Street Fighter 6: All Character Balance Changes, Explained

Akuma is finally added to Street Fighter 6, and along with his arrival came the game's first massive balance update, shaking up all the characters, making some incredibly strong and others not as strong as they once were.
RelatedStreet Fighter 6: Akuma Guide
Here's how to master the dark arts and unleash pure chaos with Akuma in Street Fighter 6!
PostsWhile this massive update has impacted every character, all will still shine in the right hands, but they might require a bit more effort to use than usual. Nonetheless, if you played this game prior to this patch, you will have to get used to a few tweaks made to your favorite character if you want to return to your prime!
Character Selection
A.K.I. Balance Changes
A.K.I. received many changes with this massive patch, and if you think she got nerfed, you could not be any more incorrect about that assumption. In fact, A.K.I. has been buffed to the extent that some are already considering her one of the biggest winners of this patch!
All A.K.I. Changes
Changes
Change Log
Explantation
Standing Medium Punch
- Hurtbox around the arms is smaller during active frames.
Makes the attack less punishable on whiff but slightly lowers its range.
Standing Heavy Punch
- Canceling into a Target Combo is now delayed by one frame.
- Hitting a blocking opponent now leaves A.K.I. at a -4 frame disadvantage instead of -5.
- This action's hitbox has been extended further downward.
A.K.I.'s s.HP is now a bit safer on block and can hit lows more consistently.
Standing Light Kick
- Startup frames have been reduced to four frames from five.
- Recovery window has been increased from 11 to 12 frames.
- Landing this attack will now leave A.K.I. +3 instead of +4.
- Hitting a blocking opponent now leaves A.K.I. at a -3 frame disadvantage instead of -2.
A.K.I.'s s.LK now comes out faster when performed but takes longer to recover, has a tighter combo window, and leaves her at a slightly more considerable disadvantage when blocked.
Standing Medium Kick
- Startup frames decreased to eight frames instead of nine.
- Entirety of the attack is now 27 frames in total rather than 28.
- A.K.I. will now remain closer to her target if this action hits.
A.K.I.'s s.MK is overall faster to perform than before and leaves her closer to her opponent on hit, enabling her to perform new actions after executing it.
Standing Heavy Kick
- During the attack's first active frame, the hurtbox has been slightly reduced.
- Made the attack immune to anti-airs from the second active frame until the last active frame.
This action now has better poking properties and is an excellent anti-air option.
Crouching Medium Punch
- Whiffing this action now leaves A.K.I. vulnerable for 18 frames instead of 21.
- If this attack hits or is blocked, the recovery frames are now the same.
While A.K.I. will still be pretty vulnerable if she whiffs this action, the penalty is significantly lessened, making her opposition have to react faster and with potentially a different move to get a punish.
Crouching Medium Kick
- Landing this action now leaves A.K.I. at a +5 frame advantage instead of +4.
- This move is now plus on block, bringing it to +1 instead of -3.
Having an additional frame to work with after landing the attack will allow A.K.I. to buffer different actions. Additionally, having it now be plus on block instead of leaving her at a disadvantage makes it an excellent option to engage with.
Crouching Heavy Kick
- This move's active frames have been increased from five to six.
- Recovery frames are now 20 instead of 21.
- The hurtbox at the front of the feet has also been decreased.
- The distance covered while moving back and forth has been increased.
- When landing a Punish Counter with this attack, the horizontal blowback will be less severe.
Hitting a Punish Counter with this action can now lead to better combos, and the frame changes makes it even easier to do just that, as the recovery is slightly faster and the active frames are slightly increased, making it linger a tad longer than usual.
Jumping Heavy Kick
- Active Frames increased to eight from five.
- Recovery frames now have an active hurtbox.
Move stays active much longer than before, giving it more opportunities to hit the opposition. However, as a result, the recovery window now leaves A.K.I. vulnerable, opening her up to being punished on whiff.
Gluttony
- When throwing an opponent into a corner, the distance between A.K.I. and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Hun Dun
- Landing this action will now leave A.K.I. at a +1 frame advantage instead of +0.
It doesn't do a whole lot in the grand scheme of things, but it's nice to have as it allows her an additional frame to follow up with her next action.
Light Serpent Lash
- The hitbox of the attack has been further extended forward.
- When executing this attack during Toxic Blossom, the horizontal blowback will be reduced.
Transforms this action, when paired with Toxic Blossom, to one of her best combo starters, leading to massive damage.
Heavy Serpent Lash
- The hurtbox around A.K.I.'s head will now be active on the attack's fourth frame instead of its sixth.
- A.K.I. can now begin buffering another action ten frames prior to when the attack's recovery frames end.
Allows A.K.I.'s opposition to interrupt the action earlier, but enables her to cancel into other actions if her attack lands, leading to more combo potential.
Overdrive Serpent Lash
- The second attack during this action now has an extended hurtbox upward.
Makes this action more punishable on whiff, making it slightly more dangerous to throw out.
Normal Nightshade Pulse
- A.K.I. can now cancel this action into Overdrive Snake Step on the 36th frame up until the recovery frames end.
Grants her more combo potential than before, a trend of her overall balance philosophy.
Overdrive Nightshade Pulse
- Changes the properties of the opponent hit by this action when airborne to a blowback knockdown instead of a standard knockdown.
Again, this just gives her more combo potential in a specific instance when landing this action.
Toxic Wreath
- Damage scaling adjusted to 200+600 from 400+400.
- The active frames of the second attack have been increased to nine frames from seven.
The first attack does far less than it did before but will still do the same damage overall if the second one lands, which now has more active frames.
Normal Cruel Fate
- If the attack lands or gets blocked, A.K.I. can now cancel directly into her Super Art Level 3 or Critical Art.
- The Heavy version of this attack pushes A.K.I. further away from her target than before when blocked.
Enables her to use it as a combo ender by comboing directly into her Level 3 and makes it slightly better when blocked, as she is placed further away from her opposition, forcing them to use specific actions or just block.
Overdrive Cruel Fate
- If it's not the hit throw version of the action, A.K.I. can now cancel directly into her Super Art Level 3 or Critical Art on hit or block.
- The hitbox of the action's second attack has also been extended downward.
Gives her better pressure as with the previous move on the list, enabling her to combo directly into her Level 3 on hit or block, making it an excellent way to end a devastating combo. The extended hitbox also makes it stronger to use in combos.
Venomous Fang
- A.K.I. will now be immune to incoming projectiles until this action's active frames end.
Essentially just makes this move even better at passing through incoming projectiles than it already was.
Heel Strike
- The hitbox of the first attack of the sequence has been extended further forward.
- The second attack of the sequence now has a hitbox that only activates when the opposition is caught in a combo.
Makes this move much better to include in your combos, as the added hitbox on the second hit of the move's sequence allows A.K.I. to go into another action on hit.
Entrapment
- Immediate scaling on the attack has been removed.
This action is no longer influenced by any scaling properties initially, making it slightly stronger overall.
Light Snake Step
- A.K.I. now moves backward with this technique.
Essentially has A.K.I. move backward instead of forward, making it an excellent tool to bait your opponent into unsafe situations.
Deadly Implication
- Hitbox has been expanded further.
- Action is no longer immune to all actions in the first frame, and is now only immune to strikes and throws.
- All attacks following the first attack should all now hit if the first one is successful.
This one was largely a bug fix and a slight nerf, but the increased hitbox of the super makes it slightly better to end some combos with that were otherwise impossible before.
Tainted Talons
- The final attack in the sequence now deals 1000 damage instead of 800.
Increased the damage output of the Super Art by 200 damage on its final hit, making it even more devastating than before.
- Return To Character Selection
Blanka Balance Changes
Overall, Blanka is more or less the same but has received a substantial nerf or two that changes his game plan just enough to make him one of the biggest 'losers' of this update. Especially when compared to a character like A.K.I., who seemingly received nothing but buffs!
All Blanka Changes
Changes
Change Log
Explantation
Standing Medium Punch
- Reduced the size of the action's hurtbox from frames ten through 12.
Makes this action less punishable overall, but only by a slight margin.
Crouching Light Punch
- Landing this attack now leaves Blanka +5 on frame advantage instead of +4.
Blanka is at a slightly better advantage when landing this attack, but it's likely nothing you will notice too much.
Crouching Medium Punch
- The hurtbox has been extended forward from frames 19 through 28.
This makes Blanka more susceptible to being punished, as the hurtbox reaches further than before.
Crouching Medium Kick
- Added an additional two frames when the attack whiffs or gets blocked.
- If the attack whiffs, the hurtbox around Blanka's body will expand from frames 13 through 28.
Whiffing this attack now places Blanka at a severe disadvantage, enabling his opponent to punish him.
Drive Reversal
- Blanka will now remain in the standing position during the entirety of his Drive Reversal.
This was a bug fix to make his Drive Reversal on par with the rest of the cast.
Jungle Flip
- When throwing an opponent into a corner, the distance between Blanka and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Rock Crusher
- If this action is blocked, Blanka will now be at a -3 frame disadvantage instead of -2.
This action now places Blanka at a slightly worse frame disadvantage than before, making it more risky to toss out.
Coward Crouch
- Transitioning to another action during Coward Crouch now starts on the sixth frame of the attack instead of the first.
There's now a slight delay before you can transition into a new attack from this action than before. It shouldn't be too noticeable in practice, however.
Wild Lift
- This action's hitbox has been further extended forward.
A slight buff to the range of this action, making it more useful for combos or engaging with your opponent.
Medium Rolling Attack
- Added an additional Attack Hitbox on the move only when you're currently carrying out a combo.
It makes this action much easier to weave into your combos, thanks to the new hitbox.
Overdrive Rolling Attack
- If the attack is blocked when Blanka is considered on the ground, the hitbox will be faster by four frames.
- The hurtbox has been changed to replicate a standing hurtbox even when Blanka is on the ground.
It makes the action slightly easier to deal with and respond to on the receiving end, so it will be slightly more risky to use overall, but it shouldn't be too noticeable.
Overdrive Backstep Rolling
- The first attack in the sequence now has an extended hitbox.
Makes the first attack in the sequence better overall, allowing it to reach slightly further than before, making it viable in combos or to begin engagements with.
Overdrive Aerial Rolling Attack
- The recovery frames when landing on the ground have been increased by five frames.
- The top of the hitbox can no longer make contact with the back of opponents.
This is one of the more substantial nerfs, as Blanka has more recovery frames upon landing, and the action can no longer hit the opposition's back, essentially removing it as an opening move.
Blanka-chan Bomb
- The initial scaling of the attack now has an additional 20 percent scaling.
- When implemented in a combo, the scaling is now 20 percent instead of 10.
This essentially makes the action weaker overall, as the scaling nerfs the raw damage output it used to have. It's still the same move, but it will be less potent.
Lightning Beast Shout of Earth
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
This was a bug fix, as its original implementation wasn't supposed to be immune to everything.
- Return To Character Selection
Cammy Balance Changes
Cammy, like Blanka, has been mostly nerfed, but her gameplay largely remains the same. However, the nerfs made to her projectile invincibility-focused attacks are the more substantial of the bunch and serve as the primary reason she is considered one of the stronger nerfs from the rest of the cast!
All Cammy Changes
Changes
Change Log
Explantation
Standing Medium Punch
- The pushback generated from this attack has been reduced.
Cammy will now be closer to her opponent after landing it than before, giving her more follow-up options.
Standing Medium Kick
- From the seventh frame of the attack, the hurtbox will now be reduced from there until the active frames end.
Reducing the hurtbox of this action makes it slightly harder to land consistently and makes it riskier overall to just toss out.
Standing Heavy Kick
- Cammy is now only at a -3 disadvantage when this action is blocked instead of -4.
- The pushback generated from this action is also reduced.
Cammy is at a slight 'better' disadvantage if the opponent blocks this action, but it having reduced pushback on top of that makes it really bad for Cammy if it's blocked.
Rough Landing
- The distance between Cammy and her target is increased after throwing them.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Delayed Ripper
- The timing for canceling into a Drive Rush is now faster by two frames.
Essentially makes the window for canceling into a Drive Rush slightly tighter, making it harder overall, but not by much.
Lift Combination
- When using Classic Controls, pressing Heavy Punch simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Swing Combination
- The timing for canceling from standing Heavy Punch has been increased to eight through 12 frames instead of eight through ten.
- This action's damage has been adjusted to 400 + 400 from 200 + 600.
- Canceling the first attack of the sequence into a Special Attack will now have ten percent scaling instead of 15.
- The first and second attacks of the attack sequence now have a reduced combo counter upper limit.
- Cammy can now cancel the second attack of the sequence into a Special Attack.
- The first and second attacks of the sequence are now considered independent moves.
- Comboing off the second attack now has an added 20 percent scaling
- The second attack now has less blowback time.
- Landing the second attack of the sequence near the corner no longer has pushback.
This action is now much more viable in combos, making it an excellent option for weaving into new routes. Overall, this move has nothing but positives for Cammy!
Light Spiral Arrow
- The combo count additional values have been overall reduced.
This move now has less impact on the combo count, meaning its scaling and overall damage output are better.
Charged Heavy Spiral Arrow
- Releasing the held button within the 16 to 17 frame window will now be the fastest version of the attack instead of only being possible on the 16th frame.
Makes it easier to perform the fastest version of this move by a frame. Not much of an upgrade, but it is one.
Medium/Heavy Quick Spin Knuckle
- Projectile invincibility now kicks in on the ninth frame instead of the sixth.
- Projectile invincibility will now last up until one frame before the attack's startup frames end.
This is arguably the biggest nerf of Cammy's, as it now takes three frames longer for her projectile invincibility to kick in, making it harder to perform on reaction.
