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As 2024 draws to a close, Capcom continues its commitment to fine-tuning Street Fighter 6 (SF6) with one of the most impactful updates of the year. The December patch is packed with character adjustments, system changes, and universal tweaks that promise to shift the balance of the game.

This update focuses on addressing overly dominant defensive techniques, making counterattacks more viable, and rewarding aggressive gameplay.

In this comprehensive breakdown, we’ll explore how these changes influence individual characters, gameplay mechanics, and the overall competitive meta, along with practical tips to help you adapt.

Overview of the December 2024 SF6 Update

This patch is part of Capcom’s ongoing mission to ensure Street Fighter 6 remains balanced and enjoyable for players at all skill levels. The update brings a mix of buffs, nerfs, and system adjustments aimed at leveling the playing field.

Key focus areas include:

  1. Universal Changes: Adjustments to mechanics such as throws, crouching heavy attacks, and jump cancels.
  2. Character Balancing: Specific tweaks for fighters like Jamie, Ken, and Cammy to fine-tune their performance.
  3. Bug Fixes: Corrections to visual and functional errors, ensuring smoother gameplay.

These adjustments are designed to create a more dynamic, aggressive, and competitive environment, especially in higher-level matches.

Character Adjustments in the December 2024 Patch

Luke

Luke

Luke has been a prominent character in Street Fighter 6, known for his versatile toolkit and strong neutral game. However, this patch focuses on enhancing his lesser-used moves, improving his zoning potential, and addressing inconsistencies in his perfect input combos. Here’s a closer look at the adjustments made to Luke’s moves:

Key Adjustments and Rationale

The developers primarily aimed to make underutilised moves more viable, while maintaining the balance of Luke’s overall gameplay. Here’s a detailed breakdown of the changes:

1. Double Impact (→+Heavy Punch)

Changes:

  • Increased forward movement distance: This ensures a clearer range difference compared to Standing Heavy Punch, giving it a unique utility.
  • Expanded standby block hitbox: Makes it easier to connect the move consistently.
  • Reduced pushback on hit: Increases its follow-up potential, encouraging players to integrate it into combos.

Impact on Gameplay:
Double Impact now becomes a stronger mid-range poke, offering a reliable alternative to Standing Heavy Punch in scenarios where extra reach is crucial.

2. Overdrive Sand Blast / Fatal Shot (↓→+Two Punches)/(Two Punches after OD Sand Blast)

Changes:

  • Removed pre-startup hurtbox for OD Sand Blast: Makes this Overdrive projectile a more dependable zoning tool by reducing vulnerability.
  • Fatal Shot behavior updated to produce a wall splat on hit: This adds significant payoff, especially in corner scenarios.
  • Increased hitstop and reduced combo count for Fatal Shot: This allows for smoother follow-ups and better damage output.

Impact on Gameplay:
These changes elevate Luke’s projectile game, making Overdrive Sand Blast a top-tier zoning option while adding more utility to Fatal Shot as a high-reward combo ender.

3. Medium Flash Knuckle (Perfect Input) (↓←+Medium Punch (Hold))

Changes:

  • Removed combo scaling for the second attack: Perfect inputs now deal significantly higher damage in extended combos.
  • Reduced pushback and hurtbox during recovery: Improves its usability in neutral and ensures better combo consistency.
  • Recovery on block improved from -10 to -8 frames: Reduces punishment opportunities for opponents.

Impact on Gameplay:
Luke’s perfect input combos regain their appeal, allowing players to deal comparable damage to pre-patch levels. These updates encourage mastery of Luke’s technical aspects without over-relying on other tools.

4. Standing Heavy Punch

Change:

  • Expanded collision pushbox upwards during the first active frame: Ensures the move connects more reliably against certain airborne attacks.

Impact on Gameplay:
Standing Heavy Punch remains a staple for Luke’s neutral game, with this adjustment providing more consistency in specific matchups.

5. Super Art 2: Eraser (↓←↓←+P)

Changes:

  • Increased forward movement on hit: Makes the Super Art more reliable in various ranges.
  • Reduced blowback distance for mid-air opponents: Ensures all hits of the move connect properly, fixing prior inconsistencies.

Impact on Gameplay:
These adjustments significantly improve the reliability of Super Art 2, especially in juggle situations or when punishing airborne opponents.

6. Light Flash Knuckle (Charged/Perfect Input)

Change:

  • Added an extra hitbox for the second attack: Fixes an issue where the second hit would miss in certain combos, improving consistency.

Impact on Gameplay:
Players can now execute combos involving Light Flash Knuckle with greater reliability, making it a dependable tool for advanced setups.

7. Miscellaneous Improvements

  • Standing Heavy Kick: Increased Drive Gauge gain from 3000 to 4000.
  • Nose Breaker (↓+Medium Kick > ↓+Heavy Punch): Advantage on hit increased from +1 to +2 frames, creating more frame-positive scenarios.
  • Medium Flash Knuckle Input Buffer: Extended the input buffer time, improving accessibility and execution accuracy.

What Do These Changes Mean for Luke?

  • Stronger Neutral Game: Moves like Double Impact and Overdrive Sand Blast now give Luke better tools for controlling the mid-range and zoning.
  • Enhanced Combo Potential: Improvements to Flash Knuckle and Fatal Shot provide more reliable and rewarding combo routes, especially for players who can execute perfect inputs.
  • Better Consistency: Fixes to hitboxes, recovery, and frame advantages make Luke a more dependable choice across a variety of matchups.

Pro Tips for Using Luke Post-Patch

  1. Experiment with Double Impact: Use its improved forward movement to punish opponents at mid-range.
  2. Leverage Fatal Shot’s Wall Splat: Capitalise on corner positioning for maximum damage.
  3. Master Perfect Inputs: With the removal of scaling on Medium Flash Knuckle, optimised combos are more rewarding than ever.
  4. Improve Your Zoning: OD Sand Blast’s hurtbox removal makes it a stronger defensive tool against aggressive players.

Jamie

Jamie

Jamie, the dynamic brawler with a unique drink-level mechanic, has received meaningful adjustments aimed at improving his early-game viability and overall reliability in combos. This patch provides new incentives for players to explore his signature style while reducing some of the frustrations associated with his technical gameplay.

Key Adjustments and Rationale:

The focus for Jamie’s updates revolves around improving his ability to maintain offensive momentum, especially in the early stages of a round. Here’s a detailed breakdown of the changes:

1. Drive Gauge Regeneration with Drink Leveling

Changes:

  • Jamie now regains Drive Gauge every time he performs a technique that increases his drink level, even if he is below Drink Level 4.
  • The amount of Drive replenished varies based on the technique used.

Impact on Gameplay:
Previously, Jamie’s gameplay often felt risky in the early game due to his reliance on leveling up his drinks, which could leave him vulnerable. This adjustment allows him to better manage his Drive Gauge while leveling up, providing a smoother experience at the start of a match. Players can now focus on Jamie’s strengths without compromising their offensive strategies.

2. Jumping Heavy Kick Knockdown Effect

Changes:

  • The second hit of Jamie’s Jumping Heavy Kick now causes a blowback knockdown on normal hits against mid-air opponents.

Impact on Gameplay:
This change guarantees a return when Jamie lands a Jumping Heavy Kick, making it a reliable move for chasing down opponents or interrupting aerial attacks. Players can now use it more effectively to set up offensive momentum.

3. Standing Heavy Kick

Changes:

  • Reduced the hurtbox on the front legs during the attack’s startup.

Impact on Gameplay:
Standing Heavy Kick becomes safer and more reliable in neutral play, especially against characters with quick pokes. This adjustment makes Jamie’s mid-range game more consistent and rewarding.

