Street Fighter 6 M. Bison update patch notes










Street Fighter 6 M. Bison update patch notes


M. Bison is now available to play in Street Fighter 6. As such, a new patch has been released to make him available.






With his inclusion, Capcom has applied a few adjustments to select characters and mechanics. Changes have been noted for Luke, Jamie, Kimberly, Marisa, JP, Juri, Dee Jay, E. Honda, Blanka, Ken, Zangief, Rashid, A.K.I., Ed, and Akuma.






In terms of the fighter tweaks, changes mostly appear to be directed towards fixing oversights or unintended consequences that arose due to the Season 2 patch. We previously highlighted Street Fighter 6 Director Takayuki Nakayama’s statement about how the team is planning to implement multiple balance patches this season.


Though Zangief was generally regarded as being weak throughout all of last year, the Season 2 update proved to be very kind to Zangief. Maybe these changes were a little too beneficial for Zangief as he was beginning to appear in the top 5 of player tier lists.


Due to this, Capcom has decided to revert the hitbox on Zangief’s standing medium kick. According to Capcom, this move was shifting the ground game too much in Zangief’s favor.


Of course, it should be noted that these changes will be affecting replays. Unfortunately, replays from the last version of the game will no longer be playable.


Check out all the patch notes below:


Street Fighter 6 M. Bison update patch notes

• Playable character, ‘M. Bison

• M. Bison: Outfit 2

• M. Bison: Colors 3–10

• Challenger Screen: kangyaku: M. Bison

• World Tour: M. Bison’s master missions and sub-missions added.

• M. Bison’s story added to Arcade Mode.

• M. Bison-related commentary lines added.

• M. Bison’s command list added.

• M. Bison’s Character Guide added.

• M. Bison’s Combo Trials added.

• Chat: M. Bison’s graffiti sticker added.

• Player Titles: M. Bison’s player titles added.

• Fighter Profile: M. Bison’s avatar pose added.

• Clubs: M. Bison’s club uniform and emblem parts added.


Street Fighter 6 M. Bison update patch notes

• Tutorial: Classic Controls “Canceling into Super Arts” tutorial updated.

• Training Mode: Shortcut button to immediately enter Training Mode from the Main Menu added.

• Arcade Mode: Relaxed some conditions for unlocking illustrations.

• Versus: Win/loss record is reset when selecting “Change Match Settings” at the results screen. Also, the win/loss record will no longer be reset when selecting “Watch Replay”.

• Character Guide: Certain characters’ guides updated.

• Battle Setting: Added a “Sound” option to challenger screen customization. You can now change the sound of the challenger screen shown before online matches. Six options are available by default.

• Replay:

– Added 1.1x and 1.2x speeds for playback.

– Added Rewind Frame option when replay is paused.


Street Fighter 6 M. Bison update patch notes

• Hub Goods Shop:

– Players can now also preview purchased items (characters, costumes, color, challenger screen customization).

– Players can now view the breakdown of the charge and how many Fighter Coins they have left under the Purchase Details tab under Balance/Charged.

• CFN: Added a block option when selecting a friend request from Players and checking the details.

• Emotes: Added a “cheer icon” to the thumbnails of emotes you can set as your battle cabinet cheer emote. These icons can be seen when going to Settings on your avatar’s device to set up emotes.

• Options:

– Added a notification display option to the privacy settings. This will allow you to limit notifications to only friends and club members.

– Selecting a player’s notifications that show up in your notification history will allow you to open their fighter profile.

– Added an Event Code input option. This will be used with certain events in the future.

• Chat: Stickers can now be enlarged.


Street Fighter 6 M. Bison update patch notes

• Fixed an issue where the mission progress icon would not display on the required NPC in World Tour.

• Fixed an issue that occurred in Training Mode with “Replay Saved Status”, where in the Replay’s “Previous Scene”, characters would not replay properly whenever they overlapped.

• When waiting for a ranked or casual match, the design has been changed so that if an error occurs while searching for an opponent, the search attempt will continue.

• Fixed an issue in Training Mode where the recorded commands for the practice dummy and the actual commands had a 1 frame difference.

• Fixed an issue in Training Mode where when selecting Random for the practice dummy’s Counter settings, the odds of a normal hit and counter hit occurring were swapped.

• Added a Game Mode sort option for the Custom Room Invitation screen when viewing selectable players.


