Street Fighter 6: Alex's Big Patch Notes

  • Alex joins the Street Fighter 6 roster in all current modes and platforms.
  • Massive balance patch with changes to Drive Rush, Drive Rush overhead, and general control adjustments.
  • Each character receives specific tweaks, with special attention to neutral options, combos, and Drive Gauge management.
  • New cosmetic content and collaborations, plus a boost to the competitive ecosystem and the Capcom Pro Tour.

Street Fighter 6 Patch Notes

The arrival of Alex as a new playable character in Street Fighter 6 It doesn't come alone. Capcom has accompanied its debut with a particularly large March update, which not only incorporates additional content, but also thoroughly tweaks the balance of practically the entire squad and the way key mechanics like Drive Rush are used. The changes affect all versions equally. Nintendo Switch 2, PlayStation 5, PS4, Xbox Series and PCso that the competitive environment is unified for Europe, Spain and the rest of the regions.

This patch is intended for both casual players and the community that closely follows the game. Capcom Pro Tour and the Street Fighter LeaguePressure tools, defensive options, and the effectiveness of the most oppressive attacks are all tweaked, while combo routes are expanded and underutilized moves are given greater prominence. The result is a very dense update, with technical changes but also with Visible new features include outfits, collaborations, and limited-time rewards..

Alex arrives in Street Fighter 6 with a new style and gameplay options

Alex is now available in all three pillars of the game.Fighting Ground, World Tour, and Battle Hub. From the start, it can be used in both local and online matches and in single-player content, integrating seamlessly into the game's regular progression.

In terms of customization, the fighter comes with two different outfitsThe first, Outfit 1 focused on her facet of professional wrestlingThe first, Outfit 2, reinterprets his classic image with a more modern feel. The second, Outfit 2, is a direct homage to his Street Fighter III aesthetic, with green pants and a red bandanaThis alternate costume can be obtained in two ways: by raising the bond with the character within World Tour mode to the maximum, or by exchanging it using specific fighter coins.

The big innovation in its combat system is the "Marauder" stanceThis stance unlocks access to new moves and specific combos. By entering this stance, Alex can pressure opponents with more powerful combinations and better capitalize on punishing situations; much of his potential in this version of the game hinges on mastering when to activate Prowler and how to chain his new striking sequences together.

New cosmetic content, collaborations, and temporary rewards

Along with Alex, Capcom introduces New summer outfits for Dee Jay and Elena, classified as Outfit 4. In Dee Jay's case it's a casual short swimsuit, while Elena receives a swimsuit with zebra printThese cosmetics will be distributed throughout the spring and will be part of the regular catalog of garments available in Europe.

The patch also activates a special collaboration with Mega Man Star ForceFor a limited time, the Battle Hub is filled with decorative objects and thematic elements which are obtained simply by logging in and participating in the lobby. It's about seasonal rewardsTherefore, it is advisable to claim them before they disappear from the rotation.

Furthermore, an alliance is announced with JAM Projectwhich contributes the theme song "Go! Alex! Hope is Born!" and a new avatar with exclusive emblem for player profiles. This type of addition strengthens the community component of the Battle Hub, where many European users meet daily to play, practice, and watch broadcasts.

Finally, Capcom teases the arrival as Free update to the "Drive Tech Wear" suit line For the entire cast, a collection of technical clothing inspired by the aesthetics of the Drive mechanics will be progressively integrated into the game.

General system review: Drive Rush and global settings

The backbone of this patch is the Review of the Drive Rush and the overhead attacks that chain from itMany of the shots that were previously considered too powerful or too safe under pressure have been readjusted to maintain their usefulness but reduce their ability to overwhelm the opponent with little risk.

In particular, the overheads that allow combo after Drive Rush They are normalized to result in -3 on guard when used in a standard way, which means that, after a Drive Rush, the player will be at +1. In addition, the situation after blocking while standing is standardized: the push on guard has been calculated so that normal holds and the linked holds of lights with a low blow (for example, a light crouching kick followed by a light punch) will stop connecting automatically, reducing the "guessing game" feeling that occurred in some matches.

Another important change affects the responsiveness during Drive Rush screen freezeNow, if the player presses up while the visual pause is prolonged when performing a Drive Rush in neutral, the character will perform a jump as soon as the freeze ends. This does not apply to situations where the Drive Rush results from canceling an attack or being blocked; it is designed to make it easier to use. special aerial moves immediately after jumping, such as Cammy's Cannon Strike or Akuma's Zanku Hadoken.

