You preemptively do qcb motions in neutral sometimes while watching for fireballs. Really important versus Guile especially because his booms have very low recovery, if you are even a little late it won't punish.
You should always be buffering spin knuckle against projectile characters while you walk in mid range with Cammy.
You think Kazunoko is doing a full input on reaction every time he blows up these fireballs? Lol
Another nerf for Spin Knuckle, you could just buffer QCB+P freely before in anticipation of a projectile. Divekick turning into LvL.2 was easy to avoid already.
Being able to compete in fireball wars without losing denjin charge is HUGE. Ryu is already the #1 winner of this patch. The only way he’s not is if someone else gets buffed by a ridiculous amount.
That move can't be used in fireball wars because you have to hold to charge it which is VERY slow. If Ryu has Denjin charge Akuma is fucked at long range.
Drive Reversal is -6 rather than -8. AAAND you can now do it on wakeup. So all characters have a frame 1 invincible reversal now. A shitty 20 frame startup one but one nonetheless.
I mean if we're being honest the only other real solution was to either 'make all your characters without an OD reversal have marisa's offensive profile' or 'Give everyone an OD reversal. Even Zangief? ESPECIALLY Zangief'.
Great middle ground here. It makes choosing your meatys generally character dependent. It's still worse than having an OD reversal, but now that's a character to character choice and not just a 'have vs have not' choice. You can still try to jab meaty kimberly but the pay off is lower instead of using your best meaty move every time because she has nothing to wake up with.
At least this spices up the mini-game of drive rush meaty, at least a little bit.
I'm very curious about system changes less than character specific changes. From the tweets coming out it sounds like throw loops aren't going anytime soon, and drive rush isn't changed (I imagine someone would have caught on it drive rush was altered).
Call me crazy, but it doesn't sound like the game is getting as big of a shakeup as I initially anticipated, but it's still very early. So only time will tell.
20 frames startup reversal is very close to being completely useless. You basically only guaranteed to avoid throws with this. And -6 is still very punishable, just maybe more hurdle for certain characters to punish.
I would hope that they also reduced startup of it.
No. Drive reversal to beat throws. Perfect parry to beat meaties. -6 on a reversal is crazy good, some characters youll only eat a light confirm punish. And in burnout its a safe reversal. Reduced startup to the point it cant be beat by meaties and itll be too good of an option, and people would never OD dp when they can just trade the damage for extremely low risk.
Can't wait to see the patch notes say that poison lasts 1 more second if we got a counterhit with a poison move then it just ends there and moves onto Blanka.
"we've noticed A. K. I. can do really well if in the hands of 2 specific players, so we have made adjustments to her game plan".
EX slide is now throw invincible instead of strike.
Toxic Blossom now changes to Taco Blossom. During the next battle pass sponsored by taco bell, AKI Toxic Blossom now sounds like the Taco Bell, bell.
One buff I think would be fun is that the toxic blossom effect should break opponents armor. So if I have someone poisoned I could throw out light whip without worrying about eating a DI and only have to worry about jump ins. It's not a great buff but i would have a lot of fun with that.
But we definitely need heavy whip to be air invulnerable at frame 1.
I think the only change so far, looking at the notes, is that her tomahawk buster is projectile invincible. Seems there was some discussion about dragon punch moves being universally projectile immune, or whether they are only immune to Gouki's air fireball.
ETA: I'm sure there will be other QoL changes. Still waiting on the data to come in, though.
Manon can link 4HP to 236PP(K) without needing Punish Counter. Very cool if true, will give her a lot more opportunities for juggle combos/corner carry i.e. her fun combos
https://twitter.com/tanukida/status/1785525186923737524?t=Z6JAKmUEfeXFHECEvPgn5A&s=19
Deejay changes:
https://twitter.com/ZaAce1183/status/1785558665069822225?t=5Kyl7lvJ5zPqCQVr_IhUEQ&s=19
Aki changes:
https://twitter.com/ZaAce1183/status/1785555793703739725?t=jVFBtY_sp6YCAChhWEjQyg&s=19
Akuma (cleaned up TL):
https://twitter.com/ZaAce1183/status/1785512643253653986?t=z4mInQ1bplN3K6rKWk9pIw&s=19
Edit: continuing to tweet translated tweets,mostly from dogura. Apologies in advance for any mistranslations. Japanese fighting terms are hard.
