Street Fighter 6 came out almost a year ago, and now it’s getting its biggest update yet. Capcom just shared the patch notes for the Akuma and Season 2 update, which fans have been waiting for.
In this update, all 21 characters are being changed. Some are getting stronger (buffs), some are getting weaker (nerfs), and some are getting new moves.
Also, game mechanics like wakeup Drive Reversal and Drive Parry are being changed. New features are being added too, like Character BGM Settings and an in-game music shop.
Street Fighter 6 Akuma and Season 2 Patch Notes
Balance changes and patch notes have now been published on Buckler’s Boot Camp!
Take a look at how each character has been changed with the latest Akuma Update.https://t.co/BaUsBvcPju
— Street Fighter (@StreetFighter) May 22, 2024
Universal Changes
Input Recognition – Adjustment
The Input Recognition Frame, which is the number of frames within which you must press the attack button after a special move command is inputted in order for the game to recognize you are performing a special move, has been adjusted per command.
1. For ↓↘→ or ↓↙← commands while standing on the ground, the Input Recognition Frame has been changed from 11 to 9 frames.
This means the attack button must be pressed within 9 frames of the final forward or back command being input for it to be recognized and have the special move be performed.
For ↓↘→ or ↓↙← commands while in the air, the Input Recognition Frame remains at 11 frames.
2. For ←↙↓↘→ or →↘↓↙← commands, the Input Recognition Frame has been changed from 12 frames to 9 frames.
Mid-air ↓↘→ and ↓↙← Command Moves – Adjustment
Considering the fastest possible input necessary for instant aerial commands, the input difficulty has been eased slightly, and ↓↙← + K commands can now be performed using any downward direction (↙ or ↓ or ↘) followed by ↙← + K.
↓↓ Button Commands – Adjustment
If Medium Punch+Medium Kick are input between a double Down tap, no command will be performed.
This adjustment was made so that if you immediately double tap Down after a Cancel Drive Rush from a crouching attack, a double Down command move will not be performed by accident.
Jump Landing Hurtboxes – Adjustment
The following characters have had their hurtbox while landing from a jump moved upwards to match other characters, as it was previously lower and caused unanticipated attacks to hit them: Chun-Li, Dhalsim, Lily, A.K.I.
Stun Timing Adjustments – Bug Fix
Fixed an issue where if an opponent in Burnout blocks a Drive Impact a certain distance away from the corner of the screen, and the player performs a technique just before stun occurs, no combo scaling would be applied on the combo after the stun.
Drive Parry – Adjustment
1. Throw hurtbox has been expanded while the technique is being performed.
2. Hurtbox from the 3rd frame and later has been expanded
3. The shortest possible active parry hitbox time has changed from 8 frames to 12 frames.
4. Recovery after the active frames has changed from 29 frames to 33 frames.
5. After absorbing an attack, the time until the Drive Gauge starts to auto regenerate has changed from 60 frames to 20 frames.
Perfect Parry – Adjustment
The overall gauge fluctuation from a counter attack after a Perfect Parry has been reduced. This adjustment is not just for the first attack, but affects all attacks until the combo ends.
1. Super Art gauge increase has changed from 100% to 80% for both the attacker and damage-taker.
2. Drive gauge increase for the attacker has changed from 100% to 50%
3. Drive gauge decrease for the damage-taker has changed from 100% to 50%
A.K.I.
Assisted Combo 2 – Adjustment
Combo during Burnout has changed to the following.
Standing Medium Punch > Nightshade Pulse > Nightshade Chaser
Assisted Combo 3 – Adjustment
Combo has changed to the following.
– Basic: Standing Heavy Kick > Overdrive Serpent Lash > Standing Light Kick > Toxic Wreath > Claws of Ya Zi
– During Burnout Standing Light Kick > Light Serpent Lash > Claws of Ya Zi
Gluttony (Backwards Throw) – Universal Adjustment
Distance increased between characters when the opponent is thrown into the corner.
Standing Medium Punch – Adjustment
Hurtbox around the arms during the active frames reduced.