Capcom has also adjusted the priority of entries during that same freezeIn cases where multiple commands are entered simultaneously, certain special ground moves still take precedence over jumping, replicating the previous behavior. Likewise, a neutral jump input can be converted into a forward or backward jump if the direction is maintained after pressing up, allowing for more precise positioning.

Balance adjustments for the entire Street Fighter 6 roster

Beyond the core mechanics, the March update modifies the practically all of the charactersThe overall goal is to expand the tools available in neutral play, improve combo routes, and moderate options that provided excessive returns. The most significant changes for each fighter are outlined below.

AKI: More reward for poisoning correctly

AKI's identity as a control character is reinforced thanks to a substantial improvement in Toxic Blossomits distinctive mechanic. By activating this state, the fighter now regains a larger quantity of Drive Gaugeso that it can more often insist on sequences that combine venom with continuous pressure.

To make that bar gain truly noticeable in the game, the following has been done: facilitated the conditions to activate Toxic Blossom even when the opponent is not poisonedHowever, the Drive bonus does not apply if a Drive Rush is used within a combo during Toxic Blossom, maintaining a clear cap on the potential for abuse.

The consistency of its short chains is improved with Standing Light Punch and the Hun Dun series (Light Punch > Light Punch)Now, crouching light punches can be quickly canceled into Standing Light Punch, stabilizing ground combos and reducing misses when trying to link a heavy Serpent Lash from the tip of a light punch.

Regarding specials, Overdrive Nightshade Pulse It adjusts its combo count so that, when the opponent lands on the projectile instead of jumping over it cleanly, it's possible to follow up with a mid Serpent Lash or other attacks. without needing to spend Drive Rush to close spaceAt the same time, the amount of Drive Gauge recovered by several hits related to Toxic Blossom is increased, boosting the reward of calculated gameplay.

Akuma: Less oppression from low-level media, more value to the charged Hadoken

In Akuma's case, the patch focuses on two fronts: on one hand, it reinforces the fully charged version of the Gou Hadoken, which was hardly seen at a high level; on the other hand, the synergy between Crouching Medium Kick and Overdrive Adamant Flamea combination that was too dominant.

The crouching heavy fist gains additional knockback and has been calibrated so that, in Punish Counter or Drive Rush, allow linking with a fully charged Gou Hadoken Overdriveincreasing the damage when punishing a serious mistake by the opponent. At the same time, the Crouching Medium Kick's advantage upon impact is reduced, so that It no longer links reliably in Overdrive Adamant Flame in normal situations. Since that version of Adamant Flame is safe in block and devastating in the corner, it was considered too powerful a guard drop from a simple mid-low.

In parallel, Charged Gou Hadoken (both normal and OD) He takes more damage, recovers less, and has a much greater guard advantage, taking four hits instead of three. Now, if Akuma takes the time to charge, he establishes a much more favorable attack position, to the point of discouraging opponents from interrupting him at mid-range.

Details such as the recovery from missing Standing Medium Punch or the impact window of the second hit are also refined. Tatsumaki Zanku-kyaku medium, so that aerial combos are more consistent, especially when chained together after a charged Hadoken.

Blanka: Less abusive pressure with Blanka-chan, better pokes

Blanka sees reduced effectiveness of its sequences linked to Super Art 2, Lightning Beast, combined with Blanka-chan Bomb in the cornerUntil now, this configuration allowed you to deplete the opponent's Drive Gauge while on guard with relative ease, generating takedowns and maintaining the initiative with hardly any defensive gaps.

To correct this, the Drive Gauge reduction is adjusted in the various lock settings. Rolling Attacks after Lightning Beast And, above all, a key change is introduced: Blanka-chan Bombs lose their hitbox if Blanka is hit while they are active. This limits their ability to cover errors and forces them to better measure risks.

In parallel, the performance of several mid-range attacks is improved. Standing Medium Kick It gains a point advantage on a hit and reduces its recoil, so it now links more comfortably into Wild Lift or Overdrive Backstep Rolling Attack. The move Wild Nail It then grants a greater advantage after a takedown, allowing you to maintain pressure with options like Surprise Forward Hop or chains from Coward Crouch.

