Here’s how to master the dark arts and unleash pure chaos with Akuma in Street Fighter 6!
Character Selection
A.K.I.
In fact,A.K.I.
has been buffedto the extent that some are already considering her one of the biggest winners of this patch!
All A.K.I.
Standing Heavy Punch
A.K.I.
’s s.HP is now a bit safer on block and can hit lows more consistently.
Standing Light Kick
A.K.I.
Standing Medium Kick
A.K.I.
Standing Heavy Kick
This action now has better poking properties and is an excellent anti-air option.
Crouching Medium Punch
While A.K.I.
Crouching Medium Kick
Having an additional frame to work with after landing the attack will allow A.K.I.
to buffer different actions.
Jumping Heavy Kick
Move stays active much longer than before, giving it more opportunities to hit the opposition.
However, as a result, the recovery window now leaves A.K.I.
vulnerable, opening her up to being punished on whiff.
Heavy Serpent Lash
Allows A.K.I.
Overdrive Serpent Lash
Makes this action more punishable on whiff, making it slightly more dangerous to throw out.
Normal Nightshade Pulse
Grants her more combo potential than before, a trend of her overall balance philosophy.
The extended hitbox also makes it stronger to use in combos.
Venomous Fang
Essentially just makes this move even better at passing through incoming projectiles than it already was.
to go into another action on hit.
Entrapment
This action is no longer influenced by any scaling properties initially, making it slightly stronger overall.
Light Snake Step
Essentially has A.K.I.
move backward instead of forward, making it an excellent tool to bait your opponent into unsafe situations.
All Blanka Changes
Makes this action less punishable overall, but only by a slight margin.
This makes Blanka more susceptible to being punished, as the hurtbox reaches further than before.
Whiffing this attack now places Blanka at a severe disadvantage, enabling his opponent to punish him.
It shouldn’t be too noticeable in practice, however.
It’s still the same move, but it will be less potent.
Lift Combination
This is a universal change that makes it harder to execute accidental inputs when performing other actions.
Overall, this move has nothing but positives for Cammy!
Charged Heavy Spiral Arrow
Makes it easier to perform the fastest version of this move by a frame.
Not much of an upgrade, but it is one.
Nonetheless, this action is slightly better overall and worth weaving into combos!
This is a considerable nerf, as the added scaling severely impacts the damage scaling and output.
Normal/Overdrive Hazanshu
It makes it slightly harder to time the attack to bypass projectiles, but not by much.
It shouldn’t be too noticeable in the grand scheme of things.
Normal Aerial Hundred Lightning Kicks
Makes this action much easier to punish on whiff.
The extended hurtbox also makes it easier to interrupt and react to overall.
This attack is excellent for combos and will likely be used a lot more in sequences now!
Aerial Kikosho
A blanket nerf to the damage output, making it less potent.
Makes this action more susceptible to being punished on whiff, making it far more risky to throw out.
Gives this move even more combo potential when executed as a Punish Counter.
Flip Throw
Threebeat Combo
An overall buff to this action, but only by slight margins.
Still, this will be much easier to incorporate into combos and transition into other actions from.
Heavy Jackknife Maximum
Makes it much easier to punish and react to if Dee Jay whiffs it.
This is one that will haunt Dee Jay players for a while.
Double Rolling Sobat
Slightly impacts the overall potency of the attack, making it deal less damage in combos.
Aside from that, this action is also a viable anti-air attack now!
It will also deal less damage in combos… a trend of Dee Jay’s nerfs.
He alsoreceived some decent anti-air options,making him considerably better than he previously was!
All Dhalsim Changes
Makes it slightly harder to punish.
Puts Dhalsim at a considerable advantage, making this an excellent ‘Get off me!’
tool that should be used when someone gets in on you.
Yoga Mummy
Puts Dhalsim in an advantageous position on hit but at the cost of some damage.
Overall, it’s an excellent change.
Overdrive Yoga Blast
Makes this action much more potent overall, especially in combos or when initiating an encounter.
This is an excellent change for Dhalsim.
Makes it harder for opponents to interrupt the action or punish it.
Gives E. Honda a considerable advantage on hit, making this an excellent move now!
Makes it easier to follow this action up with more attacks if he hits an airborne opponent.
Normal Sumo Smash
Like the Headbutt, the Sumo Smash was another highly spammable move by E. Honda players.
It has now been substantially altered, giving him fewer follow-up actions.
Pour another one out for the buttslam spammers.
Overdrive Sumo Smash
Basically the same principles as the changes above.
This is far less viable to spam than before.
Neko Damashi
Makes this move very poor against projectiles, making it extremely risky to use against zoners.
Show of Force
This move is now decent and can hit opponents beneath E. Honda.
Other than that, it wasn’t all that big of a change, but a nice to have.
Ultimate Killer Head Ram
Essentially changed it to align with the other characters in the game.
If not, well, there’s always next year?
