of the hurtbox is projectile invincible.
Light Aerial Hundred Lightning Kicks (↓↘→ + Kick, during a neutral or forward jump) - Adjustment
Expanded the collision pushbox downward on hit so that the characters will not switch sides when the opponent is walking forward and gets hit.
Overdrive Aerial Hundred Lightning Kicks (↓↘→ + Two Kicks, during a neutral or forward jump) - Adjustment
Note: Expanded portion of the hurtbox is projectile invincible.
SA1 Aerial Kikosho - Adjustment
Final attack damage changed from 600 to 800.
SA1 Kikosho/Aerial Kikosho - Bug Fix
The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.
SA2 Hoyoku-sen - Adjustment
Changed Super Art gauge increase for Chun-Li from 100% to 70% for follow-up combos after this hits, until the combo ends.
Assisted Combo 2 - Adjustment
Combo has now changed to the following during Burnout.
Crouching Medium Punch > Double Rolling Sobat
Assisted Combo 3 - Adjustment
Combo has now changed to the following during Burnout.
Face Breaker > Double Rolling Sobat > Weekend Pleasure
Flip Throw (Backwards Throw) - Universal Adjustment
Distance increased between characters when the opponent is thrown into the corner.
Standing Heavy Punch - Adjustment
Initial scaling of 20% added.
Crouching Medium Kick - Adjustment
Crouching Heavy Kick - Adjustment
Unified the upward blowback hit effect on Punish Counter on a mid-air opponent, as the effect differed depending on the location of the hit.
Threebeat Combo (Light Punch > Medium Kick > Medium Kick) - Adjustment
Face Breaker (← + Heavy Kick) - Adjustment / Bug Fix
Knee Shot (↓ + Light Kick, during a jump) - Adjustment
Overdrive Air Slasher (Charge ←, → + Two Punches) - Adjustment
Heavy Jackknife Maximum (Charge ↓, ↑ + Heavy Kick) - Adjustment
Speed of the attack is now reduced when the second attack misses.
Medium/Heavy/Overdrive Jackknife Maximum (Charge ↓, ↑ + Medium Kick/Heavy Kick/Two Kicks) - Adjustment
Double Rolling Sobat (↓↘→ + Heavy Kick) - Adjustment
Increased the combo count upper limit.
Overdrive Double Rolling Sobat (↓↘→ + Two Kicks) - Adjustment
Normal Funky Slicer (↓↙← + Kick > Light Kick) - Adjustment
Note: This adjustment was made so that this attack doesn't hit opponents using an attack with invincibility around the feet.
Normal/Overdrive Waning Moon (↓↙← + Kick/Two Kicks > Medium Kick) - Universal Adjustment
When using Classic controls, pressing Medium Punch at the same time as the second input will cause the second attack to not come out.
Normal Maximum Strike (↓↙← + Kick > Heavy Kick) - Universal Adjustment
Overdrive Maximum Strike (↓↙← + Two Kicks > Heavy Kick) - Universal Adjustment
Normal/Overdrive Juggling Sway (↓↙← + Kick/Two Kicks > → + Punch > ← + Punch) - Universal Adjustment
When using Classic controls, pressing Medium or Heavy Kick at the same time as the second or third inputs will cause those attacks to not come out.
SA1 The Greatest Sobat - Adjustment / Bug Fix
SA2 Sunrise Festival - Adjustment / Bug Fix
Assisted Combo 2 - Adjustment
Combo changed to the following during Burnout.
Divine Kick > Medium Yoga Flame
Assisted Combo 3 - Adjustment
Combo changed to the following during Burnout.
Standing Heavy Kick > Heavy Yoga Fire > Merciless Yoga
Drive Reversal - Adjustment
Standing Medium Kick - Adjustment
Hurtbox around the feet on frame 30 reduced.
Standing Heavy Kick - Adjustment
Crouching Medium Kick - Adjustment
Note: This was done so that it's easier to understand when Dhalsim is at a +4 frame advantage or more.