Finally, Surprise Forward Hop He ceases to be invincible to grabs, simplifying the opponent's defensive response and preventing Blanka from escaping so easily from pressures that, in theory, should be advantageous for the other player.

C. Viper: more reward for his technical style and fewer accidental executions

C. Viper, one of the most complex additions to the roster, receives a series of changes aimed at make its high jump cancel and feint mechanics more accessiblewithout sacrificing its depth. Many players (also in Europe) reported unintentional Super Art 2 executions when attempting anti-air attacks or Thunder Dash chains.

The usefulness of Crouching Medium Punch as poke by increasing its active duration and reducing arm hurtbox during the hit, making it easier to stop opponents' Drive Rush. Standing Heavy Punch It then leaves Viper at +1 after canceling it in a Heavy Thunder Dash feint, becoming a solid pressure tool.

The light and medium aircraft versions of Burning Kick They gain blockstun, so a high jump forward followed by Burning Kick can give Viper a slight advantage if she blocks head-on. Furthermore, Standing Heavy Kick It adjusts to connect better in aerial combos, and allows finishing moves with Overdrive Burning Kick or even Super Art 1 in certain positions.

In the supermarket section, Limit Decoupler (SA1) It widens its vertical hitbox and, most importantly, restores Drive Gauge when using moves like Thunder Dash and Burning Kick while under its effect, compensating for the inability to fill the super gauge while it's active. Meanwhile, Mission Complete (SA2) It disables its entry shortcut in several situations to prevent accidental activations, while gaining presence as an anti-aircraft weapon thanks to collision adjustments.

Cammy: Juicier Cannon Strike and smoother combos

Cammy sees her classic reinforced cannon strikeThe effect is modulated upon landing so that, when executed with good height and spacing, Generate more pressure on blocking and facilitate combos Upon impact, the animation now causes a slight screen shake and increased blockstun, while also reducing pushback.

The motion Delayed Ripper (→ + Heavy Kick) It reduces its recovery time on hit and the combo count value, allowing you to maintain pressure with Cancel Drive Rush into options like Swing Combination. The synergy with Quick Spin Knuckle Light on Punish Counter has also been revised, and it can now link directly into a Super Art 1 without needing to be canceled.

Likewise, Heavy Cannon Spike It travels further at the start, improving its reliability in punishing mid-height hits and making combos that use that anti-air attack as a finisher more consistent.

Chun-Li: Serenity Stream more practical and Hazanshu light renewed

In Chun-Li, several tools have been polished inside Serenity Stream so that they are more usable in real combat. Snake Strike It starts one frame earlier and has more active frames, now allowing combos from a normal Standing Heavy Punch or Crouching Medium Punch, while the Forward Strike It receives an expansion of its front hitbox to connect more reliably on Punishments and Punish Counters.

El Light Hazanshu It is almost completely rebuilt: it becomes an overhead that is still fast but that punishes less in gross damage It focuses on securing takedowns and tactical advantage. Recovery frames are reduced, its relative safety when blocking is improved when spaced well, and its impact on strikes is adjusted against both standing and airborne enemies, allowing for new finishers after juggling with Senpu Kick.

In the version with Modern controls, the problem of chaining movements after Snake Strikeallowing you to maintain your posture by pressing up or down to continue with options like Orchid Palm or Lotus Fist without having to change your posture in an uncomfortable way.

Dee Jay: More damage from mid-range, but more punishable crouching strikes

Dee Jay's philosophy involves reinforcing his versions of Machine Gun Uppercut and Juggling Swaygiving more identity to each force, and at the same time increasing the risk of abusing their medium and crouching strong fists as a universal response.

El Crouching Medium Punch It gains better recoil time, allowing it to link directly into a Medium Machine Gun Uppercut and deliver a competent combo without needing Drive. In return, its hurtbox and recovery on misses are extended, making it more dangerous to leave open.

El Overdrive Machine Gun Uppercut It reduces your starting state, opening up combos from Standing Heavy Punch or Face Breaker, while Juggling Sway (normal and OD) It becomes more elusive by reducing the front hurtbox and allowing cancellations towards Jus Cool in the latter half of the move, generating new deception sequences.

Dhalsim: New air routes and Yoga Flame more useful for medium-haul flights

Dhalsim receives improvements mainly in its air options and on the Overdrive Yoga Flame. The Jumping Medium Punch Its combo behavior changes and it can now be canceled into Yoga Mummy and Drill Kick, opening up routes that were not previously possible and providing real utility as a juggle piece.

