The latest DLC character has launched for Street Fighter 6, and he’s brought along with him a nice list of changes and additions for the game too.
Capcom just released the official patch notes for the Terry Bogard update in SF6 following its server maintenance period.
We’ll be continuing to update the story here with the patch notes, which can also be found on the Street Fighter website as well.
Story is developing…
Universal Concepts
Some characters have received some balance adjustments for this update.
Rather than sweeping changes to alter the game balance across all characters, this time we’ve zeroed in to specifically add some tweaks to characters that hadn’t seen many changes to their playstyle yet. We’ve also dampened the unexpected negative impact of some previous changes, and dialed back some factors that were really sticking out.
Drive Impact (Bug Fix)
1. With some characters, the length of the standby block hitbox did not match that of the attack hitbox, so the standby block hitbox was adjusted for them to match.
This change applies to Luke, Kimberly, Chun-Li, Dee Jay, and A.K.I.
2. Fixed an issue where receiving an opponent’s attack would unintentionally change the properties of the Drive Impact for some characters. The affected characters and fixes applied are detailed below.
Kimberly: Fixed an issue where the standby block hitbox would disappear from frames 1 to 17.
Dee Jay: Fixed an issue where the attack hitbox was shorter than normal.
Blanka: Fixed an issue where the standby block hitbox was too short, and the range on active attack frame 2 was longer than intended.
Drive Reversal (Adjustment)
Expanded the throw hurtbox forward, so that normal throws can connect as a counter attack when the Drive Reversal is blocked at close range. This change only affects Dee Jay.
Special Move Start Up (Modern Controls)
(Bug Fix)
Fixed an issue where the simple command scaling would be applied if a manual command was inputted during the dark screen transition of a Super Art, etc.
Assisted Combo
(Bug Fix)
Fixed an issue with some characters where if they entered Burnout during an Assisted Combo and buffered the first attack of the same Assisted Combo, the second attack and later would not be performed. This fix applies to the following characters and combos.
– Kimberly: Assisted Combo 2
– Manon: Assisted Combo 2
Assisted Combo (Bug Fix)
Fixed an issue with some characters where if they entered Burnout during an Assisted Combo and input the first attack of the same Assisted Combo at the same time as the move recovery, the second attack and later would not be performed. This fix applies to the following characters and combos.
– Luke: Assisted Combo 2
– Manon: Assisted Combo 3
– Juri: Assisted Combo 2 and 3
– JP: Assisted Combo 3
– Dhalsim: Assisted Combo 2
Lightning Beast – Electric Thunder (Overdrive) (↓←+Punch x 2)
Fixed an issue that occurred while Lightning Beast was active that caused the Blanka-chan explosive to not detonate as an Overdrive attack under certain circumstances when triggered by an Overdrive Electric Thunder.
When only the first attack of Heavy Tensho Kicks connected, it caused a huge disadvantage for Chun-Li, so we increased the knockdown time for the opponent, so they can’t dish out a guaranteed counterattack.
Kikoken (Overdrive) – (Modern Controls)
Fixed an issue that caused a normal Kikoken to be performed when inputting an Overdrive Kikoken manually and hitting the down input.
Tensho Kicks (Heavy) (↓↓+Heavy Kick)
Increased the knockdown time when the first attack hits.
During the overall balance adjustment, Dee Jay didn’t receive many buffs, so we’ve made some more adjustments to him.
His Three Beat Combo (Light Punch > Medium Kick > Medium Kick) didn’t have many uses so we’ve reduced the distance after hit to leave opponents closer to Dee Jay so he can choose between following with a strike or a throw. Depending on the situation, you can now use it in conjunction with Quick Rolling Sobat (↓→ + Medium Kick).
We also improved his Waning Moon (↓← + Kick > Medium Kick) out of Jus Cool (↓← + Kick) as players were not using it as much as the other transition attacks. The regular version will now allow for follow-up attacks on Punish Counter. When blocked, it chips away more Drive Gauge, giving it a different advantage than what Funky Slicer (↓←+ Kick > Light Kick) provides. The Overdrive version can also be followed up with a Super Art attack. This, combined with a Super Art 1 Greatest Sobat, that hits better on a mid-air opponent, will allow him to score more damage while keeping on the offensive.
Face Breaker (←+Heavy Kick)
Slightly expanded the collision pushbox sideways when this attack lands as a ground counter hit or Punish Counter.
