Categories: Technology

Street Fighter 6 C. Viper Patch Notes

After over a decade of waiting, Crimson Viper is finally returning to the Street Fighter mainstage, and she’s bringing plenty of goodies to celebrate.

Capcom has just released the official patch notes for the new Street Fighter 6 update featuring C. Viper and much more.

In this update, 13 characters are receiving some sort of adjustment, including Jamie, Manon, JP, Dee Jay, Cammy, Ryu, Guile, Chun-Li, Zangief, M. Bison, Terry, Mai, and Elena.

Those looking for a larger balance patch will be disappointed, however, since this update focuses on bug fixes and consistency adjustments.

Broader fixes have also been made, impacting Chun-Li, AKI, Ed, Mai, Elena, Sagat, Marisa, Akuma, M. Bison, Kimberly, Cammy and E. Honda.

Capcom is of course adding much more to Street Fighter 6 besides C. Viper in the new update which will be available once server maintenance is complete.

Mech Zangief-F is launching as the latest Outfit 4 DLC, and metal supergroup Cavalera Conspiracy also has a new guest track for the wrestler.

On top of that, more free content is coming between the Banshee’s Last Cry collaboration event and the final selections of the second Challenger screen art competition in Street Fighter 6.

You can check out the full list of patch notes below, which can also be found on the official Street Fighter website.

Universal

Drive Rush behavior when canceling certain breathed light attacks

• Fixed an issue where if a Cancel Drive Rush was cast at a specific time during a light attack, nothing would happen if the move missed, but the Cancel Drive Rush would only activate if the move was hit or blocked by the opponent.

• This fix applies to the following characters and their light attacks

– Chun-Li: Crouching light kick

– AKI: Light standing kick

– Ed: Crouching light kick

– May: Light standing kick

– Elena: Light standing kick

– Sagat: Light standing kick

Priority to Drive Rush Cancel and cancellation of certain attacks in special movements

• Fixed an issue where entering a Special Move command and a Drive Parry did not result in a Cancel Drive Rush but the Special Move was performed when certain attacks connected or were blocked by the opponent.

• This fix applies to the following characters and their attacks

– Marisa: Crouching light punch

– AKI: Light standing kick

– Akuma: Crouching light punch

– M. Bison: Standing light punch

– Elena: Standing light punch

– Sagat: Crouching Light Punch, Tiger Slash (Crouching Medium Punch, Crouching Heavy Punch)

Behavior of some Super Art 1 and 2 when hitting an opponent during Burnout

• When you hit an opponent in Burnout with certain level 1/2 Super Arts that lock the opponent to the hit, the opponent’s Drive gauge will no longer stop recovering during the animation.

• This adjustment applies to the following characters and their attacks

– Kimberly: Super Art 2 (including aerial version)

– Cammy: Super Art 2 (including aerial version)

– Marisa: Super Art 1 (held version), Super Art 2 (when the 1st attack hits)

– E. Honda: Super Art 2

-Akuma: Super Art 2

– M. Bison: Super Art 2

-Elena: Super Art 2

– Sagat: Super Art 2 (all variants)

Issue regarding Super Art gauge increase

• Fixed an issue where if you perform 16 or more attacks in a combo and then cast a Super Art that has a Super Art recovery scaling setting, the amount of gauge recovered for subsequent follow-up attacks would decrease.

Light Spiral Arrow (↓↘→+Light Kick)

• Increased blowback time on a mid-air shot after active frame 6.

• Note: This adjustment was made because Cannon Spike would sometimes smell after connecting with Swing Combination > Light Spiral Arrow some distance from the corner.

Jumping Medium Punch

• Fixed an issue where the cancel timing was not displayed when landing this attack while backjumping in Practice Mode.

Tensho Overdrive Kicks (↓↓+KK)

1. Extended collision dialog on hit up.

2. Extending the final attack’s hitbox forward

• This fixed an issue where the attack would go in the opposite direction if you went under the opponent before getting up for the second time.

Soten Ranka (Critical Art) (↓↙←↓↙←+K)

• Fixed an issue where a combo attack hitbox only added at Super Art level 3 was not added to Critical Art.