Standing Heavy Punch – Adjustment
1. Cancel window into Target Combo delayed by 1 frame.
2. Disadvantage on block changed from -5 to -4 frames.
3. Attack hitbox expanded downward.
Standing Light Kick – Adjustment
1. Attack startup changed from 5 to 4 frames.
2. Recovery changed from 11 to 12 frames.
3. Advantage on hit changed from +4 to +3 frames.
4. Disadvantage on block changed from -2 to -3 frames.
Standing Medium Kick – Adjustment
1. Attack startup changed from 9 to 8 frames.
2. Overall technique length changed from 28 to 27 frames.
3. Pushback on hit reduced.
Standing Heavy Kick – Adjustment
1. Hurtbox around the front of the feet during the 1st active frame reduced.
2. Made the hurtbox around the torso anti-air invincible from the 2nd active frame until the end of the active frames.
Crouching Medium Punch – Adjustment
Recovery when the attack misses changed from 21 to 18 frames, and recovery on block and hit unified.
Crouching Medium Kick – Adjustment
1. Advantage on hit changed from +4 to +5 frames.
2. Advantage on block changed from -3 to +1 frames.
Crouching Heavy Kick – Adjustment
1. Active frames changed from 5 to 6 frames.
2. Recovery changed from 21 to 20 frames.
3. Hurtbox on the front of the feet reduced.
4. Movement distance back and forth during the technique increased.
Note: Position when the technique ends has not change.
5. Horizontal blowback on Punish Counter reduced.
Jumping Heavy Kick – Adjustment
1. Active frames changed from 5 to 8 frames.
2. Hurtbox added during recovery to match visual.
Hun Dun (Light Punch > Light Punch) – Adjustment
Advantage on hit changed from ±0 to +1 frames.
Light Serpent Lash (QCF + Light Punch) – Adjustment
1. Attack hitbox expanded forward.
2. The horizontal blowback on hit during Toxic Blossom is reduced.
3. Hit effect on Punish Counter changed to backwards crumple, regardless of whether the opponent is in a normal state or Toxic Blossom has been triggered.
Note: If Toxic Blossom is triggered, the window for a possible follow-up attack is longer.
Heavy Serpent Lash (QCF + Heavy Punch) – Adjustment
1. The timing for when the hurtbox around the head is reduced changed from the 6th frame to the 4th frame.
2. Input buffer now allowed starting from 10 frames before recovery ends.
Overdrive Serpent Lash (QCF + Two Punches) – Bug Fix
During a mid-air combo, the second attack would sometimes miss if the opposite was at a high enough elevation, so the attack hitbox for the second attack has been expanded upward.
Normal Nightshade Pulse (QCF + Light Punch) – Adjustment
Can now be canceled into Overdrive Snake Step from the 36th frame of the technique until the end of the recovery frames.
Overdrive Nightshade Chaser (QCB + Two Punches > + Punch) – Adjustment
Hit effect when the opponent is not in the air changed from knockback to blowback knockdown.
Toxic Wreath (QCB + Heavy Punch) – Adjustment
1. Damage distribution changed from 400+400 to 200+600.
2. Second attack’s active frames changed from 7 to 9 frames.
Normal Cruel Fate (QBC + Kick) – Adjustment
1. Can be canceled into Super Art level 3/Critical Art after landing on either hit or block.
2. Pushback on block of the heavy version increased.
Overdrive Cruel Fate (QCB + Two Kicks) – Adjustment
1. Can be canceled into Super Art level 3/Critical Art after landing on either hit or block when the hit throw version is not triggered.
2. Second attack’s hitbox expanded downward.
Venomous Fang (Down + Two Punches > Punch) – Adjustment
Projectile invincibility extended until the end of the attack’s active frames.
Heel Strike (Down + Two Punches > Kick) – Adjustment
1. First attack’s hitbox expanded forward.
2. Added an attack hitbox to the second attack that is only used when the opponent is in a combo, allowing players to string together combos more easily.
Entrapment (Down + Two Punches > Light Punch + Light Kick) – Adjustment
Removed immediate scaling.
Light Snake Step (QCF + Light Kick) – Adjustment
Technique now moves backwards.
SA1 Deadly Implication – Adjustment / Bug Fix
1. Expanded attack hitbox.
2. The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.
3. Fixed an issue that caused attacks after the first attack hits to miss in certain situations.
SA2 Tainted Talons – Adjustment
Changed final attack damage from 800 to 1000.
Dhalsim
Assisted Combo 2 – Adjustment
Combo changed to the following during Burnout.
Divine Kick > Medium Yoga Flame
Assisted Combo 3 – Adjustment
Combo changed to the following during Burnout.