Street Fighter 6 M. Bison update patch notes

• Assisted Combo 1 — The 2nd attack input will now be accepted within the rapid cancel timing window.


Street Fighter 6 M. Bison update patch notes

• Breakin’ – Super Art Level 1 — With the last adjustment update, the number of hits increased, which affected the Drive Gauge increase, so we have adjustments to the values to match the pre-adjustment one:

1. Drive Gauge decrease on block reduced by 200.

2. Drive Gauge increase on parry reduced by 2000.


Street Fighter 6 M. Bison update patch notes

• Assisted Combo 1 — The 2nd attack input will now be accepted within the rapid cancel timing window.


Street Fighter 6 M. Bison update patch notes

• Assisted Combo 2 — Adjusted so that when Overdrive Stribog is blocked or hits an armored attack, the assisted combo will end when Super Art 2 is activated.


Street Fighter 6 M. Bison update patch notes

• Overdrive Fuhajin — The recent adjustment update made this attack’s start-up faster, but some parts of it were left unadjusted, so they have now been fixed:

1. Fuha stock charge timing changed from frame 14 to frame 12.

2. The projectile clash hitbox startup timing changed from frame 12 to frame 10.

3. Proximity block trigger hitbox comes out 2 frames faster.

4. Proximity block trigger hitbox expanded to match the size of the attack hitbox.

• Certain Target Combos — Previously we made adjustments so that pressing Medium Punch and Kick or Heavy Punch and Kick at the same time would not result in transition attacks being performed.

This adjustment was made primarily for cancelable attacks and the beginning of target combos, or special moves with transition techniques that had short recovery. This adjustment was also made to prevent unintended transition techniques from coming out when looking to perform a Drive Rush immediately after your recovery ends, Cancel Drive Rushes, or Drive Impacts. Please note that this adjustment only applied in cases where the Punch and Kick buttons were input at exactly the same time.

As certain target combos did not receive this adjustment previously, we have made adjustments to them now.

Death Crest (Medium Punch > ←+Heavy Punch)


Street Fighter 6 M. Bison update patch notes

• Certain Anti-Air Attacks — Certain anti-air attacks where the character jumps into the air would have a tendency to lose out to mid-air throws whether or not they had anti-air invincibility after leaving the ground, so we have added a period of throw invincibility to the following attacks:

– Jackknife Maximum Medium: Throw invincibility from frames 5-6

– Heavy: Throw invincibility from frames 5-6

• Certain Target Combos — Previously we made adjustments so that pressing Medium Punch and Kick or Heavy Punch and Kick at the same time would not result in transition attacks being performed.

This adjustment was made primarily for cancelable attacks and the beginning of target combos, or special moves with transition techniques that had short recovery. This adjustment was also made to prevent unintended transition techniques from coming out when looking to perform a Drive Rush immediately after your recovery ends, Cancel Drive Rushes, or Drive Impacts. Please note that this adjustment only applied in cases where the Punch and Kick buttons were input at exactly the same time.

As certain target combos did not receive this adjustment previously, we have made adjustments to them now.

Threebeat Combo (Light Punch > Medium Kick)


Street Fighter 6 M. Bison update patch notes

• Certain Anti-Air Attacks — Certain anti-air attacks where the character jumps into the air would have a tendency to lose out to mid-air throws whether or not they had anti-air invincibility after leaving the ground, so we have added a period of throw invincibility to the following attacks:

– Sumo Smash Overdrive: Throw invincibility from frames 5-13


Street Fighter 6 M. Bison update patch notes

• Crouching Medium Kick — Fixed an issue where the previous adjustment of increasing recovery and expanding the hurtbox on crouching medium kick was not applied when the attack was performed while Super Art 2 was active.

• Raid Jump — Fixed an issue in Modern Controls where a mid-air throw would not be performed during Raid Jump when the throw button was pressed.

• Rolling Attack/Vertical Rolling Attack — Fixed an issue where the opponent would not be pushed back after blocking the attack and Blanka is rebounding.


Street Fighter 6 M. Bison update patch notes

• Quick Dash — We’ve made further adjustments to Jinrai Kick’s input priority, so now instead of Neutral+2 kick buttons taking priority over the Overdrive version, Neutral+3 kick buttons takes priority.
Note: For Modern Controls, this is Neutral+3 attack buttons.

Due to Ken’s Quick Dash Shoryuken attack start-up being adjusted to come out faster, Jinrai Kick opportunities coming out of crouching medium kick, etc. have increased, and we foresee accidental Overdrive attacks increasing, so we decided to change the priority list.