Overdrive Waning Moon(↓↙←+KK>Medium Kick)

• Extended collision pushbox upwards from frames 16 to 19.

• Note: This adjustment was made due to Assist Combo 3 causing the player to go under an opponent and not connect to combos in certain situations.

Slip

• Fixed an issue where the opponent’s blowback behaved abnormally during a mid-air counterattack/counterpunishment.

Moon Glider (Normal/Overdrive) (↓↙←+Punch > →+Punch)

• The stun and first attack stun had different values, so they were unified to match the hit stun value.

Crouching Light Kick

• Fixed an issue where the Punish Counter hitbox would still remain 1 frame after recovery finished.

• Fixed an issue where the quick cancel version of the Standing Light Punch, Crouching Light Punch, and Crouching Light Kick would be unintentionally performed when performing techniques involving pressing a punch or light kick (throws, special moves, etc.) 5 frames before the recovery ends.

Free Flow Punches (Normal, Drink Level 4)(↓↘→+Punch)

• Extended the collision thrust box upwards when the first attack hits, making it more difficult to change stance with an opponent in midair.

• Note: This is to address an issue where the attack would miss the opponent and Freeflow Kicks would be unintentionally performed when using modern controls.

Torbalan Overdrive (↓↘→+KK)

• Mitigated an issue where an abnormal whiff would occur against an opponent in the air by adding an attack hitbox that only appears during a combo.

Launch Exhaust Inlet

• Fixed an issue where throw escapes would not be possible if a special move command that does not exist for M. Bison (← or → + PPP or KKK, →↓↘ + PP) was executed when entering a throw escape.

Head Press (Normal) (Charge ↓, then ↑+Kick > Kick)

• When Bison’s Head Press was used against a counter-style move (Amnesia, Marisa Super Art 1, etc.), it would bounce, allowing a back and forth move, but Somersault Skull Diver could not be performed. We made a change so that when Head Press is used against such moves, it no longer bounces.

Psycho Crusher Attack (Normal/Overdrive), Backfist Combo (Normal/Overdrive)

• Fixed an issue in Extreme Battle where when consecutive attacks hit an opposing character and a gadget (like a bomb) occurred, unnatural behavior would occur, such as the technique being interrupted or Bison’s psycho mine not exploding.

• Note: This change does not affect normal 1v1 battles.

Medium Ryuuenbu (Normal/Boosted) (↓↙←+Medium Punch)

• Fixed an issue where only the 2nd attack of the regular/boosted version would have an initial scaling added of 20%.

• Fixed an issue where only the normal version’s 2nd attack during a combo would have an added combo scaling of 20%.

Reversed, Grand Fouetté (Modern Commands)

• When using the Modern controls, if you tried to cancel Reversé in Super Art 3 by simultaneously pressing the button, Reversé Feint or Grand Fouetté would be unintentionally executed, so the following adjustment has been made.

1. When using modern commands, the input for Knockdown (Feint) has been changed from Special (hold) to Light Attack (Hold).

2. When using modern controls, Grand Fouetté’s control has been changed from any attack button to medium attack.

3. The Inverted Feint input buffer time just before the end of its cooldown has been increased.

Hadoken Overdrive (Denjin Charge) (↓↙←+PP)

• Fixed the amount of chip damage dealt to an opponent while Burning out from 400 to its correct value of 200.

Quick Burn Overdrive (↓↙←+Light Punch+Medium Punch or Light Punch+Heavy Punch)

• The cancellation timing of Super Art 2/3 has been changed to only be the 2nd active frame of the 2nd attack.

• Note: This adjustment aims to resolve issues where the first active frame of the 2nd attack would not reach the opponent when canceling the attack, causing the Super Art to not combo.

Double Lariat (Modern Controls) (Medium + Heavy Attack)

• An adjustment has been made for modern controls so that the Double Lariat is performed instead of a normal throw if the player presses 3 attack buttons at the same time while in Burnout.

James Walker

James Walker – Technology Correspondent Writes about AI, Apple, Google, and emerging innovations.

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