4.  Crouching Heavy Kick

Changes:

  • Reduced pushback on block when only the second attack is blocked.

Impact on Gameplay:
Crouching Heavy Kick becomes easier for opponents to punish if misused. This change encourages players to be more precise with their spacing and timing when relying on this tool.

5. Ransui Haze (→+Heavy Kick > ←Heavy Kick > P)

Changes:

  • Increased the forward movement before the attack startup.

Impact on Gameplay:
This adjustment enhances Jamie’s ability to close gaps and maintain pressure on opponents, especially after a knockdown or during neutral exchanges.

6. Overdrive Freeflow Strikes (↓→+Two Punches)

Changes:

  • Increased blowback time when the first attack at Drink Level 4 hits a mid-air opponent.

Impact on Gameplay:
This fix addresses a common issue where Jamie’s Super Art 3 or Critical Art cancel would fail to combo correctly. Now, players can execute more reliable high-damage combos when at maximum drink level.

7. Medium Bakkai (↓→+Medium Kick)

Changes:

  • Expanded the hitbox on the fourth attack that only appears during a combo, increasing its effectiveness against mid-air opponents.

Impact on Gameplay:
This adjustment ensures Jamie’s combos connect consistently, especially during juggle situations, further solidifying his offensive potential.

8. Super Art 3/Critical Art Getsuga Saiho (↓→↓→+P)

Changes:

  • Expanded the hitbox of the first attack that appears only during combos.

Impact on Gameplay:
This update resolves issues where Jamie’s Critical Art would fail to connect after certain moves, making it a more reliable finisher in extended combos.

What Do These Changes Mean for Jamie?

  • Improved Early-Game: Jamie can now build Drive Gauge more efficiently while leveling up his drinks, reducing the risk of falling behind early in a match.
  • Reliable Knockdowns: The update to Jumping Heavy Kick ensures a guaranteed knockdown, enhancing Jamie’s ability to maintain offensive pressure.
  • Better Combo Consistency: Fixes to Overdrive Freeflow Strikes, Medium Bakkai, and Critical Art hitboxes ensure smoother and more rewarding combo execution.
  • Stronger Neutral Game: Adjustments to Standing Heavy Kick and Ransui Haze improve Jamie’s ability to pressure opponents and play effectively in mid-range scenarios.

Pro Tips for Using Jamie Post-Patch

  1. Leverage Drive Regeneration: Use drink-leveling techniques not just to power up but also to sustain your Drive Gauge during extended fights.
  2. Master Jumping Heavy Kick: Incorporate this updated move into your neutral game to secure knockdowns and set up follow-ups.
  3. Optimise Combos at Drink Level 4: With improved blowback and hitboxes, Jamie’s high-level combos are more accessible and reliable.
  4. Play Aggressively in Neutral: Use the safer Standing Heavy Kick and extended range of Ransui Haze to close gaps and maintain pressure.

Manon

Manon

Manon’s graceful yet powerful fighting style has received several key updates in this patch, focusing on improving her resource management and refining her move performance. These changes aim to make her mid- and close-range tools more effective while rewarding her medal system with enhanced gauge gain.

Key Adjustments and Rationale:

Manon’s updates target her ability to build Super Art and Drive Gauge, as well as polishing certain moves to resolve range inconsistencies and enhance her neutral play. Here’s a detailed breakdown:

1. Enhanced Gauge Gain Based on Medal Levels

Changes:

  • Manège Doré (→←+Punch):
    • Super Art Gauge Gain: Now scales with her medal level.
      • Level 1-2: 3000 gauge (no change).
      • Level 3-4: 4000 gauge.
      • Level 5: 5000 gauge.
  • Renversé (↓→+Punch):
    • Super Art Gauge Gain: Also scales with medal levels.
      • Level 1-2: 2150 gauge (no change).
      • Level 3-4: 3150 gauge.
      • Level 5: 4150 gauge.

Impact on Gameplay:
These changes make Manon’s medal mechanic more rewarding. As her medal level increases, so does her resource generation, allowing her to access powerful Super Arts more frequently in the late game. This ensures her medal progression feels impactful throughout the match.

2. Improved Drive Gauge Gain for Key Moves

Changes:

  • À Terre (Medium Punch > Medium Kick):
    • Drive Gauge Gain: Increased from 1000 to 2500 for the second hit.
  • Heavy Dégagé (↓←+Heavy Kick):
    • Drive Gauge Gain: Increased from 2000 to 3000.

Impact on Gameplay:
These enhancements allow Manon to sustain her offensive pressure and gain resources more effectively during combos and neutral play. Players can now manage Drive Gauge more reliably, even in extended matches.

3. Grand Fouetté (↓→+Punch > Kick)

Changes:

  • Blowback Distance on Hit: Reduced to address situations where follow-up attacks (such as Medium Dégagé) would miss due to range issues.

Impact on Gameplay:
This adjustment ensures greater consistency when using Grand Fouetté, particularly in corner pressure or mid-range scenarios. The reduced blowback allows for tighter combos and more reliable offensive setups.

4. Recovery and Neutral Adjustments

Changes:

  • Standing Heavy Kick:
    • Recovery on Hit: Improved from -2 frames to +1 frame. (Note: Punish Counter recovery remains unchanged.)
  • Renversé Feint (↓→+Punch (Hold)):
    • Recovery for all versions of the feint reduced by 2 frames.

Impact on Gameplay:
The improved recovery for Standing Heavy Kick makes it a safer and more advantageous option in neutral. Similarly, the reduced recovery for Renversé Feint allows for more fluid mind games and feint-based strategies, particularly against defensive opponents.

5. Bug Fixes and Quality of Life Updates

Changes:

  • Dynamic Controls (←+EX Button): Fixed an issue preventing Dégagé from being performed during Burnout when using dynamic controls.

Impact on Gameplay:
While this fix is specific to players using dynamic controls, it ensures consistency across all control schemes, improving accessibility for new or casual players.

What Do These Changes Mean for Manon?

  • Stronger Resource Management: Manon now generates Super Art and Drive Gauge more effectively, especially at higher medal levels. This rewards skilled players who can consistently manage her medal system.
  • Reliable Combos: Adjustments to Grand Fouetté and gauge gain ensure smoother and more dependable combo execution, reducing frustration in certain scenarios.
  • Enhanced Neutral Game: Improvements to Standing Heavy Kick and Renversé Feint recovery give Manon more tools to control the pace of a match and apply pressure.

Pro Tips for Using Manon Post-Patch

  1. Focus on Medal Progression: Aim to increase Manon’s medal level early in the match. The enhanced gauge gain at Levels 3-5 provides significant resource advantages.
  2. Leverage Improved Drive Gauge Gain: Use À Terre and Heavy Dégagé frequently to maintain Drive Gauge while executing pressure-heavy combos.
  3. Optimise Grand Fouetté Usage: The reduced blowback distance makes this move a strong choice for corner pressure and mid-range setups.
  4. Incorporate Feints into Your Strategy: The improved recovery for Renversé Feint allows for creative mind games, baiting opponents into making mistakes.

Kimberly

Kimberly

Kimberly’s identity as an offense-focused character has been bolstered by this patch, addressing gaps in her neutral game while enhancing the utility of her core tools. The changes aim to make her offense more consistent and effective, with improved neutral options and better resource management.

Key Adjustments and Rationale:

The developers have reworked Kimberly’s kit to ensure she has reliable ways to initiate pressure and replenish her resources. Let’s break down her key adjustments:

1. Water Slicer Slide (+Medium Kick)

Changes:

  • Recovery during active frames 1-4 has been fixed so that:
    • On hit: Advantage is always +1 frame.
    • On block: Disadvantage is always -5 frames.
  • If the attack lands as a Punish Counter during active frames 1-4, it now causes a knockdown.

