Today: Sep 24, 2024

Boulevard Fighter 6 Terry Bogard patch notes

Boulevard Fighter 6 Terry Bogard patch notes
September 24, 2024







Boulevard Fighter 6 Terry Bogard patch notes










The most recent DLC personality has introduced for Boulevard Fighter 6, and he is introduced along side him a pleasing listing of adjustments and additions for the sport too.








Capcom simply launched the respectable patch notes for the Terry Bogard replace in SF6 following its server upkeep duration.










We’re going to be proceeding to replace the tale right here with the patch notes, which will also be discovered at the Boulevard Fighter web site as neatly.

Tale is creating…

Common Ideas
Some characters have won some stability changes for this replace.

Moderately than sweeping adjustments to change the sport stability throughout all characters, this time we have zeroed in to particularly upload some tweaks to characters that hadn’t observed many adjustments to their playstyle but. We’ve got additionally dampened the sudden unfavorable have an effect on of a few earlier adjustments, and dialed again some elements that have been truly protruding.

Power Affect (Trojan horse Repair)


1. With some characters, the period of the standby block hitbox didn’t fit that of the assault hitbox, so the standby block hitbox was once adjusted for them to compare.


This alteration applies to Luke, Kimberly, Chun-Li, Dee Jay, and A.Ok.I.

2. Fastened a topic the place receiving an opponent’s assault would by accident trade the houses of the Power Affect for some characters. The affected characters and fixes carried out are detailed beneath.


Kimberly: Fastened a topic the place the standby block hitbox would disappear from frames 1 to 17.

Dee Jay: Fastened a topic the place the assault hitbox was once shorter than commonplace.

Blanka: Fastened a topic the place the standby block hitbox was once too quick, and the variety on energetic assault body 2 was once longer than meant.

Power Reversal (Adjustment)


Expanded the throw hurtbox ahead, in order that commonplace throws can attach as a counter assault when the Power Reversal is blocked at shut vary. This alteration most effective impacts Dee Jay.

Particular Transfer Get started Up (Trendy Controls)
(Trojan horse Repair)


Fastened a topic the place the straightforward command scaling can be carried out if a guide command was once inputted all over the darkish display transition of a Tremendous Artwork, and so on.

Assisted Combo
(Trojan horse Repair)


Fastened a topic with some characters the place in the event that they entered Burnout all over an Assisted Combo and buffered the primary assault of the similar Assisted Combo, the second one assault and later would no longer be carried out. This repair applies to the next characters and mixtures.


– Kimberly: Assisted Combo 2


– Manon: Assisted Combo 2

Assisted Combo (Trojan horse Repair)


Fastened a topic with some characters the place in the event that they entered Burnout all over an Assisted Combo and enter the primary assault of the similar Assisted Combo concurrently the transfer restoration, the second one assault and later would no longer be carried out. This repair applies to the next characters and mixtures.


– Luke: Assisted Combo 2


– Manon: Assisted Combo 3


– Juri: Assisted Combo 2 and three


– JP: Assisted Combo 3


– Dhalsim: Assisted Combo 2



Serpent Lash (↓↘→+Punch x 2)

Fastened a topic that brought about A.Ok.I. not to acquire extra benefit frames on Punish Counter Poisonous Blossom.



Lightning Beast – Electrical Thunder (Overdrive) (↓↙←+Punch x 2)

Fastened a topic that passed off whilst Lightning Beast was once energetic that brought about the Blanka-chan explosive not to detonate as an Overdrive assault underneath sure instances when prompted via an Overdrive Electrical Thunder.


When most effective the primary assault of Heavy Tensho Kicks attached, it brought about an enormous drawback for Chun-Li, so we greater the knockdown time for the opponent, so they may be able to’t dish out a assured counterattack.

Kikoken (Overdrive) – (Trendy Controls)


Fastened a topic that brought about a regular Kikoken to be carried out when inputting an Overdrive Kikoken manually and hitting the down enter.

Tensho Kicks (Heavy) (↓↓+Heavy Kick)

Greater the knockdown time when the primary assault hits.



Throughout the whole stability adjustment, Dee Jay did not obtain many buffs, so we have made some extra changes to him.

His 3 Beat Combo (Mild Punch > Medium Kick > Medium Kick) did not have many makes use of so we have decreased the space after hit to depart combatants nearer to Dee Jay so he can choose from following with a strike or a throw. Relying at the state of affairs, you’ll now use it along side Fast Rolling Sobat (↓↘→ + Medium Kick).

