Summary
Street Fighter 6releases its latest Battle Change Update, bringing the newest DLC character to the roster while also balancing the entire character roster with buffs and nerfs. Since it launched last June,Street Fighter 6has seen substantial success for Capcom, in terms of critical reviews, sales, as well as player count. To keep that momentum going, Capcom has made sure to keep the game stocked with new content through battle passes, new content to check out, and an ever-expanding roster of fighters, which has already added Rashid and the snake-like A.K.I.
The latest character to join the roster is Ed, a boxer-style character who was originally introduced inStreet Fighter 5. However, what makes Ed different from the likes of Dudley and even Balrog, is that he is enhanced with Psycho Power similar to M. Bison, so he is able to enhance his attacks with added abilities. InStreet Fighter 6, Ed has new flicker abilities to enhance his boxing fight style as well as a powerful Kill Rush attack to confuse his opponents. Ed’s arrival has also come with a newcharacter balance update, which is poised to alter the fortunes of numerous characters.

The changes are sure to shake up the current meta, as nearlyevery character on theStreet Fighter 6rosteris being adjusted in some way with this update, some more than others. Both Luke and JP received a few nerfs, with the former seeing their Aerial Flash Knuckle and Crouching medium punch get added frames and expanded hurtboxes which will punish the character for missing. JP, on the other hand, has an extensive list of tweaks and adjustments, including expanded hurtboxes for a few of his moves and the invincibility to mid-air attacks he enjoyed during his Crouching Heavy Punch being removed completely.
Ultimately, Capcom made it clear that these changes were intended to improve characters that felt underpowered like Jamie and Ryu, techniques that were deemed to be too strong in controlling an opponent’s actions, while also making quality of life adjustments to moves that felt too difficult to connect with in a combo.

However, in addition to character balancing, Capcom has also used this update to make a few adjustments to certain mechanics, likeStreet Fighter 6’s Modern Control scheme. Players now have an added mapping option for normal throws, and an issue was fixed to scaling during a very specific drive rush action.
With the arrival of Ed, many fans have now turned their attention to thenextStreet Fighter 6DLC fighter,which is the highly anticipated legacy character Akuma. So far, Capcom has kept news on Akuma very limited only revealing character art of his in-game model, likely in an attempt to continue raising excitement from the community.

Street Fighter 6 Update Patch Notes for 2/27
Modern Controls
Fixed an issue where if a player using Modern Controls would perform a special move using the SP button, scaling would not be applied to that special move if its activation overlapped with screen darkening from an opponent’s Drive Rush.\
Modern and Dynamic Controls

Added an option to allow for normal throws to be mapped to its own button under Control Settings. Please note that it will be automatically assigned to the LT Button as a default setting.
Armor
Fixed an issue where when an attack with super armor properties, like a Drive Impact, etc., is in the middle of a hit stop due to absorbing an attack, an attack with Armor Break properties would not cause an armor break in that situation.
Drive Rush
Fixed an issue where if both players performed a Drive Rush at the same time, one player’s movement would be 1 frame slower.
Perfect Parry
Fixed an issue where under specific conditions, a Perfect Parry would occur even though the Drive Parry absorbed the attack after the 3rd frame of its start up.
Input Buffering
Fixed an issue with the input buffer, as the input buffer time for a reversal after blocking an attack should change depending on the block’s recovery, but for Drive Reversals and some other attacks, it was not properly set.
Aerial Flash Knuckle
Vulcan Blast (SA1)
The size of the body hurtbox between frames 1 - 5 has been expanded.
Jamie
Back Shaver (Forward Throw)
This forward throw has had a follow-up attack added that raises your Drink Level. Continue to hold down the throw input after the throw connects to perform the follow-up.
Breakin' (SA1)

The Devil’s Song (SA2)
If the Drink Level has been raised prior to activation of this move, the Drink Level will now return to that value when the effect of this move ends.
Ryu
Overdrive Shoryuken
Changed the first hit’s effect from a knockback to a blowback.
Solar Plexus Strike
The proximity block detection hitbox has been expanded to the edge of the attack’s hitbox between frames 2 - 18.
Note: If an opponent is inputting a direction away from you while in the proximity block detection hitbox area then they will block, rather than move away from you.