However, this will also impact regular Overdrive inputs as well, so we decided to adjust things to prevent the least amount of side effects by looking at the input methods again.

While this adjustment will affect situations where the player performs an Overdrive with 3 buttons, players need a definitive way to perform Jinrai Kick, which is the reasoning for this adjustment.
Note: Even in situations where 3 buttons are used, if you press any direction with the button input, the Overdrive technique will be performed.


Street Fighter 6 M. Bison update patch notes

• Tundra Storm — Fixed an issue where a previous tweak that allowed players to perform Tundra Storm easier, by pressing Neutral > Down > Neutral > Down and then pressing parry with the 2nd Down input, had not been applied to Modern Controls.

• Standing Medium Kick — Made further adjustments to this attack, as it exceeded our adjustment intentions in certain combinations and shifted the ground game too much in Zangief’s favor. The attack hitbox has been reduced, rolling back the range to its previous state.


Street Fighter 6 M. Bison update patch notes

• Certain Anti-Air Attacks — Certain anti-air attacks where the character jumps into the air would have a tendency to lose out to mid-air throws whether or not they had anti-air invincibility after leaving the ground, so we have added a period of throw invincibility to the following attacks:

– Spinning Mixer Heavy (Boosted version included): Throw invincibility from frames 8-10


Street Fighter 6 M. Bison update patch notes

• Standing Medium Punch — Expanded the collision pushbox on hit upward. Note: This adjustment is made in order to prevent side switches with the opponent during a mid-air hit.


Street Fighter 6 M. Bison update patch notes

• Assisted Combo 3 — Fixed an issue where the input buffer would not work properly if the player stopped the assisted combo at the first attack (Standing Heavy Punch) and then tried to start it from the first attack again.

• Certain Target Combos — Previously we made adjustments so that pressing Medium Punch and Kick or Heavy Punch and Kick at the same time would not result in transition attacks being performed.

This adjustment was made primarily for cancelable attacks and the beginning of target combos, or special moves with transition techniques that had short recovery. This adjustment was also made to prevent unintended transition techniques from coming out when looking to perform a Drive Rush immediately after your recovery ends, Cancel Drive Rushes, or Drive Impacts. Please note that this adjustment only applied in cases where the Punch and Kick buttons were input at exactly the same time.

As certain target combos did not receive this adjustment previously, we have made adjustments to them now:

– Body Blow Combination (Medium Punch > Heavy Punch)

– Hitman Combination (Medium Kick > Medium Kick)

– Low Smash Combination (↓+Heavy Kick > Heavy Punch)


Street Fighter 6 M. Bison update patch notes

• Gou Shoryuken/Tatsumaki Zanku-kyaku — Fixed an issue where the Drive Gauge recovery amount on a perfect parry was smaller than intended.

• Tenmaku Blade Kick — Fixed an issue where combo scaling was reduced when hit just before landing.

• Zanku Hadoken — Parts of this attack were too difficult for opponents to handle, so we have made adjustments to mitigate those difficult areas:

– 1. The upper half of the attack hitbox is only active during combos.

– 2. Hurtbox has been expanded forward.

• Ashura Senku — Fixed a phenomenon where this move would still avoid attacks regardless of whether or not Akuma had teleported behind the opponent:

1. Expanded the hurtbox during movement.

2. Adjusted so that if the technique is performed when the opponent is right in the corner, Akuma will not completely overlap with the opponent.

• Shun Goku Satsu – Critical Art — Fixed a phenomenon where the opponent’s charge command would be released in cases where this attack hit and the players switched sides during the cinematic.

• Certain Target Combos — Previously we made adjustments so that pressing Medium Punch and Kick or Heavy Punch and Kick at the same time would not result in transition attacks being performed.

This adjustment was made primarily for cancelable attacks and the beginning of target combos, or special moves with transition techniques that had short recovery. This adjustment was also made to prevent unintended transition techniques from coming out when looking to perform a Drive Rush immediately after your recovery ends, Cancel Drive Rushes, or Drive Impacts. Please note that this adjustment only applied in cases where the Punch and Kick buttons were input at exactly the same time.

As certain target combos did not receive this adjustment previously, we have made adjustments to them now:

– Viscera Piercer (Medium Punch > Medium Punch)

– Bone Crusher Axe Kick (Medium Kick > Heavy Kick)








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