Street Fighter 6 Releases Alex March 17 Patch

Available alongside the release of Alex and new costumes for Dee Jay and Elena.

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Capcom has released the “March 17, 2026” patch for Street Fighter 6 alongside the release of the game’s first DLC character, Alex, and new costumes for Elena and Dee Jay. The patch notes for the update are now live. 

More details about the patch and the exact character changes are available via the Capcom website. As for the overall changes, the latest update for Street Fighter 6 adds the following:

Overall Concept
We’ve made adjustments to all characters this time, mainly by making more attacks viable in the neutral and expanding combo options. However, as with previous balance adjustments, we’ve made changes to moves with high returns that were difficult to deal with, as well as moves that were overly oppressive in order to improve the overall balance of the game. Please refer to each individual character’s change list for details.
In addition, we’ve made overall adjustments to standardize the use of Drive Rush into overhead attacks between characters, as those differences could make the effectiveness of this technique vary widely. There are also changes to improve the responsiveness of controls, such as during the screen freeze when a Drive Rush is performed.
This section will go over the overall adjustments.
Overhead Attacks that can Combo from a Drive Rush
All such moves have been standardized to be -3 on block, and the situation after blocking has also been standardized to an extent.
Unique Attacks that hit overhead and result in a normal, grounded knockback on hit are designed so that during a Drive Rush they will combo on hit and also leave you at advantage on block, letting you continue your offense. These moves differed in block stun and pushback on block, but after taking into consideration their usefulness as a tool to break the opponent’s guard and the return for doing so, we’ve adjusted them to mostly follow the following two rules:
1. They are now -3 frames on block (so +1 with a Drive Rush)
2. When blocked after a Drive Rush, the pushback (on standing guard) will be far enough so that Normal Throws or chaining Light Attacks with a Low Attack like crouching Light Kick > Light Punch will no longer connect.
Adjustments were made with the goal of the above two rules in mind, but because the reach of Light Attacks and effectiveness when being blocked varies between characters, there are some differences in the distance after guarding depending on the character in regards to rule 2.
Also, while its effectiveness as an attempt to break guards has diminished, the added distance from rule 2 means that it remains an easy-to-use and low-risk option.
Pressing Up During a Drive Rush Screen Freeze
A jump will now occur when Up is input during a Drive Rush screen freeze.
This adjustment only affects when a Drive Rush is used in neutral, not when canceling into Drive Rush during a hit or while blocking.
This change saves the Up input during the screen freeze, which should reduce cases where the screen freeze prevented you from jumping and left you on the ground, as well as make it easier to use aerial Special Moves right after jumping like Cammy’s Cannon Strike or Akuma’s Zanku Hadoken even when the inputs clash with a Drive Rush’s screen freeze.
However, there is still a set priority for when multiple inputs are performed during this screen freeze, so there are cases such as where a grounded Special Move will still take priority over a jump input, and canceling the start-up of a jump into a grounded Special Move will still occur as before. These behaviors are intentional.
Finally, a neutral jump input can be overwritten by a forward or backward jump input. Inputting a neutral jump and then holding forward or back will cause the appropriate directional jump to occur. Please understand that this is also the intended behavior.
Universal
  • Changes: Buffer Input on Wake-Up
    • Category: Universal Adjustment
      • Adjustment Details: 3 frames added to buffer input time on wake-up.
  • Specific Overhead Attacks
    • Universal Adjustment
      • When performing overhead attacks from a Drive Rush, we’ve made adjustments to the distance after block, and unified the disadvantage on block to -3 frames. The distance created after blocking an overhead attack differs between characters, but if the opponent continues to hold back (standing block), normal throws and 2 light attacks including low attacks cannot reach the attacker.
      • Characters with overhead attacks adjusted to -3 frames on block after a Drive Rush (+1 frame): Ryu, Chun-Li, A.K.I., Akuma, Terry, Elena, Sagat
      • Characters with overhead attacks that had their distance on block adjusted: Luke, Jamie, Kimberly, Marisa, Lily, JP, Juri, E. Honda, Blanka, Guile, Rashid, M. Bison, Terry, Mai, Sagat, C. Viper
  • Jump inputs during Drive Rush screen flash
    • Universal Adjustment
      • Characters will now jump after a Drive Rush screen freeze, if Up is input during the screen freeze. This adjustment only applies if the character is in a neutral state during the screen freeze, and doesn’t apply if they are recovering from an attack, or being knocked back by an opponent’s attack on either block or hit.
        Further, if multiple commands are input during the screen freeze, techniques may be performed instead due to priority, so even if Up is input, the character may perform a Special Move, Drive Impact, etc.
  • Special Moves, Drive Rush, Drive Impact cancel adjustments
    • Bug Fix
      • When performing a cancelable normal attack into a Special Move, normally Drive Rush/Drive Impacts inputs wouldn’t overwrite the previous input and the Drive attacks couldn’t be performed. Adjustments have been made so that with attacks that require specific conditions to perform (Guile’s Solid Puncher while Super Art 2 is active), even if those conditions aren’t met and the player performs the attacks, Drive Rush/Drive Impact inputs would be overwritten and wouldn’t be performed. For those situations, Drive Rush/Drive Impact will now be performed. 

Street Fighter 6 is available now on Nintendo Switch 2, PlayStation 4, PlayStation 5, Xbox Series X|S, and PC via Steam. On Nintendo Switch 2, Street Fighter 6 features a new Local Wireless mode. Local Wireless also includes Avatar Matches, allowing players to use their custom avatar from World Tour. What’s more, the Nintendo Switch 2 version supports tabletop mode with single Joy-Con play, Gyro Battle using dynamic motion controls. There’s also Calorie Contest Mode, which allows players to test their strength and endurance with exercises. 

SourceCapcom
Saras Rajpal
Saras Rajpal
Saras is a passionate writer, with a love for immersive sims, superhero games, and Persona. He graduated college with a Bachelor of Arts with a concentration in creative writing. He's been with Final Weapon since 2023.

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