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:
Akuma
Teleport: no invi both forward/backward
Demon: no kara cancel, cannot jump after activation
Throw loop: yes https://t.co/9Nlz7zZN4V— HiFight(ハイファイト) (@HiFightTH) May 1, 2024
SFV Season 2 (Akuma Ver.) Chagelist Summary Thread by Koichi
▼Everyone
– Remove throw oki after back throw▼Ryu
– Can choose between normal and denjin charged Hadoken/Hashogeki
(Heavy will be denjin) https://t.co/coApPIuDPn— HiFight(ハイファイト) (@HiFightTH) May 1, 2024
▼Chun-Li
– 4MP/6MP: Cannot hit confirm
– SA2: Less meter gain
– H Kikoken: More recovery▼Dee Jay
– Jacknife: move distance & hit range reduced
– OD Jus Cool > Maximum: more damage scaling
– SA2: Less meter gain for combo after stopping midway— HiFight(ハイファイト) (@HiFightTH) May 1, 2024
▼Blanka (by Dogura)
– DR Overhead: +1 on block (throw will lose to jab)
– 2LP: always combo into M Rolling▼Cammy
– 4MP>HK>H Hooligan + HK won’t connect (still side switch)
– OD Spin Knuckle: projectile invi starts late
– SA2: changed command from K to P— HiFight(ハイファイト) (@HiFightTH) May 1, 2024
▼Honda
– Buttslam: more distance on block (2LP doesn’t reach)
– 5MP: more range (moving forward)
– Headbutt: won’t pass under jumping opponent = can be punished▼Luke
– J.HP: much bigger hurtbox
– 4HK: less plus frame (cannot combo into itself after punish counter DR4HK)— HiFight(ハイファイト) (@HiFightTH) May 1, 2024
▼Guile
– Sobat Kick: less range (maybe)
– less meter gain for loop combo (didn’t mention if it’s exclusive to SA2 loop or not)▼JP
– SA2: more recovery (cannot combo from light > SA2 > medium attack anymore)
– OD Stribog: Can combo into from medium attack and target combo— HiFight(ハイファイト) (@HiFightTH) May 1, 2024
▼A.K.I
– L Serpent Lash: less knockback distance on toxic trigger, crumple on punish counter
– 2MK: +5 on hit (combo into light, DR2MK into HK)
– 5HP: faster startup
– Venomous Fang: projectile invi (probably from frame 1)
– M Serpent Last: faster startup (maybe?)— HiFight(ハイファイト) (@HiFightTH) May 1, 2024
▼Jamie
– Heavy Palm: safe on block (not in throw range -2f?)
– OD Command Throw: more damage scaling
– 2MP: +5 on hit, combo into OD palm
– 5MP: +2 on block▼Zangief
– 6HP: +7 on hit
– Stomping: 1st and 2nd is not true blockstring— HiFight(ハイファイト) (@HiFightTH) May 1, 2024
▼Kimberly
– OD Senpukyaku: Can cancel into SA2
– SA1: Can choose to not use Spray Can
– H Vagabond Edge: Combo into OD Air Grab
– H Senpukyaku: faster air attack invi (maybe?)▼Rashid
– SA2: no meter gain when active (even throw)— HiFight(ハイファイト) (@HiFightTH) May 1, 2024
▼Ken (by Eita)
– MP HP Target Combo always true blockstring. no delay cancel▼Manon
– 4HP combo into OD Renversé > Grand Fouetté (236PP~K) [no confirm which move got buffed]▼Lily
– 2HP: bigger hurtbox on whiff (maybe?)— HiFight(ハイファイト) (@HiFightTH) May 1, 2024
▼No info
Dhalsim, Juri, Marisa, EdPS. nothing on this thread is confirmed
— HiFight(ハイファイト) (@HiFightTH) May 1, 2024
Drive Reversal is -6 on block
Every character can wake up raw Drive Reversal (6HPHK)!!!? https://t.co/cssqRc1ry2
— HiFight(ハイファイト) (@HiFightTH) May 1, 2024