We additionally stepped forward his Waning Moon (↓↙← + Kick > Medium Kick) out of Jus Cool (↓↙← + Kick) as gamers weren’t the usage of it up to the opposite transition assaults. The common model will now permit for follow-up assaults on Punish Counter. When blocked, it chips away extra Power Gauge, giving it a unique benefit than what Funky Slicer (↓↙←+ Kick > Mild Kick) supplies. The Overdrive model will also be adopted up with a Tremendous Artwork assault. This, mixed with a Tremendous Artwork 1 Largest Sobat, that hits higher on a mid-air opponent, will permit him to attain extra injury whilst preserving at the offensive.

Face Breaker (←+Heavy Kick)

Fairly expanded the collision pushbox sideways when this assault lands as a floor counter hit or Punish Counter.


This repair has been made to relieve problems with particular strikes popping out within the improper route after the next combo:


Face Breaker > Overdrive Jus Cool > Overdrive Most Strike > Power Rush > Face Breaker

Threebeat Combo (Mild Punch > Medium Kick > Medium Kick)

1. Modified the second one assault’s restoration from 18 to twenty frames.

2. Greater the knockback time on hit or block for the second one assault via 2 frames.

3. Lowered pushback on hit for the second one assault.

4. Added 20% preliminary scaling to the second one assault.

5. Got rid of the compelled status assets from the second one assault.

6. Behind schedule the transition timing from the second one assault to the general assault via 2 frames.

7. Modified the opponent’s block response for the second one assault.

8. Modified the general assault’s restoration from 21 to 19 frames.

9. Lowered the knockback time on hit or block for the general assault via 2 frames.

10. Modified the hitstop at the ultimate assault from 9 to 11 frames.

Jackknife Most (Medium/Heavy) (Price ↓ then ↑+Medium Kick or Heavy Kick)

The assault hitbox on the base of the primary assault has been expanded downward rather as a way to hit mid-air assaults that experience a low profile when recuperating upon touchdown (Juri’s Shikusen, and so on.).

Waning Moon (Standard) (↓↙←+Kick > Medium Kick)


1. Power gauge relief on block modified from 4000 to 6000.


2. Modified hit impact on Punish Counter from knockdown slam to floor certain.


3. Added preliminary scaling of 30%.

Waning Moon (Overdrive) (↓↙←+Kick x 2 > Medium Kick)

Modified the hit impact all over a mid-air hit from knockdown to floor certain.

SA1: Largest Sobat


1. Modified the hit impact all over a mid-air hit from spinning knockdown to sliding knockdown.


2. Greater combo depend higher prohibit.


Dhalsim is a personality that did not obtain many adjustments all over the whole stability adjustment, so we have long past and made extra adjustments to him.

On best of making improvements to the usability of a lot of his assaults, his Tremendous Artwork 1 now offers recoverable injury to the opponent on every occasion it is blocked. Which means that if Dhalsim can land successful at the opponent whilst the opponent has recoverable injury on their well being gauge, it is going to convert into exact injury.

We’ve got additionally modified issues up in order that the quantity of Power gauge relief inflicted and his total state of affairs when the assault is blocked is best, so you’ll scale back your opponent’s sources via getting them to dam the assault, whilst expanding the drive on your subsequent assault.

Assisted Combo 2


Combo has been modified to the next.


– When the Tremendous Artwork gauge is empty: Divine Kick > Overdrive Yoga Flame > Lengthy Sliding Kick

Status Medium Punch


Modified benefit on hit from -2 to ±0 frames.

Status Heavy Kick


Modified benefit on Punish Counter from +21 to +24 frames.

Leaping Medium Punch


The end of the arm hurtbox will now not be hit via an opponent’s cross-up assault.

Nirvana Punch

Lowered the knockback distance from a mid-air hit.

Yoga Hearth (Standard) (↓↘→+Punch)

1. Modified the timing for when the assault transitions to the behind schedule model from body 5 to border 7.


2. Modified the restoration of the behind schedule model on block from -3 to -1 body.

Yoga Hearth (Overdrive) (↓↘→+Punch x 2)

1. Modified the knockback time when the primary assault hits from 20 to 24 frames.


2. Lowered the pushback on hit for the primary assault.


3. Got rid of the frame hurtbox that looks sooner than the assault.


4. Lowered the frame hurtbox that looks after the assault backwards.

Yoga Flame (Overdrive) (→↘↓↙←+Punch x 2)

1. Expanded the assault hitbox of the primary assault ahead.


2. Expanded the assault hitbox that looks for the second one assault and after when the opponent is hit all over a combo.

Yoga Comet (Overdrive) (Whilst within the air, →↘↓↙←+Punch x 2)

Fastened a topic the place if the opponent Highest Parried this assault, any methodology carried out after that might have Highest Parry scaling added to it till Dhalsim landed.

SA 1: Yoga Inferno


1. This assault now offers recoverable injury to the opponent when blocked.


– Recoverable injury is ready to 792, with 492 chip injury and 300 recoverable injury all over Burnout.