Yoga Mummy (↓ + Light Punch, during a jump) - Adjustment
Agile Kick (↙ + Light Kick) - Adjustment
Upward attack hitbox reduced.
Note: This adjustment was made so that this attack doesn't hit opponents using an attack with invincibility around the feet.
Normal Charged Yoga Fire (↓↘→ + Punch) - Adjustment
Note: Recovery on block has not changed.
Overdrive Yoga Blast (→↘↓↙← + Two Kicks) - Adjustment
Overdrive Yoga Comet (→↘↓↙← + Two Punches, during a jump) - Adjustment
Projectile no longer disappears before it hits the ground.
SA2 Yoga Sunburst - Adjustment
Level 1: 750
Level 2: 850
Level 3: 950
SA3/CA Merciless Yoga - Adjustment
Attack startup is faster only when canceling from Yoga Flame.
Assisted Combo 1 - Adjustment
Combo has changed to the following.
Standing Light Punch > Standing Light Punch > Medium Psycho Blitz
Assisted Combo 2 - Adjustment
Combo has changed to the following.
- Super Art gauge has 1 stock
Body Blow Combination > Overdrive Psycho Flicker > Heavy Psycho Uppercut
- During Burnout
Body Blow Combination > Heavy Psycho Uppercut
Rib Crusher (Backwards Throw) - Universal Adjustment
Distance increased between characters when the opponent is thrown into the corner.
Standing Heavy Punch - Adjustment
Adjusted so that it's harder for the hold button version to be performed by accident when pressing the button rapidly after this attack is performed.
Crouching Light Punch - Adjustment
Disadvantage on block changed from -5 to -3 frames.
Crouching Medium Punch - Adjustment
Hurtbox around the body from frames 19 - 29 expanded forward only when the attack misses.
Level 2 Psycho Knuckle (Hold Heavy Punch) - Bug Fix
Added 8 fixed frames of hitstop when clashing with a projectile.
Normal Uncharged Psycho Flicker (↓↘→ + Kick) - Adjustment
Expanded inward the attack hitbox that only appears when an opponent is in a combo.
SA1 Psycho Storm - Bug Fix
Fixed an issue where the second hit and after would not hit an opponent during certain situations even when the first hit connected.
SA3/CA Psycho Chamber - Bug Fix
Fixed an issue where when performed in certain situations, the range of the attack would stretch out forward more than usual.
Assisted Combo 2 - Adjustment / Bug Fix
Crouching Medium Punch > Light Hundred Hand Slap
Assisted Combo 3 - Adjustment
Combo has now changed to the following during Burnout.
Standing Heavy Kick > Heavy Hundred Hand Slap > The Final Bout
Tawara Throw (Backwards Throw) - Universal Adjustment
Distance increased between characters when the opponent is thrown into the corner.
Standing Medium Punch - Adjustment
Standing Medium Kick - Adjustment
Reduced the foot hurtbox from frame 7.
Standing Heavy Punch - Adjustment
Increased knockdown time on Punish Counter by 12 frames.
Crouching Medium Kick - Adjustment
Advantage on hit changed from +5 to +6 frames.
Crouching Heavy Kick - Adjustment
Blowback time increased when the back hitbox on the 2nd hit connects with a mid-air opponent, and reduced horizontal blowback.
Jumping Medium Punch - Adjustment
Hit effect when hitting a mid-air opponent changed from mid-air recovery to blowback knockdown.
Double Slaps (Light Punch > Medium Punch) - Universal Adjustment
When using Classic controls, pressing Medium Kick at the same time as the second input will cause the second attack to not come out.
Toko Shizume (Medium Punch > ↘ + Heavy Kick) - Adjustment
Universal Adjustment
When using Classic controls, pressing Heavy Punch at the same time as the second input will cause the second attack to not come out.
Normal/Sumo Spirit Hundred Hand Slap (↓↙← + Punch) - Adjustment
Attack hitbox on the second attack and after expanded forward.
Sumo Spirit Hundred Hand Slap (↓↙← + Punch) - Adjustment
Can now be canceled into from crouching Light Kick, standing Medium Kick, and crouching Medium Kick.
