Japanese players provide observations about Season 2 changes with the early Akuma build for Street Fighter 6










Japanese players provide observations about Season 2 changes with the early Akuma build for Street Fighter 6


Akuma is playable early in Street Fighter 6 at the “Real Battle Hub” held in Gamagori, Japan from May 1 until May 6, 2024. Since Akuma is slated to be released alongside the Season 2 patch on May 22, players attending the event have already taken notice of balance adjustments.






Disappointingly, photography and video capture of the demo is being strictly prohibited at the event. Due to this, we’ll have to settle for reports from the players themselves.









HiFight is providing translations of everything that’s being reported by Japanese players that have had the opportunity to check out the Street Fighter 6 version present at the Real Battle Hub this week. Keep in mind that everything could be subject to change since the balance patch itself is slated to be released on May 22.


First off, Akuma’s teleport apparently no longer has invincibility. Additionally, his Raging Demon Critical Art cannot be kara cancelled, but it still can’t be jumped at close range once the animation goes off.


It’s also worth noting that Akuma has a throw loop. This heavily implies that throw loops aren’t going anywhere with in Season 2.


Universally, characters will no longer get okizeme pressure after back throws. More than likely, this is to nerf the interaction of using a Perfect Parry into a back throw to push the opponent into the corner, a common tactic due to Perfect Parry’s damage scaling.


For Ryu, he’ll no longer spend his Denjin Charge when using the light or medium versions of his fireball or Hashogeki. In other words, players can choose when to spend this resource by using the heavy and Overdrive variants of these specials.


Some players appear to be confused by this change, but it seems that E. Honda’s butt slam special now has more pushback on block. Due to this, it will no longer be possible to catch opponents who are crouch blocking with a command grab.


As expected, Luke is receiving some more nerfs with the upcoming patch. His jumping heavy punch will have a larger hurtbox while his back and heavy kick will no longer be able to combo into itself as a punish counter when used during a Drive Rush.


Rashid, who has one of the better level 2 Super Arts in the game, is no longer able to generate super gauge while his level 2 Super Art is active. We’ll more than likely be seeing this sort of change for other characters as well.


Check out all the reports for Season 2 that we’ve seen so far below:






















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