Overdrive Quick Spin Knuckle
- Projectile invincibility now kicks in on the ninth frame instead of the third.
Same as the change above, this is the biggest nerf on Cammy and shakes things up pretty dramatically.
Heavy Hooligan Combination
- During frames seven through 23, the attack's collision pushbox will be extended upward.
Essentially allows this action to collide with opponents that may be above Cammy's original pushbox, making it useful in specific situations.
Overdrive Reverse Edge
- Reduces combo count additional values for the sequence's first and second attacks.
Makes this action better for combos, making the scaling less substantial, enabling it to deal slightly more damage overall.
Overdrive Fatal Leg Twister
- This action's initial scaling is now 30 percent instead of 20.
This action has even more damage scaling now, making it less potent, especially when initiating combos with it.
Normal/Overdrive Cannon
- From the first to tenth frames, the action's hurtbox around the feet has been extended.
- The hurtbox from frames 11 onward, until Cammy lands, has been reduced.
Makes this action more potent at the start of the attack, then makes it easier to avoid and punish toward the end of it.
Spin Drive Smasher
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
This was a bug fix, as its original implementation wasn't supposed to be immune to everything.
Killer Bee Spin/Aerial Killer Bee Spin
- Input for Classic has been changed to ⭣⭩⭠⭣⭩⭠ P from ⭣⭩⭠⭣⭩⭠ K
- Landing this action on a grounded opponent will now deal 3000 damage instead of 2800.
- Cammy will no longer build Drive Gauge during the action's cutscene if she uses Drive Rush in the combo.
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
This action now deals more damage but no longer builds Drive Gauge during the cutscene, as that was apparently a bug. Nonetheless, this action is slightly better overall and worth weaving into combos!
- Return To Character Selection
Chun-Li Balance Changes
Unfortunately, Chun-Li received a tremendous amount of really devastating nerfs, likely making her the character that got hit the worst of the bunch. While that doesn't automatically make her bad, she certainly has to work harder to get in on her opponents than before and has to find new combo routes to deal her massive damage!
All Chun-Li Changes
Changes
Change Log
Explantation
Standing Light Punch
- Extended the hurtbox around Chun-Li's feet from frames 9 through 13.
This move is easier to punish, as the hurtbox has been extended outward further and lasts for five total frames.
Standing Heavy Punch
- Reduced hurtbox around Chun-Li's feet and head from frames five through 12.
- Reduced hurtbox around her arms during the action's active frames.
- If this action is blocked, she will now be at a -3 frame disadvantage instead of -4.
- Additionally, the pushback is also increased when the action is blocked.
This action has been buffed, as she is now slightly less negative on block but also gets pushed back further than before, making it relatively safer to toss out from time to time.
Standing Heavy Kick
- Starting a combo with this action will now have 20 percent scaling.
This is a considerable nerf, as the added scaling severely impacts the damage scaling and output.
Crouching Medium Kick
- Extends the hurtbox even further forward when whiffing the action during frames 14 through 28.
This move is even more punishable, so tossing it out all willy-nilly is a no-go unless you want to see your HP get depleted.
Jumping Light Punch & Jumping Light Kick
- Hitting an airborne opponent now has increased blowback time.
This allows Chun-Li to follow up with additional attacks, making it a decent way to engage the opposition.
Taiji Fan
- When throwing an opponent into a corner, the distance between Chun-Li and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Swift Thrust
- Chun-Li now has to cancel into a Special Attack from frames seven through nine instead of frames seven through 11.
- Canceling into a Drive Rush must now be done on the 11th frame instead of the ninth.
- Landing this action will now have reduced pushback.
The Special Cancel window is now tighter for this action, and the Drive Rush cancel must come in several frames later, making this a decent nerf but nothing too severe. Chun-Li being closer to her opponent on hit makes it easier to combo into more things afterward, which balances things out!
Lotus Fist
- If the second attack of the sequence lands or gets blocked, the opposition's reaction will change.
Essentially, it changes the follow-up actions that are available to Chun-Li on hit or her opposition on block. This is a neutral adjustment and just makes the move better to react to on either side of the table.
Yoso Kick (1)
- Landing a Punish Counter with this action now has increased pushback.
The increased pushback slightly limits what's available to Chun-Li on Punish Counter but will still allow her to follow up with more devastating actions and find new routes.
Yoso Kick (1-3)
- Chun-Li can now perform jump attacks after being Drive Parried and jumping backward.
This was a bug fix, as she was previously unable to attack while jumping backward in this situation.
Overdrive Kikoken
- Starting a combo with this action will now have 20 percent scaling.
This will impact the damage of this action substantially, making it less viable in combos that already have a high combo count and scaling.
Normal/Overdrive Hazanshu
- Projectile Invincibility now kicks in on the seventh frame instead of the sixth.
It makes it slightly harder to time the attack to bypass projectiles, but not by much. It shouldn't be too noticeable in the grand scheme of things.
Normal Aerial Hundred Lightning Kicks
- Whiffing the attack will now have an added three frames of recovery when Chun-Li lands.
- The hurtbox has also been further extended downward.
Makes this action much easier to punish on whiff. The extended hurtbox also makes it easier to interrupt and react to overall.
Light Aerial Hundred Lightning Kicks
- The action's collision pushbox has been extended downward on hit.
Makes so Chun-Li will no longer switch sides with her opponent on hit if they were walking forward.
Overdrive Aerial Hundred Lightning Kicks
- Attack now does 250x5+350 (1600) damage instead of 200x5+300 (1300).
- Upon landing, the recovery frames are reduced by ten.
- Opponents hit by the attack will now be in a knockdown state for an additional seven frames.
- Landing the attack will also have a more reduced horizontal blowback.
- The action's hurtbox has also been extended downward.
The expanded hurtbox of this action is now projectile invincible, making this adjustment an overall net positive, and that's not even including the enhanced damage output. This attack is excellent for combos and will likely be used a lot more in sequences now!
Aerial Kikosho
- The final attack of the sequence now deals 600 damage instead of 800.
A blanket nerf to the damage output, making it less potent.
Kikosho/Aerial Kikosho
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
This was a bug fix, as its original implementation wasn't supposed to be immune to everything.
Hoyoku-sen
- Building Super Art Gauge after landing the attack is now 70 percent instead of 100, and you can follow up with a combo after landing the Super Art.
The Super Art Gauge now scales at 70 percent after performing this action, making it slightly less potent when trying to build meter with the follow-up actions.
- Return To Character Selection
Dee Jay Balance Changes
Dee Jay, like the ones before him, has also been hit with some severe nerfs, but nothing quite as severe as what Chun-Li or Cammy went through. He still has access to some of his more potent actions, like his bizarre Drive Rush, but has been hit in some other regions that will surely trip Dee Jay players up when getting back into the swing of things.
All Dee Jay Changes
Changes
Change Log
Explantation
Standing Heavy Punch
- Starting a combo with the action will now have 20 percent scaling.
Makes the action far less potent overall, having it deal less damage when used in combos.
Crouching Medium Kick
- Whiffing the attack now has an added hurtbox from frames 19 through 30.
- Hitbox has been expanded from frames one through three.
Makes this action more susceptible to being punished on whiff, making it far more risky to throw out.
Crouching Heavy Kick
- Landing a Punish Counter on an airborne opponent now has an upward blowback.
Gives this move even more combo potential when executed as a Punish Counter.
Flip Throw
- When throwing an opponent into a corner, the distance between Dee Jay and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Threebeat Combo
- Input for Modern is now Light > Medium > Medium
- The input period for the final attack of the sequence has been extended by two frames.
- Landing the final attack of the sequence now leaves Dee Jay at a +3 frame advantage instead of +2.
An overall buff to this action, but only by slight margins. Still, this will be much easier to incorporate into combos and transition into other actions from.
Face Breaker
- Hitting an airborne opponent with the first attack of the sequence now has reduced blowback.
- Opponent now only gains 500 Super Art Gauge on block instead of 1000.
- Hitting an airborne opponent with the second attack of the sequence now grants Dee Jay 1000 Super Art Gauge instead of 500.
The reduced blowback enables Dee Jay to follow up with different attacks, leading to new combo routes and strings. And the added Super Art Gauge increase is very nice to have, making this an overall win for Dee Jay!
Knee Shot
- The hitbox of the action has been reduced.
- During the second active frame and beyond, Dee Jay is now considered to be in a Punish Counter state.
This is arguably the biggest and most negative change made to Dee Jay, as the reduced hitbox now drops some of his more common combos, and it placing him in a Punish Counter state for largely the entire duration of the attack makes it far more risky to throw out.
Overdrive Air Slasher
- Begining a combo with this action now has 20 percent scaling.
- The second attack of the sequence now has an increased combo count upper limit.
This attack is now less potent than it was before and now does far less damage when used in combos.
Heavy Jackknife Maximum
- If the second attack of the sequence whiffs, the attack speed is reduced.
Makes it much easier to punish and react to if Dee Jay whiffs it.
Medium/Heavy/Overdrive Jackknife Maximum
- During the mid-air attack, the hitbox will now become available during the fifth frame instead of the fourth.
- The first attack of the sequence now has a reduced hitbox and can now only hit an opponent that's currently in a combo.
- The collision pushbox has been reduced downward until the fifth frame of the attack.
- The collision pushbox has also been extended upward if the attack lands.
Another massive nerf to Dee Jay, as this also changes his combo routing up quite significantly and forces him to find different combo routes and strategies to prevail. This is one that will haunt Dee Jay players for a while.
Double Rolling Sobat
- Now has an increased combo count upper limit.
Slightly impacts the overall potency of the attack, making it deal less damage in combos.
Overdrive Double Rolling Sobat
- The attack's collision pushbox has been further extended upward from frames 21 through 34.
- The combo count value of the first attack in the sequence has been increased.
- The combo counter upper limit of the attack sequence has also been increased.
This action is also less potent than before, especially when used in combos, making it deal less damage overall.
Normal Funky Slicer
- Beginning a combo with this attack will now have 20 percent scaling.
- Hitting an opponent with Super Armor or whiffing the attack will now have 25 recovery frames instead of 22.
- The hitbox has been reduced downward but a new hitbox was added only for when you're currently carrying out a combo.
This action is now extremely punishable on whiff and also deals less damage during combos, making this a pretty decent nerf that will also greatly impact Dee Jay.
Normal/Overdrive Waning Moon
- When using Classic Controls, pressing Medium Punch simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Normal Maximum Strike
- When using Classic Controls, pressing Heavy Punch simultaneously with the second input will disable the second attack.
- During this action, Dee Jay's body will also now have anti-air invincibility from frames 15 through 19.
This is a universal change that makes it harder to execute accidental inputs when performing other actions. Aside from that, this action is also a viable anti-air attack now!
Overdrive Maximum Strike
- When using Classic Controls, pressing Heavy Punch simultaneously with the second input will disable the second attack.
- Utilizing this attack in a combo will now have 20 percent scaling.
This is a universal change that makes it harder to execute accidental inputs when performing other actions. It will also deal less damage in combos... a trend of Dee Jay's nerfs.
Normal/Overdrive Juggling Sway
- When using Classic Controls, pressing Medium or Heavy Kick simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
The Greatest Sobat
- Landing this action now deals 2000 damage instead of 1800.
- The recovery frames of the action have been reduced to 33 frames from 45.
- If this action is blocked, Dee Jay will now be at a -12 frame disadvantage instead of -24.
- The pushback has also been increased on block.
- The frame meter now properly displays the correct values in training mode for this action.
This is a substantial buff for Dee Jay, making it an excellent way to cap combos off. While we don't recommend using it on blocking opponents, it is much safer on block now as well!
Sunrise Festival
- The hitstop applied to an opponent on block has been adjusted to the correct values.
- During a combo, this action gains an additional hitbox.
- During the second and third attacks of the sequence, the hitbox will be extended.
- Dee Jay's Super Art Gauge now regenerates at 70 percent when landing follow-up attacks.
- Dee Jay can no longer cancel with a normal or Special Attack after landing the fifth attack of the sequence.
This fixed a few bugs but also made this more potent to use in combos, making it a devastating way to close them out, especially with the added hitbox!
- Return To Character Selection
Dhalsim Balance Changes
After the slew of nerfs, we reach our next character, who received mostly buffs with Dhalsim, who can now do his thing without getting jabbed from a mile away as his arms retract. He also received some decent anti-air options, making him considerably better than he previously was!
All Dhalsim Changes
Changes
Change Log
Explantation
Standing Medium Kick
- Reduces the hurtbox around Dhalsim's feet on the 30th frame.
Makes it slightly harder to punish.
Standing Heavy Kick
- Landing this action will now leave Dhalsim at a +3 frame advantage instead of +1.
- Landing this attack will also now have reduced pushback.
This enables Dhalsim to follow up with more attacks than before, giving him access to slightly different and better combo routes.
Crouching Medium Kick
- The reaction from the opponent's getting hit by this attack from its eighth active frame a beyond has changed.
- Landing this action will also now have reduced pushback.
The reduced pushback and change in animation give Dhalsim a bit more time to react and follow up with additional attacks, making it a viable combo starter.
Drive Reversal
- The first attack of the sequence now causes a blowback knockdown instead of a knockback.
- Landing this attack now leaves Dhalsim at a 24 frame advantage instead of 23.
Puts Dhalsim at a considerable advantage, making this an excellent 'Get off me!' tool that should be used when someone gets in on you.
Yoga Mummy
- Hitting an opponent in mid-air will now cause a blowback knockdown instead of a recovery.
- The combo counter upper limit of the attack sequence has also been increased.
Puts Dhalsim in an advantageous position on hit but at the cost of some damage. Overall, it's an excellent change.
Agile Kick
- Reduced the upward hitbox.