Impact on Gameplay:
Water Slicer Slide becomes a more reliable tool for poking and closing distance. The guaranteed advantage on hit helps Kimberly maintain offensive momentum, while the knockdown on Punish Counter increases its reward in high-pressure situations.

2. Hisen Kick (→+Heavy Kick)

Changes:

  • Expanded hitbox forward during active frames 1-2.
  • Reduced hurtbox on the feet, improving its reliability against low-profile attacks.
  • Drive Gauge Gain: Increased from 1200 to 3000.
  • Input Buffer Adjustment: Players can now input commands 13 frames before recovery ends to correct timing inconsistencies.

Impact on Gameplay:
Hisen Kick becomes a key tool in Kimberly’s arsenal. Its improved range and reduced vulnerability make it a more viable neutral option, and the significant Drive Gauge gain rewards players for landing the move.

3. Standing Heavy Punch

Changes:

  • Increased forward movement before the attack startup.
  • Reduced the edge hitbox and adjusted the bottom portion to retain effectiveness against low-profile attacks.

Impact on Gameplay:
Standing Heavy Punch now serves as a more accessible and reliable offensive starter, giving Kimberly better tools to force opponents to block and initiate pressure.

4. Arc Step (Normal/Overdrive)

Changes:

  • Startup Reduced: From 8 frames to 6 frames.
  • Timing for Punish Counter hurtbox activation adjusted to correct inconsistencies.

Impact on Gameplay:
The faster startup makes Arc Step a stronger combo and pressure tool, enhancing Kimberly’s ability to close gaps and extend offensive sequences.

5. Elbow Drop (↓+Medium Punch at the peak of a forward jump)

Changes:

  • Can now be performed earlier during the upward arc of a jump, increasing its utility in aerial approaches.

Impact on Gameplay:
This adjustment gives Kimberly more control over aerial pressure, making Elbow Drop a viable tool for baiting anti-air attempts or initiating offense.

6. Light Vagabond Edge (↓→+Light Punch)

Changes:

  • Recovery on block improved from -5 frames to -4 frames.
  • Pushback on hit reduced, and knockback on the 3rd active frame adjusted for follow-up consistency.

Impact on Gameplay:
These changes make Light Vagabond Edge safer on block while improving its follow-up potential. It becomes a better option for applying pressure in mid-range situations.

7. Bushin Hojin Kick (Kick During Arc Step)

Changes:

Normal Version:

  • Increased knockdown time on mid-air hits by 1 frame.

Overdrive Version:

  • Ground Hit: Reduced blowback distance on the first attack.
  • Mid-Air Hit: Increased blowback distance on both the first and second attacks.

Impact on Gameplay:
These adjustments align Bushin Hojin Kick’s performance with the Arc Step changes, ensuring it remains a reliable tool in Kimberly’s combos and pressure game.

8. Super Art 2

Changes:

  • Startup for the aerial version is faster when canceled from an Overdrive attack.

Impact on Gameplay:
Kimberly’s ability to confirm into this Super Art from Overdrive attacks has been enhanced, giving her a more reliable high-damage option in advanced combos.

What Do These Changes Mean for Kimberly?

  • Improved Neutral Game: The adjustments to Standing Heavy Punch, Hisen Kick, and Water Slicer Slide provide Kimberly with much-needed tools to compete effectively in neutral.
  • Stronger Resource Management: Increased Drive Gauge gain from Hisen Kick and improved follow-ups make Kimberly better at sustaining her offense.
  • Enhanced Pressure Options: Faster Arc Step startup and safer Light Vagabond Edge improve Kimberly’s ability to maintain pressure and extend combos.
  • More Reliable Combos: Adjustments to hitboxes and timing for moves like Bushin Hojin Kick and Overdrive Torso Cleaver ensure smoother execution in advanced sequences.

Pro Tips for Using Kimberly Post-Patch

  1. Incorporate Hisen Kick into Neutral: Use its improved range and Drive Gauge gain to harass opponents and maintain resource advantage.
  2. Optimise Water Slicer Slide: The guaranteed advantage on hit and knockdown on Punish Counter make it a great tool for setting up pressure.
  3. Master Arc Step Combos: The faster startup enhances Kimberly’s offensive potential; practice using Arc Step to extend combos and overwhelm opponents.
  4. Aerial Pressure with Elbow Drop: Use the adjusted timing to surprise opponents and maintain control in aerial engagements.
  5. Confirm into Super Art 2: Take advantage of the faster startup when canceling from Overdrive attacks to secure high-damage punishes.

Marisa

Marisa

Marisa, the powerhouse brawler of Street Fighter 6, has received targeted adjustments to improve the usability and effectiveness of her heavy attacks and chargeable techniques. These changes focus on reducing charge times, increasing hitbox reliability, and improving offensive tools to make her pressure game even more formidable.

Key Adjustments and Rationale:

Marisa’s updates aim to enhance her heavy strikes and give players more opportunities to maintain offensive momentum. Let’s delve into the details:

1. Faster Charge Times for Heavy Attacks

Changes:

  • Charge time for Standing Heavy Punch, Standing Heavy Kick, Crouching Heavy Kick, and Malleus Breaker (+Heavy Punch) reduced by 3 frames.

Impact on Gameplay:
This adjustment allows Marisa to unleash her chargeable heavy attacks more quickly, making her pressure tools more effective during neutral and offensive sequences.

2. Falx Crusher (→+Heavy Kick)

Changes:

  • Increased forward movement on the charged version, improving its range.
  • Decreased pushback on block, keeping Marisa closer to her opponent.

Impact on Gameplay:
The improved range makes Falx Crusher easier to use in mid-range scenarios, while reduced pushback allows Marisa to maintain offensive pressure even if the attack is blocked.

3. Crouching Heavy Punch (Normal/Hold)

Changes:

  • Normal Version:
    • Increased the launch height for Punish Counters.
    • Input Buffer: Now available 9 frames before recovery ends, improving execution consistency.
  • Charged Version:
    • Expanded forward hitbox on active frame 2.
    • Removed the forward throw hurtbox before startup, making it safer against throw escapes.
    • Increased the launch height on Punish Counters.

Impact on Gameplay:
Crouching Heavy Punch becomes a safer and more rewarding tool, especially when used to bait throw escapes. The improved Punish Counter launch height also creates new combo opportunities.

4. Malleus Breaker (+Heavy Punch > +Heavy Punch)

Changes:

  • The second attack now causes a knockdown instead of leaving the opponent crouching.
  • Knockdown time: Increased by 10 frames.

Impact on Gameplay:
This change allows Marisa to transition directly into offensive setups after landing Malleus Breaker without relying on a Drive Rush. The extended knockdown time gives players more opportunities to prepare for the opponent’s wake-up options.

5. Phalanx (→↓+Punch)

Changes:

  • Active frames: Increased from 3 to 6, improving its ability to land hits.
  • Forward hitbox expanded, and mid-air hitbox extended by 1 frame.
  • Drive Gauge Gain: Normal version increased from 2000 to 3000.

Impact on Gameplay:
Phalanx becomes a more reliable and versatile tool for both offense and resource management. The expanded hitboxes and additional active frames make it harder for opponents to evade or interrupt the attack.

6. Scutum (↓←+Kick)

Changes:

  • Super Armor Counter Hitbox: Expanded downwards to ensure it connects reliably against low-profile moves.

Impact on Gameplay:
This fix ensures Scutum’s counter-attack functionality is consistent across different matchups, improving its overall reliability as a defensive tool.