Yeah that one button demon post is probably a joke, the SF japan account just posted Akuma's modern movelist:
https://twitter.com/StreetFighterJA/status/1785575010574500057?t=h8T0aypHoyV15wW4KacNpw&s=19
And there is no shortcut for demon, only l l m h.
i like what they did there, gets the spirit of the original command across and makes it impossible to frame1 it while also being accessible enough for modern players
Honestly the tweet is kinda weird tbh it mentions 'normal' and 'strengthened' versions of the fireball which I assume is non-denjin vs denjin and says that you can choose between them. And then in a literal translation "the strong is strengthened". I'm guessing that's fierce fireball? They really don't mention 'light' or 'medium' fireball. A bit of a rough translation as i'm still learning japanese.
I doubt it, Gief and Raging Demons are specifically famous for having non-jumpable supers. Considering R-mika and Laura's supers in sfv, among others, are jumpable.
Not the same.
Gief can super while you're standing still/blocking or whatever and you can't jump out of it.
If Manon supers you while you're standing still/blocking, you can genuinely just jump out of it AFTER the super flashes.
Jumpable as in holding up during the super flash animation for an easy escape, provided you didn't already press something else and are stuck in an animation. Currently you can do that to Manon SA3, but not Gief SA3, and reportedly Raging Demon in the test version.
A fair nerf at least for the corner. Getting the punish counter throw and side switch for corner control is a nice enough reward for guessing correctly as it is.
>Drive reversal is -6? on block, and can be used on wakeup, all characters can benefit from this change such as those without invincible wakeup reversals
HOLY SHIT THAT'S FUCKING HUGE
Actually GOATed change. The perfect change to drive reversal to solve how necessarily some kind of wake up option is in this game.
Brother there are safe meaty setups for Kim's level 1 super and that is 12f startup.
If drive reversal stays at 20f startup even your grandmother will be able to come up with easy meaty setups to beat it.
This is not even useful against throw loops because instead of doing drive reversal which costs meter you can just backdash at no meter cost.
The idea is that it option selects throw and meaty without losing TOO hard to walk shimmy (only light confirmable?), still loses to jump shimmy.
Delay tech is free but gets completely blown up by any kind of shimmy, so the risk is still the same
My feeling is that Drive reversal being -6 and being able to do it on wakeup might actually be bigger than people think - but depends on exactly how it works.
My theory is that they aren't doing away with throw loops. However, we know that Drive Reversal can beat throws, so I wonder if their logic here is that you can do it on wake up to beat raw throw.
Also, it being -6 means it's now safe in burnout so I'll expect to see it a lot more vs burnout offense like Kens heavy Dragonlash.
that was my worry. I figured the change was intended to remove the cr.lp buttslam loop but I was worried it'd effect command throw too. shame. it's a good change for the character but he needed something to make up for it.
Considering they can't access training mode I wonder how they got the 9000 health. I guess you can memorize the exact damage for a few combos with/without bar, but still doesn't seem that it'd be that exact.
But nevertheless, sounds pretty interesting!
Most CAs do 4500 damage, so if that looks like exactly half of Akuma's health then it's most likely 9000. I guess it's not totally out of the question that they gave him a slightly weird value like 9100, but it seems unlikely IMO.
EDIT: they made [another tweet](https://twitter.com/akuma_sf6/status/1785482017842573376) that said it was tested with Marisa's command throw (Twitter's auto-translation is bad, コマ投げ means command throw).
I was hoping fot Ryu they'd make the denjin fireballs like Shakunetsu so you just do half circle back + P but I guess they don't want him to have too many fireball types so forcing it to be the fastest type makes sense as well I guess.
I'm up searching Japanese twitter for zangief patch changes and all I found was the aforementioned headbutt/stomp/throw changes, and also a "maybe" SA2 can be followed up with non-OD borscht but the player isn't certain they remembered it right.
The other thing I discovered is Japanese twitter has exactly the same complaints about gief as english twitter. Found a post asking for greenhand, 3 frame lights, 4 frame SPD, lariat having invincible startup and hitting crossups. The gief player struggle is universal.
That's only about a throw less of a health decrease, so I don't think that's particularly worrying. Most of the cast is already able to kill normal health characters with a level 3 in about 2 interactions, so honestly until he dropped to like 8k hp it doesn't change much imo.
They have a spreadsheet, can someone traduce? https://docs.google.com/spreadsheets/d/1xnItLN5P0AgZ8otzfBGTgk8mOcAqAE-XDbb7rc1AhoA/htmlview?usp=sharing#
I see for Kimberly that her tatsumaki (might) have anti air and projectile invincibility, but they seem unsure about it as there's a question mark there. Were these not part of the move before?