This fix has been made to alleviate issues with special moves coming out in the wrong direction after the following combo:
Face Breaker > Overdrive Jus Cool > Overdrive Maximum Strike > Drive Rush > Face Breaker
Threebeat Combo (Light Punch > Medium Kick > Medium Kick)
1. Changed the second attack’s recovery from 18 to 20 frames.
2. Increased the knockback time on hit or block for the second attack by 2 frames.
3. Reduced pushback on hit for the second attack.
4. Added 20% initial scaling to the second attack.
5. Removed the forced standing property from the second attack.
6. Delayed the transition timing from the second attack to the final attack by 2 frames.
7. Changed the opponent’s block reaction for the second attack.
8. Changed the final attack’s recovery from 21 to 19 frames.
9. Reduced the knockback time on hit or block for the final attack by 2 frames.
10. Changed the hitstop on the final attack from 9 to 11 frames.
Jackknife Maximum (Medium/Heavy) (Charge ↓ then ↑+Medium Kick or Heavy Kick)
The attack hitbox at the base of the first attack has been expanded downward slightly in order to hit mid-air attacks that have a low profile when recovering upon landing (Juri’s Shikusen, etc.).
Waning Moon (Normal) (↓←+Kick > Medium Kick)
1. Drive gauge reduction on block changed from 4000 to 6000.
2. Changed hit effect on Punish Counter from knockdown slam to ground bound.
3. Added initial scaling of 30%.
Waning Moon (Overdrive) (↓←+Kick x 2 > Medium Kick)
Changed the hit effect during a mid-air hit from knockdown to ground bound.
SA1: Greatest Sobat
1. Changed the hit effect during a mid-air hit from spinning knockdown to sliding knockdown.
2. Increased combo count upper limit.
SA2: Ultimate Killer Head Ram
1. Fixed the pushback on hit for the headbutt and the attack hitbox during the slapping portions so that they are less likely to whiff midway through the attack.
2. Increased the knockdown time of the headbutt, but tweaked so that E. Honda cannot be counter attacked when the rest of the attack doesn’t hit.
Guile’s Sonic Boom (Charge ←, then → + Punch) high use rate in the neutral, plus his loop combos, made him superior when it came to meter gain, so we’ve made adjustments to reduce the amount of Super Art and Drive gauge he gains.
We also took into consideration that his Medium Sonic Boom is weaker than the other versions when it comes to suppressing the opponent and factored that in when making the above change.
Sonic Boom (Normal) (Charge ← then →+Punch)
1. Changed Super Art gauge gain on the Light and Heavy versions form 600 to 300.
2. Changed the Super Art gauge gain on the Medium version from 600 to 450.
3. Changed the Drive gauge gain from 1000 to 500.
SA1: Breakin’
Fixed an issue where the damage would increase when the first or second attack landed as a counter hit.
JP’s anti-air abilities were weakened with the Ed and subsequent Akuma updates, but that caused JP’s abilities to become too restricted, so his crouching heavy punch’s anti-air capabilities have been improved. It’s not as strong as before, but players can now use it well if they react properly.
On top of this, more combo routes than expected were no longer viable due to the adjustments made to Super Art 2 Lavushka, so we’ve made some adjustments to JP’s standing medium kick and Bylina (→ + Heavy Kick) to make up for this. There are now more consecutive hits than before, so new combo routes can be built.
The adjustments to Triglav (↓↓ + Punch) are related to the adjustments made to Bylina. If Triglav and Bylina are used in regular combos, the value of other attacks will decrease, so we’ve made adjustments to reduce the knockback only when they hit an opponent that’s not in the air. Knockdown time is also adjusted, while the recovery difference on hit has not changed.
Standing Medium Kick
Advantage on hit changed from +1 to +3 frames.
Crouching Heavy Punch
Added anti-air invincibility to the arm hurtbox from the attack’s 2nd active frame until the end of the attack’s active frames.
Bylina (→+Heavy Kick)
1. Increased the combo count upper limit of the first attack.
1. Increased the combo count upper limit of the first attack.
Triglav (Normal) (↓↓+Punch)
1. Reduced the blowback time on a standing hit by 1 frame.
2. Extended the knockdown time on a standing hit by 1 frame.
Stribog (Normal/Overdrive) (↓→+Punch or Punch x 2)
Expanded the hitbox for the second attack only for when the first attack hits.