Denjin Charge Hashogeki
Hadoken
The size of the hurtbox around the arms has been reduced.
Shinku Hadoken (SA1)
Standing Light Punch
Knee Strikes (Forward Throw)
Has been adjusted so that if this throw connects on an opponent in the corner some distance will be placed between the players after the throw finishes.
Cyclone Lariat (Super Art Level 2)
Extended the collision pushbox upwards while the screen is dark.
Please note that due to the change to Overdrive Double Lariat’s blowback effect, this should mitigate situations where it’s difficult to perform combos.
Chun-Li
The size of the hurtboxes around the arms and legs between frames 2 - 8 have been expanded.
Dhalsim
Yoga Teleport
Fixed an issue where certain inputs would cause Dhalsim’s reappearance position to be different from normal.
Heavy Yoga Flame
Fixed an issue where if the attack landed as a Counter or Punish Counter, the 2nd hit of the attack would deal the same damage as a normal hit.
Blanka
Modern Controls Lightning Beast (Super Art Level 2)
Fixed an issue where Blanka would perform Electric Thunder instead of Vertical Rolling attack when Super Art Level 2 is active or the player is charging down, and cancels a normal attack with down-back+SP Button.
Ground Shave Cannonball (Super Art Level 3/CA)
Fixed an issue where the attack’s reach would extend forward more than usual when performed in specific situations.
Manon
En Haut
Adjusted so that this move has greater inertia when performed out of a Drive Rush.
JP
Stribog (Modern Controls)
When JP’s Embrace cannot be performed because one of his projectile is on-screen, pressing Back+SP Button in Modern Controls would cause nothing to be performed. To offset this, JP’s Neutral+SP Button special move, Stribog, will be performed instead.
Standing Heavy Punch
Crouching Heavy Punch
The invincibility to mid-air attacks that this move applied to the upper body has been removed.
Rashid
After Wall Jumps
Fixed an issue where performing certain techniques after a wall jump would not put Rashid into a Forced Knockdown state even after getting hit with an attack.
Overdrive Spinning Mixer
The third attack is now invincible to mid-air attacks until the end of its active frames.
Ysaar (Super Art Level 2)
Fixed an issue where the whirlwind wouldn’t display as intended when lingering in its final stage.
A.K.I.
Standing Medium Punch
The number of active frames for this attack has been adjusted from 3 frames to 5 frames.
The attack hitbox has been expanded forward.
Overdrive Snake Step
Fixed an issue where the normal version of Snake Step would be performed instead of the Overdrive Version when inputting Back+AUTO+SP Button while A.K.I.’s Nightshade Pulse is on the screen.
Street Fighter 6
WHERE TO PLAY
Play legendary masters and new fan favorites like Ryu, Chun-Li, Luke, Jamie, Kimberly and more in this latest edition with each character featuring striking new redesigns and exhilarating cinematic specials.Dominate the Fighting Ground: Street Fighter 6 offers a highly evolved combat system with three control types - Classic, Modern and Dynamic - allowing you to quickly play to your skill level.The new Real Time Commentary Feature adds all the hype of a competitive match as well as easy-to-understand explanations about your gameplay. The Drive Gauge is a new system to manage your resources. Use it wisely in order to claim victory.Explore the Streets in World Tour: Discover the meaning of strength in World Tour, an immersive, single-player story mode. Take your avatar and explore Metro City and beyond. Meet Masters who will take you under their wing and teach you their style and techniques.Seek Rivals in the Battle Hub: The Battle Hub represents a core mode of Street Fighter 6 where players can gather and communicate, and become stronger together. Use the avatar you create in World Tour to check out cabinets on the Battle Hub floor and play against other players, or head over to the Game Center to enjoy some of Capcom’s classic arcade games.