Standing Heavy Kick > Heavy Yoga Fire > Merciless Yoga
Drive Reversal – Adjustment
1. The first attack’s hit effect changed from a knockback to a blowback knockdown.
2. Advantage on hit changed from 23 to 24 frames.
Standing Medium Kick – Adjustment
Hurtbox around the feet on frame 30 reduced.
Standing Heavy Kick – Adjustment
1. Advantage on hit changed from +1 to +3.
2. Pushback on hit reduced.
Crouching Medium Kick – Adjustment
1. Damage reaction from the 8th active frame and after has been changed.
Note: This was done so that it’s easier to understand when Dhalsim is at a +4 frame advantage or more.
2. Pushback on hit reduced.
Yoga Mummy (↓ + Light Punch, during a jump) – Adjustment
1. Mid-air hit effect changed from mid-air recovery to blowback knockdown.
2. Combo count upper limit increased.
Agile Kick (↙ + Light Kick) – Adjustment
Upward attack hitbox reduced.
Note: This adjustment was made so that this attack doesn’t hit opponents using an attack with invincibility around the feet.
Normal Charged Yoga Fire (↓↘→ + Punch) – Adjustment
1. Attack start up changed from 45 to 43 frames.
2. Overall technique length changed from 77 to 73 frames.
Note: Recovery on block has not changed.
Overdrive Yoga Blast (→↘↓↙← + Two Kicks) – Adjustment
1. Initial scaling removed.
2. Combo count additional value reduced.
Overdrive Yoga Comet (→↘↓↙← + Two Punches, during a jump) – Adjustment
Projectile no longer disappears before it hits the ground.
SA2 Yoga Sunburst – Adjustment
1. Increased the amount of chip damage sustained while in Burnout according to power level.
Level 1: 750
Level 2: 850
Level 3: 950
2. While using Modern or Dynamic controls, the trajectory of the projectile can be changed via directional input after the move is performed.
SA3/CA Merciless Yoga – Adjustment
Attack startup is faster only when canceling from Yoga Flame.
Jamie
Assisted Combo 2 – Adjustment
1. At Drink level 4 Overdrive Freeflow Strikes > The Devil’s Song cancel timing is hard set to the 2nd attack.
2. Combo has now changed to the following.
– Basic
Standing Medium Kick > Overdrive Freeflow Strikes > The Devil’s Song > Senei Kick > Ransui Haze > Medium Swagger Step > Swagger Hermit Punch
– Super Art gauge is less than 2 bars
Standing Medium Kick > Overdrive Freeflow Strikes 1 > Overdrive Freeflow Strikes 2 > Overdrive Freeflow Strikes 3
– During Burnout
Standing Medium Kick > Heavy Freeflow Strikes 1 > Freeflow Strikes 2 > Freeflow Strikes 3
Assisted Combo 3 – Adjustment
Combo has now changed to the following during Burnout.
Standing Heavy Kick > Medium Swagger Step > Getsuga Saiho
Wheel Punch (Backward Throw) – Universal Adjustment
Distance increased between characters when the opponent is thrown into the corner.
Standing Medium Punch – Adjustment
Advantage on block changed from +1 to +2.
Standing Medium Kick – Adjustment
Advantage on hit changed from +1 to +2.
Crouching Medium Punch – Adjustment
1. Advantage on hit changed from +3 to +5.
2. Advantage on block changed from ±0 to -1.
Crouching Medium Kick – Adjustment
Hurtbox on the feet expanded upwards between frames 18 – 27 only when the attack misses.
Crouching Heavy Kick – Adjustment
1. When the first attack is blocked, the second attack changes to a high attack.
2. Recovery changed from 28 to 29 frames when the attack is blocked.
3. Disadvantage on block changed from -10 to -11.
4. Reduced combo count additional value for the first attack.
Jumping Heavy Kick – Adjustment
Hurtbox present around the feet on the last frame of start-up removed.
Tensei Kick (↓ + Two Kicks) – Bug Fix
Fixed an issue where Luminous Dive Kick could not be performed using simple inputs after a jump cancel when The Devil’s Song was active during Drink level 1 – 3 while using Modern controls.
Drink Level 4 Hermit’s Elbow (← + Heavy Punch) – Adjustment Pushback reduced.