Heavy blows while jumping (Jumping Heavy Punch and Kick) extend their combo count limit, enabling aerial finishers that take advantage of the character's characteristic reach to end in advantageous takedowns or long-range expulsions.

El Overdrive Yoga Flame It further departs from the role of Yoga Blast, as it now supports specific follow-ups, such as Jumping Medium Punch in the center of the screen or longer corner sequences that include Overdrive Yoga Comet and Yoga FloatThe hitboxes and Drive Gauge of the medium and heavy versions of the normal Yoga Flame are also enlarged, making them more attractive control tools.

E. Honda: Hundred Hand Slap is gentler to execute and better in Sumo Spirit

Honda benefits from changes focused on making it easier to use Hundred Hand Slap, especially under Sumo SpiritThe movement now He finishes with his decisive blow even when blockedAnd that last part grants better advantage figures and greater Drive Gauge drain than the version without the booster. The Overdrive variant even provides a full frame advantage in guard, making it a very respectable resource under pressure.

El Hundred Hand Slap (Medium) It brings forward its start and expands its exclusive combo hitbox from the second hit, making it easier to connect every hit even if you hit airborne opponents with the tip. Meanwhile, the Heavy Hundred Hand Slap It also starts earlier and improves the consistency of its consecutive hits.

Ed: the punishment for his lower means is intensified and his harm is normalized

Ed, a far-reaching character with very efficient tools, sees the risk of his Crouching Medium Kick and Crouching Heavy KickRecovery from misses increases, hurtboxes widen, and hitboxes are refined so they don't dominate the opponent's low attacks so easily, forcing better control of their use in neutral.

El Crouching Heavy Kick with its follow-up Low Smash Combination It becomes more punishable on the whiff, with greater recovery and worse numbers in impact and blocking. In return, if it's confirmed as a hit, it can Cancel in Kill Rush to obtain combos without spending additional resources, reinforcing its role as an intentional punishment rather than a safe button.

It also adjusts Overdrive Psycho Flicker increasing his combo scaling, and reducing the generation of Super Art after Psycho Cannon (SA2) when following attacks after the projectile connects, slightly reducing Ed's overall return in long sequences.

Elena: clearer combos with Rhino Horn and better use of her healing SA2

Elena comes out ahead with a Heavy Rhino Horn now grants more recoil timefacilitating both mid-screen tracking and extended corner combos. Furthermore, Meteor Volley (SA1) Gain a window to link up from Overdrive Rhino Horn when hitting standing opponents, making the bar investment more valuable.

His Super Art 2 maintained, Revival Dance, which was previously very rare, increases the recovered life and now adds a Drive Gauge fixed recovery of a full bareven in situations where Drive Rush has been used in a combo or the player is in a burnout state. This opens up new strategic possibilities, especially in longer games.

Guile: more attacking options without losing its simplicity

Guile expands his repertoire without betraying his philosophy. Crouching Heavy Punch It can be canceled from its first active frame, thus integrating simple but powerful combos into Somersault Kick or Sonic Boom. Simultaneously, Drake Fang It adjusts its behavior in Counter/Punish Counter to allow for clearer tracking.

El Sonic Blade Overdrive It gains depth: movement speed now depends on the punch button combination used (input force), offering variations for close-range attacks or neutralizing enemy projectiles at different distances. To prevent it from becoming an impenetrable wall, certain characters have received specific buffs to low attacks with partial invincibility to projectiles, keeping the interaction balanced.

Jamie: more presence at low drink levels and better conversion in combos

Jamie receives tools to be even more dangerous with low levels of drink. The combination Crouching Light Kick after Drive Rush followed by Crouching Medium Kick It consolidates itself as a lower pressure chain with a longer range, allowing it to stop relying exclusively on mid attacks and Drive Rush in Heavy Punch to initiate offensives.

El Standing Heavy Punch Its recoil on the second hit is reduced when impacting airborne enemies, and the windows for the third hit to connect are increased, simplifying routes to Crouching Heavy Kick or Arrow Kick. It is also adjusted Ransui Haze (fast tracking) so that his header more reliably punishes 4-frame response attempts after the first blocked shot.