Makes it harder for Dhalsim to hit airborne opponents, making this a slight nerf, especially when trying to use it as an anti-air or combo extender.
Normal Charged Yoga Fire
- Start up frames have been reduced to 43 from 45.
- The total frames of the attack are now 73 frames instead of 77.
This action is now slightly faster, making it a decent tool to use during combos or to engage with your opponent.
Overdrive Yoga Blast
- Scaling when beginning a combo with this action has been removed.
- The combo count additional value of the attack sequence has also been reduced.
Makes this action much more potent overall, especially in combos or when initiating an encounter. This is an excellent change for Dhalsim.
Overdrive Yoga Comet
- The action's projectile will no longer disperse before it reaches the ground.
Allows Dhalsim's projectile to remain on screen, making it great for catching your opponent off guard or extending combos.
Yoga Sunburst
- If your opponent is in Burnout State, they will receive more damage depending on Dhalsim's Power Level:
- Level 1: 750
- Level 2: 850
- Level 3: 950
- Dhalsim can now control the trajectory of the projectile via directional inputs.
It makes this action even more devastating against opponents in Burnout but also allows Dhalsim to control where the projectiles go, making for one of the best changes to his kit.
Merciless Yoga
- Canceling into this action from Yoga Flame grants a faster startup of the action.
Allows Dhalsim to transition into this move faster from Yogo Flame, making that specific combo route much better and more viable.
- Return To Character Selection
E. Honda Balance Changes
E. Honda is our first character that isn't really mega-buffed or severely nerfed and is sort of chilling somewhere in the middle. While his headbutt and buttslam have been dramatically nerfed, his other changes make him a much more viable fighter in capable hands!
All E. Honda Changes
Changes
Change Log
Explantation
Standing Medium Punch
- E. Honda now has a +6 frame advantage on hit instead of +4.
- The distance covered before the attack comes out has been increased.
This leaves E. Honda at a much better advantage on hit, making it easier for him to follow it up with other actions for combos.
Standing Medium Kick
- From the seventh frame onward, the hurtbox around E. Honda's foot has been reduced.
Makes it harder for opponents to interrupt the action or punish it.
Standing Heavy Punch
- Landing a Punish Counter with this action now places your target in a knockdown state for an additional 12 frames.
Gives E. Honda a considerable advantage on hit, making this an excellent move now!
Crouching Medium Kick
- Landing this attack now leaves E. Honda at a +6 frame advantage instead of +5.
Slightly improves the frame advantage of the move, making it a bit easier to follow it up with other actions.
Crouching Heavy Kick
- If the second attack of the sequence hits an opponent in mid-air, the blowback time will be increased, and the horizontal blowback will be reduced.
Makes it easier to follow this action up with more attacks if he hits an airborne opponent.
Jumping Medium Punch
- Landing this attack on an opponent in mid-air is now a blowback knockdown instead of a recovery.
Puts E. Honda at a severe advantage, giving him control of the offense in this situation.
Tawara Throw
- When throwing an opponent into a corner, the distance between E. Honda and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Double Slaps
- When using Classic Controls, pressing Medium Kick simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Toko Shizume
- Landing this action will now allow E. Honda to cancel directly into Sumo Spirit.
- E. Honda must cancel into a Special Attack during the 14th frame instead of the 15th.
- When using Classic Controls, pressing Heavy Punch simultaneously with the second input will disable the second attack.
This move is now an excellent combo extender, even if the Special Attack cancel window is a bit tighter than before.
Normal/Sumo Spirit Hundred Hand Slap
- The second attack of the sequence has an extended hitbox.
Makes it easier to extend combos with this action and also makes it slightly more viable to engage opponents with.
Sumo Spirit Hundred Hand Slap
- E. Honda can now cancel this action into his Crouching Light Kick, Crouching Medium Kick, and Standing Medium Kick.
Makes it an excellent combo extender, allowing E. Honda to launch into entirely new routes.
Sumo Spirit Medium/Heavy Hundred Hand Slap
- If the final attack of the sequence hits a standing opponent, the pushback will be reduced.
- Hitting an airborne opponent with the final attack of the sequence will now have reduced horizontal blowback.
Another excellent combo extender for E. Honda, allowing him to quickly follow up with more action on contact, especially if the enemy is airborne.
Light/Medium Sumo Headbutt
- From active frames one through four, the damage has been increased to 1400 from 1300.
- E. Honda is now at a -3 frame disadvantage if this action gets blocked instead of -4.
- If this action is blocked, the pushback will be reduced.
- If this action is blocked during Burnout, the pushback will be increased.
- During the action's fourth active frame, a hitbox will be added if executed during a combo.
- E. Honda will cover more distance forward if this action is blocked.
Makes it harder for E. Honda to spam this action, as his follow-up option have been severely limited. R.I.P. Headbutt Spam.
Heavy Sumo Headbutt
- From active frames one through four, the damage has been increased to 1500 from 1400.
- If this action is blocked, E. Honda will now be at a -3 frame disadvantage instead of -4.
- Additionally, if this action is blocked, the pushback will also be reduced.
- E. Honda will cover more distance forward if this action is blocked.
- If you switch sides with the opponent during the attack, the distance covered forward will be reduced.
Same as above, this essentially just makes it less viable to spam this action and bully the opposition with it.
Normal Sumo Smash
- Opponents can no longer recover backward after getting hit by the second attack of the sequence.
- The pushback is now increased if the opponent blocks the second attack of the sequence.
- If this action is blocked, E. Honda's Drive Gauge reduction will now be -10,000 instead of -8,000.
Like the Headbutt, the Sumo Smash was another highly spammable move by E. Honda players. It has now been substantially altered, giving him fewer follow-up actions. Pour another one out for the buttslam spammers.
Overdrive Sumo Smash
- Opponents can no longer recover backward after getting hit by the second attack of the sequence.
- E. Honda can now hold the Kick (or Attack) button down to impact when the second attack of the sequence releases.
- If this action is used in a combo, the hitbox for the second attack in the sequence will be extended upward.
- If this action is blocked, E. Honda will now have a +2 frame advantage instead of +1.
Basically the same principles as the changes above. This is far less viable to spam than before.
Normal/Overdrive Teppo Triple Slap
- When using Classic Controls, pressing Medium or Heavy Kick simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Overdrive Teppo Triple Slap
- If the second attack of the sequence hits a standing opponent, it will now cause a knockback instead of a blowback knockdown.
- Transitioning to the final attack of the sequence is now one frame faster.
- This action now has a ten frame buffer time instead of five.
E. Honda can now combo off this action if it connects with a standing opponent, giving him more routes and options in general.
Normal/Overdrive Taiho Cannon Lift
- When using Classic Controls, pressing Medium or Heavy Kick simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Normal/Overdrive Oicho Throw
- From frames nine through 46, the hurtbox on E. Honda's head will be expanded.
Makes this action slightly more punishable, making it less viable to attempt tossing out.
Neko Damashi
- If this action collides with a projectile, there will now be eight fixed frames of hitstop.
Makes this move very poor against projectiles, making it extremely risky to use against zoners.
Show of Force
- The hitbox of the attack has been extended downward.
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
This move is now decent and can hit opponents beneath E. Honda. Other than that, it wasn't all that big of a change, but a nice to have.
Ultimate Killer Head Ram
- E. Honda will no longer build Drive Gauge during the action's cutscene if he uses Drive Rush in the combo.
Essentially changed it to align with the other characters in the game.
The Final Bout
- The overall damage has been adjusted during the cinematic version, and the damage will also never dip below 50 percent, even when used in a combo.
Makes this a bit more potent overall, especially in combos, but the fixed damage can make it amongst the weakest of Supers if executed raw.
- Return To Character Selection
Ed Balance Changes
Next is Ed, who received... no changes. While that's technically not true, the changes he did get don't change much of anything. If you were happy with Ed pre-patch, you will still be happy with him now! If not, well, there's always next year?
All Ed Changes
Changes
Change Log
Explantation
Standing Heavy Punch
- Rapidly pressing the Heavy Punch button no longer triggers the held-down version of the attack.
This essentially makes it harder to perform the held-down version by accident.
Crouching Light Punch
- If this action is blocked, Ed will now be at a -3 disadvantage instead of -5.
Ed will now be at a slightly less disadvantage if this attack gets blocked, but not by much. You may notice it in some situations. We guess.
Crouching Medium Punch
- Whiffing this action now entends the hurtbox around Ed's body forward from frames 19 through 29.
Makes this action far more susceptible to being punished if Ed whiffs the attack. So, don't do that.
Rib Crusher
- When throwing an opponent into a corner, the distance between Ed and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Psycho Knuckle
- If this action collides with a projectile, there will now be eight fixed frames of hitstop.
Makes this far less viable against projectiles, severely punishing Ed if he comes in contact with one via this action.
Normal Uncharged Psycho Flicker
- If this action is used during a combo, the hitbox will be expanded inward.
Makes extending combos off this action much easier to pull off.
Psycho Storm
- The second attack of the sequence will always hit if the first attack lands.
This just guarantees that the second attack will always land if the first does, as a bug was previously preventing that from happening.
Psycho Chamber
- The reach of the action has been adjusted to be consistent in all situations.
Another bug fix this makes it so that, no matter the situation, the distance this attack covers will always be the same.
- Return To Character Selection
Guile Balance Changes
Guile is another character that, despite what the patch notes show, still feels the exact same now as he did before the patch. While he definitely received more changes than Ed, we just don't see how they impacted his overall strategies and gameplay. So, again, if you liked playing as Guile before, you will still love him now! Yay!
All Guile Changes
Changes
Change Log
Explantation
Standing Heavy Punch
- Starting a combo with this action now has 20 percent scaling
There is now combo scaling with this action, making it a bit less potent than before overall.
Crouching Medium Punch
- Whiffing the attack now has 16 recovery frames instead of 13.
- Whiffing the attack also has an extended hurtbox from frames 20 through 24.
Makes whiffing this action far more susceptible to being punished.
Jumping Medium Kick
- This action now deals 600 damage instead of 500.
A blanket increase to the damage output of this action. Which is obviously nice to have!
Judo Throw
- When throwing an opponent into a corner, the distance between Guile and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Reverse Spin Kick
- Landing a Counter Hit in mid-air now causes a blowback knockdown instead of a recovery.
Places Guile in a much more favorable position when landing this action on an airborne opponent.
Recoil Cannon
- When using Classic Controls, pressing Heavy Kick simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Double Shot
- When landing this attack, the horizontal blowback will now be reduced.
- When using Classic Controls, pressing Medium Kick simultaneously with the second input will disable the second attack.
Enables Guile to follow up with more attacks, opening the door for slightly different combo routes.
Phantom Cutter
- Landing a Punish Counter with this action now has the same blowback distance as a normal hit.
Essentially gives this action the same properties on a Punish Counter as you would get with a standard hit. A strange change if we're being honest.
Normal Sonic Boom
- Drive Gauge recovery has been reduced if the action has been blocked:
- Medium: -2,500 to -4,000
- Heavy: -2,500 to -3,000
- The eighth frame of the attack will now have a hurtbox around Guile's arms.
- The hurtbox will also be increased upward from frames eight through 39 of the attack.
Makes this attack much more susceptible to being interrupted or punished. However, it now shreds the opposition's Drive Gauge if they block it, making it a devastating tool.
Overdrive Sonic Boom
- Starting a combo with this action now has 20 percent scaling
Makes this action less potent in combos overall.
Overdrive Sonic Blade Version Overdrive Sonic Boom
- Executing this action will now use 10,000 Drive Gauge Gauge instead of 20,000.
Has much less of an impact on your Drive Gauge, making it more viable and reasonable to use in most situations.
Overdrive Sonic Blade
- Landing this attack now has less horizontal blowback.
- The total time of the blowback has also been increased.
This enables Guile to follow this action up with additional attacks much more easily.
Normal Sonic Cross
- Drive Gauge recovery has been reduced if the action has been blocked:
- Light: 2,500+1000=3500 to 1500+2000=3500
- Medium: 2500+1000=3500 to 3000+2000=5000
- Heavy 2500+1000=3500 to 2000+2000=4000
- The eighth frame of the attack will now have a hurtbox around Guile's arms instead of the 9th frame.
- The hurtbox will also be increased upward from frames eight through 39 of the attack.
- When using Classic Controls, pressing Medium Kick or Heavy Kick simultaneously with the second input will disable the second attack.
It makes this action far easier to interrupt or punish, making it a bit more riskier to toss out.
Overdrive Sonic Cross
- Causing a wallsplat with this action will now leave them stuck to the wall for an additional three frames.
- Guile can now transition into Sonic Cross from Overdrive Sonic Blade in the corner.
- When using Classic Controls, pressing Medium Kick or Heavy Kick simultaneously with the second input will disable the second attack.
This move is essentially much better at extending combos, especially in specific situations, like in the corner.
Sonic Break (Variation)
- When using Classic Controls, pressing Medium Kick or Heavy Kick simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Sonic Hurricane (Up)
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
This was a bug fix, as its original implementation wasn't supposed to be immune to everything.
Sonic Hurricane (Side)
- During active frames one through three, the bottom of the hitbox will now only be active when used during a combo.
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
This also becomes much better at extending combos and will be a much more viable tool for Guile to use overall.
- Return To Character Selection
Jamie Balance Changes
It's been quite sometime before we had an A.K.I.-esque character that seemingly hoarded all the buffs for themselves. So, allow us to introduce the new and improved Jamie, who is now extremely horrifying on paper and in practice. He is also one of this patch's biggest winners, and it's not even a debate!
All Jamie Changes
Changes
Change Log
Explantation
Standing Medium Punch
- If this action is blocked, Jamie will now be at a +2 frame advantage instead of +1.