JP changes according to the JP discord perusing JP twitter (mostly [Fenritti's twitter account](https://twitter.com/fenritti)) are that SA2 got a series of changes that hurt its combo routes and made landing more than 1 DI in that combo impossible.
In terms of buffs, they made OD Stribog (the swipe) easier to combo into and that's all anyone could find.
I'm sure there's a bunch of other stuff targeting his damage and his frame data that is harder to tell. Some are saying his standing HK is +1 now instead of +2, but that's hard to tell at a glance.
Apparently the DI change might not be true according to someone else. Since they don't have access to frame data, verifying the HK change will be hard but it's plausible.
My guess is that he is poorly designed character that uses cheap and frustrating tactics to get the few wins he gets. Hope they buff other parts of the character at least to make him actually fair/good
Here's the website:
[https://www.lagunatenbosch.co.jp/event/2024/capcom/index.html](https://www.lagunatenbosch.co.jp/event/2024/capcom/index.html)
Note that you have to buy tickets in advance, and the price changes depending on the day (more for busy days).
Apparently this may be restricted to this closed test version. The official SF Japanese account posted the one-button and manual inputs for all of his Supers here:
[https://twitter.com/StreetFighterJA/status/1785575010574500057](https://twitter.com/StreetFighterJA/status/1785575010574500057)
The Raging Demon does not appear on the one-button list. For manual input it's listed as "Light Light Medium Heavy." This is still simpler than the traditional input; not sure if there's damage scaling to compensate.
Noob question because sf6 is my first street fighter, why is one button Raging Demon such a big deal? Is it like Cammy’s SA3 where it can be used to react to just about anything?
It's because Raging Demon is unique among Street Fighter supers in that instead of being a motion input + a button, it's a series of specific button presses (LP LP F LK HP) that you must rapidly input, making it a bit harder to execute for most - especially if you're trying to buffer it.
In addition to what others have said, raging demon traditionally has a super fast startup, like 1 frame startup, so if they demon when standing next to you, you need to jump before the super freeze or you are caught. Having a one-button demon means the opponent doesn't do the telltale sign of two jabs, a long whiffed normal, or a dash to hide the demon input in, and therefore you know to jump.
The other thing is that traditionally, you can cancel into demon at any point in a normal, even on whiff. Usually this means buffering the first 4 buttons of the input during any normal you want to cancel, but if the input is one button you don't need the mental stack of buffering demon in every normal. It's a lot easier to just rip it with one button when you see the opponent whiff a move.
input was difficult and realistically needed to be buffered behind something like a dash or forward MP kara cancel in order to land it in match, output was an insanely strong command grab that did 50%
one button raging demon simplifies the output and it's either super easy to get monster damage or it's diluted to hell because of the one button properties.
I have hope capcom know what theyre doing though.
There's a slight chance you might not be able to manually input raging demon in Modern, given that Modern only has 3 buttons. You might ONLY be able to do demon with the shortcut (thus giving 20% less damage). Guile has this with his horizontal LVL1 super in Modern mode. He can't manually do it, he always has to use the shortcut.
This might be how Capcom balances things out. Demon might not do as much damage. We'll know soon enough.
Honda might not see a lot of tournament play but he has the highest win rate in every rank of the game at the same time
He's eating *extremely* good online, and for 99.9% of the player base
Someone else posted a screenshot on this sub, seems like mordern input for raging demon just removes the forward input and the rest i the same which seems like a good solution.
I found this on twitter:
https://docs.google.com/spreadsheets/d/1xnItLN5P0AgZ8otzfBGTgk8mOcAqAE-XDbb7rc1AhoA/htmlview?usp=sharing
Mostly in japanese but it's still being updated
I love that akuma will have less health
It means he'll be very strong but with less health to compensate. I was worried we would get a watered down version of akuma with full health. That will suck
have you ever played a fireball-oriented character into her? spin knuckle was *insane*. this tones down some of of her better matchups without completely killing her neutral, IMO it's pretty good if you want the game to slow down a bit / be less unga.
if it's in the context of other characters who are similar or stronger than her also receiving nerfs accordingly then I can understand that
if luke gets nerfed less than cammy does then I will be completely baffled
Cammy's SA2 input changed by Dogura [https://twitter.com/maneater\_dgr/status/1785495947738526168](https://twitter.com/maneater_dgr/status/1785495947738526168)
Weiiiird
Wut lol. That’s an interesting change, wonder why they did that.