At drink level 4, Freeflow Strikes It is revised to pull the opponent towards Jamie with the first additional attack instead of pushing him, reducing missed hits on subsequent hits when connecting from the far side of the hitbox.

JP: Less reward for corner grabs, more play around Departure

JP, one of the strongest long-range characters, sees his advantages reduced after forward grip in the cornerThe takedown time is shortened and the separation from the opponent is increased when hitting near the corner, so that automatic attacks with Departure are no longer so suffocating.

At the same time, the range of movements that can be performed is expanded. to be cancelled in Departure: ShadowStrikes like Standing Medium Punch, Standing Heavy Kick, and Crouching Medium Kick become integrated into pressure sequences when Departure is active, reinforcing the "screen trap" nature of this character without his grabs being so definitive.

Juri: Ankensatsu as a space tool and OD Fuhajin more profitable

In Juri, the core of the patch is to reinforce Ankensatsu and Overdrive FuhajinThe first reduces its guard disadvantage and expands its hitbox forward in active squares, so that, when not used in a combo, It works best as a toe-toe strike for zoning.The normal version now causes demolition in certain windows, which helps to build pressure situations without needing Fuha loads.

The enhanced variant of Ankensatsu adjusts its effect when hitting in the air to cause a ground bounce that can be linked with Super Art 3, and increases its impact advantage to reinforce wake-up sequences.

For its part, Fuhajin Overdrive It reduces both its combo count value and recoil distance, allowing for more continues after the projectile: options like Korenzan or Kyosesho now serve as bridges to additional combos or new Fuha charges. It also becomes more reliable. Tensenrin Light in juggle by adjusting his hitboxes and extending the window to cancel his second hit into a Super Art.

Kimberly: Hidden Variable integrated with Drive Rush logic

Kimberly notices a change in the behavior of her normals after Hidden Variable normalAll except Crouching Heavy Kick become the same treatment as when they are performed after a Drive RushThey increase their combo count limit and change their effect when hitting an opponent in the air from simple knockback to knockdown, allowing combos to be extended with resources like Shuriken Bombs without spending extra Drive.

An error has also been corrected in Bushin Beats (SA1) which prevented backward recovery in certain circumstances when there were no more Shuriken Bombs available, improving its defensive reliability.

Ken: poke boost, multi-hit combos, and offensive use of SA2

Ken is looking to enhance his image of Aggressive fighter with good mid-range toolsThe standing medium kick loses its initial 20% scaling and can now be canceled into a Super Art, raising the damage ceiling on confirms from that button.

El strong fist, crouching It gains improved blocking stats and increases Drive Gauge reduction when defended, making it a key part of chains that push the opponent back. Simultaneously, processes like the Jinrai Kick > Forward Step Kick sequence are adjusted so they can't be interrupted by so many non-invincible attacks, though it no longer guarantees Drive Impact on automatic cancels from multi-hit combos.

El Kazekama Shin Kick during Jinrai Kick It increases its damage and improves situations in Counter/Punish Counter, while the Overdrive Senka Snap Kick Gain active frames to connect more easily in aerial combos, especially after juggling in Drive Rush.

Lastly, Shippu Jinrai-kyaku (SA2) It increases its specific damage in Counter and Punish Counter, taking advantage of its quick start to reward those who use it as a reactive counterattack, despite not having invincibility.

Lily: Condor Spire and Condor Dive as the center of her offensive game

Lily receives a clear push in her Condor Spire and Condor Dive ramming attacksThe Overdrive and Windclad versions of Condor Spire now allow shorten the distance traveled Pressing certain kick combinations opens up new situations: from close-range combos with less recovery to strikes and grabs that take advantage of the advantage gained.

For the Condor Spire Windclad, both the recoil after impact and the window for linking attacks in the corner are modified, equalizing the advantage and distance situations with the normal version.

Respecto a Condor Dive WindcladThe possibility of spending an additional wind load is introduced for Perform a second Condor Dive after rebounding on impact or blockThis can only be done once per sequence, and in the case of the Overdrive version it consumes a considerable amount of Drive Gauge, but in return it allows for very damaging chains when combined with Overdrive Tomahawk Buster.

Luke: Flash Knuckle better integrated and more sustained pressure

Luke is tuned with the intention of enhancing his ability to stay close to the opponent and squeeze even more out of the system Flash Knuckle. Chain Double Impact It changes the effect of its second strike when the first is a Punish Counter, going from a simple knockdown with recoil to a standing spin that leaves the opponent vulnerable to a half-charged Flash Knuckle.