Jamie is now slightly more plus on block with this action, giving him slightly more options if his opponent presses buttons after.
Standing Medium Kick
- Landing this action will now leave Jamie at a +2 frame advantage instead of +1.
Like the one above, except this one is only if the action hits, giving Jamie slightly more wriggle room to follow up with additional attacks.
Crouching Medium Punch
- Jamie will now be at a +5 frame advantage if this hits instead of +3.
- If this action is blocked, Jamie will now be at a -1 frame disadvantage instead of +0.
Hitting this action increased the plus frames of Jamie by two, allowing him to follow up with additional attacks much more easily. However, this will now leave him slightly negative on block now, so he must be cautious of when and where to use it.
Crouching Medium Kick
- Whiffing this attack will now expand the hurtbox around Jamie's feet from frames 18 through 27.
This action is now much more susceptible to being punished on whiff.
Crouching Heavy Kick
- The second attack of the sequence will now count as a high attack if the first action is blocked.
- If this action is blocked, the recovery frames will now be 29 instead of 28.
- Jamie will now be at a -11 frame disadvantage if this action is blocked instead of -10.
- The first attack of the sequence now has a reduced combo count additional value.
This action now leaves Jamie at a slightly worse disadvantage when blocked but becomes an automatic low>high, which can catch unfamiliar players off guard.
Jumping Heavy Kick
- During the last frame of the action's start-up, the hurtbox will now be removed.
The final frame of the action's start-up can no longer be interrupted, which is definitely a nice to have for Jamie.
Wheel Punch
- When throwing an opponent into a corner, the distance between Jamie and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Tensei Kick
- Jamie can now perform Luminous Dive Kick after jump-canceling The Devil's Song when at Drink Levels one through three.
Gives some of Jamie's actions added utility, making them much more viable to implement in combo routes or mixes.
Hermit's Elbow (Drink Level 4)
- The pushback generated from the action has been reduced.
Enables Jamie to follow up with more actions than before.
Falling Star Kick
- The cancel window has been extended by a frame when canceling into Full Moon Kick.
- This action's hitstop and blockstun now have an additional frame.
Allows Jamie to cancel into Full Moon with greater ease than before. The added hitsop and blockstun also gives Jamie more options to add in more mixes into his game plan.
Bitter Strikes
- The first attack of the sequence now has an extended hitbox.
- Jamie must cancel into a Drive Rush during the second attack of the sequence a frame earlier than before.
- The second attack of the sequence now adds an additional two frames of recovery on the opponent.
- If the second attack is blocked, Jamie will now have 23 recovery frames instead of 21.
The Drive Rush cancel window may be slightly tighter than before, but the star of the show is the extended hotbox on the first attack, as it will allow Jamie to cancel into specific actions more easily and more efficiently.
Immediate Ransui Haze
- This action's damage is now 850 instead of 700.
- Using this action in a combo will now have 20 percent scaling.
- The start-up frames for this action are now 15 frames instead of 17.
- This action now runs for a total of 46 frames instead of 48.
- The buffer input grace period for this action has been increased.
The overall damage output and potency of this action have been severely dampened, especially when used in combos.
Freeflow Strikes (Drink Level 0-3)
- Landing all three attacks will now generate 1500 Drive Gauge instead of 700.
- If this action is blocked, it will deplete the opponent's Drive Gauge by 2500 instead of 1500.
- During the third attack of the sequence, the input buffer will now begin on the seventh frame instead of the second.
- When using Classic Controls, pressing Medium Kick or Heavy Kick simultaneously with the second input will disable the second attack.
Makes it slightly easier for Jamie to transition into other actions from during this action's third attack. Other than that, the Drive Gauge enhancements are just nice to haves and won't change your approach too much.
Normal Freeflow Strikes (Drink Level 4)
- The first attack of the sequence now has an extended hitbox.
- The first attack of the sequence now has a 3000 Drive Gauge increase instead of 1400.
- The second attack of the sequence now has a 1000 Drive Gauge increase instead of 1400.
- The third attack of the sequence now has a 1500 Drive Gauge increase instead of 2100.
- During the third attack of the sequence, the input buffer will now begin on the seventh frame instead of the second.
- When using Classic Controls, pressing Medium Kick or Heavy Kick simultaneously with the second input will disable the second attack.
This move is now an excellent way to build all of Jamie's meters and deplete some of your opponent's. Other than that, nothing too drastic was changed here.
Heavy Freeflow Strikes (Drink Level 4)
- The input buffer for the next action is now uniform with the other variants of the attack.
Essentially puts this move in line with the other variants of the same action.
Overdrive Freeflow Strikes (Drink Level 0-3)
- Landing the first attack fo the sequence now leaves Jamie at a +1 frame advantage instead of +0.
- If this action is blocked, it will deplete the opponent's Drive Gauge by 2500 instead of 1500.
- Landing hits after the second attack of the sequence no longer have combo scaling.
- During the third attack of the sequence, the input buffer will now begin on the seventh frame instead of the second.
- When using Classic Controls, pressing Medium Kick or Heavy Kick simultaneously with the second input will disable the second attack.
Places Jamie at a slightly better frame advantage on hit and carves away the opposition's Drive Gauge much more severely when blocked.
Overdrive Freeflow Strikes (Drink Level 4)
- The first attack of the sequence now has an extended hitbox.
- Landing hits after the second attack of the sequence no longer have combo scaling.
- During the third attack of the sequence, the input buffer will now begin on the seventh frame instead of the second.
- When using Classic Controls, pressing Medium Kick or Heavy Kick simultaneously with the second input will disable the second attack.
The removal of the combo scaling makes this action much more potent when woven into combos, and its extended hitbox makes it an excellent tool to utilize in combos. It's a win/win!
Normal Freeflow Kicks
- The second attack of the sequence now has a 1000 Drive Gauge increase instead of 700.
- If this action is blocked, it will deplete the opponent's Drive Gauge by 2500 instead of 1500.
- During the third attack of the sequence, the input buffer will now begin on the seventh frame instead of the second.
- When using Classic Controls, pressing Medium Kick or Heavy Kick simultaneously with the second input will disable the second attack.
Like some of the other actions, this just makes this attack excellent at building Jamie's meters and chipping away at his opponent's. It's devious and fits his playstyle like a glove.
Overdrive Freeflow Kicks
- If this action is blocked, it will deplete the opponent's Drive Gauge by 2500 instead of 1500.
- When using Classic Controls, pressing Medium Kick or Heavy Kick simultaneously with the second input will disable the second attack.
Again, this will chip away a much larger portion of the opponent's Drive Gauge if they block it, making it worth tossing out if their meter is low.
Heavy Swagger Step
- After performing this action, Jamie will now have 16 recovery frames instead of 17.
- If this action is blocked, Jamie will now be at a -3 frame disadvantage instead of -5.
- Landing this attack will now provide an additional two frames of knockdown time.
Makes Jamie slightly less negative on the recovery of this action and if it's blocked, but not by much. He will still be susceptible to being interrupted or punished more so than not.
Overdrive Swagger Step
- If this attack connects with an airborne opponent, the knockdown time will be increased by three frames.
Places Jamie in a slightly more favorable position than before.
Light Arrow Kick
- Beginning a combo with this action now has 30 percent scaling.
- The start-up frames of this action are now five frames instead of six.
- The hitbox for transitioning to another action has been further expanded forward.
This action is much less potent than before, but it is much easier to transition from this attack into another action, making it a decent combo extender.
Normal/Overdrive Luminous Dive Kick
- If this action is blocked, the pushback will be reduced.
- This action's hurtbox around Jamie's feet now appears on the action's sixth frame instead of the tenth.
- The hurtbox around Jamie's feet on the 13th frame of the attack has been reduced.
This move is now slightly more punishable on block but can now be interrupted much more easily than before.
Normal/Overdrive Bakkai
- Jamie will now have projectile invincibility until the final active frame finishes.
Makes this action even better at negating incoming projectiles, allowing Jamie to close the gap between him and zoners much more easily.
Normal Tenshin
- The combo count starting value will now display the correct values.
This was a bug fix, as the previous version was apparently displaying the wrong values!
Overdrive Tenshin
- Immediate scaling of the action has been removed.
- Using this action in a combo will now have 30 percent scaling.
Starting combos with this action now deals much more damage than before, but if you perform this action within a combo, the damage will be substantially lowered.
Normal/Overdrive Swagger Hermit Punch
- When using Classic Controls, pressing Medium Kick or Heavy Kick simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Breakin'
- This action now only has eight frames of start-up instead of ten.
- During frames eight through ten, a new hitbox will be present.
- During the first and second attacks of the sequence, the hitbox will be further extended if used in a combo.
- Jamie doesn't travel as far forward as prior when the screen darkens but moves further forward than before after the screen transition ends.
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
This action is now much faster to perform than before and is much easier to use in combos.
Getsuga Saiho
- During the start of the action, the collision pushbox has been extended upward.
Makes it easier for the attack to land on airborne opponents than before.
- Return To Character Selection
JP Balance Changes
Now, from an ultra-buffed Jamie, we move to JP, who got substantially nerfed. While his changes aren't quite as drastic as we anticipated, they are still relatively massive and will change how JP players approach specific situations. Overall, he was also one of the handfuls of characters impacted heavily by nerfs!
All JP Changes
Changes
Change Log
Explantation
Standing Medium Kick
- During the second frame of the attack until the active frames end, the hurtbox around JP's feet is reduced.
Makes it slightly harder to interrupt or punish this action.
Standing Heavy Kick
- If this action is blocked, the pushback will be reduced.
JP will remain close to his opponent if this action is blocked, making it easier for them to respond.
Crouching Medium Punch
- From frames seven through 24, the hurtbox around JP's feet will be expanded.
Makes this action much more susceptible to being interrupted or punished.
Crouching Medium Kick
- This action's hitbox has been further reduced downward.
- From frames 26 through 28, the hurtbox around JP's feet has been further expanded forward.
It makes it easier to interrupt in the later stages of the action but easier to land overall.
Crouching Heavy Kick
- From frames 16 through 30, the hurtbox around JP's feet has been further expanded forward.
This move is much easier to interrupt than before.
Jumping Heavy Punch
- The hurtbox of this action now properly expands downward.
Essentially a bug fix that properly readjusts the hurtbox of the action.
Uragan
- When throwing an opponent into a corner, the distance between JP and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Guillotinna
- The damage output of the second active frame is now set to the value it should have been.
Another bug fix that set the value to what it apparently should have been. Neat!
Grom Strelka
- From the action's first start-up frame, until it finishes, the hurtbox around JP's feet has been expanded.
- After landing the second attack of the sequence, there will now be 20 percent combo scaling.
- When using Classic Controls, pressing Medium Kick simultaneously with the second input will disable the second attack.
Not only does this do considerably less damage overall during combos, but it can also be interrupted much more easily than before. It's an all-around nerf for JP.
Zilant Mid
- When using Classic Controls, pressing Heavy Kick simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Zilant Low
- When using Classic Controls, pressing Heavy Punch simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Overdrive Triglav
- Beggining a combo with this action will now have 20 percent scaling.
This action is much less potent than it was before when kicking a combo off with it.
Normal/Overdrive Stribog
- If this action collides with a projectile, there will now be eight fixed frames of hitstop.
This action is much less viable to projectiles than it was before.
Heavy Stribog
- If the opponent lands a Perfect Parry on this action, there will be three additional recovery frames.
JP takes longer to recover if this action gets Perfect Parried, allowing his opponent to follow up with pretty much anything they want.
Overdrive Stribog
- JP can now cancel the first attack of the sequence into his Super Art 2, Super Art 3, or Critical Art.
- The start-up of this action is now 19 frames instead of 22.
- The entirety of the attack is now 52 frames instead of 55.
- This action's damage output is now 600+400 (1000) instead of 300+500 (800).
- Landing the first attack of the sequence now has increased blowback.
- If the first attack of the sequence is blocked, the knockback time is now 23 frames instead of 16.
- Landing the second attack of the sequence now has increased blowback.
- If the opponent lands a Perfect Parry on this action, there will be three additional recovery frames.
This move now does increased damage, comes out at a much faster speed, and can now be canceled directly into his Super Arts. This is an excellent buff for JP!
Normal/Overdrive Departure
- The action's combo count additional value has been increased.
This essentially slightly impacts its damage output when implemented in combos, as the higher the combo counter, the less and less damage you do overtime.
Overdrive Departure
- JP can now perform this action during a jump transition.
Gives JP slightly more utility with this action, which is an excellent nice to have with all the nerfs.
Overdrive Torbalan
- JP can now cancel the first attack of the sequence into his Super Art 2, Super Art 3, or Critical Art.
- Begging a combo with this action will now have 20 percent scaling.
Despite it being much less potent overall when used in combos, being able to cancel this action into his Super Arts makes it an excellent way to extend combos.
Normal/Overdrive Embrace
- If an opponent is in a knockback state, this action can now hit them.
- The action's hitbox has been extended inward.
- Immediate scaling of 25 percent has been added to this action.
This action is far easier to use in most situations, as its extended hitbox allows it to hit the opponent more consistently. However, it will now be far less potent than it was before. Sorry, JP.
Chornobog
- If this action collides with a projectile, there will now be eight fixed frames of hitstop.
- Action is no longer immune to all actions in the first frame, and is now only immune to strikes and throws.
This action is now very susceptible to incoming projectiles, so be careful when and where you use it!
Lovushka
- The entirety of the action now lasts 13 frames instead of eight.
- The action's hurtbox has been further extended forward.
- Action is no longer immune to all actions in the first frame, and is now only immune to strikes and throws.
While this attack can be interrupted much more easily, it having more active frames gives it more opportunities to hit the encroaching opposition, balancing things out.