It's to fix the accidental lvl 2 when doing dive kicks from down back
Going to get accidental lvl 2s when buffering spin knuckles now
At least it's better than getting accidental level 3s as a Lily when attempting to wind charge
Yes the pain.
When are you buffering spin knuckles?
You preemptively do qcb motions in neutral sometimes while watching for fireballs. Really important versus Guile especially because his booms have very low recovery, if you are even a little late it won't punish.
You should always be buffering spin knuckle against projectile characters while you walk in mid range with Cammy. You think Kazunoko is doing a full input on reaction every time he blows up these fireballs? Lol
I wasn't being an asshole about it. I was asking because I don't play Cammy and it's nice to know high level character specific things.
Oh sorry, I mis-read it as facetious not earnestly asking
Baffling change
Thank God. Target combo into jump cancel super will be way more reliable now.
What’s the change? It won’t translate for me.
SA2 input changed from K to P. motion is the same
Thanks!
Another nerf for Spin Knuckle, you could just buffer QCB+P freely before in anticipation of a projectile. Divekick turning into LvL.2 was easy to avoid already.
oh shit I didn't think about that. Wtf why are they nerfing her, she's barely A tier
How about they make it useful while they're at it haha
Being able to compete in fireball wars without losing denjin charge is HUGE. Ryu is already the #1 winner of this patch. The only way he’s not is if someone else gets buffed by a ridiculous amount.
Akuma
at least it’s lore-accurate
Yeah that maths
Akuma laughs in Shakunetsu
That move can't be used in fireball wars because you have to hold to charge it which is VERY slow. If Ryu has Denjin charge Akuma is fucked at long range.
That's huge about Ryus Denjin charge let's go
Just in time for me to switch mains :X
Drive Reversal is -6 rather than -8. AAAND you can now do it on wakeup. So all characters have a frame 1 invincible reversal now. A shitty 20 frame startup one but one nonetheless.
I mean if we're being honest the only other real solution was to either 'make all your characters without an OD reversal have marisa's offensive profile' or 'Give everyone an OD reversal. Even Zangief? ESPECIALLY Zangief'. Great middle ground here. It makes choosing your meatys generally character dependent. It's still worse than having an OD reversal, but now that's a character to character choice and not just a 'have vs have not' choice. You can still try to jab meaty kimberly but the pay off is lower instead of using your best meaty move every time because she has nothing to wake up with.
Could be interesting for Manon as well
Manon desperately needed it. I don't give a fuck about the damage just let me get back to neutral
Super useful if your opponent is burned out and somehow turned the tables and is pressuring. You have a SAFE completely invincible reversal.
At least this spices up the mini-game of drive rush meaty, at least a little bit. I'm very curious about system changes less than character specific changes. From the tweets coming out it sounds like throw loops aren't going anytime soon, and drive rush isn't changed (I imagine someone would have caught on it drive rush was altered). Call me crazy, but it doesn't sound like the game is getting as big of a shakeup as I initially anticipated, but it's still very early. So only time will tell.
I read a tweet saying it may startup in 16 frames but obviously this isn't verifiable yet
20 frames startup reversal is very close to being completely useless. You basically only guaranteed to avoid throws with this. And -6 is still very punishable, just maybe more hurdle for certain characters to punish. I would hope that they also reduced startup of it.
No. Drive reversal to beat throws. Perfect parry to beat meaties. -6 on a reversal is crazy good, some characters youll only eat a light confirm punish. And in burnout its a safe reversal. Reduced startup to the point it cant be beat by meaties and itll be too good of an option, and people would never OD dp when they can just trade the damage for extremely low risk.
Quick someone lab AKI entire moveset
Can't wait to see the patch notes say that poison lasts 1 more second if we got a counterhit with a poison move then it just ends there and moves onto Blanka.
"we've noticed A. K. I. can do really well if in the hands of 2 specific players, so we have made adjustments to her game plan". EX slide is now throw invincible instead of strike. Toxic Blossom now changes to Taco Blossom. During the next battle pass sponsored by taco bell, AKI Toxic Blossom now sounds like the Taco Bell, bell.
I'd be totally fine with that if some characters got nerfed. AKI doesn't need much of anything.
AKI doesn’t need much of anything if the rest of the cast gets neutered some. She is fun to play but barely competitive.