El Charged Heavy Flash Knuckle (Perfect/Held) Now it places Luke at a shorter distance after being blocked, so the attacker can continue to press with punches or mix-ups instead of being out of range.

In parallel, the Light Flash Knuckle To reduce its recovery time and improve block rates, even allowing it to be canceled into a Super Art in the final frames after impact. This opens up safer confirms both in the center of the screen and in the corner, where a ground hit can be converted into a light Rising Uppercut or a Super Art 2.

M. Bison: better use of Psycho Mine and more reactive Psycho Punisher

M. Bison focuses his changes on the management of Psycho Mine and in the speed of its Super Art 2, Psycho Punisher. The Backfist Combo when Psycho Mine is embedded It extends its advantage in blocking, to the point of allowing the player to maintain the initiative solidly, especially in the center of the screen, where the mid version can link with Crouching Heavy Kick or even Super Arts.

On the other hand, the distance traveled by the Devil Reverse normal forward When used to attack on top of the opponent, it reduces some of the unpredictability of landings that were previously very difficult to react to.

Psycho Punisher (SA2) It shortens its start, expands its combo hitbox upwards, and allows for a more pronounced backward movement after activation, improving its ability to punish forward moves like Drive Impact or Drive Reversal and making it easier to use as a punishment after Evil Knee.

Mai: Kachousen less oppressive, Ryuuenbu more useful as a poke

Mai, from guest sagas, sees the pressure generated by her decrease Kachousen maintained and OverdriveThe recoil time of the falling fan decreases both when it hits and when it is defended, which limits close-range enclosures and forces a rethinking of combo routes that relied on that rebound.

To compensate, the Light Ryuuenbu It becomes a much more fearsome poke: its range extends, the Drive Gauge reduction on block and Punish Counter increases, and it gains some invincibility around its feet, although its front hurtbox also widens when it misses. The result is a riskier but also more rewarding move at mid-range.

El Heavy Ryuuenbu It increases the height of the second impact when hitting enemies in the air, making it easier to connect from Standing Heavy Kick into Punish Counter and allowing combos from Standing Light Punch if the powered-up version of the super is active.

Manon: more threatening strong blows and a somewhat fairer long reach

Manon, a grappling specialist, gains power in her physical attacks. Standing Heavy Punch It increases your combo count limit, reinforcing both single hits and chains. Temps Lié (Heavy Punch > Heavy Punch)whose second hit now has more active frames to prevent it from failing to juggle.

The motion En Haut (← + Medium Kick > Medium Kick) It transfers the effects of Counter and Punish Counter from the first to the second hit, expanding the follow-up options: from a Light Renversé in Counter to an Overdrive Dégagé in Punish Counter for more damage.

At the same time, the Standing Heavy Kick to delay the appearance of the standby lock box, so that it ceases to be so oppressive at long range considering the already high range of Manon's normals.

Marisa: Stronger punishable kick and reinforced alternative neutrals

The dreaded Marisa's Standing Heavy Kick It becomes more punishable by widening its front hurtbox in the final part of the animation. The intention is that opponents can respond more consistently when Marisa misses this button in neutral, given its enormous range and the high damage it deals on Punish Counter.

Conversely, other resources are strengthened so that the wrestler's neutral game is not limited to that kick. Crouching Medium Kick It gains two extra frames of advantage on a hit, enabling more reliable combos in Punish Counter or Drive Rush towards Forward Medium Punch (Novacula Thrust/Swipe)These, in turn, advance their start by one frame, allowing confirmed takedowns that pave the way for Super Arts.

The motion PhalanxIn both its normal and Overdrive versions, Marisa improves her guard advantage and reduces pushback, reinforcing its role as a harassment and closing-in tool. The Heavy and OD versions leave Marisa close enough to threaten with holds like Enfold if used at close range.

Rashid: Better anti-air and pressure with Whirlwind Shot

Rashid's versatility is expanded with More solid pokes and anti-airsThe standing medium kick adjusts its combo count in Punish Counter to allow follow-ups with Flapping Spin or Light Eagle Spike, increasing the danger of this button in neutral.

El Medium Spinning Mixer It extends its invincibility against aerial attacks until the end of the second impact, making it easier for the player to react to long horizontal jumps without fear of the move failing midway.