Interdiction
- Landing this action now leaves JP at a 23 frame advantage instead of 44.
- JP will now land further away from his opponent after landing this action.
JP's advantage is essentially halved but still extremely positive. However, him landing even further away from his target does limit his options slightly. He is JP, after all, so he will still be fine here.
- Return To Character Selection
Juri Balance Changes
Juri won the Capcom Cup, so you just know she's getting hit with nerfs, right? ...Right? Well, that was our thinking, too, but she has actually since been buffed, making her even more of a menace than ever before. So, with that in mind, let's get into everything she can do now!
All Juri Changes
Changes
Change Log
Explantation
Crouching Light Kick
- This action now has a reduced downward hitbox.
This action is now harder to interrupt or punish.
Normal/Chain Combo Crouching Medium Kick
- If this attack whiffs, the hurtbox around Juri's feet will be extended after the 22nd frame.
- Whiffing the attack also has the hurtbox remain until the end of the recovery window.
If Juri whiffs this attack, it will be far more susceptible to being punished than before, making it risky to toss out.
Normal/Chain Combo Jumping Medium Punch
- Damage output on the normal version has been reduced to 500 from 700.
- The chain combo damage is now 300 instead of 500.
The damage output of this move has been reduced for both the normal and chain combo versions.
Chain Combo Renko Kicks
- If the first attack of the sequence hits, the horizontal blowback will be reduced.
- During a combo, the second attack of the sequence will have a new hitbox.
Makes this action far easier to use as a combo extender.
Normal/Chain Combo Korenzan
- Hitting an airborne opponent with the second attack of the sequence will now cause a ground bound effect instead of a knockdown slam.
Places Juri at a better advantage when hitting an airborne opponent.
Death Crest
- Juri can now cancel the second attack of the sequence into a Super Art on hit.
- The first attack of the Medium Punch version now has a delayed transition timing.
- The first attack of the sequence and the opponent's recovery frames now have an added frame.
- This action now causes a different blowback for the opponent on the first and second attacks of the sequence.
Turns this attack into an excellent combo starter with no added scaling, enabling Juri to go directly into her Super Arts or other actions.
Normal/Overdrive Fuhajin
- If this action collides with a projectile, there will now be eight fixed frames of hitstop.
Makes this action substantially less viable against projectiles, making it far worse against zoners.
Overdrive Fuhajin
- The start-up frames of this action are now 12 frames instead of 16.
- The active frames have been adjusted to six frames instead of four.
- The recovery frames are now 21 frames instead of 25.
- The entirety of the action now lasts 38 frames instead of 42.
This move is much faster from start to finish, making it much easier to weave into combo routes or to toss out to begin your offense.
Normal Anjensatsu
- Beginning a combo with this action now has 20 percent scaling.
- Using this move within a combo will also have 20 percent scaling.
- Landing this action will now provide Juri with a +5 frame advantage instead of +3.
- The pushback generated from this action has been increased.
This action's damage potency is substantially reduced, especially in combos. However, landing this combo leaves Juri in a much more advantageous situation, allowing her to easily transition into different actions.
Overdrive Go Ohsatsu
- Transitioning into Overdrive Saihasho/Ankensatu from the third attack of the sequence must be executed a frame earlier if you canceled into this action from a Normal or Special Attack.
This attack sequence must be executed in a tighter window to work. Other than that, nothing else changed here!
Normal/Overdrive Shiren-sen
- After landing the attack, Juri will begin following her target after the blowback occurs.
- The overall hitbox of the action has been expanded.
- If this action hits, the collision pushbox will be further extended upward and downward.
If Juri lands this attack, she will be in a far more advantageous situation than before, making it an excellent way to keep her offense rolling.
Sakkai Fuhazan
- The held version of this action is no longer a frame shorter than the normal version.
- The hurtbox of the first frame after the screen transition has been extended backward.
This was essentially another bug fix that adjusted the properties of the attack to where they should have been.
Kaisen Dankai Raku
- Whiffing the attack now has the hurtbox match the visual and animation of the attack.
- Blocking the action now has the defender have 20 frames of recovery instead of 25.
Places the enemy in a slightly better situation if they block this action and fixed a visual bug that was present with the action.
- Return To Character Selection
Ken Balance Changes
Ken is in a similar boat as Juri, as everyone expected him to get nerfed into the ground, but he ended up receiving buffs instead. If you enjoyed playing as Ken before this patch, you will likely still enjoy him now and might even like him more after some of these changes!
All Ken Changes
Changes
Change Log
Explantation
Standing Light Kick
- The proximity block trigger is now the same width as the attack's hitbox.
Matched the block trigger up with the hitbox to make the attack more uniform.
Crouching Medium Kick
- The hitbox has now been extended upward.
It makes it easier for this action to hit airborne opponents, which is useful for extending combos.
Neutral Jumping Heavy Kick
- The action's active frames are now six frames total instead of four.
The attack remains active for a slightly longer duration, making it useful for some combos or punishes.
Quick Dash
- When executed from neutral, Quick Dash will be considered a higher priority over Overdrive actions.
This basically just ensures this action has the highest priority over other actions to always guarantee you use it when you want it.
Chin Buster
- Canceling from Standing Medium Punch can only be done on the ninth frame now instead of from the ninth frame to the 13th.
- When using Classic Controls, pressing Heavy Kick simultaneously with the second input will disable the second attack.
The cancel window for Standing Medium Punch is much tighter now than before.
Normal/Overdrive Hadoken
- After executing the attack, the hurtbox around Ken's arm has been reduced.
Makes it harder for the opponent to interrupt or punish this attack.
Quick Dash Shoryuken
- This action now has 20 percent initial scaling.
This attack is far less potent when starting combos with it than before.
Overdrive Tatsumaki Senpukyaku
- The final attack of the sequence now deals 800 damage instead of 600.
- Increases the combo count upper limit.
While the final attack of this action does considerably more damage, the combo count limit being increased will have the rest of the combo deal less damage overall.
Overdrive/Quick Dash Dragonlash Kick
- The time it takes for the input buffer is now ten frames instead of five.
Expands the time allotted for buffering the next input, making it far easier to chain together actions for combos.
Heavy Jinrai Kick
- During frames 11 through 27, the hurtbox around the front of Ken's body has been reduced.
- The hitbox of the attack has also been increased forward.
- Landing this action now has reduced horizontal blowback.
- Opponents blocking this action will now have a -4000 reduction to their Drive Gauge instead of -3000.
- The proximity block trigger now activates on frame 13 instead of 18.
Makes it harder for opponents to interrupt this attack and makes it easier for Ken to land it. Additionally, after Ken lands this attack, he can now execute follow-up action much more easily.
Normal Gorai Axe Kick
- Hitting an airborne opponent will now cause a ground bound effect instead of a knockdown.
- Landing this attack will also leave Ken at a better frame advantage.
Ken will be left in a much better position offensively than before, making this attack much better and more reliable.
Normal/Overdrive Gorai Axe Kick
- When using Classic Controls, pressing Medium Punch simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Normal/Ovedrive Senka Snap Kick
- Before the action's attack startup, Ken will move forward slightly more than before.
- When using Classic Controls, pressing Heavy Punch simultaneously with the second input will disable the second attack.
This will just move Ken slightly more forward than before, which can be a huge plus or negative depending on the situation.
Kasai Thrust Kick
- When using Classic Controls, pressing Medium Punch or Heavy Punch simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Dragonlash Flame
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
This was a bug fix, as its original implementation wasn't supposed to be immune to everything.
Shippu Jinrai-kyaku
- The final attack of the sequence now deals 600 damage instead of 500.
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
This is a blanket buff to the action's damage output, which is never a bad thing. Unless, of course, you're on the receiving end.
- Return To Character Selection
Kimberly Balance Changes
Kimberly is our next character up to the plate. And, while she has been buffed quite considerably, she still pales to the likes of A.K.I. and Jamie, which is odd considering we thought she would be near the top of the winners with this patch. Nonetheless, let's just be happy she was even buffed in the first place!
All Kimberly Changes
Changes
Change Log
Explantation
Standing Light Kick
- The pushback generated from the attack has been reduced.
Kimberly will now be closer to her opponent after landing the attack, enabling her to follow up with more actions.
Standing Medium Kick
- Landing the action now grants a 700 increase to the Super Art Gauge.
This attack builds more Super Art Gauge for Kimberly on hit, which is always nice to have.
Crouching Medium Punch
- This action now deals 500 damage instead of 450.
- The pushback generated from the attack has been reduced.
A blanket buff to the damage by 100 is not too shabby, and the reduced pushback also makes it a very pleasant buff!
Bushin Tiger Fangs
- When using Classic Controls, pressing Heavy Kick simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Bushin Prism Strikes
- When using Classic Controls, pressing Medium Kick simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Normal/Overdrive Sprint
- Holding forward (Classic) or SP (Modern) no longer automatically triggers Arc Step after landing this action on her opponent.
This is a bug fix that makes it harder to get accidental inputs or actions.
Normal/Overdrive Bushin Hojin Kick
- If used during a combo, a new attack hitbox will be applied to the attack.
Essentially turns this action into a combo extender, making it easier to transition into other actions during an ongoing combo.
Overdrive Torso Cleaver
- If this action is blocked, the opponent will have a 6000 Drive Gauge reduction instead of 4000.
This action now shaves off more of the opposition's Drive Gauge if they block it.
Light Vegabond Edge
- The action's active frames are now three instead of two.
- The total recovery frames are now 21 instead of 22.
- If the action is blocked, Kimberly is now at a -5 frame disadvantage instead of -6.
- During frames one through two of the action, the range of the attack will not change.
While this attack is slightly faster and leaves Kimberly at a slightly less disadvantage, she will still be severely punished on block, and the speed of the attack will not make up for that.
Normal Bushin Senpukyaku
- Kimberly will now be immune to anti-airs one frame before the hitbox appears.
- The hitbox around Kimberly's head has been reduced from the first frame until the attack hitbox appears.
Makes it harder to interrupt this attack and makes it an excellent anti-air option.
Medium/Heavy Bushin Senpukyaku
- If the first or second attacks of the sequence hit, the third attack will now expand on Counters and Punish Counters.
Makes this attack much more potent on Counters and Punish Counter, almost guaranteeing the third attack in the sequence will hit.
Normal/Overdrive Bushin Senpukyaku
- Damage will no longer be reduced after landing a successful hit during the active frames of the first attack of the sequence.
Makes this action more potent overall, which is never a bad thing.
Overdrive Bushin Senpukyaku
- The fourth attack of the sequence can now cancel directly into Kimberly's Super Art 2.
- The second, third, and fourth attacks in the sequence now deal 200 damage instead of 180.
- The first attack of the sequence now has an extended hitbox.
- The attack's combo count limit has also been increased.
While it will deal less damage overall during combos, the base damage increase is incredible, and being able to cancel this action directly into her Super Art Level 2 makes it an excellent addition!
Overdrive Nue Twister
- When used in a combo, the scaling will now be 20 percent instead of ten.
- The attack's combo count limit has also been increased.
The damage scaling for this action during a combo has been severely muted, so don't expect it to do nearly as much damage as before.
Hidden Variable
- Hidden Variable now has a higher priority than Bushin Senpukyaku.
This action will always come out before Bushin Snpukyaku, essentially erasing the possibility of accidentally getting that move over this one.
Bushin Beats/Bushing Thunderous Beats
- Shuriken Bomb Stocks are now used after using their corresponding inputs after landing the initial hit of the attack:
- Classic: Hold Kick
- Modern: Hold Light Attack, Heavy Attack, or SP
- The action's start-up frames are now ten instead of 12.
- The action's collision pushbox has been extended upward.
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
- The seventh attack of the sequence will always have a 4100 reduction.
This is an excellent change overall for Kimberly, as it allows her to choose when she uses her Shuriken Bomb Stocks during this sequence. The faster start-up and extended collision pushbox are just the cherries on top!
Bushin Thunderous Beats
- The final attack of the sequence now deals 400 damage instead of 200.
- The final attack of the sequence will now always have a Drive Gauge reduction of one instead of 4000.
The base damage increase makes this action much more potent overall, and the odd one Drive Gauge reduction essentially makes it impossible for the opponent's Drive Gauge to begin regenerating during the attack.
Bushin Scramble/Soaring Bushin Scramble
- The damage of the action is now 2800 instead of 2600.
- The hitbox of the action has been expanded.
- The move now has an added hitbox during the first frame, as it used to be completely invincible.
- Kimberly will no longer build Drive Gauge during the action's cutscene if she uses Drive Rush in the combo.
The increased damage and hitbox is an incredible change for this action, and the added hitbox makes it even better at executing during combos. This is a win/win/win!
Bushin Ninjastar Cypher
- If used in a combo, the action will have a new attack hitbox.
The added hitbox makes it easier to combo into, which is always nice to have!
- Return To Character Selection
Lily Balance Changes
Similar to Kimberly, we expected Lily to get buffed beyond belief, and while she did get buffed, it wasn't quite nearly as drastic as we anticipated it to be. Nonetheless, Lily is better than ever, which honestly wasn't a hard bar to clear. It's just nice seeing her have a propper offense and actual useful tools!
All Lily Changes
Changes
Change Log
Explantation
Standing Light Punch
- The action's start-up frames are now five instead of six.
- The entirety of the action now lasts 15 frames instead of 16.
This action is slightly faster overall but shouldn't make too much of a difference in the grand scheme of things.
Standing Light Kick
- The recovery frames of the action are now eight frames instead of 12.
- If this attack lands, Lily will now have a +5 frame advantage instead of +1.
- If this action is blocked, Lily will now be at a -1 frame disadvantage instead of -4.