7. Gladius (↓→+Punch (Hold))

Changes:

  • Hitbox Expansion: The follow-up attack now has an expanded hitbox upwards when hitting mid-air opponents.

Impact on Gameplay:
This adjustment increases Gladius’s effectiveness against airborne opponents, giving Marisa better anti-air options in certain scenarios.

8. Heavy Two Hitter (Heavy Punch > Heavy Punch)

Changes:

  • Combo Count Upper Limit Increased for the second attack.

Impact on Gameplay:
This adjustment allows Heavy Two Hitter to fit more seamlessly into extended combos, enhancing Marisa’s damage potential in optimal situations.

What Do These Changes Mean for Marisa?

  • Stronger Offensive Pressure: Reduced charge times and improved block interactions for moves like Falx Crusher and Malleus Breaker give Marisa better tools to maintain pressure.
  • Enhanced Combo Potential: Changes to hitboxes and launch heights, particularly for Crouching Heavy Punch and Heavy Two Hitter, open up new combo routes and opportunities.
  • Reliable Defensive Options: Fixes to Scutum and expanded hitboxes for certain attacks ensure Marisa has consistent answers to low-profile and airborne maneuvers.
  • Improved Neutral Game: Faster and more reliable heavy attacks like Phalanx and Falx Crusher make Marisa a stronger presence in neutral situations.

Pro Tips for Using Marisa Post-Patch

  1. Take Advantage of Faster Charges: The reduced charge time for heavy attacks allows for quicker and more frequent use of powerful tools. Incorporate these into your neutral and pressure game.
  2. Optimise Crouching Heavy Punch Usage: Use the charged version to bait throw escapes, and follow up on Punish Counters for devastating combos.
  3. Pressure with Falx Crusher: The improved forward movement and reduced pushback make this move a cornerstone of Marisa’s offense, even on block.
  4. Capitalize on Knockdowns: Malleus Breaker now sets up excellent wake-up situations, so prepare to continue your offense after landing it.
  5. Use Phalanx for Resource Management: The increased Drive Gauge gain and expanded hitbox make Phalanx a key move for sustaining your momentum.

Lily

Lily

Lily’s updates aim to expand her combo routes, improving her ability to deal damage and adapt to various match scenarios. By enhancing her combo extensions and making critical moves more versatile, these changes reward precise execution and decision-making.

Key Adjustments and Rationale:

  • Enhanced Combo Routes: More attacks can now chain into follow-ups, providing better damage opportunities and strategic options.
  • Improved Windclad Tomahawk Buster: Allows combo extensions even with limited Wind stock, offering versatility.

1. Crouching Light Punch

    • Advantage on hit: Increased from +5 to +6 frames.
    • Drive Rush Timing: Adjusted to frames 7-8 for better execution.

Impact: This small frame adjustment significantly improves Lily’s combo potential, especially when Drive Rush is used.

2. Desert Storm (→+Heavy Punch > Heavy Punch > Heavy Punch)

    • Adjustments to all hits include increased hitback, combo count limit, and damage (final hit increased from 500 to 800).
    • Expanded hitboxes for better reliability in combos, especially mid-air.

Impact: Desert Storm now serves as a strong combo tool with excellent damage and versatility for corner pressure or wake-up setups.

3. Windclad Tomahawk Buster (→↓+Punch)

    • Increased blowback on the second attack when it hits on the ground.
    • Light version: Reduced horizontal blowback for consistent follow-ups.

Impact: Lily gains reliable mid-screen and corner combo options, allowing her to capitalize on favorable positioning.

Pro Tips for Lily Post-Patch

  • Use Crouching Light Punch into Drive Rush to initiate damaging combos.
  • Leverage Desert Storm in punish counter scenarios for optimal Wind stock building or wake-up setups.
  • In the corner, experiment with Tomahawk Buster loops for devastating damage.

JP

JP

JP’s changes primarily focus on his Super Arts, increasing their utility in specific scenarios and enhancing his ability to maintain pressure in close quarters.

Key Adjustments and Rationale:

  • Super Art 2 Lovushka: Improved synergy with punish counters for better close-range pressure.
  • Super Art 3 Interdiction: Adjusted hitboxes for smoother combo integration.

1. Super Art 2 Lovushka (↓←↓←+Punch)

    • Projectiles now remain active if a normal throw lands for a punish counter.

Impact: This adjustment creates a new layer of pressure when using Lovushka in close combat, forcing opponents to deal with both projectiles and JP’s offensive options.

2. Super Art 3 Interdiction (↓→↓→+Kick)

    • Expanded the attack hitbox to better connect in aerial combos, particularly after Triglav.

Impact: JP players can now consistently confirm into Interdiction for high-damage finishes in combo strings.

3. Standing Medium Punch

    • Drive Gauge Gain: Increased from 2000 to 3000.

Impact: A small but meaningful change, boosting JP’s resource management during neutral play.

Pro Tips for JP Post-Patch

  • Use Lovushka in close quarters for layered pressure with lingering projectiles.
  • Optimize Interdiction by setting up aerial combos with Triglav.
  • Take advantage of Standing Medium Punch to build Drive Gauge in neutral exchanges.

Juri

Juri

Juri’s changes focus on enhancing her combo routes and increasing her Drive Gauge management capabilities. These updates reward skilled execution and offer new ways to deal damage and maintain pressure.

Key Adjustments and Rationale:

  • More Combo Options: Adjustments to Crouching Heavy Punch and Heavy Fuhajin create new opportunities for combo extensions.
  • Improved Drive Gauge Gain: Boosts to several heavy attacks allow Juri to sustain her pressure over extended engagements.

1. Crouching Heavy Punch

    • Punish Counter on mid-air opponents: Now causes a spinning knockdown, enabling follow-ups.
    • Potential to gain up to 2 Fuha stocks in specific scenarios.

Impact: These changes improve Juri’s ability to counter invincible moves while maintaining offensive momentum.

2. Heavy Fuhajin (↓←+Heavy Kick)

    • Active frames increased from 4 to 5, improving combo consistency.

Impact: This small tweak makes it easier to combo into Heavy Fuhajin, particularly from Crouching Heavy Punch.

3. Standing Heavy Kick

    • Drive Gauge Gain:
      • Normal version: Increased from 3000 to 4000.
      • Chain combo version: Increased from 750 to 1000.

Impact: Juri’s neutral game benefits from better Drive Gauge returns, allowing her to sustain pressure.

4. Korenzan (←+Heavy Kick)

    • Drive Gauge Gain:
      • Normal version: Increased to 3500 (1500+2000).
      • Chain combo version: Increased to 875 (375+500).

Impact: Juri’s meter management improves significantly, reinforcing her ability to dominate neutral and corner pressure situations.

Pro Tips for Juri Post-Patch

  • Use Crouching Heavy Punch against mid-air opponents for new follow-up opportunities or stock-building strategies.
  • Capitalize on Heavy Fuhajin’s active frames to extend combos and secure damage.
  • Optimize neutral play by using Standing Heavy Kick and Korenzan for Drive Gauge gain.

Dee Jay

Dee Jay

Dee Jay’s updates focus on enhancing his anti-air capabilities and improving his combo flexibility with Waning Moon and other tools. These changes aim to make Dee Jay a more dynamic and resource-efficient character, particularly in controlling space and extending combos.

Key Adjustments and Rationale:

  • Improved Anti-Air Performance: Medium and Heavy Jackknife Maximum are now more reliable against airborne opponents.
  • Enhanced Combo Routes: Waning Moon’s conditions for follow-ups have been relaxed, allowing for more creative and damaging combos.