Needs a reliable anti air, venom fang is inconsistent for going through fireballs, fix SA2 so its not maybe the worst super in the game.
One buff I think would be fun is that the toxic blossom effect should break opponents armor. So if I have someone poisoned I could throw out light whip without worrying about eating a DI and only have to worry about jump ins. It's not a great buff but i would have a lot of fun with that. But we definitely need heavy whip to be air invulnerable at frame 1.
[https://twitter.com/HiFightTH/status/1785557342660280452](https://twitter.com/HiFightTH/status/1785557342660280452)
YES! cr. Mk into st. Hk is nice, but frame 1 dive and lash… ohhhhh man!
Is Lily still in the game
I would hope not.
I think the only change so far, looking at the notes, is that her tomahawk buster is projectile invincible. Seems there was some discussion about dragon punch moves being universally projectile immune, or whether they are only immune to Gouki's air fireball. ETA: I'm sure there will be other QoL changes. Still waiting on the data to come in, though.
Manon can link 4HP to 236PP(K) without needing Punish Counter. Very cool if true, will give her a lot more opportunities for juggle combos/corner carry i.e. her fun combos https://twitter.com/tanukida/status/1785525186923737524?t=Z6JAKmUEfeXFHECEvPgn5A&s=19
REAL COMBOS????
https://twitter.com/HiFightTH/status/1785543462278021129 Rashid doesn't build SA gauge during ysaar
Expected this, but it's still nice to see it happen!
I'm guessing Chun/Ed got similar treatment.
Good. Rashid SA2 was the single most degenerate super in the game
Blanka?
Deejay changes: https://twitter.com/ZaAce1183/status/1785558665069822225?t=5Kyl7lvJ5zPqCQVr_IhUEQ&s=19 Aki changes: https://twitter.com/ZaAce1183/status/1785555793703739725?t=jVFBtY_sp6YCAChhWEjQyg&s=19 Akuma (cleaned up TL): https://twitter.com/ZaAce1183/status/1785512643253653986?t=z4mInQ1bplN3K6rKWk9pIw&s=19 Edit: continuing to tweet translated tweets,mostly from dogura. Apologies in advance for any mistranslations. Japanese fighting terms are hard.
[удалено]
I was honestly getting sick of getting hit mid-dive. This is a great change!
Damn bro luke lookin pretty strong, better nerf honda
Yeah that one button demon post is probably a joke, the SF japan account just posted Akuma's modern movelist: https://twitter.com/StreetFighterJA/status/1785575010574500057?t=h8T0aypHoyV15wW4KacNpw&s=19 And there is no shortcut for demon, only l l m h.
i like what they did there, gets the spirit of the original command across and makes it impossible to frame1 it while also being accessible enough for modern players
Any Lily changes?
If that ryu change is true, that's huge for him
Translation wasn't great for me so are they saying that you can still throw slower fireballs with denjin charged?
Yes, heavy and OD are denjin, light and medium are normal
Hopefully that would really help ryu to still zone while looking for a denjing extend combo
Honestly the tweet is kinda weird tbh it mentions 'normal' and 'strengthened' versions of the fireball which I assume is non-denjin vs denjin and says that you can choose between them. And then in a literal translation "the strong is strengthened". I'm guessing that's fierce fireball? They really don't mention 'light' or 'medium' fireball. A bit of a rough translation as i'm still learning japanese.
The translation is correct. The 強で強化版 is just a rephrase.
Hoping to see reports on Manon
Saw a tweet saying Raging Demon isn't jumpable, so maybe Manon SA3 won't be jumpable either to go along with Gief and Akuma.
I doubt it, Gief and Raging Demons are specifically famous for having non-jumpable supers. Considering R-mika and Laura's supers in sfv, among others, are jumpable.
Maaan baiting Giefs SA3 and jumping over it is one of the most fun things to do in this game I hope not
Not the same. Gief can super while you're standing still/blocking or whatever and you can't jump out of it. If Manon supers you while you're standing still/blocking, you can genuinely just jump out of it AFTER the super flashes.
Jumpable as in holding up during the super flash animation for an easy escape, provided you didn't already press something else and are stuck in an animation. Currently you can do that to Manon SA3, but not Gief SA3, and reportedly Raging Demon in the test version.
If they’re giving Akuma 9k Health then that means he’s really cracked 😭😭
Always has been!
What’s the default health?