Torbalan (Normal/Overdrive) (↓→+Kick or Kick x 2)
Removed a projectile collision hitbox that remained after the attack’s active frames.
Embrace (Normal/Overdrive) (↓←+Kick or Kick x 2)
Changed immediate scaling from 25% to 10%.
Assisted Combo 2
Combo has been changed to the following.
– When the Super Art gauge is empty: Crouching Medium Punch > Overdrive Fuhajin > Heavy Tensenrin
Setting up plays with Shuriken Bombs (↓↓ + Punch) has always been a fun part of Kimberly’s game plan, but the previous overall balance adjustments wound up impacting them heavily, reducing their return despite the heavy cost of using up a limited resource. As such, we’ve reeled in their initial scaling and combo scaling so that you’ll get more bang for your buck when a Shuriken Bomb connects.
Shuriken Bomb/Shuriken Bomb Spread
Changed initial scaling and combo scaling from 20% to 10%.
We’d previously shortened the reach of Luke’s normal attacks, in an attempt to suppress his strong defensive capabilities, however, this had a much greater impact on his offensive capabilities than we’d anticipated, resulting in many more cases of his attacks not finding their mark when they should have. To alleviate the issue, we’ve reduced the knockback of his normal attacks, which should make them more viable for stringing combos again.
After taking into account the drop in Luke’s offensive firepower, including the huge influence bumping up the initial scaling of Triple Impact (Light Punch > Medium Punch > Heavy Punch) had, we’ve also given his parameters some boosts.
The adjustments made to Outlaw Kick (← + Heavy Kick) should lower the difficulty in using it in combos. With the previously mentioned increase to normal attack knockback, it became incredibly difficult to follow up with the attack unless you were able to perform it immediately out of a Drive Rush. We’ve tweaked things a bit so that even if your input timing is a little slow, the attack can still reach and connect.
Crouching Light Punch
1. Reduced pushback on hit.
2. Reduced pushback on block.
Crouching Medium Punch
Reduced pushback on hit.
Crouching Light Kick
1. Reduced pushback on hit.
2. Reduced pushback on block.
Outlaw Kick (←+Heavy Kick)
Increased inertia out of Drive Rush.
Triple Impact (Light Punch > Medium Punch > Heavy Punch)
1. Immediate scaling on the second attack removed.
2. Changed the damage of the final attack from 600 to 800.
Assisted Combo 2
Combo has been changed to the following.
– When Super Art gauge is empty: Standing Medium Kick > Overdrive Rond-point > Medium Dégagé
Hurtbox during a Bound (Bug Fix)
Hurtbox during a bound was changed to match that of the other large characters.
Denjin Charge – Hashogeki (↓←+Heavy Punch)
Fixed an issue that resulted in a normal Heavy Hashogeki being performed instead of a Denjin Charge Hashogeki if a Hadoken was still present on the screen.
While we looked to improve Zangief’s performance by adjusting various moves, some of them ended up being taken too far, so we’ve taken measures to tone down the adjustments.
First, we’ve taken his Knee Hammer (→ + Medium Kick) and rolled back the disadvantage on block from -3 back to -4 frames.
This was an adjustment done to make the move easier to use, but with the other adjustments Zangief received, it turned out to be too powerful when used as a way to close the gap, so we’ve made it less advantageous when blocked.
Additionally, there was a big discrepancy between its appearance and hurtbox, so we’ve expanded the hurtbox in order to match the appearance of the attack more. However, this attack can still avoid attacks to the feet like before.
For Zangief’s Head Butt (→ + Heavy Punch), taking into consideration its ability to keep Zangief on the offensive and its ability to break down defenses, we’ve lowered the return it gets on hit. It can still be used in a combo, but the additional scaling added to it will lower its damage. However, on hit it now can connect into crouching medium punch, meaning that using Super Art 2 in a combo is easier.
Knee Hammer (→+Medium Kick)
1. Changed recovery on block from -3 to -4 frames.
2. Expanded the body hurtbox forward on the 2nd frame of the technique and later.
– The hurtbox around the legs from startup until landing has not been expanded.
3. Moved the character’s center axis from frames 2-6 of the technique to match the appearance of the attack.
Headbutt (→+Heavy Punch)
1. Added 25% initial scaling.
2. Changed combo scaling from 10% to 20%.
3. Changed advantage on hit from +7 to +8 frames.