Another fascinating bug has been discovered in Street Fighter 6 that has players everywhere hitting the lab. This time, it appears that some unintended behavior can take place when it comes to stunning your opponent.
The basic idea here is that if this glitch is activated correctly, players will be able to get more damage out of their stun combos. Already, lab monsters are sharing combos that push the limits of what can be done and are finding the hardest hitting sequences that they can.
In Street Fighter 6, in order to stun your opponent you’ll have to wait for them to get into burnout (or force them into it yourself). Once they’re burnt out, hitting them with a Drive Impact close to the corner will see them bounce off of the wall and enter into a stun state where they are completely vulnerable to an attack for several seconds.
What’s interesting about using Drive Impact in the corner is that you can hit it from up close or from further away, and the blow back from this attack can still cause the opponent to stagger all the way back and hit the wall. This is the foundation of the newly discovered glitch.
Essentially, what players have now discovered is that you can hit a burnt out opponent with a Drive Impact from further out, and while they stagger back you actually have time to input another move before they touch the wall. From what we can see, if you perform certain actions at the exact same time that the opponent makes contact with the wall, you will get rid of the initial damage scaling that comes after a stun.
To put it plainly, the first attack you land after stunning an opponent in Street Fighter 6 starts at 80% damage scaling — meaning you’re dealing 80% of the damage the attack would normally do right out of the gate. Doing a combo after stun means you normally start at 80% damage, then continue scaling down from there.
However, this new glitch makes it so that your first attack after the stun actually deals 100% of its damage and starts scaling down from there. Ultimately, you’re getting quite a bit more damage out of combos in this situation now with this bug in play.
The following Twitter clip from sakuyo13 demonstrates how this is all done and how it works. From what we’ve been seeing, it appears that jumping simultaneously with the opponent hitting the wall for the stun can consistently activate the glitch.
脱法スタン発見しました
スタン時の補正は「スタン直前の行動」の始動補正を処理します
つまり通常はDIの始動補正20%を受けて、次の攻撃は80%ですしかし、スタン前に行動できる距離でスタンさせると始動補正を上書き可能です
こういう距離のスタン時は補正0の行動を擦りましょう#SF6_Jamie pic.twitter.com/lbeJ4BGFxd
— SKGC | さくよ / sakuyo (@sakuyo13) January 29, 2024
This next clip shows a JP combo that forces the opponent into burnout, then uses this glitch as the follow up play to deal more damage. You can see that JP jumps forward right as Manon hits the wall in order to activate the glitch.
This is not just a “JP is OP” clip; it’s showing off new tech discovered today that removes damage penalty/proration on Stun combos. Notice how JP jumps just as Manon hits the wall – this counts as an “action” and resets the Stun proration. Can be done with attacks as well. #SF6 https://t.co/dqu8EJGolv
— J I Y U N A (@jiyunaJP) January 30, 2024
Lastly, here is a great example of this bug being used to push the damage output even further than it usually can go in this situation. These Dhalsim combos come from the mind of ListonThePrince.
Sim Tings 17. Scaling glitch combos. @jchensor look at the damage pic.twitter.com/xoY5pKPvGg
— Liston D Prince (@ListonthePrince) January 30, 2024