Street Fighter 6 Version 202405 patch notes

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.

Street Fighter 6 Version 202405 patch notes

Steet Fighter 6 Version 202405 Battle Change List brings Akuma and the Enma's Hollow stage to the game.
Source: Capcom

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:


New Content

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.


Universal Changes

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.

  1. Adjusted special move input recognition frames

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

  1. Adjusted ↓↘→ or ↓↙← in mid-air

Mid-air commands often require the player to perform the inputs quickly, and certain inputs tended to miss, so we have relaxed the input requirements.

  1. Adjusted ↓↓ commands

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

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

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

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.

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

This means the attack button must be pressed within 9 frames of the final 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.

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

Mid-air ↓→ and ← Command Moves - Adjustment

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

↓↓ Button Commands - Adjustment

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

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

Jump Landing Hurtboxes - Adjustment

The following characters have had their hurtbox while landing from a jump moved upwards to match other characters, as it was previously lower and caused unanticipated attacks to hit them: Chun-Li, Dhalsim, Lily, A.K.I.

Stun Timing Adjustments - Bug Fix

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

Drive Parry - Adjustment

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

Perfect Parry - Adjustment

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

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

Drive Reversal - Adjustment

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

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

(Bug Fix) Damage no longer increases on counter hit.

Recovery Drive Reversal - Adjustment

Drive Reversal can now be performed during the recovery from a knockdown. While the command is still the same (→+HP+HK), you can simply perform it early and hold down the input to perform the technique on recovery.

Note: This version of the Drive Reversal will not darken the screen or stop time, and the attack start-up is 18 frames, which is 2 frames faster than the normal Drive Reversal.

Light Attack (Standing / Crouching) - Adjustment

Initial scaling has changed from 10% to 20%.

Cross-Up Capable Jumping Light Attacks - Adjustment

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

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


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

  1. Cancel window into Target Combo delayed by 1 frame.
  2. Disadvantage on block changed from -5 to -4 frames.
  3. Attack hitbox expanded downward.

Standing Light Kick - Adjustment

  1. Attack startup changed from 5 to 4 frames.
  2. Recovery changed from 11 to 12 frames.
  3. Advantage on hit changed from +4 to +3 frames.
  4. Disadvantage on block changed from -2 to -3 frames.

Standing Medium Kick - Adjustment

  1. Attack startup changed from 9 to 8 frames.
  2. Overall technique length changed from 28 to 27 frames.
  3. Pushback on hit reduced.

Standing Heavy Kick - Adjustment

  1. Hurtbox around the front of the feet during the 1st active frame reduced.
  2. Made the hurtbox around the torso anti-air invincible from the 2nd active frame until the end of the active frames.

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

  1. Advantage on hit changed from +4 to +5 frames.
  2. Advantage on block changed from -3 to +1 frames.

Crouching Heavy Kick - Adjustment

  1. Active frames changed from 5 to 6 frames.
  2. Recovery changed from 21 to 20 frames.
  3. Hurtbox on the front of the feet reduced.
  4. Movement distance back and forth during the technique increased.

Note: Position when the technique ends has not change.

  1. Horizontal blowback on Punish Counter reduced.

Jumping Heavy Kick - Adjustment

  1. Active frames changed from 5 to 8 frames.
  2. Hurtbox added during recovery to match visual.

Hun Dun (Light Punch > Light Punch) - Adjustment

Advantage on hit changed from ±0 to +1 frames.

Light Serpent Lash (↓→ + Light Punch) - Adjustment

  1. Attack hitbox expanded forward.
  2. The horizontal blowback on hit during Toxic Blossom is reduced.
  3. Hit effect on Punish Counter changed to backwards crumple, regardless of whether the opponent is in a normal state or Toxic Blossom has been triggered.

Note: If Toxic Blossom is triggered, the window for a possible follow-up attack is longer.

Heavy Serpent Lash (↓→ + Heavy Punch) - Adjustment

  1. The timing for when the hurtbox around the head is reduced changed from the 6th frame to the 4th frame.
  2. Input buffer now allowed starting from 10 frames before recovery ends.