1. Medium/Heavy Jackknife Maximum (Charge ↓, then ↑+Medium Kick/Heavy Kick)

    • Active frames: Increased (Medium: 3 to 4; Heavy: 4 to 5).
    • Mid-air hitbox: Expanded upward for better anti-air coverage.

Impact: These changes address the inconsistency of Jackknife Maximum as an anti-air. By expanding the hitbox and active frames, it becomes more effective when performed slightly early.

2. Waning Moon (Normal/Overdrive) (↓←+Kick or Two Kicks > Medium Kick)

    • Normal: Increased blowback on Punish Counter.
    • Overdrive: Adjusted combo values to allow follow-ups like Quick Rolling Sobat or Double Rolling Sobat.

Impact: Relaxed conditions for Waning Moon open up new combo possibilities, increasing Dee Jay’s damage potential and strategic options.

3. Funky Dance Feint (Medium Punch > Medium Punch > ←+Heavy Punch)

    • Total frames reduced: From 23 to 22.

Impact: This minor adjustment makes Dee Jay’s feints faster and harder to predict, improving his mind game potential.

4. Knee Shot (↓+Light Kick during a forward jump)

    • Drive Gauge Gain: Increased from 500 to 2000.

Impact: Knee Shot becomes a more rewarding tool for maintaining pressure and building resources.

Pro Tips for Dee Jay Post-Patch

  • Use Jackknife Maximum early against jumps for consistent anti-air results.
  • Take advantage of the relaxed follow-up options for Waning Moon to extend combos and maximize damage.
  • Incorporate Knee Shot into your offense for better Drive Gauge management.

Cammy

Cammy

Cammy’s adjustments aim to balance her powerful tools by limiting side-switching potential while maintaining her offensive flow. These changes emphasize fairer interactions in matches while refining her neutral and combo abilities.

Key Adjustments and Rationale:

  • Reduced Side-Switching: Overdrive Cannon Spike no longer switches sides, creating a more stable offensive game.
  • Adjusted Risk-Reward: Moves like Crouching Medium Punch now have increased recovery, reducing Cammy’s low-risk options.

1. Crouching Medium Punch

    • Recovery on miss increased from 14 to 17 frames.
    • Hurtbox expanded forward during frames 10-26.

Impact: This adjustment discourages reckless use of Crouching Medium Punch, requiring players to commit to more deliberate spacing.

2. Overdrive Cannon Spike (→↓+Two Kicks)

    • No longer switches sides on hit.
    • Close-range hitbox active frames reduced by 1.
    • Damage distribution adjusted for consistent output.

Impact: By removing the side-switch property, Cammy’s Overdrive Cannon Spike becomes less frustrating for opponents while maintaining its utility as a powerful attack.

3. Overdrive Cannon Strike (↓←+Two Kicks during a forward jump)

    • Recovery adjustments:
      • On hit: Frame advantage reduced to 0.
      • On block: Fixed at -2 frames.

Impact: Overdrive Cannon Strike’s effectiveness as a follow-up tool is reduced, but it remains viable for strategic setups and counterplay.

4. Cannon Strike (Normal) (↓←+Kick during a forward jump)

    • Drive Gauge Gain: Increased from 1000 to 2500.

Impact: Normal Cannon Strike becomes a better resource-management tool, rewarding skillful usage.

Pro Tips for Cammy Post-Patch

  • Focus on well-spaced Crouching Medium Punch to avoid punishment.
  • Use Overdrive Cannon Spike for its damage and utility, but be mindful of its limited follow-up potential.
  • Incorporate Cannon Strike into your game plan for improved Drive Gauge efficiency.

Ryu

Ryu

Ryu’s updates aim to further differentiate him from similar characters by improving his mid-range stability and creating new combo opportunities. These changes focus on enhancing his utility in neutral and giving him more reliable follow-ups.

Key Adjustments and Rationale:

  • Improved Mid-Range Options: Faster cancel windows and reduced startup on key moves enhance Ryu’s ability to control space.
  • New Combo Opportunities: Changes to Whirlwind Kick allow for creative aerial extensions.

1. Crouching Medium Kick

    • Special cancel timing sped up by 2 frames.

Impact: Easier and more consistent combo opportunities, especially when canceling into Hadoken.

2. Whirlwind Kick (→+Heavy Kick)

    • Can now be canceled into Aerial Tatsumaki Senpu-kyaku.
    • Landing from an aerial cancel changes Ryu’s state from crouching to standing.

Impact: This adjustment adds versatility to Whirlwind Kick, enabling new combos and favorable positioning setups.

3. Heavy High Blade Kick (↓→+Heavy Kick)

    • Startup reduced from 29 to 27 frames.
    • Recovery on block improved from -5 to -3 frames.

Impact: Heavy High Blade Kick becomes a more reliable space-controlling tool, with reduced risk and better combo potential.

4. Boosted Overdrive Hadoken (↓→+Two Punches)

    • Combo count reduced during mid-air hits.

Impact: This tweak simplifies the move’s behavior in aerial combos, ensuring consistent damage output.

Pro Tips for Ryu Post-Patch

  • Use Crouching Medium Kick for safer cancels into Hadoken, particularly in mid-range engagements.
  • Incorporate Whirlwind Kick’s aerial cancel into combos for optimal damage and positioning.
  • Leverage the faster Heavy High Blade Kick as a versatile neutral tool.

Honda

Honda

Honda’s updates aim to enhance his close-range capabilities, making him more effective at applying pressure and capitalizing on his mix-up potential. Improvements to Teppo Triple Slap and Oicho Throw make him a bigger threat in neutral and at close quarters.

Key Adjustments and Rationale:

  • Improved Strikes: Standing Heavy Punch can now combo into Taiho Cannon, increasing Honda’s damage potential.
  • Enhanced Throws: Faster startup on Oicho Throw gives Honda stronger mix-up options.
  • Better Mid-Range Presence: Teppo Triple Slap’s hitbox improvements make it more reliable for mid-range pressure.

1. Standing Heavy Punch

    • Recovery on hit improved from -1 to +1 frame.

Impact: Honda can now combo into Taiho Cannon, boosting his strike damage and combo potential.

2. Teppo Triple Slap (↓→+Kick > Punch)

    • Hitbox expansion: First and second attacks reach farther horizontally.
    • Hurtbox reduction: Decreased on arms and feet during specific frames for better safety.
    • Normal version: Increased pushback on block and improved Drive Gauge gain from 1000×2 to 2000×2.
    • Overdrive version: Recovery on block improved from +2 to +3 frames; pushback reduced for closer pressure.

Impact: These changes make Teppo Triple Slap a more versatile tool in neutral and pressure situations, improving Honda’s mid-range game.

3. Oicho Throw (→←+Kick)

    • Startup reduced from 7 to 6 frames.
    • Active frames increased from 3 to 4 frames.

Impact: Honda’s throw game becomes faster and harder to predict, strengthening his mix-up and counterplay options.

4. Super Art 2: Ultimate Killer Headram (Charge ←, then →←→+Kick)

    • Projectile invincibility extended from the handslap portion until the end of the technique.

Impact: Honda gains better counterplay against projectile-heavy opponents, improving his defensive options.

Pro Tips for Honda Post-Patch

  • Use Standing Heavy Punch to set up damaging combos into Taiho Cannon.
  • Mix up between Teppo Triple Slap and Oicho Throw to keep opponents guessing in close-range battles.
  • Leverage Super Art 2 for better zoning counterplay against projectile-heavy characters.

Blanka

Blanka

Blanka’s adjustments are subtle but impactful, focusing on improving the consistency and utility of his space-controlling moves like Double Knee Bombs and Wild Nail.

