Capcom has released a new update for Street Fighter 6 with a number of different changes to throw interactions and various bug fixes, coinciding with the release of DLC character Ingrid. A launch trailer for Ingrid was also released alongside the latest Street Fighter 6 update.
Read up on the patch notes for Street Fighter 6 Ingrid update can be read below, via the official website:
Street Fighter 6 Ingrid Update Patch Notes
Overall Concept
This update focuses primarily on adjusting throw interactions and bug fixes.
With this update we’ve limited the amount of gauge gained from a successful throw escape. In previous updates we made adjustments so that both Drive and Super Art gauge gain was increased when successfully escaping a throw, due to the amount of Drive gained on a throw escape, the amount of situations where the upside of going for a normal throw was becoming too small.
The adjustment we made primarily addresses situations where the defender has low Drive or is in Burnout. The amount of Drive gained from escaping a throw in those situations could help completely turn around the situation, giving the attacker less reason to attempt a normal throw when they should be at an advantage. While we did expect some shift in the nature of the mind games, we felt that the frequency of the momentum shifts was more than expected, so we’ve increased the amount of gauge gained on a successful throw escape, along with adjustments to the Recovery Drive Reversal explained below.
With Recovery Drive Reversal, avoiding a throw during its invincibility will now grant 10000 to the Drive Gauge. On the defending side, the timing for Recovery Drive Reversal differs from throw escapes, and the situations when you can use them are also different, along with requiring resources. We decided to increase the return on this technique when you make a good read and successfully avoid an opponent’s throw.
Along with this, we’ve changed the amount of Super Art gain for the opponent on a punish counter normal throw so that it matches the gain from a normal hit. The player who lands the throw will still gain twice the amount of Super Art gauge as before, giving you a big reward for correctly reading defensive options like Drive Parry when the opponent tries to counter a strike attack.
In addition to these situations, you can use normal throws where the opponent is left open after missing a big attack, letting you limit their Super Art gauge gain and dealing good damage at the same time. We expect that this will be a solid option for closing out a round.
Other changes we’ve made are primarily to fix bugs. For more details on battle adjustments, please refer to each character’s section.
Universal
Recovery Drive Reversal
- Adjustment
- If you escape a throw during the invincibility period that occurs before an attack startup, your Drive Gauge will increase by 10,000
Normal Throws
- Adjustment
- Updated opponent’s Super Art gauge increase when a normal throw lands as a punish counter to match the increase on normal hit.
- On Normal Hit
- Attacker: 2000
- Opponent: 1400
- On Punish Counter
- Attacker: 4000
- Opponent: changed from 2800 to 1400
- On Normal Hit
- Updated opponent’s Super Art gauge increase when a normal throw lands as a punish counter to match the increase on normal hit.
Throw Escapes
Adjustment
Updated the gauge increase on a successful throw escape
- Drive Gauge increase changed from 10000 to 5000
- Super Art gauge increase changed from 1000 to 0
Projectile Clashes
Adjustment / Bug Fix
When multi-hit projectile Super Arts canceled each other out, there were certain combinations where under limited conditions involving specific timing and distance, the outcome after the first hit clash was inconsistent. To fix this inconsistency, adjustments have been made so that the result is now stable.
Due to this change, the handling of multi-hit projectile clashes involving Super Arts has been modified, and clashes may differ from earlier updates.
Super Art command inputs
Bug Fix
Fixed an issue where Super Arts would not be performed with certain characters and control types if the attack button was pressed with a specific direction after the Super Art input
The characters affected by this fix are as follows:
- Classic
- Ed: Pressing ← with Super Art 3 (only during Super cancel)
- Modern (Manual input)
- Ryu: Pressing ↑ or ↓ with Super Art 2
- Chun-Li: Pressing ↑ with Super Arts 1, 2 and 3
- Akuma: Pressing ↑ with Super Art 2
- Mai: Pressing ↑ with Super Arts 1, 2, 3
- C. Viper: Pressing ↓ or ← with Super Art 1
Street Fighter 6 is available now on Nintendo Switch 2, PlayStation 4, PlayStation 5, Xbox Series X|S, and PC via Steam.