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

  1. Damage distribution changed from 400+400 to 200+600.
  2. Second attack's active frames changed from 7 to 9 frames.

Normal Cruel Fate (↓← + Kick) - Adjustment

  1. Can be canceled into Super Art level 3/Critical Art after landing on either hit or block.
  2. Pushback on block of the heavy version increased.

Overdrive Cruel Fate (↓← + Two Kicks) - Adjustment

  1. Can be canceled into Super Art level 3/Critical Art after landing on either hit or block when the hit throw version is not triggered.
  2. Second attack's hitbox expanded downward.

Venomous Fang (↓ + Two Punches > Punch) - Adjustment

Projectile invincibility extended until the end of the attack's active frames.

Heel Strike (↓ + Two Punches > Kick) - Adjustment

  1. First attack's hitbox expanded forward.
  2. Added an attack hitbox to the second attack that is only used when the opponent is in a combo, allowing players to string together combos more easily.

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

  1. Expanded attack hitbox.
  2. The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.
  3. Fixed an issue that caused attacks after the first attack hits to miss in certain situations.

SA2 Tainted Talons - Adjustment

Changed final attack damage from 800 to 1000.


Blanka

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

  1. 2 frames of recovery added on block or when the attack misses.

Note: Advantage on block will not change.

  1. Hurtbox around the body from frames 13 - 28 expanded only when the attack misses.

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

  1. Hitbox for when Blanka is considered to be on the ground when the attack is blocked has been made 4 frames faster.
  2. Hurtbox for when Blanka is considered on the ground is now a standing hurtbox.

Overdrive Backstep Rolling Attack (→← + Two Kicks) - Adjustment

First attack's hitbox expanded forward.

Overdrive Aerial Rolling Attack (Charge ←, → + Two Punches, during a jump) - Adjustment

  1. Landing recovery increased by 5 frames.
  2. The upper part of the hitbox will no longer hit the back of enemies.

Blanka-chan Bomb (↓↓ + Punch) - Adjustment

  1. Added 20% of initial scaling.
  2. Changed combo scaling from 10% to 20%.

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.


Cammy

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

  1. Disadvantage on block changed from -4 to -3.
  2. Pushback on block reduced.

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

  1. Changed the cancel timing from standing Heavy Punch from 8 - 10 frames to 8 - 12 frames.
  2. Damage changed from 200 + 600 to 400 + 400.
  3. Changed combo scaling when canceling the first attack into a special move from 15% to 10%.
  4. Reduced the first and second attack's combo count upper limit.
  5. Second attack can now be canceled into a special move.
  6. First and second attack are now processed individually, and combo scaling is now applied.
  7. Combo scaling of 20% added to second attack.
  8. Reduced blowback time of the second attack.
  9. Pushback on hit no longer occurs on the second attack if done near the corner of the stage.

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

  1. Technique's projectile invincibility changed from starting from frame 6 to starting from frame 9.
  2. Projectile invincibility now continues until 1 frame before the attack startup ends.

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

  1. Hurtbox around feet from frames 1 - 10 expanded.
  2. Hurtbox around feet from frames 11 until landing reduced.

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

  1. Classic control input changed from ↓↙←↓↙←+K to ↓↙←↓↙←+P.
  2. Damage when hitting an opponent on the ground changed from 2800 to 3000.
  3. Fixed an issue where the Drive gauge would recover during the cutscene when used in a combo that utilized Drive Rush.
  4. A hurtbox was added as the 1st frame of the technique was completely invincible.

Note: Cammy moves during the screen transition, so the property of avoiding ground attacks has not changed.


Chun-Li

Backwards Walk - Adjustment

Movement speed has been reduced.

Assisted Combo 2 - Adjustment / Bug Fix

  1. Fixed an issue where after the jump cancel, the Assisted Combo would end before Chun-Li lands.
  2. Combo has been changed to the following.

- 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

  1. Hurtbox around the feet and head from frames 5 - 12 reduced.
  2. Hurtbox around the arms during the attack's active frames reduced.
  3. Disadvantage on block changed from -4 to -3 frames.
  4. Pushback on block increased.

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

  1. Special move cancel timing changed from frames 7 - 11 to frames 7 - 9.
  2. Drive Rush cancel timing changed from frame 11 to frame 9.
  3. Pushback on hit reduced.