Sumo Spirit Medium/Heavy Hundred Hand Slap (↓↙← + Medium/Heavy Punch) - Adjustment
Light/Medium Sumo Headbutt (Charge ←, → + Light/Medium Punch) - Adjustment
Heavy Sumo Headbutt (Charge ←, → + Heavy Punch) - Adjustment
Note: Pushback on block during Burnout has not changed.
Normal Sumo Smash (Charge ↓, ↑ + Kick) - Adjustment
Overdrive Sumo Smash (Charge ↓, ↑ + Two Kicks) - Adjustment
Normal/Overdrive Teppo Triple Slap (↓↘→ + Kick/Two Kicks > Punch) - Universal Adjustment
While using Classic controls, the second attack will not be performed if Medium or Heavy Kick are pressed at the same time as the second input.
Overdrive Teppo Triple Slap (↓↘→ + Two Kicks > Punch) - Adjustment
Normal/Overdrive Taiho Cannon Lift (↓↘→ + Kick/Two Kicks > ↓ + Punch) - Universal Adjustment
While using Classic controls, the second attack will not be performed if Medium or Heavy Kick are pressed at the same time as the second input.
Normal/Overdrive Oicho Throw (→↘↓↙← + Kick/Two Kicks) - Adjustment
Hurtbox on the head from frames 9 - 46 expanded.
Neko Damashi (↓↓ + Punch) - Bug Fix
Added 8 fixed frames of hitstop when clashing with a projectile.
SA1 Show of Force - Adjustment / Bug Fix
SA2 Ultimate Killer Head Ram - Bug Fix
Fixed an issue where the Drive gauge would recover during the cutscene when used in a combo that utilized Drive Rush.
SA3/CA The Final Bout - Adjustment
Adjusted damage distribution during the cinematic version, and also adjusted minimum damage so that it will not go below 50% when used in a combo.
Assisted Combo 2 - Adjustment
Combo has changed to the following when the Super Arts gauge has less than 1 bar full.
Double Shot > Heavy Somersault Kick
Assisted Combo 3 - Adjustment
Combo has changed to the following during Burnout.
Recoil Cannon > Heavy Sonic Boom > Crossfire Somersault
Judo Throw (Backwards Throw) - Universal Adjustment
Distance increased between opponents when Guile's back is to the corner when this throw hits.
Standing Heavy Punch - Adjustment
Initial scaling of 20% added.
Crouching Medium Punch - Adjustment
Jumping Medium Kick - Adjustment
Damage changed from 500 to 600.
Reverse Spin Kick (→ + Heavy Kick) - Adjustment
Hit effect during a mid-air counter hit changed from mid-air recovery to blowback knockdown.
Recoil Cannon (Medium Punch > ← + Heavy Punch) - Universal Adjustment
While using Classic controls, the second attack will not be performed if Heavy Kick is pressed at the same time as the second input.
Double Shot (↓ + Medium Punch > ↓ + Medium Punch) - Adjustment
Horizontal blowback on hit reduced.
Universal Adjustment
While using Classic controls, the second attack will not be performed if Medium Kick is pressed at the same time as the second input.
Phantom Cutter (↓ + Heavy Kick > ↘ + Heavy Kick) - Adjustment
Blowback distance on Punish Counter changed to match the distance on normal hit.
Normal Sonic Boom (Charge ←, → + Punch) - Adjustment
Medium version: From -2500 to -4000
Heavy version: From -2500 to -3000
Overdrive Sonic Boom (Charge ←, → + Two Punches) - Adjustment
Initial scaling of 20% added.
Overdrive Sonic Blade Version Overdrive Sonic Boom (↓↙← + Two Punches > → + Two Punches) - Adjustment
Drive gauge consumption when performing the move changed from 20000 to 10000.