Key Adjustments and Rationale:

  • Better Anti-Low Performance: Adjustments to Double Knee Bombs make it more reliable for avoiding low attacks.
  • Improved Knockdown Situations: Wild Nail’s knockdown time gives Blanka more opportunities to maintain offensive momentum.

1. Double Knee Bombs (→+Medium Kick)

    • Hurtbox reduction: Feet hurtbox reduced from the 9th frame onward.
    • Mid-air hit effect changed to blowback knockdown.
    • Reduced blowback time and distance on mid-air hits.

Impact: These changes make Double Knee Bombs a stronger anti-low and air-controlling tool, improving its overall utility.

2. Wild Nail (→+Heavy Punch)

    • Knockdown time increased by 2 frames on grounded hits and 5 frames on mid-air hits.

Impact: The increased knockdown time gives Blanka more opportunities to pressure opponents after landing Wild Nail.

Pro Tips for Blanka Post-Patch

  • Use Double Knee Bombs to counter low attacks and create knockdown opportunities.
  • Incorporate Wild Nail into your neutral game for better follow-up options and offensive pressure.

Guile

Guile

Guile’s updates center on improving the utility of Overdrive Sonic Cross, making it a more practical option for offense and resource management.

Key Adjustments and Rationale:

  • Better ROI for Overdrive Sonic Cross: Increased wall splat time rewards players with extended combo opportunities.
  • Enhanced Drive Gauge Gain: Spinning Back Knuckle now provides greater Drive Gauge rewards, reinforcing Guile’s resource management.

1. Overdrive Sonic Cross (↓←+Two Punches > →+Two Punches)

    • Wall splat time on hit increased by 3 frames.

Impact: Guile can now more effectively follow up after landing Overdrive Sonic Cross, increasing its overall utility and damage potential.

2. Spinning Back Knuckle (→+Heavy Punch)

    • Drive Gauge Gain: Increased from 3000 to 5000.

Impact: Spinning Back Knuckle becomes a better resource-building tool, rewarding players for landing it during neutral exchanges.

Pro Tips for Guile Post-Patch

  • Use Overdrive Sonic Cross to create extended combo opportunities and corner pressure.
  • Incorporate Spinning Back Knuckle into your neutral game for efficient Drive Gauge management.

Ken

Ken

Ken’s updates aim to balance his offensive dominance by limiting his pressure potential after certain attacks while maintaining his core strengths. These changes focus on reducing his ability to continue pressure after invincible attacks and throws, making him less overwhelming in comebacks.

Key Adjustments and Rationale:

  • Reduced Pressure After Invincible Moves: Changes to Overdrive Shoryuken and Super Art 1 constrain Ken’s ability to continue pressure after these attacks connect.
  • Adjusted Risk-Reward for Throws: Increased corner carry for back throws limits follow-up opportunities.

1. Hell Wheel (Back Throw)

    • Increased distance between players after a successful back throw in the corner.

Impact: Ken’s strong corner carry is mitigated by reduced follow-up potential after back throws.

2. Forward Step Kick (Heavy Kick During Quick Dash)

    • Initial scaling: Added 20% scaling to reduce its damage potential in combos.
    • Hurtbox adjustment: Extended forward during recovery to increase its vulnerability.
    • Drive Gauge Gain: Increased from 2000 to 3000.

Impact: Forward Step Kick remains a useful tool for resource management but is less rewarding as a low-risk pressure move.

3. Overdrive Shoryuken (→↓+Two Punches)

    • Reduced blowback time on hit.

Impact: Ken can no longer easily continue pressure with Drive Rush after landing this attack.

4. Super Art 1: Dragonlash Flame (↓←↓←+Kick)

    • Reduced both blowback and knockdown time on hit.

Impact: Ken’s pressure potential after landing Super Art 1 is diminished, making it harder for him to maintain offensive momentum.

Pro Tips for Ken Post-Patch

  • Adjust your game plan to rely less on Overdrive Shoryuken or Super Art 1 for continued pressure.
  • Use Forward Step Kick strategically to build Drive Gauge rather than as a pure offensive tool.
  • Focus on spacing and timing to maximize Ken’s offensive potential while avoiding overcommitment.

Chun-Li

Chun-Li

Chun-Li’s updates enhance her combo versatility, rewarding players who can effectively read the situation and choose optimal follow-ups. Changes also improve her resource generation and the utility of certain moves in Modern controls.

Key Adjustments and Rationale:

  • More Combo Options: Faster startup for key moves like Snake Strike allows for new combo routes.
  • Increased Drive Gauge Gain: Adjustments to moves like Standing Heavy Punch help Chun-Li sustain pressure.

1. Snake Strike (Medium Punch During Serenity Stream)

    • Startup: Reduced from 11 to 7 frames.
    • Drive Gauge Gain: Increased from 500 to 2000.

Impact: Snake Strike becomes a faster, more rewarding option during Serenity Stream, enhancing its utility in combos.

2. Heavy Spinning Bird Kick (Charge ↓, then ↑+Heavy Kick)

    • Startup: Reduced from 21 to 20 frames.

Impact: Heavy Spinning Bird Kick is now more reliable in combos, increasing Chun-Li’s damage potential.

3. Standing Heavy Punch

    • Drive Gauge Gain: Increased from 3000 to 4000.

Impact: Improved resource generation rewards Chun-Li’s effective neutral game.

4. Serenity Stream (Modern Controls)

    • Punch-based techniques: Performed without inputting ↓.
    • Kick-based techniques: Performed by pressing ↓+attack.

Impact: Modern controls are now more intuitive, improving execution for new players.

Pro Tips for Chun-Li Post-Patch

  • Master Serenity Stream transitions for optimized combo paths.
  • Use Snake Strike and Heavy Spinning Bird Kick in combos for better damage and pressure.
  • Leverage Standing Heavy Punch for efficient Drive Gauge management.

Zangief

Zangief

Zangief’s updates are subtle, targeting his resource generation and improving Modern controls for his stomping attacks. These changes maintain his power while addressing minor inconsistencies.

Key Adjustments and Rationale:

  • Improved Meter Gain: Adjustments to throws and stomps help Zangief build resources faster.
  • Fixes for Consistency: Siberian Express now behaves as intended across all ranges.

1. Throws (Russian Drop, Brainbuster, German Suplex)

    • Super Art Gauge Gain: Increased from 2000 to 3000; Punish Counter: 4000 to 6000.

Impact: Zangief’s throws now contribute more significantly to his resource pool, rewarding successful grappling.

2. Power Stomps (↓↓+Medium Kick)

    • Drive Gauge Gain: Increased from 1000×3 to 1500×3.

Impact: Zangief builds Drive Gauge faster, improving his ability to sustain pressure.

3. Siberian Express (→←Kick)

    • Fixed inconsistencies in attack behavior based on distance.

Impact: Siberian Express is now more reliable, improving Zangief’s offensive consistency.

Pro Tips for Zangief Post-Patch

  • Focus on throws to maximize resource gain and maintain pressure.
  • Use Power Stomps strategically to build Drive Gauge for extended offensive opportunities.

Dhalsim

Dhalsim

Dhalsim’s updates address minor inconsistencies while refining his ability to execute combos and pressure opponents. These changes reinforce his unique playstyle without significantly altering his balance.

Key Adjustments and Rationale:

  • Improved Combo Execution: Adjustments to Overdrive Yoga Flame and Yoga Arc smooth out combo paths.
  • Increased Drive Gauge Gain: Key moves now provide more resources, helping Dhalsim sustain his zoning and pressure.

1. Standing Light Punch / Agile Kick (+Light Kick)

    • Faster rapid cancel timing into Crouching Light Punch.