2. Modified Power gauge relief on block from 2520 to 5040.


3. Modified total restoration for the Mild and Medium variations from 133 to 128 frames.


4. Modified the benefit on block for the Mild and Medium variations from -15 to -10 frames.


5. Greater the pushback on block for the Mild and Medium variations.


6. Modified the hurtbox at the Heavy model from start-up to the third energetic body from status to crouching peak.



SA2: Final Killer Head Ram


1. Fastened the pushback on hit for the headbutt and the assault hitbox all over the slapping parts in order that they’re much less prone to whiff halfway during the assault.


2. Greater the knockdown time of the headbutt, however tweaked in order that E. Honda can’t be counter attacked when the remainder of the assault does not hit.



Guile’s Sonic Growth (Price ←, then → + Punch) prime use charge within the impartial, plus his loop mixtures, made him awesome when it got here to meter acquire, so we have made changes to cut back the quantity of Tremendous Artwork and Power gauge he features.

We additionally took under consideration that his Medium Sonic Growth is weaker than the opposite variations in terms of suppressing the opponent and factored that during when making the above trade.

Sonic Growth (Standard) (Price ← then →+Punch)

1. Modified Tremendous Artwork gauge acquire at the Mild and Heavy variations shape 600 to 300.


2. Modified the Tremendous Artwork gauge acquire at the Medium model from 600 to 450.


3. Modified the Power gauge acquire from 1000 to 500.




SA1: Breakin’


Fastened a topic the place the wear and tear would build up when the primary or 2d assault landed as a counter hit.



JP’s anti-air talents have been weakened with the Ed and next Akuma updates, however that brought about JP’s talents to turn out to be too limited, so his crouching heavy punch’s anti-air functions were stepped forward. It isn’t as sturdy as sooner than, however gamers can now use it neatly in the event that they react correctly.

On best of this, extra combo routes than anticipated have been now not viable because of the changes made to Tremendous Artwork 2 Lavushka, so we have made some changes to JP’s status medium kick and Bylina (→ + Heavy Kick) to make up for this. There are actually extra consecutive hits than sooner than, so new combo routes will also be constructed.

The changes to Triglav (↓↓ + Punch) are associated with the changes made to Bylina. If Triglav and Bylina are utilized in common mixtures, the worth of alternative assaults will lower, so we have made changes to cut back the knockback most effective once they hit an opponent that isn’t within the air. Knockdown time may be adjusted, whilst the restoration distinction on hit has no longer modified.

Status Medium Kick


Benefit on hit modified from +1 to +3 frames.

Crouching Heavy Punch


Added anti-air invincibility to the arm hurtbox from the assault’s 2d energetic body till the top of the assault’s energetic frames.

Bylina (→+Heavy Kick)

1. Greater the mix depend higher prohibit of the primary assault.


1. Greater the mix depend higher prohibit of the primary assault.

Triglav (Standard) (↓↓+Punch)

1. Lowered the blowback time on a status hit via 1 body.


2. Prolonged the knockdown time on a status hit via 1 body.

Stribog (Standard/Overdrive) (↓↘→+Punch or Punch x 2)

Expanded the hitbox for the second one assault just for when the primary assault hits.

Torbalan (Standard/Overdrive) (↓↘→+Kick or Kick x 2)

Got rid of a projectile collision hitbox that remained after the assault’s energetic frames.

Embody (Standard/Overdrive) (↓↙←+Kick or Kick x 2)

Modified speedy scaling from 25% to ten%.


Assisted Combo 2


Combo has been modified to the next.


– When the Tremendous Artwork gauge is empty: Crouching Medium Punch > Overdrive Fuhajin > Heavy Tensenrin



Putting in place performs with Shuriken Bombs (↓↓ + Punch) has all the time been a a laugh a part of Kimberly’s recreation plan, however the earlier total stability changes wound up impacting them closely, lowering their go back regardless of the heavy price of the usage of up a restricted useful resource. As such, we have reeled of their preliminary scaling and combo scaling in order that you can get extra bang on your dollar when a Shuriken Bomb connects.

Shuriken Bomb/Shuriken Bomb Unfold


Modified preliminary scaling and combo scaling from 20% to ten%.



We would prior to now shortened the succeed in of Luke’s commonplace assaults, in an try to suppress his sturdy defensive functions, then again, this had a miles better have an effect on on his offensive functions than we would expected, leading to many extra instances of his assaults no longer discovering their mark once they will have to have. To relieve the problem, we have decreased the knockback of his commonplace assaults, which will have to lead them to extra viable for stringing mixtures once more.

After allowing for the drop in Luke’s offensive firepower, together with the large affect bumping up the preliminary scaling of Triple Affect (Mild Punch > Medium Punch > Heavy Punch) had, we have additionally given his parameters some boosts.