- The rapid cancel timing of the action is now from frames ten to 12 instead of ten to 16.
- Canceling into a Drive Rush after whiffing the attack must happen from frames nine through 11 instead of nine through 13.
On hit, Lilly is now plus by an additional four frames, enabling her to transition into other options. And, while she is still negative on block, it's far less severe than before. Overall, this change will be massive for her offensive presence.
Crouching Medium Kick
- The action's start-up frames are now nine instead of ten.
- The entirety of the attack now lasts for 29 frames instead of 30.
Again, this action is slightly faster but probably won't change too much of anything.
Crouching Heavy Punch
- The hurtbox on frame 33 has been extended further forward.
This move can now be interrupted much more easily by the opponent, so we advise against just tossing it out.
Crouching Heavy Kick
- If the first attack of the sequence lands, the knockback time will be increased if you're on the ground.
- If the first attack of the sequence is blocked, the second attack will be considered a high.
The increased knockback time allows Lily to follow up with more actions with ease, and the blocking properties is a nice addition that can trip up unfamiliar opponents.
Drive Reversal
- Lily will now remain in the standing position during the entirety of her Drive Reversal.
This is a bug fix that makes Lily remain in the Standing Position during her Drive Reversal like the rest of the cast.
Normal/Overdrive Mexican Typhoon
- The immediate scaling of the action is now ten percent instead of 20.
- During frames 11 through 42 of the attack, the hurtbox around Lily's head will be expanded.
This action will now be slightly more potent when scaling, which is always great to see. But this attack will also be easier to interrupt by opponents.
Medium Condor Wind
- The pushback generated from the attack will be reduced.
Lily will remain closer to her opponent when landing this attack, allowing her to launch into more actions if she wishes.
Overdrive Condor Wind
- The start-up frames for the action are now 19 frames instead of 21.
- The entirety of the action now lasts 45 frames instead of 47.
- Releasing the input during frames six through 15 will now be the fastest transition for the action.
This action is now faster by a few frames, which can be useful for extending combos or interrupting incoming attacks.
Overdrive Windclad Tomahawk Buster
- If used during a combo, a new hitbox will become available during the fifth frame.
The new hitbox will allow Lily to transition into other actions with better ease.
Heavy/Overdrive Windclad Condor Spire
- Landing this action will now have more horizontal blowback.
The added horizontal blowback will enable Lily to land more follow-up attacks.
Breezing Hawk
- The action's start-up frames are now ten frames instead of 13.
- The entirety of the action is now 101 frames instead of 104.
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
This action is now faster by a few frames, which can be useful for extending combos or interrupting incoming attacks.
Thunderbird
- The final attack of the sequence during the normal version now deals 1900 damage instead of 1800.
- The final attack of the sequence during the Windclad version now deals 1700 damage instead of 1600.
The blanket damage increase will make this action slightly more potent, making it excellent for weaving into your combos.
Soaring Thunderbird
- The final attack of the sequence during the normal version now deals 1900 damage instead of 1800.
- The final attack of the sequence during the Windclad version now deals 1700 damage instead of 1600.
- Canceling into this action from Overdrive Condor Spire now has a faster attack start-up.
The blanket damage increase will make this action slightly more potent, making it excellent for weaving into your combos.
- Return To Character Selection
Luke Balance Changes
While Luke did receive many nerfs, they are all mostly damage nerfs, meaning he largely still has access to the same devastating gameplay he had before but has to work a tad bit harder to defeat his opponent. What's more, he can also do more combos, as some of his other actions got buffed. You can't keep this man down!
All Luke Changes
Changes
Change Log
Explantation
Standing Medium Kick
- The action's start-up frames are now eight instead of seven.
- The recovery frames of the action are now 19 instead of 20.
The move is now slightly longer to perform but has a slightly faster recovery time. You will likely struggle to notice this change in game.
Standing Heavy Punch
- Landing this attack now leaves Luke at a +1 frame advantage instead of -1.
- The collision pushbox on the action has been increased upward.
Luke is now plus on hit with this action, giving him access to a few more options for combos.
Standing Heavy Kick
- The action's active frames are now seven instead of six.
- The recovery frames of the attack are now 16 instead of 17.
- During the first and second frames of the attack, the forward attack hitbox will now be reduced.
- If the opponent blocks the attack on the final active frame, the screen will shake.
Again, some values were adjusted by a slight margin, which could effect things in the long run but, for now, you will likely notice these changes in game.
Crouching Light Punch
- The hitbox on the forward attack has been reduced.
This makes the window of connecting this attack with other actions slightly harder, which can impact the timing and execution of some combos.
Crouching Medium Punch
- Beginning a combo with this action now has 15 percent scaling.
- The hitbox on the forward attack has been reduced.
This action will now be far less potent than before, an example of how much his overall damage output has been nerfed.
Crouching Medium Kick
- Whiffing this attack now extends the hurtbox around Luke's body during frames 19 through 29.
This action is now far more susceptible to being punished on whiff than before.
Crouching Heavy Punch
- The damage scaling of this move when used during a combo is now 15 percent instead of ten.
- The hitbox of the attack has been reduced.
- During the first active frame of the attack, the hitbox has been extended.
- The hurtbox around Luke's upper body during frames seven through eight has been extended.
- Luke's body and positioning now translate 1:1 to the visual appearance of the move.
While this move is a bit easier to interrupt and has a slightly worse hitbox, the standout is the 15 percent combo scaling, which further highlights his overall damage nerf.
Jumping Heavy Punch
- The hurtbox during the ninth frame of the action has been extended downward.
This action is now more susceptible to being interrupted by the opponent.
Jumping Heavy Kick
- The hurtbox during the tenth frame of the action has been extended downward.
This action is now more susceptible to being interrupted by the opponent.
Outlaw Kick
- Landing this attack as a Punish Counter now leaves Luke at a 17 frame advantage instead of 19.
- The pushback generated on a Punish Counter has been increased.
Landing this attack as a Punish Counter will leave Luke in a slightly less favorable position, but he will still be able to get a full combo off.
Nose Breaker
- When using Classic Controls, pressing Heavy Punch simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Fatal Shot
- This action now deals 1000 damage instead of 700.
- Luke now gains a 1000 Super Art Gauge increase instead of 400.
- Landing this move as a Punish Counter now depletes 7000 Drive Gauge instead of 2000.
The blanket increase to this action's damage and Super Art Gauge is massive, especially when considering all the other damage nerfs. It depleting even more of the opponent's Drive Gauge on Punish Counter is just an added bonus at this point!
Medium Flash Knuckle
- Rapidly pressing the Medium Punch button no longer triggers the held-down version of the attack.
This just makes it harder to accidentally perform the wrong action.
Charged Medium Flash
- Hitting an opponent with Heavy Armor will now have four fewer recovery frames than before.
This makes the move slightly less bad when hitting an opponent with Heavy Armor but Luke will still lose that encounter overall.
Perfect/Charged Heavy Flash Knuckle
- Landing this attack now grants an additional frame of knockdown.
This now puts Luke in an even more advantageous situation than before.
Overdrive Flash Knuckle
- Landing this attack now grants an additional ten frames of knockdown.
This now puts Luke in an even more advantageous situation than before.
DDT
- This action now deals 2500 damage instead of 2000.
- Luke now gains a 3000 Super Art Gauge increase instead of 1500.
The base increase to the damage output and Super Art Gauge is incredible to see, especially on this attack!
Normal/Overdrive No Chaser
- This action now has ten active frames instead of seven.
- The recovery frames of the attack are now 16 instead of 19.
This action now has longer active frames and shorter recovery frames, but it won't impact much of anything.
Pale Rider
- If executed during a combo, the attack's hitbox will be extended upward.
- If Luke executes this attack from long range, its invincibility will no longer extend outward.
Makes this a much more viable option during combos but less viable to just toss out at a distance.
- Return To Character Selection
Manon Balance Changes
Manon is back and better than ever, receiving several much-needed buffs to bring her back into the conversation of top-tier characters. While she still has a bit of a way to go before being considered the best of the best, these changes are a step in the right direction overall!
All Manon Changes
Changes
Change Log
Explantation
Standing Medium Punch
- Transitioning to À Terre now happens within the 11 through 13 frame window instead of seven through 13.
The transition window from this action into À Terre now happens later in the attack, making it easier to execute.
Standing Medium Kick
- The pushback generated on hit has been reduced.
Having less pushback when landing this action allows Manon to follow up with more actions.
Standing Heavy Kick
- The input buffer now becomes available eight frames before the recovery ends.
This essentially enables Manon to cancel into more actions with more ease than before.,
Crouching Light Punch
- Landing this attack now gives Manon a +3 frame advantage instead of +2.
This action gives Manon a slightly better advantage on hit, but it's nothing too major.
Crouching Medium Punch
- Whiffing this attack now expands the forward hurtbox from frames 21 through 22.
This action is now far more susceptible to being punished on whiff than before.
Crouching Light Kick
- This action's downward hitbox has been reduced.
- The pushback generated on hit and block has been reduced.
This action is harder to use to counter low-reaching attacks, but the reduced pushback on hit is a huge plus for Manon.
Crouching Medium Kick
- Landing this attack now gives Manon a +3 frame advantage instead of +2.
- The pushback generated on hit has been reduced.
Manon is slightly more positive on hit, which can be useful for some follow-up attacks but probably won't lead to anything too different.
Drive Impact
- If Manon and her opponent perform a Drive Impact simultaneously, they will now clash.
This was a bug that has since been fixed, bringing Manon more in line with the other chartacters.
Uchi Mata
- When throwing an opponent into a corner, the distance between Manon and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Tomoe Derrière
- The action's combo count upper limit has been increased.
This makes the potency of the follow-up actions in the same combo less potent.
À Terre
- When using Classic Controls, pressing Medium Punch simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
En Haut
- The first attack of the sequence now has reduced pushback.
- If the second attack of the sequence hits an airborne opponent, it will now cause a ground bound effect.
- If used during a combo, the second attack of the sequence will gain a new hitbox.
Places Manon in a slightly more advantageous situation on hit, especially if it hits an airborne opponent. The added hitbox on the second attack allows for easier combo extensions.
Révérence
- If this action is blocked, Manon will now have a +1 frame advantage instead of -3.
- The pushback generated on hit is also reduced.
Manon will now have the advantage on block, making this an excellent tool to get her offense started. The reduced pushback on hit will also open up new combo opportunities.
Normal Grand Fouetté
- Landing this move as a Punish Counter will cause the screen to shake.
This basically alerts the player with a visual cue that they have landed a Punish County.
Overdrive Grand Fouetté
- This action's start-up frames are now ten instead of 11.
The start-up of this action is now slightly faster, which will hardly impact much of anything.
Normal Rond-point
- The second attack of the sequence can no longer be canceled into Manon's Super Art 3 or Critical Art.
This is quite big change, as you can no longer use this action as a way to get largely unscaled Super Art 3 or Critical Art damage.
Heavy Rond-point
- If the second attack of the sequence hits an airborne opponent, the horizontal blowback will be reduced.
Allows Manon to follow-up with more action with slightly more ease if this attack hits an airborne opponent.
Overdrive Rond-point
- The first attack of the sequence can now cancel directly into Manon's Super Art 2, Super Art 3, or Critical Art.
- This action now deals 500+300 damage instead of 400+400.
- If only the opponent is on the ground, the hitbox will be extended forward.
Being able to cancel this action into Super Arts is massive for Manon and is an excellent way to extend and end combos.
Normal/Overdrive Manège Doré
- The input recognition frames for the action have been shortened.
- ⭨⭣⭩⭠ is no longer used to perform this action.
- Performing a forward input will no longer have the attack come out if you pass through neutral or back.
This is a quality-of-life change for this action, making it a bit easier to execute.
Arabesque
- If this action is executed during a combo, it will gain a new hitbox.
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
The added hitbox makes it much easier to land this Super Art on opponents that are positioned above Manon during a combo.
Étoile
- The final attack of the sequence now deals 950 damage instead of 850.
- If executed during a combo, the third attack of the sequence will gain an additional hitbox.
- Frames 58 through 80 will now have an extended collision pushbox.
The increased damage makes this action much more potent, especially when ending combos, which is now easier to do with the additional hitbox.
Pas de Deux
- Depending on Manon's Medal Level, the damage output has been adjusted:
- Medal Level 1: 4000/4500(CA)
- Medal Level 2: 4100/4600(CA)
- Medal Level 3: 4200/4700(CA)
- Medal Level 4: 4400/4900(CA)
- Medal Level 5: 4600/5100(CA)
- Whiffing this action will now expand the hurtbox forward from frames nine through 62.
While this action is more susceptible to being punished on whiff, it finally scaling with Manon's Medal Levels opens the door for tremendous amounts of damage!
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Marisa Balance Changes
In a similar fashion to Guile, Marisa received many changes, but she doesn't feel or play all that differently. While there are nice to haves and some nerfs, she didn't change all that much overall, meaning Marisa fans will still love dishing out tons of damage with her!
All Marisa Changes
Changes
Change Log
Explantation
Jumping Heavy Attacks
- The recovery frames when landing have been reduced by three frames.
Marisa now recovers three frames faster than before but will likely not change a whole lot overall.
Charged Standing Heavy Punch
- The recovery frames on hit and block are now 21 frames instead of 22.
- Landing this action now leaves Marisa at a +7 frame advantage instead of +6.
- If this action is blocked, Marisa will be left at a +4 frame advantage instead of +3.
The additional frames on hit and block will give her some wiggle room and ease to execute more actions but won't change a whole lot either.
Normal/Charged Standing Heavy Kick
- This action's proximity block trigger now activates during the second frame of the action.
- The non-held version of the attack no longer places a hurtbox around Marisa's feet.
