Street Fighter 6 continues to update its offerings for players and users as time goes on. September brought a new fighter and several balance changes to the game. Find out what’s new with Street Fighter 6 in the September 2023 update.
Related: All of the characters in Street Fighter 6
September 27, 2023 Update Details
Below, you’ll find all the updates coming to Street Fighter 6 on September 27, 2023. To see the full Patch Notes breakdown, head over to the Street Fighter 6 Update/Maintenance page.
New Items added to the shop
- Playable character A.K.I.
- To play as A.K.I., you must purchase the character from the Goods Shop or have the Year 1 Character Pass or the Year 1 Ultimate Pass.
- Players can use a rental ticket to try A.K.I. for up to one hour.
- A.K.I. Outfit 2
- A.K.I. Outfit Colors 3-10
- Additional Avatar gear
- SFL-JP ’23 Badge Bundle
- SFL-US ’23 Badge Bundle
- SFL-EUROPE ’23 Badge Bundle
- Badges available in bundles are available individually.
Supported Languages
- Latin American Spanish added to supported languages.
Added Functionality
- Added support for Share Screen functionality during online battles (PS4/PS5)
Fighting Ground
- A.K.I.’s story added to Arcade Mode
- The ‘Button Release Input‘ toggle was added via Control Settings in the Character Select screen.
- Ranked Match
- The ‘Legend‘ Rank added for players that fall within the top 500 in the Master League rankings
- Change effective November 1, 2023, when Phase 2 begins.
- The ‘Legend‘ Rank added for players that fall within the top 500 in the Master League rankings
- Custom Room
- Custom Room Display Settings have been added.
- Training Mode
- Features expanded upon
- Shortcut Settings
- When setting a shortcut that uses the Function Button and another button, you can register that other button on its own for use as another shortcut.
- Reversal Settings
- When a delay has been applied, Dummy Behavior settings from Dummy Settings are now reflected during the delay period before the reversal activates.
- Frame Meter Display
- Display of invincibility frames added for A.K.I.
- Gauge Recovery Timing
- Now possible to set P1 or P2’s gauge recovery to not kick in during recovery from a move on hit or block.
- Recording Settings
- Only the Replay Playing mark displays when a replay starts with the ‘Disable Only for Random Playback’ setting under ‘Replay Info Display’ applied.
- An ‘Always Repeat Playback’ option was added to the Repeat Replay options.
- When turned on, recordings automatically restart from the beginning, even after using the Restart Battle or changing other replay conditions.
Battle Adjustments
- Areas that featured unintended behavior saw fixes.
- After updating, playback for replays of earlier versions of Street Fighter 6 are unavailable.
- Replays saved to your Replay List remain saved but cannot play back.
- History data from earlier versions of the Fighter Profile no longer displayed.
Battle Hub
- A ‘History’ tab added to the Phrases and Stickers windows to access the ones you’ve recently used in chat.
- The meaning of a stick is now shown when highlighted by the cursor.
- It’s now possible to use stickers of some of the monsters from the Pocket mini-game found on the Buckler’s Boot Camp companion site.
- The number of Battle Hub serves available adjusted.
- More servers for hosting tournaments added.
World Tour
- A.K.I. Master Missions added
- Tian Hong Yuan (China) and Daytime SiRN Building (Interior) areas added
Bug Fixes
- Fixed an issue where it was possible to progress to Tier 21 and beyond the Fighting Pass without purchasing Premium Rewards.
- Other Miscellaneous bugs were also fixed.
Battle Change List
Along with the updates mentioned above, several key battle mechanics saw changes in this update. Check the list below to see how systems changed in September 2023.
Assisted Combos
- Each Assisted Combo’s input reception timing adjusted due to some Assisted Combos accepting inputs too quickly and others having very small input windows, making them too tough to perform for some.
- Adjustment made so that when a special move cancel take effect, Assisted Combos can also.
- Due to this change, if the Assisted Combo input is too late, you may fail to cancel into special moves.
- Fixed an issue where stopping an Assisted Combo midway through and trying to start another of the same strength caused failed inputs.
- Fixed issue where stopping an Assisted Combo midway through and trying to start another of different strength caused failed inputs.
- Adjustments added to prevent rapid cancel attacks when using the Light Attack button at the same time as the Assist button. This change aims to make it easier to chain Light Assisted Combos from rapid cancel attacks.
Forward Dash/Back Dash
- Fixed an issue where inputting forward three times would result in two forward dashes.
- Increased the buffer input window from 4 frames to 7 frames.
Input Recognition Frames
- In order to reduce unintentional Super Art activations, the input recognition frames of certain Super Art commands were shortened.
- Adjusted Super Art Commands are as follows:
- 1. ↓↘→↓↘→
- 2. ↓↙←↓↙←
Gauge Gain on Perfect Parry
- When perfect parrying certain multi-hitting attacks, there were cases where the Drive Gauge consumption was more than the Drive Gauge gain. Now, adjustments made see perfect parrying strike attacks give 10,000 (1 block) while perfect parrying Super Arts will give an increase of 20,000 (2 blocks).
- Projectiles other than Super Arts will remain the same due to ease of parries.
Attacks Hitting an Opponent Behind the Player
- Fixed an issue where some attacks could unintentionally hit an opponent behind the character.
Drive Gauge Gain During Burnout
- Due to a value setting error, there were some attacks that, when blocked during Burnout, only increased the Drive Gauge by half of what would be consumed when blocking it normally. Corrected in the current update.
Chip Damage During Burnout
- Due to a value setting error, outside of Super Art attacks, there were some attacks that, when blocked during Burnout, only chipped 1/4 of the original damage value. Corrected in the current update.
Drive Impact
- Fixed an issue where stopping a Drive Impact with another Drive Impact after absorbing a hit via armor would result in the two Drive Impacts canceling each other out.
Drive Parry
- Fixed an issue where performing a Drive Parry from a crouching position would result in a different Drive Gauge consumption timing compared to one done from a standing position.
- Addressed an issue where performing a Drive Parry from a crunching position with certain characters and holding the parry would result in increased Drive Gauge consumption. Fixed to match what happens when performing a Drive Parry from a standing position.
- Characters Affected
- Luke
- Kimberly
- Zangief
- Dee Jay
- Rashid
- Guile
- E. Honda
- Characters Affected
Perfect Parry
- Fixed an issue where if an upward direction (up, up-left, or up-right) was input after perfect parrying a projectile, the character would perform a jump even if the upward directional input was released before the character exited their recovery state.
Jump Attack Landing Recovery
- Fixed an issue where, after having a jumping attack perfect parried, the timing for the next available standing attack saw a 1-frame delay.
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