The changes made to Outlaw Kick (← + Heavy Kick) will have to decrease the trouble in the usage of it in mixtures. With the prior to now discussed build up to commonplace assault knockback, it become extremely tricky to keep on with up with the assault except you have been in a position to accomplish it straight away out of a Power Rush. We’ve got tweaked issues just a little in order that even supposing your enter timing is a little bit gradual, the assault can nonetheless succeed in and fix.

Crouching Mild Punch

1. Lowered pushback on hit.


2. Lowered pushback on block.

Crouching Medium Punch

Lowered pushback on hit.

Crouching Mild Kick

1. Lowered pushback on hit.


2. Lowered pushback on block.

Outlaw Kick (←+Heavy Kick)

Greater inertia out of Power Rush.

Triple Affect (Mild Punch > Medium Punch > Heavy Punch)

1. Fast scaling on the second one assault got rid of.


2. Modified the wear and tear of the general assault from 600 to 800.


Assisted Combo 2


Combo has been modified to the next.


– When Tremendous Artwork gauge is empty: Status Medium Kick > Overdrive Rond-point > Medium Dégagé




Hurtbox all over a Certain (Trojan horse Repair)


Hurtbox all over a certain was once modified to compare that of the opposite massive characters.


The hurtbox on his crouching mild punch (crouching mild assault, for Trendy controls) was once smaller in comparison to different characters, making it more straightforward to make use of as an anti-air assault, so we have matched the peak of the hurtbox with that of alternative characters. This hurtbox is most effective susceptible to aerial assaults, so this modification may not have an effect on ground-based assaults.

Nail Attack’s (↓+ SP > → + Assault > → + Assault, for Trendy controls) command has been modified to steer clear of unintentional inputs. When acting Rolling Attack (↓ + SP > → + Assault) from a regular assault, Rashid would infrequently carry out Nail Attack unintentionally if the enter was once achieved too briefly, so we have up to date the transfer so it is going to no longer be carried out if a ahead enter isn’t detected.

Again Sprint


Fastened a topic that brought about the collision pushbox to be smaller than the status one from body 1 to border 15 of the methodology.

Crouching Mild Punch


Added a hurtbox that most effective responds to mid-air assaults to the pinnacle from body 1 to border 7 of the methodology.

Nail Attack (Trendy controls)


1. Modified the enter for Trendy controls to “Attack Roll > →+Assault”


– This alteration was once made to stop this transfer from being carried out by accident when seeking to enter instructions as speedy as imaginable for different ways out of Attack Roll.

2. To head with the above trade, Assisted Combo 2 all over Burnout has been modified to the next.


Status Medium Punch > Emerging Kick > Heavy Arabian Cyclone > Attack Roll > Nail Attack



Denjin Price – Hashogeki (↓↙←+Heavy Punch)

Fastened a topic that ended in a regular Heavy Hashogeki being carried out as a substitute of a Denjin Price Hashogeki if a Hadoken was once nonetheless provide at the display.



Whilst we seemed to reinforce Zangief’s efficiency via adjusting more than a few strikes, a few of them ended up being taken too some distance, so we have taken measures to tone down the changes.

First, we have taken his Knee Hammer (→ + Medium Kick) and rolled again the drawback on block from -3 again to -4 frames.
This was once an adjustment achieved to make the transfer more straightforward to make use of, however with the opposite changes Zangief won, it became out to be too robust when used in an effort to shut the distance, so we have made it much less fine when blocked.

Moreover, there was once a large discrepancy between its look and hurtbox, so we have expanded the hurtbox as a way to fit the semblance of the assault extra. Alternatively, this assault can nonetheless steer clear of assaults to the toes like sooner than.

For Zangief’s Head Butt (→ + Heavy Punch), making an allowance for its skill to stay Zangief at the offensive and its skill to wreck down defenses, we have reduced the go back it will get on hit. It may nonetheless be utilized in a combo, however the further scaling added to it is going to decrease its injury. Alternatively, on hit it now can attach into crouching medium punch, which means that the usage of Tremendous Artwork 2 in a combo is more straightforward.

Knee Hammer (→+Medium Kick)

1. Modified restoration on block from -3 to -4 frames.


2. Expanded the frame hurtbox ahead at the 2d body of the methodology and later.


– The hurtbox across the legs from startup till touchdown has no longer been expanded.


3. Moved the nature’s heart axis from frames 2-6 of the strategy to fit the semblance of the assault.

Headbutt (→+Heavy Punch)

1. Added 25% preliminary scaling.


2. Modified combo scaling from 10% to twenty%.


3. Modified benefit on hit from +7 to +8 frames.








OpenAI
Author: OpenAI

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