All Ed Changes
This essentially makes it harder to perform the held-down version by accident.
Ed will now be at a slightly less disadvantage if this attack gets blocked, but not by much.
You may notice it in some situations.
Makes this action far more susceptible to being punished if Ed whiffs the attack.
So, don’t do that.
Normal Uncharged Psycho Flicker
Makes extending combos off this action much easier to pull off.
So, again, if you liked playing as Guile before, you will still love him now!
Makes whiffing this action far more susceptible to being punished.
Jumping Medium Kick
A blanket increase to the damage output of this action.
Which is obviously nice to have!
A strange change if we’re being honest.
Normal Sonic Boom
Makes this attack much more susceptible to being interrupted or punished.
Overdrive Sonic Boom
Makes this action less potent in combos overall.
Overdrive Sonic Blade
This enables Guile to follow this action up with additional attacks much more easily.
This action is now much more susceptible to being punished on whiff.
Hermit’s Elbow (Drink Level 4)
Enables Jamie to follow up with more actions than before.
Falling Star Kick
Allows Jamie to cancel into Full Moon with greater ease than before.
The added hitsop and blockstun also gives Jamie more options to add in more mixes into his game plan.
Other than that, nothing too drastic was changed here.
It’s a win/win!
It’s devious and fits his playstyle like a glove.
He will still be susceptible to being interrupted or punished more so than not.
Overdrive Swagger Step
Places Jamie in a slightly more favorable position than before.
Normal Tenshin
This was a bug fix, as the previous version was apparently displaying the wrong values!
Getsuga Saiho
Makes it easier for the attack to land on airborne opponents than before.
All JP Changes
Makes it slightly harder to interrupt or punish this action.
Makes this action much more susceptible to being interrupted or punished.
It makes it easier to interrupt in the later stages of the action but easier to land overall.
This move is much easier to interrupt than before.
Jumping Heavy Punch
Essentially a bug fix that properly readjusts the hurtbox of the action.
Uragan
Guillotinna
Another bug fix that set the value to what it apparently should have been.
It’s an all-around nerf for JP.
Normal/Overdrive Stribog
This action is much less viable to projectiles than it was before.
This is an excellent buff for JP!
However, it will now be far less potent than it was before.
Interdiction
JP’s advantage is essentially halved but still extremely positive.
However, him landing even further away from his target does limit his options slightly.
He is JP, after all, so he will still be fine here.
So, with that in mind, let’s get into everything she can do now!
All Juri Changes
Crouching Light Kick
This action is now harder to interrupt or punish.
Chain Combo Renko Kicks
Makes this action far easier to use as a combo extender.
Normal/Chain Combo Korenzan
Places Juri at a better advantage when hitting an airborne opponent.
Normal/Overdrive Fuhajin
Makes this action substantially less viable against projectiles, making it far worse against zoners.
Normal Anjensatsu
This action’s damage potency is substantially reduced, especially in combos.
Overdrive Go Ohsatsu
This attack sequence must be executed in a tighter window to work.
Other than that, nothing else changed here!
All Ken Changes
Matched the block trigger up with the hitbox to make the attack more uniform.
It makes it easier for this action to hit airborne opponents, which is useful for extending combos.
Chin Buster
The cancel window for Standing Medium Punch is much tighter now than before.
Normal/Overdrive Hadoken
Makes it harder for the opponent to interrupt or punish this attack.
Quick Dash Shoryuken
This attack is far less potent when starting combos with it than before.
Additionally, after Ken lands this attack, he can now execute follow-up action much more easily.
Unless, of course, you’re on the receiving end.
Kimberly Balance Changes
Kimberlyis our next character up to the plate.
And, while shehas been buffed quite considerably,she stillpales to the likes of A.K.I.
Nonetheless, let’s just be happy she was even buffed in the first place!
This attack builds more Super Art Gauge for Kimberly on hit, which is always nice to have.
Overdrive Torso Cleaver
This action now shaves off more of the opposition’s Drive Gauge if they block it.
Normal Bushin Senpukyaku
Makes it harder to interrupt this attack and makes it an excellent anti-air option.
Normal/Overdrive Bushin Senpukyaku
Makes this action more potent overall, which is never a bad thing.
The faster start-up and extended collision pushbox are just the cherries on top!
This is a win/win/win!
Bushin Ninjastar Cypher
The added hitbox makes it easier to combo into, which is always nice to have!
Nonetheless,Lily is better than ever,which honestly wasn’t a hard bar to clear.
It’s just nice seeing her have a propper offense and actual useful tools!
And, while she is still negative on block, it’s far less severe than before.
Overall, this change will be massive for her offensive presence.
Again, this action is slightly faster but probably won’t change too much of anything.
But this attack will also be easier to interrupt by opponents.
Overdrive Windclad Tomahawk Buster
The new hitbox will allow Lily to transition into other actions with better ease.
