Capcom releases Street Fighter 6 update 1.000.020 is available to download on PS5, PC, and Xbox consoles. According to the SF6 update 1.000.020 patch notes, the latest update adds Elena with rebalanced healing, updated visuals, and enhanced Capoeira animations. In addition, Street Fighter 6 patch 1.000.020 also includes various tweaks and changes.
SF6 1.000.020 Patch Notes – June 4, 2025

Key Highlights
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Elena returns with a refined Capoeira style and modern design.
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Healing move rebalanced for improved fairness.
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New default outfit and classic costume included.
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World Tour integration with training opportunities.
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Available via Year 2 Character Pass or individual purchase.
New Character: Elena
Overview
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Origin: Kenya
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Style: Capoeira
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Height: 6’0″ (183 cm)
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First Appearance: Street Fighter III: New Generation (1997)
Visual & Design Updates
Modernized Appearance
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Updated to reflect a more mature design consistent with Street Fighter 6’s art style.
Outfits
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New Outfit: White pants with black tiger stripes, red neck sash, and white/red sandals.
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Classic Costume: Original Street Fighter III look included as an alternate option.
Gameplay Mechanics
Combat Style
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Continues to use Capoeira-based, leg-heavy attacks with smooth, rhythmic motion.
Signature Move Adjustments
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Healing ability has been rebalanced to prevent unfair advantages.
Animation Enhancements
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Refined movement quality for improved visual fluidity and responsiveness.
How to Unlock
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Part of Year 2 Character Pass and Ultimate Pass
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Also purchasable individually via Fighter Coins
World Tour Integration
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Appears as a mentor character with exclusive training options.
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Her story arc expands on her global journey and interactions with fighters like Ryu.
adjustments:
1. Perfect Parry (Major Change)
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What Changed: You now MUST hold the correct direction (Down-Back for low attacks, Back for high/overhead attacks) while parrying to get the screen freeze effect.
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Why: It was too easy and low-risk to get accidental “lucky” parries just by hitting the parry button, especially during Drive Rush or against random attacks. This frustrated players when these accidental parries changed the match.
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Goal: Make Perfect Parry require more skill (direction + timing) to reduce accidental successes and balance its high reward.
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Projectiles Unchanged: Parrying projectiles still works the same (no freeze) to prevent projectiles from becoming too strong.
2. Character Adjustments (Due to Parry Change)
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Many character’s low attacks (especially crouching Medium Kick) were tweaked because highs/lows are now more important for parrying.
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Uncancelable crouching Medium Kicks from Drive Rush were weakened (scaling added) because they were safe and led to combos, and are harder to parry now.
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Characters can cancel their crouching Medium Kick from Drive Rush, but if blocked, they can no longer escape a throw attempt afterward. The throw must be timed immediately.
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Crouching Light Kicks were buffed (less pushback, more advantage on block) because they were rarely used and easily parried before. They should be more useful now.
3. Throw Escapes
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What Changed: Successfully escaping a throw now gives you MORE Drive Gauge and Super Art Gauge.
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Why: Escaping throws was high-risk but low-reward compared to jumping or back dashing. The extra resources make it a more valuable defensive option, especially when near Burnout.
4. Sweeps
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What Changed: Sweeps have less vulnerability at the very start (smaller hurtbox) and NO LONGER KNOCK DOWN the opponent unless it’s a Punish Counter hit.
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Why:
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Less vulnerability makes sweeps better for poking/winning trades when you’re desperate.
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No knockdown changes wake-up game strategy significantly (except on Punish Counters). Ground-sliding attacks still knockdown normally.
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5. Modern Controls Updates
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Jumping Attacks: Pressing Assist + Attack in the air gives you different, often better air-to-ground attacks. Normal air buttons are better for air-to-air.
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New Assisted Combos: You can now do a special combo string starting with a rapid light attack canceled into ↓ + Assist + Light. This combo always finishes, even if blocked, and helps with high/low mix-ups (important due to the parry changes). It’s identical to Assisted Combo 1.