This makes Marisa a bit safer overall, making this action slightly less risky to throw out. But it will still be negative by a considerable margin on block.
Crouching Medium Punch
- From frames 21 through 26, the hurtbox around Marisa's feet is now extended.
Makes this action easier to interrupt.
Normal/Charged Crouching Heavy Punch
- This action's proximity block trigger now activates during the second frame of the action.
This means that the opponent won't begin blocking the action until the second frame of this attack is active.
Charged Crouching Heavy Punch
- If this action is blocked, Marisa will now be at a -3 frame disadvantage instead of -5.
Marisa will now be slightly negative on block but will still be at a considerable disadvantage.
Normal/Charged Crouching Heavy Kick
- This action's proximity block trigger now activates during the second frame of the action.
This means that the opponent won't begin blocking the action until the second frame of this attack is active.
Charged Crouching Heavy Kick
- The recovery frames on block and hit are now 20 frames instead of 23.
- Landing this move will now have Marisa at a +35 frame advantage instead of +32.
- If this action is blocked, Marisa will be at a -3 frame disadvantage instead of -6.
- If this action hits an airborne opponent, their damage reaction will be different.
On hit, Marisa will be able to go into a few more options with much more ease than before. While she is in a better situation on block, she will still be at a considerable disadvantage, all things considered.
Jumping Heavy Punch
- This action now has seven active frames instead of five.
This move stays active slightly longer than before, which can impact some things but likely won't change too much of her offense.
Drive Reversal
- Made this move fall in line with other characters when forcing an opponent into Burnout on block.
This was a bug fix that made her Drive Reversal follow the same rules as the other characters'.
Marisa Style
- Rapidly pressing the Heavy Attack buttons no longer triggers the held-down version of the attack.
Made it harder to accidentally execute specific actions when pressing certain inputs.
Ponte Milvio
- When throwing an opponent into a corner, the distance between Marisa and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Falx Crusher
- Marisa now moves further forward during the action's start-up.
- The juggle time has been increased upon landing a hit with the action.
- The upward juggle state has also been increased on hit.
- The initial value of the combo count has been increased.
- The additional value of the combo count has also been reduced.
- The input buffer of the action is now nine frames instead of five.
- When using Classic Controls, pressing Heavy Punch simultaneously with the second input will disable the second attack.
Makes it much easier for Marisa to juggle her opponent on hit than previously, a welcoming buff for Marisa fans.
Overdrive/Normal Charged Gladius
- Beginning a combo with this action now has 30 percent scaling.
Makes this action far less potent when used in combos.
Overdrive Quadriga
- The pushback generated from the attack is increased.
- The input buffer of the action is now ten frames instead of five.
Allows Marisa to execute more follow up attacks with a bit more ease.
Normal/Overdrive Phalanx
- The opponent can no longer recover backward if this move lands as a Punish Counter.
Landing this action as a Punish Counter will now place Marisa in a more advantageous position.
Overdrive Phalanx
- If this action is blocked, Marisa will now be at a +4 frame advantage instead of +2.
Marisa is even more plus on block with this action, allowing her to go into more action to further apply pressure.
Normal/Overdrive Scutum
- This action can now break Super Armor.
- If this action is blocked, Marisa will now be at a -3 frame disadvantage instead of -5.
This is an excellent addition for countering opponents with Super Armor. The slightly better frame disadvantage doesn't change too much, though.
Enfold
- Landing this attack will leave Marisa at a +18 frame advantage instead of +20.
The slightly less frame advantage will impact very little, largely making the follow-up action window slightly tighter, but that's about it.
Javelin of Marisa
- Landing this attack as a Counter will expand the hitbox downward.
- Marisa will no longer build Drive Gauge during the action's cutscene if she uses Drive Rush in the combo.
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
The Counter Hit version of this attack is much better for combo extension. The Drive Gauge regeneration is now more in line with the rest of the cast.
Meteorite
- The second attack of the sequence no longer has pushback if it connects with an airborne opponent.
- The second attack of the sequence has an extended hitbox.
- When airborne, the collision pushbox will be extended downward.
- Marisa will no longer build Drive Gauge during the action's cutscene if she uses Drive Rush in the combo.
The removed pushback on airborne opponents and extended hitbox of the second attack makes this move much more viable to combo into.
Goddess of the Hunt
- Landing this attack will now leave Marisa at a +14 frame advantage instead of +19.
The options Marisa can follow this attack up with will now be somewhat limited, but she will still be at a severe advantage regardless.
Goddess of the Hunt
- The distance of the attack now matches its Super Art 3 counterpart.
- Landing this attack will now leave Marisa at a +14 frame advantage instead of +19.
The distance of the CA version of the action now matches the standard Super Art Level 3 version. Other than that, the same changes from above also apply here.
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Rashid Balance Changes
Like Ed, Rashiddidn't receive many new additions or substantial buffs or nerfs to really move the needle. If you were tearing it up with Rashid before this update, you will be more than fine afterward, maybe even slightly better with some of these changes!
All Rashid Changes
Changes
Change Log
Explantation
Arabian Skyhigh Version Jumping Heavy Kick
- The additional value of the action's combo count has been reduced.
This makes the damage scaling slightly more potent overall, but not by much.
Drive Impact
- The hurtbox is now the same before and after absorbing an incoming Super.
This was a bug fix that changed the hurtbox of this action to its intended properties.
Sunset Drop
- The distance between Rashid and his opponent has been increased.
- The recovery of this action is now three frames longer.
- The input buffer time of the action is now eight frames instead of five.
Rashid is slightly more safe after performing this action than before, but nothing too major has changed.
Arabian Skyhigh Version Blitz Strike
- The additional values of the combo count have been reduced.
This makes the damage scaling slightly more potent overall, but not by much.
Run
- Transitioning into Backup and Tempest Moon is now two frames faster.
While this action is now two frames faster to transition into, it won't change all that much in the grand scheme of things.
Backup
- This action can now hit airborne opponents.
- The second attack of the sequence can now cancel directly into a Super Art.
- The additional values of the combo count have been reduced.
Being able to hit airborne opponents with this action is massive, as is being able to cancel directly into a Super Art during the action's second attack. This is a substantial buff overall!
Tempest Moon
- Rashid can now cancel this action directly into a Super Art.
Being able to cancel into a Super Art from this action makes it an excellent option to extend combos even further!
Rising Kick
- When using Classic Controls, pressing Heavy Punch simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Air Current Boosted Light Spinning Mixer
- During frames three through five, this action will no longer have anti-air invincibility.
Removes the anti-air properties from this action, making it less than ideal to try and counter them with now.
Normal/Air Current Boosted Light Eagle Spike
- If this action hits, Rashid can cancel it directly into his Super Art Level 3 when he reaches the ground.
Like the other actions with similar changes, it's always excellent when a move can cancel into Super Arts, especially a Super Art 3, as it opens the door for more combo opportunities.
Wing Stroke
- When using Classic Controls, pressing Medium Punch or Heavy Punch simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Rolling Assault and Nail Assault
- When using Classic Controls, pressing Medium Punch or Heavy Punch simultaneously with the second input will disable the second attack.
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Super Rashid Kick
- Action is no longer immune to all actions in the first frame, and is now only immune to strikes and throws.
This was a bug fix, as its original implementation wasn't supposed to be immune to everything.
Ysaar
- Activating Ysaar will halt Rashid's Super Art Gauge buildup until the active frames of the whirlwind have ended.
Fixed a bug where Rashid would continuously build Super Art Gauge when this super was still active.
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Ryu Balance Changes
Surprise, surprise, like A.K.I. and Jamie, Ryu also received a tremendous amount of really substantial and solid buffs, making him the final winner of this massive patch. If you loved playing as Ryu before this update, you will be unstoppable with him now!
All Ryu Changes
Changes
Change Log
Explantation
Standing Light Punch
- The pushback generated on hit has been reduced.
Allows him to follow up with more actions.
Standing Light Kick
- The pushback generated on hit and block has been reduced.
- The proximity block trigger is now the same size as the action's hitbox.
Allows him to follow up with more actions.
Standing Medium Kick
- Ryu now gains a 700 Super Art Gauge increase instead of 500.
Ryu now builds more Super Art Meter when landing this attack.
Standing Heavy Punch
- Landing this action now leaves Ryu at a +4 frame advantage instead of +3.
The slight frame advantage buff will have some minor benefits but will largely go unnoticed in game.
Crouching Light Punch
- The pushback generated on hit has been reduced.
Allows him to follow up with more actions.
Crouching Medium Punch
- This action now has four active frames instead of three.
- This action now has 13 recovery frames instead of 14.
This action now has a slightly faster recovery window and longer active frames. Again, this will largely go unnoticed in game.
Crouching Heavy Punch
- Damage during the second active frame and beyond now match the first active frame's at 800.
- Ryu now gains a 1200 Super Art Gauge increase instead of 1000.
- Opponents blocking this action will now have a -7500 reduction to their Drive Gauge instead of -6000.
- If executed as a Punish Counter, opponents will now have a -10000 reduction to their Drive Gauge instead of -8000.
The damage is now consistent throughout the entire attack, and the increased Super Art Meter is a plus. This attack will also drastically chip away at the opponent's Drive Gauge on block or Punish Counter!
Jumping Medium Punch
- The second attack of the sequence now has the same-sized hitbox as the first attack.
Adjusted the hitbox of the second attack to match the first one to make it more consistent.
Collarbone Breaker
- Landing this action now leaves Ryu at a +3 frame advantage instead of +2.
- If this action is blocked, Ryu will now be at a -1 frame disadvantage instead of -3.
The slight frame advantage on hit is nice to have but won't change much, same with the slightly better disadvantage frames on block.
Solar Plexus Strike
- This action's initial scaling has been removed.
- If this action is blocked, Ryu will now be at a +3 frame advantage instead of +1.
- The first attack of the sequence now has 25 frames of knockback instead of 15 on hit.
Removing the scaling of the initial attack makes this attack much more potent, and the additional frames on hit and knockback make this action even better!
Whirlwind Kick
- The pushback generated on block has been increased.
- If this action is blocked at the corner of the stage, Ryu will get pushed back.
- The invincibility frames around Ryu's feet now appear during frames 13 through 20 instead of 13 through 19.
- From frames 13 through 20, the hurtbox has been reduced.
Ryu is much more safe overall when this action is blocked and has more invincibility frames during the action, making it a much stronger tool to engage with than before.
Axe Kick
- If the second attack of the sequence hits an airborne opponent, it will create a ground bound effect.
- The second attack of the sequence now has an increased combo count.
Landing this attack on an airborne opponent will now place Ryu in a more advantageous situation than before.
Fuwa Triple Strike
- If the second attack of the sequence misses, the third attack will no longer come out.
- Ryu can now cancel the third attack of the sequence into Denjin Charge.
- Classic: ⭣+Punch
- Modern: ⭣+Attack
- If this action is blocked, Ryu will now be at a -4 frame disadvantage instead of -7.
Having the third attack no longer release if the second attack misses is massive, as it completely leaves Ryu vulnerable in that state. However, being able to cancel the third attack into a Denjin Charge opens the door for greater combo potential.
High Double Strike
- Ryu can now cancel the second attack of the sequence into Denjin Charge.
- Classic: ⭣+Punch
- Modern: ⭣+Attack
- When using Classic Controls, pressing Heavy Punch simultaneously with the second input will disable the second attack.
Being able to cancel the second attack into a Denjin Charge opens the door for greater combo potential.
Normal Hadoken
- Depending on the version, the frame advantage and disadvantage on hit has been changed:
- Light: -1 to +1
- Medium: -3 to -1
- Heavy: -5 to -3
- The forward hurtbox for this action has been reduced just before and immediately after it is activated.
This is a solid buff to this action and will likely have tremendous knock-on effects in the future, especially the Light Normal Hadoken!
Denjin Charge Hadoken
- If Ryu has a Denjin Charge stored, it will only activate when he performs the Heavy or Overdrive versions of this action.
Ryu can choose when he uses his stored Denjin Charge and can now use the Light and Medium Normal Hadoken with a stored charge.
Light/Medium Hashogeki
- The pushback generated from this action has been reduced on it.
Allows him to follow up with more actions.
Denjin Charge Hashogeki
- The start-up frames for this action are now 20 frames instead of 21.
- Landing this action or whiffing it now has 19 recovery frames instead of 18.
- The recovery is now the same whether blocked on the first or second active frame.
The biggest change here is the additional recovery frame added to the action if it whiffs, which will leave Ryu extremely vulnerable.
Medium/Heavy/Overdrive Normal or Denjin Charge Hashogeki
- Opponents blocking this action will now have a -6000 reduction to their Drive Gauge instead of -4000.
This move now sheds even more of the opponent's Drive Gauge if they block it.
Overdrive Denjin Charge Hashogeki
- This action now deals 800 damage instead of 1000.
This action now does reduced damage overall, one of the few straight-up nerfs present for Ryu.
Light Tatsumaki Senpu-kyaku
- This action now deals 900 damage instead of 800.
- Ryu now gains a 1200 Super Art Gauge increase instead of 1000.
- Ryu now gains a 3000 Drive Gauge increase instead of 2000.
- The initial value of the combo count has been increased.
- The additional values of the combo count have also been increased.
- The upper limit of the combo count has also been increased.
This next stretch is pretty wild, as it's just nothing but a series of damage buffs, followed by Super Art and Drive Gauge increases and an increase in chip damage to the opponent's Drive Gauge.
Medium Tatsumaki Senpu-kyaku
- This action now deals 1000 damage instead of 900.
- Ryu now gains a 1300 Super Art Gauge increase instead of 1000.
- Ryu now gains a 3500 Drive Gauge increase instead of 2000.
- The initial value of the combo count has been increased.