Heavy/Overdrive Windclad Condor Spire
The added horizontal blowback will enable Lily to land more follow-up attacks.
You will likely struggle to notice this change in game.
This action is now far more susceptible to being punished on whiff than before.
This action is now more susceptible to being interrupted by the opponent.
Medium Flash Knuckle
This just makes it harder to accidentally perform the wrong action.
Perfect/Charged Heavy Flash Knuckle
This now puts Luke in an even more advantageous situation than before.
Having less pushback when landing this action allows Manon to follow up with more actions.
Uchi Mata
Tomoe Derriere
This makes the potency of the follow-up actions in the same combo less potent.
The added hitbox on the second attack allows for easier combo extensions.
The reduced pushback on hit will also open up new combo opportunities.
Normal Grand Fouette
This basically alerts the player with a visual cue that they have landed a Punish County.
Normal/Overdrive Manege Dore
This is a quality-of-life change for this action, making it a bit easier to execute.
But it will still be negative by a considerable margin on block.
Makes this action easier to interrupt.
This was a bug fix that made her Drive Reversal follow the same rules as the other characters'.
Marisa Style
Made it harder to accidentally execute specific actions when pressing certain inputs.
Overdrive/Normal Charged Gladius
Makes this action far less potent when used in combos.
Overdrive Quadriga
Allows Marisa to execute more follow up attacks with a bit more ease.
Normal/Overdrive Phalanx
Landing this action as a Punish Counter will now place Marisa in a more advantageous position.
Normal/Overdrive Scutum
This is an excellent addition for countering opponents with Super Armor.
The slightly better frame disadvantage doesn’t change too much, though.
Javelin of Marisa
The Counter Hit version of this attack is much better for combo extension.
The Drive Gauge regeneration is now more in line with the rest of the cast.
The distance of the CA version of the action now matches the standard Super Art Level 3 version.
Other than that, the same changes from above also apply here.
This was a bug fix that changed the hurtbox of this action to its intended properties.
This is a substantial buff overall!
Ryu Balance Changes
Surprise, surprise, like A.K.I.
All Ryu Changes
Allows him to follow up with more actions.
Ryu now builds more Super Art Meter when landing this attack.
The slight frame advantage buff will have some minor benefits but will largely go unnoticed in game.
This action now has a slightly faster recovery window and longer active frames.
Again, this will largely go unnoticed in game.
The damage is now consistent throughout the entire attack, and the increased Super Art Meter is a plus.
This attack will also drastically chip away at the opponent’s Drive Gauge on block or Punish Counter!
Adjusted the hitbox of the second attack to match the first one to make it more consistent.
Medium Tatsumaki Senpu-kyaku
Same philosophy as the one above.
Heavy Tatsumaki Senpu-kyaku
Same philosophy as the one above the one above.
Overdrive Aerial Tatsumaki Senpu-kyaku
The new hitbox makes comboing into other actions easier.
Medium High Blade Kick
Same basic philosophy as the ones above.
Heavy High Blade Kick
Like the ones above, Ryu will build his Super Art Meter even faster now.
Overdrive High Blade Kick
This action is slightly more potent overall and is slightly faster to boot!
Shin Hashogeki
The blanket damage change is phenomenal and will make this action much more viable overall.
All Zangief Changes
Allows him to follow up with more actions.
The increase in building Super Art Meter is also massive here.
This is an incredible buff across the board!
Same philosophy as the one above.
Just an incredible buff for this action.
A quality-of-life update to inform the players that a Punisher Counter was landed.
Same philosophy as the ones a bit above.
This will always be the best buffs you’ve got the option to ask for!
This is a relatively balanced adjustment.
The action is slightly faster, but it leaves Zangief at a slight disadvantage on block.
It’s fine, but it likely won’t impact the match too much either way.
Charged Jumping Heavy Kick
Fixed a bug where the incorrect values were displayed.
Again, this is where it’s at!
Again, this buff is tremendous.
Cyclone Wheel Kick
Same as the entry above.
Zangief is COOKING this patch!
Smetana Dropkick
You know the pros of this action already.
If your meters go up and their’s go down, it’s more than good!
Flying Headbutt
Same philosophy as the one above!
Machine Gun Chops
Makes extending combos off this action much easier than before.
Power Stomps
Normal Double Lariat
Yup, you know what this one does as well.
Overdrive Double Lariat
The longer frame input makes it much easier to transition into other actions.
And, of course, the increased damage and Super Art Gauge is obviously great.
Normal Screw Piledriver
More gauge increase.
An overall net positive, though.
Overdrive Borscht Dynamite
Season Two Zangief is here, and he wants more meter!
Normal Russain Suplex
Yup, more meter increases incoming!
Overdrive Russian Suplex
And anotha' one!
Normal/Overdrive Siberian Express
…You already know, let’s move on.
Overdrive Siberian Express
Zangief can now move forward a bit further and faster if this action hits at range.