Overdrive Sonic Blade (↓↙← + Two Punches) - Adjustment
Normal Sonic Cross (↓↙← + Punch > → + Punch) - Adjustment
Light version: From 2500+1000=3500 to 1500+2000=3500
Medium version: From 2500+1000=3500 to 3000+2000=5000
Heavy version: From 2500+1000=3500 to 2000+2000=4000
Universal Adjustment
While using Classic controls, attack will not be performed if Medium or Heavy Kick are pressed at the same time as a Punch of the same strength for either inputs.
Overdrive Sonic Cross (↓↙← + Two Punches > → + Punch) - Adjustment
Universal Adjustment
While using Classic controls, the attack will not be performed if Medium or Heavy Kick are pressed at the same time as a Punch of the same strength for the second input.
Sonic Break (Variation) (Punch, during Solid Puncher) (Punch, during Sonic Boom or Sonic Break)
Universal Adjustment
While using Classic controls, attack will not be performed if Medium or Heavy Kick are pressed at the same time as a Punch of the same strength.
SA1 Sonic Hurricane (Up) - Bug Fix
The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.
SA1 Sonic Hurricane (Side) - Adjustment / Bug Fix
Assisted Combo 2 - Adjustment
- Basic
Standing Medium Kick > Overdrive Freeflow Strikes > The Devil's Song > Senei Kick > Ransui Haze > Medium Swagger Step > Swagger Hermit Punch
- Super Art gauge is less than 2 bars
Standing Medium Kick > Overdrive Freeflow Strikes 1 > Overdrive Freeflow Strikes 2 > Overdrive Freeflow Strikes 3
- During Burnout
Standing Medium Kick > Heavy Freeflow Strikes 1 > Freeflow Strikes 2 > Freeflow Strikes 3
Assisted Combo 3 - Adjustment
Combo has now changed to the following during Burnout.
Standing Heavy Kick > Medium Swagger Step > Getsuga Saiho
Wheel Punch (Backward Throw) - Universal Adjustment
Distance increased between characters when the opponent is thrown into the corner.
Standing Medium Punch - Adjustment
Advantage on block changed from +1 to +2.
Standing Medium Kick - Adjustment
Advantage on hit changed from +1 to +2.
Crouching Medium Punch - Adjustment
Crouching Medium Kick - Adjustment
Hurtbox on the feet expanded upwards between frames 18 - 27 only when the attack misses.
Crouching Heavy Kick - Adjustment
Jumping Heavy Kick - Adjustment
Hurtbox present around the feet on the last frame of start-up removed.
Tensei Kick (↓ + Two Kicks) - Bug Fix
Fixed an issue where Luminous Dive Kick could not be performed using simple inputs after a jump cancel when The Devil's Song was active during Drink level 1 - 3 while using Modern controls.
Drink Level 4 Hermit's Elbow (← + Heavy Punch) - Adjustment
Pushback reduced.
Falling Star Kick (→ + Medium Kick) - Adjustment
Bitter Strikes (Light Punch > Light Kick > Medium Punch) - Adjustment
Note: Advantage on block has not changed.
Immediate Ransui Haze (→ + Heavy Kick > ← + Heavy Kick > Heavy Punch) - Adjustment
Drink Level 0-3 Normal Freeflow Strikes (↓↘→ + Punch > → + Punch > → + Punch) - Adjustment
- Universal Adjustment
While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.
Drink Level 4 Normal Freeflow Strikes (↓↘→ + Punch > → + Punch > → + Punch) - Adjustment
- Universal Adjustment
While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.
Drink Level 4 Medium/Heavy Freeflow Strikes (↓↘→ + Medium/Heavy Punch > → + Punch > → + Punch) - Bug Fix
Fixed an issue where the input buffer starting frame for the next attack differed from other strengths.
Drink Level 0-3 Overdrive Freeflow Strikes (↓↘→ + Two Punches > → + Punch > → + Punch) - Adjustment
- Universal Adjustment
While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.
Drink Level 4 Overdrive Freeflow Strikes (↓↘→ + Two Punches > → + Punch > → + Punch) - Adjustment
- Universal Adjustment
While using Classic controls, attack will not be performed after the second