Street Fighter 6 Mai update patch notes

Street Fighter 6 Mai update patch notes





Posted by EventHubs • 39 minutes ago • Comments: 1






Street Fighter 6 Mai update patch notes


The time has finally come for Mai Shiranui’s long-awaited release into Street Fighter 6, and we can now see what changes to the game she’ll be bringing along with her.






Capcom just dropped the official patch notes for Mai’s big update. The update should be live after the maintenance period has concluded.









The characters that received adjustments this time are Manon, Kimberly, Marisa, Dee Jay, Cammy, Chun-Li, Zangief, Rashid, Ed, Akuma, M. Bison, and Terry Bogard.


Of course, it’s clear that Capcom is simply using this patch to apply some quality of life adjustments. Rather than rebalancing the cast, they’re instead focusing on fixing issues, likely due to how Capcom Cup 2024 is just around the corner.


For example, while Terry Bogard is getting an adjustment to his walking animation, this doesn’t have any real impact on his walk speed. This will, however, make it a little easier to discern his location while he’s moving about.


In other words, players shouldn’t expect any shifts in the tier lists with this latest update. Mai Shiranui being added as a new combatant is the only addition that’s truly capable of shaking up the meta.


Check it all out below:


Street Fighter 6 Mai update patch notes

• Character Guides & Tutorials – Some character guides and tutorials had replays that didn’t play properly, or text that was inaccurate due to changes made during previous battle adjustment updates. These have now been fixed.

• Drive Impact – Fixed an issue that caused the input buffer time to be shorter than normal in cases where the attack did not hit the opponent after absorbing a blow with super armor.

• Drive Reversal (From Block/Recovery) – The backward movement parameters of the first frame have been removed to align with how this technique performs for other characters.

* Impacted Characters: Kimberly, Blanka

• Perfect Parry – If a multi-hit attack is Perfect Parried, it is no longer possible to cancel from the 2nd attack and on. This fix was implemented during the 12.02.2024 update, but was rolled back due to a known issue. That issue has now been resolved, so this is being re-implemented with this update.


Street Fighter 6 Mai update patch notes

• Forward Ashura Senku (forward + Three Kicks) – Expanded the throw hurtbox backwards when moving with this technique to make it more difficult to avoid an opponent’s throw attempts at the moment of passing through them.


Street Fighter 6 Mai update patch notes

• SA2 Killer Bee Spin/Aerial Killer Bee Spin (QCB, QCB + Punch) – Fixed an issue where these moves would not KO the opponent when trading hits.


Street Fighter 6 Mai update patch notes

• Crouching Light Kick – Fixed an issue where it was not possible to cancel into a special move if this move was parried by the opponent.

• Tenku Kick (Modern Controls) (Down + Heavy Attack, during Serenity Stream) – Fixed an issue where the jump cancel input buffer window after a hit when using Modern Controls differed from the window timing for Classic Controls.


Street Fighter 6 Mai update patch notes

• Threebeat Combo (Light Punch > Medium Kick > Medium Kick) – Fixed an issue where the the second attack would not come out if a downward direction input was being made at the same time.


Street Fighter 6 Mai update patch notes

• Level 1 Psycho Knuckle (Hold Heavy Punch) – Fixed an issue that caused opponents to not be able to move backwards after being hit with this move during the late active frames (beyond frame 10).


Street Fighter 6 Mai update patch notes

• SA1 Bushin Beats (QCF, QCF + Kick) and SA2 Bushin Scramble/Soaring Bushin Scramble (QCB, QCB + Punch) – Fixed an issue where these moves would not KO the opponent when trading hits.


Street Fighter 6 Mai update patch notes

• Normal/Overdrive Rond-point (QCF + Kick) – Fixed an issue where it was not possible to cancel into a Super Art if this move was parried by the opponent.


Street Fighter 6 Mai update patch notes

• Overdrive Dimachaerus (QCB + Two Punches) – The Super Art cancel input buffer window timing has been changed to start from frame 10 instead of frame 2. Note: This change has been made to cut down on cases where inputting Forward + Punch after performing an Overdrive Dimachaerus with QCB, QCB + Two Punches would result in Marisa’s SA2 activating by mistake.


Street Fighter 6 Mai update patch notes

• Drive Impact:

1. The timing for the character’s central axis starting to move forward has been changed from frame 13 to frame 2, increasing the amount of forward movement until the end of the active frames. Note: The appearance of the movement until the end of the active frames has not been changed.

2. The attack hitbox and pushbox have been adjusted for change 1, so that the reach and situation on hit are not drastically different from before.

3. The hurtbox and armor hurtbox have been adjusted for change 1


Street Fighter 6 Mai update patch notes

• SA1 Super Rashid Kick:

1. Fixed an issue where this move would not KO the opponent when trading hits.

2. Fixed an issue where the knockback time was considerably short when trading hits.


Street Fighter 6 Mai update patch notes

• Forward Walk – The walk animation has been updated to pull the central axis of the character further back so that their appearance on screen better represents their actual position.
Note: This is purely a visual adjustment and no changes have been made to the walk’s properties.


Street Fighter 6 Mai update patch notes

• Backward Walk (During Burnout) – Fixed an issue where the first frame of a backwards walk during Burnout behaved the same as walking forward.







Source: Event Hubs