- The additional values of the combo count have also been increased.
- The upper limit of the combo count has also been increased.
Same philosophy as the one above.
Heavy Tatsumaki Senpu-kyaku
- This action now deals 1200 damage instead of 1000.
- Ryu now gains a 1400 Super Art Gauge increase instead of 1000.
- Ryu now gains a 4000 Drive Gauge increase instead of 1000.
- The initial value of the combo count has been increased.
- The additional values of the combo count have also been increased.
- The upper limit of the combo count has also been increased.
Same philosophy as the one above the one above.
Overdrive Aerial Tatsumaki Senpu-kyaku
- If this action is executed during a combo, it will gain a new hitbox that extends forward, above, and below Ryu.
- If this action lands, its collision pushbox will be extended upward.
- The final attack of the sequence has an increased combo counter upper limit.
The new hitbox makes comboing into other actions easier.
Light High Blade Kick
- This action now deals 1100 damage instead of 1000.
- This action now has 14 start-up frames instead of 15.
- This action now has six active frames instead of nine.
- The entirety of the action now lasts for 41 frames instead of 45.
- If this action hits, the blowback time will be increased.
- Ryu now gains a 1400 Super Art Gauge increase instead of 1200.
- Ryu now gains a 3000 Drive Gauge increase instead of 2000.
- Opponents blocking this action will now have a -6000 reduction to their Drive Gauge instead of -4000.
The increased damage output, Super Art and Drive Gauge increases, and everything else makes this action extremely more powerful than before.
Medium High Blade Kick
- This action now deals 1100 damage instead of 1200.
- Ryu now gains a 1400 Super Art Gauge increase instead of 1200.
- Ryu now gains a 3500 Drive Gauge increase instead of 3000.
Same basic philosophy as the ones above.
Heavy High Blade Kick
- Ryu now gains a 1400 Super Art Gauge increase instead of 1200.
Like the ones above, Ryu will build his Super Art Meter even faster now.
Overdrive High Blade Kick
- When used in a combo, the scaling of this action is now 15 percent instead of 20.
- This action now has 17 start-up frames instead of 18.
- The entirety of this action is now 54 frames instead of 55.
- If this action hits an airborne opponent, the blowback will be reduced.
This action is slightly more potent overall and is slightly faster to boot!
Normal or Denjin Charge Shinku Hadoken
- This action now has seven start-up frames instead of eight.
- If this action is executed during a combo, the hitbox will be expanded inward from the third active frame and beyond.
- There is now an attack hitbox present if the final attack lands during the Denjin Charge version.
- Action is no longer immune to all actions in the first frame and is now only immune to strikes and throws.
- This action can also now be executed if there's an Overdrive Hadoken still on the screen.
Some nice quality-of-life changes here and even more combo potential if you have a Denjin Charge stored!
Shin Hashogeki
- The damage output of this action has been adjusted depending on the version used:
- Normal (Level 1): 2600 to 2800
- Normal (Level 2): 2800 to 2900
- Denjin Charge (Level 1): 3000 to 3200
- Denjin Charge (Level 2): 3200 to 3300
- The projectile clash hitbox for this action has been removed.
The blanket damage change is phenomenal and will make this action much more viable overall.
Shin Shoryuken
- Executing the non-cinematic version of this action now deals 3600 damage instead of 2600.
- During the action's third active frame and beyond, the attack hitbox will be extended upward.
- Canceling into this action from Heavy Shoryuken will have this move release faster.
Same as above, the damage increase is great, and the overall changes to the action's frames make it easier to combo into!
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Zangief Balance Changes
Zangief is another character that received many excellent buffs but not quite what we expected. However, when all is said and done, Zangief is now much better off than where he was and will hopefully only get even better from here. While he did receive some nerfs, he received many more buffs, but not quite enough to make him one of the 'big winners' of the patch!
All Zangief Changes
Changes
Change Log
Explantation
Standing Light Kick
- The pushback generated on hit is reduced.
Allows him to follow up with more actions.
Standing Medium Punch
- The pushback generated on hit is reduced.
- Zangief now gains a 700 Super Art Gauge increase instead of 500.
Allows him to follow up with more actions. The increase in building Super Art Meter is also massive here.
Standing Medium Kick
- This action now deals 900 damage instead of 800.
- The hitbox for this action has also been further extended forward.
- Zangief now gains a 900 Super Art Gauge increase instead of 700.
- Zangief now gains a 3000 Drive Gauge increase instead of 2500.
- Opponents blocking this action will now have an 8000 reduction to their Drive Gauge instead of 6000.
- Landing this move as a Punish Counter now depletes 8000 Drive Gauge instead of 6000.
Increased damage output is obviously massive, but having increased Super Art Gauge and Drive Gauge alongside depleting more of your opponent's meter is even more so. This is an incredible buff across the board!
Charged Standing Heavy Punch
- This action now deals 1400 damage instead of 1000.
- Zangief now gains a 6000 Drive Gauge increase instead of 5000.
- Opponents blocking this action will now have a 10000 reduction to their Drive Gauge instead of 8000.
- Landing this move as a Punish Counter now depletes 13000 Drive Gauge instead of 12000.
- During the active frames of the attack, the Super Armor hitbox will be expanded up to the hurtbox on the arms.
- If this move connects as a Punish Counter, the screen will shake.
Same philosophy as the one above. Just an incredible buff for this action.
Standing Heavy Kick
- If this move connects as a Punish Counter, the screen will shake.
A quality-of-life update to inform the players that a Punisher Counter was landed.
Crouching Medium Punch
- The pushback generated on hit has been reduced.
- Zangief now gains an 800 Super Art Gauge increase instead of 500.
- Zangief now gains a 3000 Drive Gauge increase instead of 2500.
- Opponents blocking this action will now have a 6000 reduction to their Drive Gauge instead of 5000.
- Landing this move as a Punish Counter now depletes 8000 Drive Gauge instead of 6000.
Same philosophy as the ones a bit above. This will always be the best buffs you can ask for!
Crouching Medium Kick
- Landing this action now leaves Zangief at a +3 frame advantage instead of +2.
- The pushback generated on hit has been reduced.
- Zangief now gains an 700 Super Art Gauge increase instead of 600.
- Landing this move as a Punish Counter now depletes 8000 Drive Gauge instead of 6000.
The slight frame advantage is fine but will likely not change too much, but the increase in Super Art Gauge and the chipping more of your opponent's Drive Gauge via a Punish Counter is where the true magic of this buff lies!
Crouching Heavy Punch
- Landing this action as a Counter now causes a ground bound state.
- This action now has 11 start-up frames instead of 12.
- There are now nine active frames instead of eight.
- If this action is blocked, Zangief will now be at a -20 frame disadvantage instead of -19.
- Zangief doesn't move as far forward during the course of this action as before.
- If the base of the attack connects with your target, the blowback time will be increased.
- Zangief can now buffer attacks ten frames before the attack recovers.
This is a relatively balanced adjustment. The action is slightly faster, but it leaves Zangief at a slight disadvantage on block. It's fine, but it likely won't impact the match too much either way.
Crouching Heavy Kick
- The hurtbox around Zangief's feet on the 11th frame has been removed.
- The forward hurtbox during the active frame period has been reduced.
Makes it slightly harder to interrupt or punish this action.
Charged Jumping Heavy Kick
- The combo hit display now displays the correct values.
Fixed a bug where the incorrect values were displayed.
Capture Suplex
- When throwing an opponent into a corner, the distance between Zangief and them will be further apart than before.
Universal System Change, making it harder to get throw loops on your opponent and making the corner more manageable for the opposition.
Hellstab
- Zangief now gains a 700 Super Art Gauge increase instead of 600.
- Zangief now gains a 3000 Drive Gauge increase instead of 2500.
A slight but welcomed buff how much Super Art and Drive Rush Meter is built upon landing an attack. Again, this is where it's at!
Headbutt
- This action now deals 1000 damage instead of 900.
- If this attack lands, Zangief will now be at a +7 frame advantage instead of +6.
- Zangief now gains an 1000 Super Art Gauge increase instead of 500.
- Zangief now gains a 4000 Drive Gauge increase instead of 3500.
- Opponents blocking this action will now have an 8000 reduction to their Drive Gauge instead of 6000.
- Landing this move as a Punish Counter now depletes 11000 Drive Gauge instead of 8000.
Same as the others way above this one, increasing Zangief's Meters while putting your opponent's at risk is a fantastic buff.
Knee Hammer
- This action now deals 700 damage instead of 600.
- There are now only 13 recovery frames instead of 14.
- If this action lands, Zangief will have a +1 frame advantage instead of +0.
- If this action is blocked, Zangief will be at a -3 frame disadvantage instead of -4.
- The pushback generated on hit has been reduced.
- Zangief now gains an 800 Super Art Gauge increase instead of 700.
- Zangief now gains a 3000 Drive Gauge increase instead of 2500.
- Opponents blocking this action will now have a 6000 reduction to their Drive Gauge instead of 5000.
The frame advantages and disadvantages are, again, less important here as the focus should be on the increased damage and how much meter Zangief gains and takes from his opponent. Again, this buff is tremendous.
Cyclone Wheel Kick
- If this action is blocked, Zangief will be at a -9 frame disadvantage instead of -12.
- If executed during a combo, a new hitbox will be added from the third through fourth active frames.
- The hurtbox around Zangief's feet has been expanded during recovery.
- The pushback generated on block has been increased.
- Zangief now gains an 1200 Super Art Gauge increase instead of 1000.
- Zangief now gains a 4500 Drive Gauge increase instead of 3500.
- Opponents blocking this action will now have a 6000 reduction to their Drive Gauge instead of 4000.
- Zangief will now move backward during the action's recovery.
Same as the entry above. Zangief is COOKING this patch!
Smetana Dropkick
- Zangief now gains a 1200 Super Art Gauge increase instead of 1000.
- Zangief now gains a 4000 Drive Gauge increase instead of 2000.
- Opponents blocking this action will now have an 8000 reduction to their Drive Gauge instead of 6000.
- Landing this move as a Punish Counter now depletes 11000 Drive Gauge instead of 10000.
- If this action lands as a Punish Counter, the screen will shake.
You know the pros of this action already. If your meters go up and their's go down, it's more than good!
Flying Headbutt
- This action now deals 900 damage instead of 800.
- Zangief now gains a 1200 Super Art Gauge increase instead of 1000.
- Zangief now gains a 3000 Drive Gauge increase instead of 2000.
Same philosophy as the one above!
Machine Gun Chops
- The first attack of the sequence has reduced pushback on hit.
- The first attack of the sequence has an extended forward hitbox.
Makes extending combos off this action much easier than before.
Power Stomps
- The second attack of the sequence can now be canceled into a Special Move.
- When using Classic Controls, pressing Medium Punch simultaneously with the second input will disable the second attack.
Makes extending combos off this action much easier than before.
Normal Double Lariat
- This action now deals 1400 damage instead of 1200.
- Zangief now gains a 1600 Super Art Gauge increase instead of 1150.
- Zangief now gains a 4000 Drive Gauge increase instead of 2000.
- The final attack of the sequence now has a decreased initial combo count value.
- The final attack of the sequence now has a decreased additional combo count value.
Yup, you know what this one does as well. Truly incredible.
Overdrive Double Lariat
- The first attack of the sequence now deals 700 damage instead of 500.
- Zangief now gains a 1600 Super Art Gauge increase instead of 1150.
- This action now has an eight frame input buffer instead of five.
The longer frame input makes it much easier to transition into other actions. And, of course, the increased damage and Super Art Gauge is obviously great.
Normal Screw Piledriver
- Zangief now gains a 4000 Super Art Gauge increase instead of 3300.
- Zangief now gains a 7000 Drive Gauge increase instead of 5000.
More gauge increase. More gauge increase. MORE GAUGE INCREASE.
Overdrive Screw Piledriver
- Zangief now gains a 4000 Super Art Gauge increase instead of 3300.
^^^^^^^^
Normal Borscht Dynamite
- Zangief can now grab airborne opponents who are defenseless.
- When executed during a combo, this action will now have 20 percent scaling.
- When executed during a combo, this action's hitbox will be extended to the same size as its Overdrive counterpart.
- Zangief now gains a 4000 Super Art Gauge increase instead of 3300.
Being able to snag defenseless airborne opponents automatically makes this buff well worth it, even if will be less potent in a combo due to the 20 percent scaling. An overall net positive, though.
Overdrive Borscht Dynamite
- Zangief now gains a 4000 Super Art Gauge increase instead of 3300.
Season Two Zangief is here, and he wants more meter!
Normal Russain Suplex
- Zangief now gains a 5000 Super Art Gauge increase instead of 3300.
- Zangief now gains a 7000 Drive Gauge increase instead of 5000.
Yup, more meter increases incoming!
Overdrive Russian Suplex
- Zangief now gains a 6500 Super Art Gauge increase instead of 5000.
And anotha' one!
Normal/Overdrive Siberian Express
- Zangief now gains a 4000 Super Art Gauge increase instead of 3300.
...You already know, let's move on.
Overdrive Siberian Express
- If Zangief is absorbing an incoming attack via the far range version of this action, his movement speed will be increased when moving forward.
Zangief can now move forward a bit further and faster if this action hits at range.
Tundra Storm
- When landing a Counter, the action's hitbox will be expanded inward.
- The active frames when landing this action as a Counter have been increased from three to two.
- This action no longer works on attacks that hit from behind.
Landing this action with a Counter Hit will increase the hitbox quite considerably, allowing Zangief to execute it from a decently far range!
- Return To Character Selection
Street Fighter 6: Complete Guide To The Training Mode
Here's how to use Training Mode to its full potential to drastically improve your play in Street Fighter 6!
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