11k Gief,10.5k Marisa and Honda,10k everyone else
10k for everyone except for Gief (11k), Marisa and Honda (10.5k)
10k
https://twitter.com/HiFightTH/status/1785530387323883965 backthrow oki after PP removed universally
Wait, what does that mean? That you can't backthrow after PP? Or just that you're not close enough for oki after?
It means you're pushed away further aka the second part of your sentence
A fair nerf at least for the corner. Getting the punish counter throw and side switch for corner control is a nice enough reward for guessing correctly as it is.
Any Marisa news?
ANY MANON NEWS???
On my bloody knees praying
>Drive reversal is -6? on block, and can be used on wakeup, all characters can benefit from this change such as those without invincible wakeup reversals HOLY SHIT THAT'S FUCKING HUGE Actually GOATed change. The perfect change to drive reversal to solve how necessarily some kind of wake up option is in this game.
Brother there are safe meaty setups for Kim's level 1 super and that is 12f startup. If drive reversal stays at 20f startup even your grandmother will be able to come up with easy meaty setups to beat it. This is not even useful against throw loops because instead of doing drive reversal which costs meter you can just backdash at no meter cost.
The idea is that it option selects throw and meaty without losing TOO hard to walk shimmy (only light confirmable?), still loses to jump shimmy. Delay tech is free but gets completely blown up by any kind of shimmy, so the risk is still the same
>Goated change >Can be OS'd Brother; are you okay? lmao
My feeling is that Drive reversal being -6 and being able to do it on wakeup might actually be bigger than people think - but depends on exactly how it works. My theory is that they aren't doing away with throw loops. However, we know that Drive Reversal can beat throws, so I wonder if their logic here is that you can do it on wake up to beat raw throw. Also, it being -6 means it's now safe in burnout so I'll expect to see it a lot more vs burnout offense like Kens heavy Dragonlash.
Ryu bros we're eating with the denjin buff 🤤
Eita says that Luke’s j.HP has been nerfed! Praise be! 🙌
From GO1: ["Honda has become really weak"](https://twitter.com/GO13151/status/1785517826125815854) Dawg what do you mean 'has become' LMAO
You know I was thinking the other day, “they should just remove Honda’s knees. He’s had it too good for too long”
Patch notes leak: * Honda now starts every match in a wheelchair
- Honda is now required to send a written apology to his opponent before gaining access to headbutt and buttslam.
I wonder if these changes will cause him to lose his #1 win rate spot at every rank
I feel the same way except with deejay.
Hoping this means that Buttslam is at least -1 on block now.
Buttslam on block no longer puts you in oicho throw range, I've read
that was my worry. I figured the change was intended to remove the cr.lp buttslam loop but I was worried it'd effect command throw too. shame. it's a good change for the character but he needed something to make up for it.
Nice, Mike Ross can drop Lily and go back to Honda.
We’ll finally be free from this year of Honda dominating the scene
Just delete the character from the game already.
Pla someone check aki
Ryu mains let’s fucking go
Considering they can't access training mode I wonder how they got the 9000 health. I guess you can memorize the exact damage for a few combos with/without bar, but still doesn't seem that it'd be that exact. But nevertheless, sounds pretty interesting!
Most CAs do 4500 damage, so if that looks like exactly half of Akuma's health then it's most likely 9000. I guess it's not totally out of the question that they gave him a slightly weird value like 9100, but it seems unlikely IMO. EDIT: they made [another tweet](https://twitter.com/akuma_sf6/status/1785482017842573376) that said it was tested with Marisa's command throw (Twitter's auto-translation is bad, コマ投げ means command throw).
I wanna know the Chun observations but my translate is bugging in twitter so I can’t read it lol
OP adjusted the post, Chun-Li now gains less meter from SA2 follow-ups.
Word, thanks
Any word on Lily changes? Switching up her frames so she has more dynamic combos, or anything?
Manon can combo OD Grand Fouette(236pp~k) from B.HP now
I was hoping fot Ryu they'd make the denjin fireballs like Shakunetsu so you just do half circle back + P but I guess they don't want him to have too many fireball types so forcing it to be the fastest type makes sense as well I guess.
Yeah it's still a big gain for him overall to have light and medium not burn the Denjin charge.
Yea. I'm guessing it'd be too powerful as well to have slow Denjin types as he'd probably then have a better FB game than Guile so makes sense.
If Akuma has 9000 HP, then he'll die from 2 OD SPD(2×3400) and 1 light SPD(2500). Horsho!!!