Falling Star Kick (→ + Medium Kick) – Adjustment
1. Cancel window for Full Moon Kick extended by 1 frame.
2. Added 1 frame of hitstop and blockstun.
Bitter Strikes (Light Punch > Light Kick > Medium Punch) – Adjustment
1. Expanded the first attack’s hitbox forward.
2. The cancel timing when using a Drive Rush on the second attack is now 1 frame earlier.
3. 2 frames of recovery added to the defender on block for the second attack.
4. Recovery when only the second attack is blocked changed from 21 to 23 frames.
Note: Advantage on block has not changed.
Immediate Ransui Haze (→ + Heavy Kick > ← + Heavy Kick > Heavy Punch) – Adjustment
1. Damage changed from 700 to 850.
2. Combo scaling of 20% added.
3. Start-up changed from 17 to 15 frames.
4. Total technique frame length changed from 48 to 46 frames.
5. Extended Ransui Haze buffer input grace period.
Drink Level 0-3 Normal Freeflow Strikes (↓↘→ + Punch > → + Punch > → + Punch) – Adjustment
1. Drive gauge increase from the three attacks changed from 700 to 1500.
2. Drive gauge decrease when blocking the three attacks changed from 1500 to 2500.
3. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
– Universal Adjustment
While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.
Drink Level 4 Normal Freeflow Strikes (↓↘→ + Punch > → + Punch > → + Punch) – Adjustment
1. Hitbox for the 1st hit of the first attack expanded forward.
2. Drive gauge increase for the first attack changed from 1400 (700×2) to 3000 (1500×2).
3. Drive gauge increase for the second attack changed from 1400 (700×2) to 1000 (500×2).
4. Drive gauge increase for the third attack changed from 2100 (700×3) to 1500 (500×3).
5. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
– Universal Adjustment
While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.
Drink Level 4 Medium/Heavy Freeflow Strikes (↓↘→ + Medium/Heavy Punch > → + Punch > → + Punch) – Bug Fix
Fixed an issue where the input buffer starting frame for the next attack differed from other strengths.
Drink Level 0-3 Overdrive Freeflow Strikes (↓↘→ + Two Punches > → + Punch > → + Punch) – Adjustment
1. Advantage when the first attack hits changed from ±0 to +1.
2. Drive gauge reduction when blocking the three attacks changed from 1500 to 2500.
3. Hits after the second attack are no longer subject to combo scaling.
4. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
– Universal Adjustment
While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.
Drink Level 4 Overdrive Freeflow Strikes (↓↘→ + Two Punches > → + Punch > → + Punch) – Adjustment
1. Hitbox for the 1st hit of the first attack expanded forward.
2. Hits after the second attack are no longer subject to combo scaling.
3. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
– Universal Adjustment
While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.
Normal Freeflow Kicks (↓↘→ + Punch > → + Kick > → + Kick) – Adjustment
1. Drive gauge increase for the second and third attack increased from 700 to 1000.
2. Drive gauge reduction when blocking the three attacks changed from 1500 to 2500.
3. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
– Universal Adjustment
While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.
Overdrive Freeflow Kicks (↓↘→ + Two Punches > → + Kick > → + Kick) – Adjustment
1. Drive gauge reduction when blocking the three attacks changed from 1500 to 2500.
2. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
– Universal Adjustment
While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.
Heavy Swagger Step (↓↙← + Heavy Punch) – Adjustment
1. Recovery changed from 17 to 16 frames.
2. Disadvantage on block changed from -5 to -3 frames.
3. Increased knockdown time by 2 frames on hit.
Overdrive Swagger Step (↓↙← + Two Punches) – Adjustment
Increased knockdown time by 3 frames when attack hits a mid-air opponent.
Light Arrow Kick (→↓↘ + Light Kick) – Adjustment
1. Initial scaling of 30% added.
2. Start-up changed from 6 to 5 frames.
3. Transition attack hitbox after initial hit expanded forward.
Normal/Overdrive Luminous Dive Kick (↓↙← + Kick/Two Kicks during a forward jump) – Adjustment
1. Pushback on block reduced.
2. Hurtbox around the feet now comes out on the 6th frame of the technique instead of the 10th.
3. Reduced the hurtbox around the feet from the 13th frame of the technique.
Normal/Overdrive Bakkai (↓↘→ + Kick/Two Kicks) – Adjustment
Projectile invincibility has been extended until the final attack’s active frames are finished.