Impact: Dhalsim’s light attack sequences are now more consistent and effective.

2. Overdrive Yoga Flame (↓→+Two Punches)

    • Reduced blowback distance on the second attack.

Impact: Easier to follow up with combos after landing Overdrive Yoga Flame.

3. Overdrive Yoga Arc (↓→+Two Kicks)

    • Relaxed conditions for projectile disappearance in center-stage scenarios.

Impact: Improved zoning options in certain situations.

4. Standing Heavy Punch

    • Drive Gauge Gain: Increased from 2500 to 4000.

Impact: Better resource generation rewards effective neutral play.

Pro Tips for Dhalsim Post-Patch

  • Optimize light attack sequences into Overdrive Yoga Flame for consistent combo execution.
  • Use Standing Heavy Punch strategically to build Drive Gauge while controlling space.
  • Leverage Aerial Yoga Teleport for better positioning and pressure.

Rashid

Rashid

Rashid’s updates focus on toning down his pressure and combo capabilities by limiting his ability to follow up after certain moves. These changes emphasize balancing his offensive tools while maintaining his versatility.

Key Adjustments and Rationale:

  • Reduced Follow-Up Opportunities: Overdrive Spinning Mixer and Super Rashid Kick now offer less advantage after hitting.
  • Side Flip Balancing: Adjusted collision properties to reduce its effectiveness as a counter to Drive Reversals.

1. Overdrive Spinning Mixer (↓→+Two Punches)

    • Reduced blowback time and distance on the final attack.
    • Increased knockdown time by 5 frames when the final attack misses.

Impact: Rashid’s ability to set up continued pressure after landing Overdrive Spinning Mixer is limited, requiring more careful planning.

2. Super Art 1: Super Rashid Kick (↓→↓→+Kick)

    • Frame advantage reduced from +11 to +1 after the cinematic is triggered on a grounded hit.

Impact: Rashid’s defensive and offensive utility with this move is more contained, making it harder to dominate after activation.

3. Side Flip (→+Two Kicks)

    • Collision pushbox now disappears 2 frames later.
    • Rashid no longer completely overlaps with opponents when using Side Flip in the corner.

Impact: These changes reduce the reliability of Side Flip as a counter to Drive Reversals, forcing more deliberate usage.

4. Standing Heavy Kick

    • Drive Gauge Gain: Increased from 3000 to 4000.

Impact: Standing Heavy Kick offers better resource management, rewarding precise spacing and usage.

Pro Tips for Rashid Post-Patch

  • Use Overdrive Spinning Mixer strategically, as follow-ups now require more effort.
  • Optimize resource gain through Standing Heavy Kick to maintain offensive options.
  • Avoid over-reliance on Side Flip as a counterplay tool against Drive Reversals.

A.K.I.

A.K.I.

A.K.I.’s changes enhance her combo flexibility, especially when using Toxic Blossom. These adjustments make her offensive potential more dynamic and less strict in execution.

Key Adjustments and Rationale:

  • Relaxed Combo Conditions: Toxic Blossom follow-ups are now easier to execute, increasing A.K.I.’s combo potential.
  • Improved Air-to-Ground Follow-Ups: Adjustments to Heavy Cruel Fate ensure better consistency in combos.

Detailed Adjustments

1. Heavy Serpent Lash (↓→+Heavy Punch)

    • Reduced combo count when Toxic Blossom is triggered.

Impact: Players have more options to extend combos, especially after triggering Toxic Blossom.

2. Heavy Cruel Fate (↓←+Heavy Kick)

    • Increased blowback time when hitting mid-air opponents.

Impact: Follow-ups with Heavy Serpent Lash are now more reliable, even against low aerial opponents.

3. Standing Heavy Punch

    • Drive Gauge Gain: Increased from 2000 to 3000.

Impact: A.K.I. benefits from better resource generation, helping sustain her offense over time.

Pro Tips for A.K.I. Post-Patch

  • Take advantage of Toxic Blossom follow-ups to create more damaging combos.
  • Use Heavy Serpent Lash after Heavy Cruel Fate for consistent combo extensions.
  • Leverage Standing Heavy Punch to maintain resources during neutral play.

Ed

Ed

Ed’s adjustments focus on balancing his mid-range dominance by increasing the risk of his spacing tools. Additionally, his defensive tools have been slightly nerfed to reduce their ability to reverse momentum too easily.

Key Adjustments and Rationale:

  • Increased Risk on Whiff: Standing Medium Kick and Crouching Medium Kick now have longer recovery and expanded hurtboxes when missed.
  • Reduced Defensive Power: Moves like Crouching Light Kick and Overdrive Psycho Blitz are now less rewarding in defensive situations.

1. Standing Medium Kick / Crouching Medium Kick

    • Recovery increased (Standing: +2 frames, Crouching: +1 frame) when missed.
    • Hurtbox expanded during recovery.

Impact: These attacks require better spacing, as missing them now leaves Ed more vulnerable.

2. Crouching Light Kick

    • Recovery increased from 11 to 12 frames.
    • Advantage on hit reduced from +3 to +2 frames.

Impact: Ed’s ability to turn the tide with Crouching Light Kick is reduced, requiring players to be more precise.

3. Overdrive Psycho Blitz (↓←+Two Punches)

    • Disadvantage on block increased from -3 to -4 frames.
    • Pushback on block reduced, making it easier for opponents to punish.

Impact: Overdrive Psycho Blitz is now riskier on block, balancing its reward potential in combos.

4. Super Art 2: Psycho Cannon (↓←↓←+Light Punch)

    • Opponent’s Drive Gauge reduction now occurs at the final stage of the attack.

Impact: This change reduces Ed’s ability to create significant gauge disparity during long combos.

Pro Tips for Ed Post-Patch

  • Be cautious with Standing Medium Kick and Crouching Medium Kick to avoid punish opportunities.
  • Focus on tighter execution for Overdrive Psycho Blitz, as it’s now less forgiving on block.
  • Use Super Art 2 strategically, as its resource management utility has been reduced.

Akuma

Akuma

Akuma’s updates aim to balance his neutral dominance and mitigate his ability to maintain optimal spacing and pressure while maintaining his high-damage capabilities. His retreat options, projectile safety, and some special moves have been adjusted to make him less overwhelming in neutral.

Key Adjustments and Rationale:

  • Reduced Retreat Speed: Slower backward movement limits his ability to reposition easily.
  • Increased Risk on Neutral Tools: Gou Hadoken and Resso Snap Kick are now more vulnerable to counterplay.

1. Backward Walk Speed

    • Movement speed reduced.

Impact: Akuma has a harder time retreating to maintain optimal spacing, forcing more commitment in neutral.

2. Resso Snap Kick (→+Medium Kick)

    • Recovery on miss increased from 30 to 31 frames.
    • Expanded forward hurtbox on frames 30–31 when the attack misses.

Impact: This move is riskier to use as a neutral poke due to the increased punish window.

3. Gou Hadoken (↓→+Punch)

    • Expanded forward hurtbox after attack startup.

Impact: Akuma is now more vulnerable to projectile-invincible attacks or jumps after throwing Gou Hadoken.

4. Demon Swoop (Hold ↓ during Demon Raid)

    • Added 5 frames of landing recovery when jumping over the opponent.

Impact: Demon Swoop is less effective as a side-switching or escape tool, creating more risk for Akuma players.

5. Overdrive Gou Shoryuken (→↓+Two Punches)

    • Damage reduced from 1900 to 1700.

Impact: Reduces Akuma’s burst damage potential while retaining its utility as an invincible reversal.