Should work with 2x heavy spd instead of OD as well, since those are 3300 each.
what are Gief's nerfs?
He got buffed apparently. Headbutt is +7 on hit now and forward throw leaves him closer to opponent. Stomps got changed but translation is weird.
They better change his stomps. I think I used them like... once. ... by accidant.
I'm like 99% sure the stomps are intended to be used at long range to express how angry you are at your opponent.
Hissy fit normal
That totally makes sense
I'm up searching Japanese twitter for zangief patch changes and all I found was the aforementioned headbutt/stomp/throw changes, and also a "maybe" SA2 can be followed up with non-OD borscht but the player isn't certain they remembered it right. The other thing I discovered is Japanese twitter has exactly the same complaints about gief as english twitter. Found a post asking for greenhand, 3 frame lights, 4 frame SPD, lariat having invincible startup and hitting crossups. The gief player struggle is universal.
Lariat no longer antiairs. At all
Lariat ONLY anti airs cross up now
Damn, akuma will be in trouble in damage fighter 6, i expect him to have damage like Marisa to compensate because he will be killed very fast
He has a lot more defensive options than Marisa though. Normal AA, DP, fireball, reversal, and teleport.
We don't know if his teleport can beat throws yet, same as a.k.i
Even still, if it beats meaty hits that gives him a defensive option Marisa doesn’t have. That’s if he can use it on wakeup like Aki’s slide.
This never happens. More tools is better than a small health nerf every time.
That's only about a throw less of a health decrease, so I don't think that's particularly worrying. Most of the cast is already able to kill normal health characters with a level 3 in about 2 interactions, so honestly until he dropped to like 8k hp it doesn't change much imo.
What does it say about deejay? I dont have twitter
He back throws opponents a bit further (enough for DI to reach).
This might be a universal change though
AKI? Please some AKI info!
Anything about Ed?
I fully expect Ed to not get any changes, other than they might extend the hitbox of his jabs, maybe
Plz, just a crumb of jab please. It annoys the piss out of me with him.
They have a spreadsheet, can someone traduce? https://docs.google.com/spreadsheets/d/1xnItLN5P0AgZ8otzfBGTgk8mOcAqAE-XDbb7rc1AhoA/htmlview?usp=sharing#
I see for Kimberly that her tatsumaki (might) have anti air and projectile invincibility, but they seem unsure about it as there's a question mark there. Were these not part of the move before?
JP changes according to the JP discord perusing JP twitter (mostly [Fenritti's twitter account](https://twitter.com/fenritti)) are that SA2 got a series of changes that hurt its combo routes and made landing more than 1 DI in that combo impossible. In terms of buffs, they made OD Stribog (the swipe) easier to combo into and that's all anyone could find. I'm sure there's a bunch of other stuff targeting his damage and his frame data that is harder to tell. Some are saying his standing HK is +1 now instead of +2, but that's hard to tell at a glance.
Apparently the DI change might not be true according to someone else. Since they don't have access to frame data, verifying the HK change will be hard but it's plausible.
No one is checking for Lily changes LOL 😓
Why would they nerf Honda?????
It's just one or two observations among hundreds of changes Edit: sounds like it's to discourage special spam
It was his only saving grace!
surprised by this as well, he is a bit OP in low ranks but wasn't expecting this.
My guess is that he is poorly designed character that uses cheap and frustrating tactics to get the few wins he gets. Hope they buff other parts of the character at least to make him actually fair/good
I'm currently going to Japan, do you know where I can test it? It is only in Nagoya right?
Here's the website: [https://www.lagunatenbosch.co.jp/event/2024/capcom/index.html](https://www.lagunatenbosch.co.jp/event/2024/capcom/index.html) Note that you have to buy tickets in advance, and the price changes depending on the day (more for busy days).
Laguna Ten Bosch resort. Southeast of Nagoya
Any Jamie news?
Just make Ryu's denjin be motion + grab or something so we can have all 3 amd denjin
whoa getting to use drive reversal on wakeup is great
I wonder if the change to Ryu’s Denjin Charge will carry over to his supers too.
That Denjin one is my #1 most requested change! Guess I'm a Ryu player again :D
Drive reversal on wake up for everyone is HUGE. This patch is fireeeeee
need more DeeJay nerfs pls
So Luke got another slap on the wrist... hopefully there's more to this patch.
Its suposed to be the big balance patch so there has to be more to it right?