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

  1. Increased landing recovery by 3 frames when the attack misses.
  2. Expanded hurtbox downward.

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

  1. Damage changed from 200x5+300 (1300) to 250x5+350 (1600).
  2. Reduced landing recovery by 10 frames.
  3. Increased knockdown time on hit by 7 frames.
  4. Reduced blowback time on hit.
  5. Reduced horizontal blowback on hit.
  6. Expanded hurtbox downward.

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.


Dee Jay

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

  1. Hurtbox on the body during frames 19 - 30 expanded forward only when the attack misses.
  2. Attack hitbox expanded during active frames 1 - 3, matching the one from active frame 4.

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

  1. Changed the Modern control input to Light > Medium > Medium.
  2. Extended the final attack's input period by 2 frames.
  3. Changed the advantage on hit for the final attack from +2 to +3 frames.

Face Breaker (← + Heavy Kick) - Adjustment / Bug Fix

  1. Reduced the blowback time when the first attack hits a mid-air opponent.
  2. The Super Art increase on block was the same as the increase on hit, so it's been changed from 1000 to 500.
  3. The Super Art increase when only the second attack hits a mid-air opponent on counter hit was half of the expected value, so it's been changed from 500 to 1000.

Knee Shot (↓ + Light Kick, during a jump) - Adjustment

  1. Reduced the attack hitbox, making it more difficult to hit opponents above Dee Jay.
  2. Dee Jay is considered in a Punish Counter state from the 2nd active frame and after.

Overdrive Air Slasher (Charge ←, → + Two Punches) - Adjustment

  1. Added initial scaling of 20%.
  2. Increased the combo count upper limit on the second attack.

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

  1. The mid-air hitbox now appears on the 5th frame of the attack instead of the 4th frame.
  2. Reduced the forward attack hitbox on the first attack, and adjusted so that the reduced part of the hitbox can only hit an opponent already in a combo.
  3. Reduced collision pushbox downward until the 5th frame.
  4. Expanded the collision pushbox upward when the attack hits.

Double Rolling Sobat (↓→ + Heavy Kick) - Adjustment

Increased the combo count upper limit.

Overdrive Double Rolling Sobat (↓→ + Two Kicks) - Adjustment

  1. Expanded the collision pushbox upward between frames 21 - 34.
  2. Increased initial combo count value for the first attack.
  3. Increased combo count upper limit.

Normal Funky Slicer (↓+ Kick > Light Kick) - Adjustment

  1. Added initial scaling of 20%.
  2. Recovery changed from 22 to 25 frames when the attack misses or hits super armor.
  3. Reduced the attack hitbox downwards, and added this hitbox only when the opponent is hit during a combo.

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

  1. When using Classic controls, pressing Heavy Punch at the same time as the second input will cause the second attack to not come out.
  2. Added anti-air invincibility to the body between frames 15 - 19.

Overdrive Maximum Strike (↓+ Two Kicks > Heavy Kick) - Universal Adjustment

  1. When using Classic controls, pressing Heavy Punch at the same time as the second input will cause the second attack to not come out.
  2. Added combo scaling of 20%.

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

  1. Damage changed from 1800 to 2000.
  2. Recovery changed from 45 to 33 frames.
  3. Disadvantage on block changed from -24 to -12 frames.
  4. Increased pushback on block.
  5. Increased combo count upper limit.
  6. Fixed an issue where the frame meter displayed this move as completely invincible on the 1st frame.

SA2 Sunrise Festival - Adjustment / Bug Fix

  1. Fixed an issue where only the opponent's hitstop became shorter when the first attack was blocked.
  2. Added a new attack hitbox to the first attack that is only applied when an opponent is in a combo, making it easier to hit opponents that are launched high.
  3. Expanded the attack hitbox of the second and third attack.
  4. After following up after the hit, Dee Jay's Super Art gauge increase until the combo ends is changed to 70%.
  5. Fixed an issue where it was possible to cancel with a normal or special move on the fifth attack of Marvelous Sunrise Festival 2 frames before recovery ends.

Dhalsim

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

  1. The first attack's hit effect changed from a knockback to a blowback knockdown.
  2. Advantage on hit changed from 23 to 24 frames.

Standing Medium Kick - Adjustment

Hurtbox around the feet on frame 30 reduced.