Pro Tips for Akuma Post-Patch

  • Use Resso Snap Kick sparingly to avoid being punished.
  • Be mindful of Demon Swoop’s recovery when using it for repositioning.
  • Prioritize precise spacing and calculated aggression to maintain effectiveness in neutral.

Bison

Bison’s changes focus on reducing his high damage and Drive Gauge drain potential, particularly from Psycho Crusher and Overdrive attacks. These updates ensure his offense remains potent but less overwhelming.

Key Adjustments and Rationale:

  • Toned Down High Damage Combos: Scaling adjustments limit Bison’s potential for oppressive damage.
  • Reduced Drive Gauge Pressure: Moves like Evil Knee and Overdrive Psycho Crusher now drain less Drive Gauge.

1. Evil Knee (←+Heavy Kick)

    • Drive Gauge Reduction on Block: Decreased from 5000 to 3000.

Impact: Opponents retain more resources after blocking this advantageous move.

2. Overdrive Psycho Crusher (Charge ←, then →+Two Punches)

    • Damage when Psycho Mine is embedded reduced from 2000 to 1600.
    • Drive Gauge Reduction on Block: Reduced from 10000 to 5000.

Impact: Limits Bison’s ability to dominate with Psycho Mine-enhanced setups.

3. Shadow Rise (Charge ↓, then ↑+Kick)

    • Added a hurtbox around the feet during the jump, invincible to projectiles.

Impact: Shadow Rise is now easier to counter with grounded or aerial attacks.

4. Devil Reverse (Charge ↓, then ↑+Kick > Punch)

    • Attack hitbox reduced; hurtbox expanded during active frames.
    • Recovery increased when Psycho Mine is embedded.

Impact: Devil Reverse is more vulnerable to counterplay, particularly against aerial opponents.

Pro Tips for Bison Post-Patch

  • Avoid over-relying on Psycho Crusher for Drive Gauge control, as its effectiveness has been reduced.
  • Use Shadow Rise and Devil Reverse strategically to mitigate their increased vulnerability.
  • Focus on tight spacing and mix-ups to maintain offensive pressure.

Terry

Terry’s updates aim to improve his mid-to-close-range tools, making his combos more consistent while enhancing the utility of certain moves. These changes make him more accessible and rewarding in competitive play.

Key Adjustments and Rationale:

  • Improved Combo Consistency: Adjustments to Crouching Medium Punch and Power Charge reduce dropped combos.
  • Better Resource Efficiency: Increased Drive Gauge gain on key moves supports sustained offense.

1. Crouching Medium Punch

    • Reduced pushback on hit.

Impact: Crouching Medium Punch now reliably combos into Heavy Power Charge in more situations.

2. Medium Crack Shoot (↓←+Medium Kick)

    • Advantage on hit increased from +1 to +3 frames.
    • Behavior on grounded counter hit changed to hard knockdown.

Impact: Medium Crack Shoot offers better follow-up opportunities and damage.

3. Super Art 2: Power Geyser (↓→+Medium Kick+Heavy Punch)

    • Input conditions made stricter to avoid unintentional activation.

Impact: Reduces execution errors, ensuring precise use of Power Geyser.

4. Overdrive Burning Knuckle (↓←+Two Punches)

    • Reduced blowback on mid-air hit.

Impact: Increases combo potential after hitting mid-air opponents.

Pro Tips for Terry Post-Patch

  • Use Crouching Medium Punch as a consistent combo starter, especially into Power Charge.
  • Leverage Medium Crack Shoot’s hard knockdown for extended offensive setups.
  • Optimize Power Geyser inputs to ensure reliable execution in high-pressure scenarios.

New Mechanics and System Updates

Adjustments to Defensive Techniques

One of the primary goals of this update is to recalibrate defensive mechanics that previously disrupted gameplay balance. Moves offering invincibility or significant positional advantages have been scaled down to encourage players to take greater risks in their offensive strategies.

Crouching Heavy Kicks on Block

Crouching Heavy Kicks have been a cornerstone of SF6’s offensive and counter-offensive strategies. However, the patch increases the risk associated with these moves:

  • Pushback Reduction: Blocked Crouching Heavy Kicks will push opponents back less, making them easier to punish.
  • Increased Recovery: Players must now be more cautious when using this move, as recovery time has been increased for characters like Jamie, Ken, Cammy, Akuma, and M. Bison.

Jump Cancel Adjustments

Previously, jump cancels allowed characters to avoid normal throws with ease, often following up with highly rewarding special moves. This patch introduces a universal adjustment:

  • Normal Throws Enhanced: Active frames for normal throws now extend when interacting with jump animations, reducing the effectiveness of throw avoidance techniques.
  • No Impact on Command Throws: Command throws remain unaffected, preserving their utility in aggressive playstyles.

These changes are expected to shift the balance toward more offensive gameplay, rewarding players who take calculated risks.

Meta Implications of the December 2024 Update

  • Aggression Is the Name of the Game: The reduction of safe defensive tactics naturally shifts the meta towards aggressive, high-pressure strategies. Characters who excel at corner pressure and offensive setups are likely to shine.
  • Broader Character Usage in Tournaments: Buffs to underrepresented characters like Juri and Chun-Li could lead to a more diverse roster in competitive play. Expect to see these characters making waves in upcoming tournaments.
  • Skill-Driven Counterplay: With adjustments increasing the risks of overused tactics, matches will require sharper decision-making and adaptability, particularly at higher levels of play.

Key Highlights from the SF6 Patch Notes:

Category Adjustment
Normal Throw Extended active frames when connecting with jump animations.
Perfect Parry Multi-hit attacks can no longer cancel after the first hit is parried.
Crouching Heavy Kick Adjusted pushback and recovery for specific characters, increasing risk on block.
Super Armor Hitbox Fixed a bug causing unintended absorption during overlapping hitstop frames.
Overdrive Arts Visuals Overdrive techniques now display proper visual priority when performed after Burnout recovery.

Tips for Adapting to the December 2024 Update

  1. Master Character-Specific Changes: Dive into the adjustments for your main character and learn how their moves have been affected.
  2. Refine Punish Techniques: With reduced pushback and increased recovery on certain moves, practising counterattacks will give you a significant edge.
  3. Embrace Aggressive Play: The patch rewards proactive gameplay, so adapt your strategies to put more pressure on opponents.
  4. Experiment with Buffed Fighters: Try out Luke, Chun-Li, or Juri to see how their improvements enhance your playstyle.

Conclusion

Capcom’s December 2024 patch for Street Fighter 6 is a testament to the developer’s dedication to balancing the game for all players.

With these changes, we’re poised for an exciting shift in the SF6 meta as both casual and competitive players adjust to the new landscape. The future of SF6 is brighter than ever, promising thrilling matches and diverse strategies as we head into 2025.

FAQs 

What are the major buffs in the SF6 December 2024 update?

Luke, Juri, and Chun-Li received notable buffs that improve their recovery, hitboxes, and startup times, respectively.

Which characters were nerfed in this patch?

Ken, Akuma, Cammy, and M. Bison saw adjustments aimed at reducing the dominance of their low-risk, high-reward moves.

How have the new mechanics affected gameplay?

Tweaks to throws, jump cancels, and defensive tactics encourage more aggressive playstyles and limit overly safe defensive options.

Will this patch impact Street Fighter 6 tournaments?

Absolutely. The balance changes are expected to diversify character picks and shift strategies in competitive play.

How does the December 2024 update compare to previous patches?

This patch places a greater emphasis on balancing offensive and defensive tactics, making it one of the most significant updates to date.

What should casual players know about this patch?

Understanding the changes to defensive mechanics and adjusting your approach to counterattacks will improve your gameplay.

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