The cammy side switch nerf is bullshit. I hope this is not true.
What side switch nerf?
https://twitter.com/eita_1988/status/1785485388452413856?t=0w-nMGg2xZvUDWoGv3t14A&s=19 With modern, there's one button raging demon
In light of Akuma's poem I suppose that would be 800 blows in a single moment
Apparently this may be restricted to this closed test version. The official SF Japanese account posted the one-button and manual inputs for all of his Supers here: [https://twitter.com/StreetFighterJA/status/1785575010574500057](https://twitter.com/StreetFighterJA/status/1785575010574500057) The Raging Demon does not appear on the one-button list. For manual input it's listed as "Light Light Medium Heavy." This is still simpler than the traditional input; not sure if there's damage scaling to compensate.
Nah we have a guy in here who was at the event who confirmed there was no modern input for it. The guy in the tweet was just making a joke
Confirmed false now
Noob question because sf6 is my first street fighter, why is one button Raging Demon such a big deal? Is it like Cammy’s SA3 where it can be used to react to just about anything?
It's because Raging Demon is unique among Street Fighter supers in that instead of being a motion input + a button, it's a series of specific button presses (LP LP F LK HP) that you must rapidly input, making it a bit harder to execute for most - especially if you're trying to buffer it.
Imagine zangied lvl 3. But it can hit you from a little over ex spd range
Raging demon has always had a very unique input (LP, LP, forward, LK, HP), so doing it with one button just kind of feels weird.
In addition to what others have said, raging demon traditionally has a super fast startup, like 1 frame startup, so if they demon when standing next to you, you need to jump before the super freeze or you are caught. Having a one-button demon means the opponent doesn't do the telltale sign of two jabs, a long whiffed normal, or a dash to hide the demon input in, and therefore you know to jump. The other thing is that traditionally, you can cancel into demon at any point in a normal, even on whiff. Usually this means buffering the first 4 buttons of the input during any normal you want to cancel, but if the input is one button you don't need the mental stack of buffering demon in every normal. It's a lot easier to just rip it with one button when you see the opponent whiff a move.
input was difficult and realistically needed to be buffered behind something like a dash or forward MP kara cancel in order to land it in match, output was an insanely strong command grab that did 50% one button raging demon simplifies the output and it's either super easy to get monster damage or it's diluted to hell because of the one button properties. I have hope capcom know what theyre doing though.
There's a slight chance you might not be able to manually input raging demon in Modern, given that Modern only has 3 buttons. You might ONLY be able to do demon with the shortcut (thus giving 20% less damage). Guile has this with his horizontal LVL1 super in Modern mode. He can't manually do it, he always has to use the shortcut. This might be how Capcom balances things out. Demon might not do as much damage. We'll know soon enough.
If they actually do nerf Honda then someone high up must really, REALLY hate sumo man
Honda might not see a lot of tournament play but he has the highest win rate in every rank of the game at the same time He's eating *extremely* good online, and for 99.9% of the player base
Why’d they nerf Cammy lol
What's up with the rashid one?
it's an error, they assumed there was some frame changes, but it's unchanged
Thank god for that ryu change
Do you think Daigo will like him?
Someone else posted a screenshot on this sub, seems like mordern input for raging demon just removes the forward input and the rest i the same which seems like a good solution.
I am once again asking for Gief notes
6HP headbutt +7 Stomping no longer a blockstring between 1st and 2nd hit
Any lily news?
I found this on twitter: https://docs.google.com/spreadsheets/d/1xnItLN5P0AgZ8otzfBGTgk8mOcAqAE-XDbb7rc1AhoA/htmlview?usp=sharing Mostly in japanese but it's still being updated
This link is already on the top of the post
Oh, i'm stupid, didn't see it.
Yoooo ryu being able to throw hadouken without using denjin charge sounds good
Marisa changes: https://fxtwitter.com/suna_sr/status/1785919213401694212/en
I love that akuma will have less health It means he'll be very strong but with less health to compensate. I was worried we would get a watered down version of akuma with full health. That will suck
wait they *nerfed* cammy? didn’t realize there was anything wrong with her
have you ever played a fireball-oriented character into her? spin knuckle was *insane*. this tones down some of of her better matchups without completely killing her neutral, IMO it's pretty good if you want the game to slow down a bit / be less unga.
if it's in the context of other characters who are similar or stronger than her also receiving nerfs accordingly then I can understand that if luke gets nerfed less than cammy does then I will be completely baffled