Standing Heavy Kick - Adjustment

  1. Advantage on hit changed from +1 to +3.
  2. Pushback on hit reduced.

Crouching Medium Kick - Adjustment

  1. Damage reaction from the 8th active frame and after has been changed.

Note: This was done so that it's easier to understand when Dhalsim is at a +4 frame advantage or more.

  1. Pushback on hit reduced.

Yoga Mummy (↓ + Light Punch, during a jump) - Adjustment

  1. Mid-air hit effect changed from mid-air recovery to blowback knockdown.
  2. Combo count upper limit increased.

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

  1. Attack start up changed from 45 to 43 frames.
  2. Overall technique length changed from 77 to 73 frames.

Note: Recovery on block has not changed.

Overdrive Yoga Blast (→← + Two Kicks) - Adjustment

  1. Initial scaling removed.
  2. Combo count additional value reduced.

Overdrive Yoga Comet (→← + Two Punches, during a jump) - Adjustment

Projectile no longer disappears before it hits the ground.

SA2 Yoga Sunburst - Adjustment

  1. Increased the amount of chip damage sustained while in Burnout according to power level.

Level 1: 750

Level 2: 850

Level 3: 950

  1. While using Modern or Dynamic controls, the trajectory of the projectile can be changed via directional input after the move is performed.

SA3/CA Merciless Yoga - Adjustment

Attack startup is faster only when canceling from Yoga Flame.


Ed

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.


Honda

Assisted Combo 2 - Adjustment / Bug Fix

  1. Fixed an issue where the second attack of Overdrive Teppo Triple Slap would cancel into Super Art 2 Ultimate Killer Head Ram.
  2. Combo has now changed to the following during Burnout.

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

  1. Advantage on hit changed from +4 to +6 frames.
  2. Increased distance traveled forward before attack starts up.

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

  1. Can be canceled into Sumo Spirit on hit.
  2. Special move cancel timing before the attack starts up changed from the 15th frame to the 14th frame.

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

  1. Pushback on hit reduced when the final attack hits a standing opponent.
  2. Horizontal blowback reduced when the final attack hits a mid-air opponent.

Light/Medium Sumo Headbutt (Charge ←, → + Light/Medium Punch) - Adjustment

  1. Damage during active frames 1 - 4 changed from 1300 to 1400.
  2. Disadvantage on block changed from -4 to -3.
  3. Pushback on block reduced.
  4. Pushback on block during Burnout increased.
  5. Added an attack hitbox to the 4th active frame that is only used when the opponent is in a combo, allowing players to string together combos more easily.
  6. Forward distance moved after block increased.

Heavy Sumo Headbutt (Charge ←, → + Heavy Punch) - Adjustment

  1. Damage during active frames 1-4 changed from 1400 to 1500.
  2. Disadvantage on block changed from -4 to -3.
  3. Pushback on block reduced.

Note: Pushback on block during Burnout has not changed.

  1. Forward distance moved after block increased.
  2. Distance moved forward when switching sides with opponent is reduced.

Normal Sumo Smash (Charge ↓, ↑ + Kick) - Adjustment

  1. No longer possible to recover backwards from the second attack after hit.
  2. Pushback on block for the second attack increased.
  3. Drive gauge reduction on for the second attack on block changed from -8000 to -10000.

Overdrive Sumo Smash (Charge ↓, ↑ + Two Kicks) - Adjustment

  1. No longer possible to recover backwards from the second attack after hit.
  2. Holding down the Kick button (or Attack in Modern) will affect when the 2nd attack comes out.
  3. The attack hitbox for the second attack that is only used when an opponent is in a combo has expanded upwards.
  4. Advantage on block for the second attack changed from +1 to +2 frames.

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

  1. Hit effect for the second attack when it hits a standing opponent changed from a blowback knockdown to knockback.
  2. Timing when transitioning to the final attack is now 1 frame faster. Note: This adjustment has been made due to the changes to the second attack on hit.
  3. Input buffer time changed from 5 to 10 frames.

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

  1. Attack hitbox expanded downwards.
  2. The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.

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.


Guile

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

  1. Recovery changed from 13 to 16 frames only when the attack misses.
  2. Hurtbox from frames 20 - 24 expanded forward only when the attack misses.