Normal Tenshin (→↘↓↙← + Kick) – Bug Fix
Fixed an issue where the internal combo count starting value would be added even though the opponent was standing on the ground after the hit.
Overdrive Tenshin (→↘↓↙← + Two Kicks) – Adjustment
1. Removed Immediate Scaling.
2. Added Intial Scaling of 30%
Note: Tweaked the attack so that combo scaling is applied from the first follow-up attack.
Normal/Overdrive Swagger Hermit Punch (↓↙← + Punch/Two Punches > → + Punch) – Universal Adjustment
While using Classic controls, attack will not be performed if Medium or Heavy Kick are pressed at the same time.
SA1 Breakin’ – Adjustment / Bug Fix
1. Start-up changed from 10 to 8 frames.
2. Added a new hitbox from frames 8 – 10 of the technique.
3. Attack hitbox for the first and second attack that is only applied when an opponent is in a combo has been expanded.
4. Reduced forward movement when the screen darkens, and increased forward movement after the screen transition is over.
5. The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.
SA3/CA Getsuga Saiho – Adjustment
Collision pushbox at the beginning of the technique has been expanded upwards, making it more difficult for Jamie to pass underneath airborne opponents.
Luke
Assisted Combo 1 – Adjustment
Combo has now changed to the following.
– When Super Art gauge is empty
Crouching Light Kick > Crouching Light Punch > Overdrive Flash Knuckle > Medium Rising Uppercut
– During Burnout
Crouching Light Kick > Crouching Light Punch > Light Flash Knuckle
Assisted Combo 2 – Adjustment
1. Changed so that Overdrive Flash Knuckle cancels into Super Art 2 from the second hit.
2. Combo has now changed to the following.
– When Super Art gauge is less than 2 bars
Crouching Medium Punch > Overdrive Flash Knuckle > Medium Rising Uppercut
– During Burnout
Crouching Medium Punch > Light Flash Knuckle
Assisted Combo 3 – Adjustment
Combo has now changed to the following.
– When Super Art gauge is full
Standing Heavy Punch > Overdrive Sand Blast > Pale Rider
– When Super Art gauge is less than 3 bars
Standing Heavy Punch > Overdrive Sand Blast > Fatal Shot
– During Burnout when Super Art gauge is full
Standing Heavy Punch > Medium Sand Blast > Pale Rider
Standing Medium Kick – Adjustment
1. Start up changed from 7 to 8 frames.
2. Recovery changed from 20 to 19 frames.
Standing Heavy Punch – Adjustment
1. Advantage on hit changed from -1 to +1 frame.
2. Collision pushbox on hit has been expanded upward.
Note: This adjustment has been made to make it more difficult for Luke to swap sides when hitting an opponent in the air.
Standing Heavy Kick – Adjustment
1. Active frames changed from 6 to 7 frames.
2. Recovery changed from 17 to 16 frames.
3. Forward attack hitbox reduced during active frames 1 – 2.
4. Camera shake added if the attack is blocked on the final active frame.
Note: This was added to make it easier to understand when Luke has an advantage.
Crouching Light Punch – Adjustment
Forward attack hitbox reduced.
Crouching Medium Punch – Adjustment
1. Initial scaling of 15% added.
2. Forward attack hitbox reduced.
Crouching Medium Kick – Adjustment
The body hurtbox has been expanded forward during frames 19 – 29, only for when the attack misses.
Crouching Heavy Punch – Adjustment
1. Combo scaling changed from 10% to 15%
2. Attack hitbox reduced to make it harder to hit opponents directly above Luke.
3. Attack hitbox on the 1st active frame has been expanded forward.
4. Upper body hurtbox during frames 7 – 8 of the technique has been expanded.
5. The central axis of the character now moves according to the visual appearance of the technique.
Note: There may be some side effects to this, such as Luke moving forward slightly when canceling into a special move, or finding himself more susceptible to cross-ups.
Jumping Heavy Punch – Adjustment
Hurtbox has been expanded downward from the 9th frame of the technique.
Note: This expanded hurtbox is invincible to projectiles.
Jumping Heavy Kick – Adjustment
Hurtbox has been expanded downward from the 10th frame of the technique.
Note: This expanded hurtbox is invincible to projectiles.