On the other hand, Whirlwind Shot Overdrive Maintained It brings forward its start and allows it to be canceled in Wing Stroke or Rolling Assault mid-animation, which generates new lines of pressure in which Rashid uses the whirlwind as a shield to approach with advantage.

Ryu: Adjustments to Solar Plexus and improvements to heavy confirmations

Ryu, the archetype of the complete fighter, undergoes a readjustment so that his rewards should be commensurate with the risks. Solar Plexus Strike It delays its lock-on position when used at long range: this way, it remains strong at close range, but the opponent has more room to retreat or respond when used as a zoning tool from afar.

The chain High Double Strike (Heavy Punch > Heavy Kick) The advantage in impact is increased and its corner behavior is adjusted, opening up the possibility of linking it with Denjin Charge and with a medium Shoryuken or Overdrive, especially when the opponent is pinned against the wall.

El strong fist, crouching It gains a new specific hitbox for when the impact occurs in the first active frame within a combo, matching its range to that of the second frame and avoiding situations where the hit grazed the player but the Ryu player ended up being punished for not being able to cancel.

Sagat: minor tweaks to key pokes and correction to Tiger Knee

Sagat undergoes few changes in this update, beyond two very specific tweaks. Standing Light Kick It reduces its recoil when it hits so that Medium Tiger Uppercut Connect more consistently when the kick hits the opponent's body, especially in quick confirmation situations.

In parallel, the Crouching Medium Punch Its recovery to the whiff is increased, slightly hindering its use as a universal mid-range control tool. A bug has also been fixed in Heavy Tiger Knee Crush which caused the damage to decrease incorrectly when the part causing spinning recoil connected on a Counter Hit.

Terry: Round Wave is more interesting and Power Charge OD has new routes

Terry, another distinguished guest, sees his interest reinforced. Round Wave and Overdrive Power ChargeThe first reduces recoil upon hitting, bringing the character closer and allowing for more consistent subsequent pressure, while the second It can now be canceled on other specials Just like the strong version, generating aggressive configurations in which the opponent is cornered.

El Buster Wolf (SA1) It is corrected so that both player and opponent are invincible during the hitstop of the first hit, preventing the second hit from missing when chained after an Overdrive Power Wave that launches the opponent into the air.

For its part, Rising Fang (SA3/Critical Art) Its start is advanced by one frame when canceled from certain movements, reducing the cases in which the animation did not reach the opponent after a Quick Burn connected at a low height.

Zangief: Overdrive Double Lariat as main weapon in burnout

Zangief's changes are concentrated almost entirely on Overdrive Double LariatA key tool for punishing opponents in burnout. The fourth hit expands its hitbox downwards to also strike crouching opponentsAnd during the burnout state, the first, second, and fourth hits cannot be interrupted, making this move a very fearsome resource for wearing down the life bar when the opponent has already exhausted their Drive Gauge.

The recoil and recovery are also adjusted to balance the risk, so that characters with Long-range Super Arts They can still penalize predictable use. Furthermore, the Smetana Dropkick reducing its lower hurtbox, allowing it to better avoid the opponent's low-flying pokes and giving players one more reason to integrate it into their neutral game.

Competitive scene and esports plans

Beyond the gameplay aspect, Capcom is using the update to review the state of the competitive sceneSahara was crowned champion of the Capcom Cup 12, taking home a prize of one million dollars, while the Japanese team REJECT He won the title at the Street Fighter League: World Championship 2025.

Looking to the future, the company confirms that the Capcom Cup 13 will return to the Ryogoku Kokugikan, iconic Japanese venue, in 2027. By 2026, the Capcom Pro Tour will continue to rely on major in-person events such as Evo Japan, Combo Breaker, CEO or EVO Las Vegas, with an expanded Street Fighter League that will distribute around $700.000 among the different circuits.

With the March patch and the arrival of Alex, the goal is to offer players of all levels—in Spain, Europe, and other regions—a more stable environment, with different tools but better adjusted to each otherThe emphasis on Drive Rush, the revaluation of underutilized moves, and the correction of overly oppressive situations should translate into more varied matches, where decision-making and knowledge of the opponent carry more weight than the automated systems of previous patches. Furthermore, the competitive scene continues to evolve with new proposals and a major competitive bet which reinforces interest in tournaments and in-person events.

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