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

  1. Drive gauge reduction on block changed to the following.

Medium version: From -2500 to -4000

Heavy version: From -2500 to -3000

  1. Hurtbox around the arms now comes out on the 8th frame.
  2. Hurtbox around the arms from frames 8 - 39 expanded upward.

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

  1. Horizontal blowback on hit reduced.
  2. Blowback time on hit increased.

Normal Sonic Cross (↓← + Punch > → + Punch) - Adjustment

  1. Drive gauge reduction on block change and redistributed to the following.

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

  1. Hurtbox around the arms now comes out on the 8th frame instead of the 9th frame.
  2. Hurtbox around the arms from frames 8 - 39 expanded upward.

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

  1. Wallsplat time after attack hits increased by 3 frames.
  2. Fixed an issue where when Overdrive Sonic Blade hit in the corner of the stage, the transition Sonic Boom would not change to Sonic Cross.

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

  1. The attack hitbox from active frames 1 - 3 except for the base hitbox portion is now an attack hitbox that is only used when the opponent is in a combo.
  2. The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.

Jamie

Assisted Combo 2 - Adjustment

  1. At Drink level 4 Overdrive Freeflow Strikes > The Devil's Song cancel timing is hard set to the 2nd attack.
  2. Combo has now changed to the following.

- 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

  1. Advantage on hit changed from +3 to +5.
  2. Advantage on block changed from ±0 to -1.

Crouching Medium Kick - Adjustment

Hurtbox on the feet expanded upwards between frames 18 - 27 only when the attack misses.

Crouching Heavy Kick - Adjustment

  1. When the first attack is blocked, the second attack changes to a high attack.
  2. Recovery changed from 28 to 29 frames when the attack is blocked.
  3. Disadvantage on block changed from -10 to -11.
  4. Reduced combo count additional value for the first attack.

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

  1. Cancel window for Full Moon Kick extended by 1 frame.
  2. Added 1 frame of hitstop and blockstun.

Bitter Strikes (Light Punch > Light Kick > Medium Punch) - Adjustment

  1. Expanded the first attack's hitbox forward.
  2. The cancel timing when using a Drive Rush on the second attack is now 1 frame earlier.
  3. 2 frames of recovery added to the defender on block for the second attack.
  4. Recovery when only the second attack is blocked changed from 21 to 23 frames.

Note: Advantage on block has not changed.

Immediate Ransui Haze (→ + Heavy Kick > ← + Heavy Kick > Heavy Punch) - Adjustment

  1. Damage changed from 700 to 850.
  2. Combo scaling of 20% added.
  3. Start-up changed from 17 to 15 frames.
  4. Total technique frame length changed from 48 to 46 frames.
  5. Extended Ransui Haze buffer input grace period.

Drink Level 0-3 Normal Freeflow Strikes (↓→ + Punch > → + Punch > → + Punch) - Adjustment

  1. Drive gauge increase from the three attacks changed from 700 to 1500.
  2. Drive gauge decrease when blocking the three attacks changed from 1500 to 2500.
  3. Input buffer start period when going to the third attack changed from frame 2 to frame 7.

- 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

  1. Hitbox for the 1st hit of the first attack expanded forward.
  2. Drive gauge increase for the first attack changed from 1400 (700x2) to 3000 (1500x2).
  3. Drive gauge increase for the second attack changed from 1400 (700x2) to 1000 (500x2).
  4. Drive gauge increase for the third attack changed from 2100 (700x3) to 1500 (500x3).
  5. Input buffer start period when going to the third attack changed from frame 2 to frame 7.

- 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

  1. Advantage when the first attack hits changed from ±0 to +1.
  2. Drive gauge reduction when blocking the three attacks changed from 1500 to 2500.
  3. Hits after the second attack are no longer subject to combo scaling.
  4. Input buffer start period when going to the third attack changed from frame 2 to frame 7.

- 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

  1. Hitbox for the 1st hit of the first attack expanded forward.
  2. Hits after the second attack are no longer subject to combo scaling.
  3. Input buffer start period when going to the third attack changed from frame 2 to frame 7.

- Universal Adjustment

While using Classic controls, attack will not be performed after the second