Outlaw Kick (← + Heavy Kick) – Adjustment
1. Advantage on Punish Counter has changed from 19 to 17 frames.
2. Pushback on Punish Counter has been increased.
Nose Breaker (Crouching Medium Kick > ↓ + Heavy Punch) – Universal Adjustment
When using Classic controls, pressing Heavy Kick at the same time will cause the second attack to not come out.
Fatal Shot (↓↘→ + Two Punches > Two Punches) – Adjustment
1. Damage changed from 700 to 1000.
2. Super Art gauge increase changed from 400 to 1000.
3. Drive gauge decrease changed from 2000 to 7000 on Punish Counter.
Medium Flash Knuckle (↓↙← + Medium Punch) – Adjustment
Pressing the button rapidly after this attack is performed will make it harder for the hold button version to be performed by accident.
Charged Medium Flash Knuckle (↓↙← + Medium Punch (Hold)) – Adjustment
Reduced recovery by 4 frames when this attack hits super armor.
Perfect/Charged Heavy Flash Knuckle (↓↙← + Heavy Punch (Hold)) – Adjustment
Increased knockdown time by 1 frame on hit.
Overdrive Flash Knuckle (↓↙← + Two Punches) – Adjustment
Increased knockdown time by 10 frames on hit.
DDT (↓↙← + Two Punches > Two Punches) – Adjustment
1. Damage changed from 2000 to 2500.
2. Super Art gauge increase changed from 1500 to 3000.
Normal/Overdrive No Chaser (↓↘→ + Kick/Two Kicks > Punch) – Adjustment
1. Active frames changed from 7 to 10 frames.
2. Recovery changed from 19 to 16 frames.
SA3/CA Pale Rider – Adjustment
1. Attack hitbox during a combo on an opponent has been expanded upward.
2. Invincibility no longer extends when performing the attack from long range.
Rashid
Modern Controls – Adjustment
Changed the move performed with Jumping Light Attack from Jumping Light Kick to Jumping Light Punch.
Assisted Combo 2 – Adjustment
Combo changed to the following during Burnout.
Rising Kick > Heavy Arabian Cyclone > Rolling Assault
Sunset Drop (Backwards Throw) – Universal Adjustment
1. Increased distance after hit.
2. Increased Rashid’s recovery by 3 frames after hit.
3. Changed input buffer time from 5 to 8 frames.
Drive Impact – Bug Fix
Fixed an issue where the hurtbox before and after absorbing an attack with super armor was different.
Arabian Skyhigh Version Jumping Heavy Kick – Bug Fix
Fixed an issue where Rashid would be invincible after hitting a mid-air opponent with this attack.
Arabian Skyhigh Version Blitz Strike (? + Light Punch, during a jump) – Adjustment
Reduced combo count’s additional value.
Run (Forward, hold Forward) – Adjustment
Changed transition timing for Backup and Tempest Moon to be 2 frames faster.
Backup (Forward + Punch, during Run) – Adjustment
1. Will now hit mid-air opponents.
2. Second attack can be canceled into a Super Art.
3. Reduced combo count additional value.
Tempest Moon (Forward + Kick, during Run) – Adjustment
Can now be canceled into a Super Art.
Rising Kick (Medium Punch > Heavy Kick) – Universal Adjustment
When using Classic controls, pressing Heavy Punch at the same time as the second input will cause the second attack to not come out.
Air Current Boosted Light Spinning Mixer (QCF + Light Punch) – Bug Fix
Removed anti-air invincibility from frames 3 – 5 of the technique.
Normal/Air Current Boosted Light Eagle Spike (QCB + Light Kick) – Adjustment
Attack can now be canceled into Super Art level 3 when landing back on the ground, but only on hit.
Wing Stroke (Back + Kick, during Arabian Cyclone) – Universal Adjustment
While using Classic controls, attack will not be performed if Medium or Heavy Punch are pressed at the same time.
Rolling Assault and Nail Assault (Forward + Kick, during Arabian Cyclone and Kick, during Rolling Assault) – Universal Adjustment
While using Classic controls, attack will not be performed if Medium or Heavy Punch are pressed at the same time.
SA1 Super Rashid Kick – Bug Fix
The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.
SA2 Ysaar – Adjustment
After Ysaar is activated, Rashid will not gain any Super Art gauge until the active frames of the whirlwind are over.
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