In Short:
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Perfect Parry is harder (requires correct direction) to reduce luck.
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Character Lows were adjusted because highs/lows matter more for parrying now.
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Escaping Throws gives more resources (Drive/Super Gauge).
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Sweeps are safer to start but don’t knockdown normally (only on Punish Counter).
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Modern Controls got better air attacks and new light-attack starter combos to help with mix-ups.
Universal
- Changes
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CategoryAdjustment Details
- Corner Jump Behavior
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Bug FixFixed an issue where Player 1 and Player 2 behavior would differ when performing a forward jump on an opponent who is in the corner of the stage.
- Corner Behavior for Certain Characters
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Bug FixFixed an issue where characters would switch sides when certain forward-moving attacks were performed as a counter after a Perfect Parry in the corner of the stage.
- Advancing Drive Gauge Recovery Amount
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AdjustmentDrive gauge recovery now occurs from frame 11 and later after moving forward.
The cooldown period that occurs after immediately performing an Overdrive art is not affected due to the amount of Drive recovered changing depending on time elapsed.
- Perfect Parry Requirements
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Adjustment
Conditions for a Perfect Parry are changed for some attacks.
The screen freeze that occurs with a Perfect Parry will no longer occur if the correct block direction input is not used.
High, Overhead attacks: Standing Block + Parry
Low attacks: Crouching Block + ParryIf a player performs an incorrect block input, a Perfect Parry will not trigger, but they will recover more Drive gauge than a normal parry.
For projectiles that do not trigger a screen freeze, the old Perfect Parry input still applies.
In training mode, adjusting the Switch Block setting will change whether the dummy performs a Perfect Parry or not.
- Perfect Parry Buffer Inputs
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Bug FixFixed an issue where a buffered input would be completely lost when performing a Perfect Parry during an attack that has a long buffer input period.
- Dynamic Controls
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Bug FixFixed an issue where certain inputs would cause a character to not land on the ground if they are in the air when time runs out. This fix affects Cammy, Ed, M. Bison, Terry and Mai.
- Assisted Combo
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Bug FixFixed an issue that caused a buffer input to be lost if the first attack of an Assisted Combo misses and the same attack is inputted as a buffer.
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Adjustment
Unified the input period from the 1st attack of Assisted Combo to the 2nd attack. The input timing is now unified to the frame before the attack hitbox of the 1st attack comes out.
This was done in order to prevent the 2nd attack of Assisted Combo from being performed unintentionally.
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Adjustment
By pressing ↓+Assist Button+Light Attack button after a rapid cancelable light attack, players can now perform a new Assisted Combo starting from a low attack.
The conditions for a Perfect Parry have changed, and previously it wasn’t possible to separate high and low attacks from a close light attack, limiting the offensive options in comparison to Classic controls.
For some characters this new Assisted Combo has the same structure as the already existing Assisted Combo 1, but the conditions for this Assisted Combo are slightly different, and repeatedly pressing Assist Button+Light Attack will allow you to perform an Assisted Combo to the final hit regardless of if it is blocked or hits.
- Jumping Attacks (Modern Controls)
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Adjustment
Different jumping attacks can now be used depending on if the Assist button is pressed or not. The general rule for jumping attacks is as follows.
Normal: Attacks effective against an opponent in the air
Assist button: Attacks effective against an opponent on the groundWhen jumping up to attack an opponent in the air, the ability to think quicking and act is the most important. In order to avoid increasing the complexity of the controls in those situations, we designed this change so that attacks that are effective in air-to-air situations can be performed without pressing the Assist button.
For characters that had jumping attacks with the same downward attack direction of the same strength, the jump attack that was previously used will be performed under the Normal situation.
For details on what move is performed for each character, please visit their respective section.
- Normal Throw
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Bug FixFixed an issue where a throw would miss even in a Punish Counter situation when performing a normal throw after a Drive Parry. This change affects A.K.I. (forward and back throws) and M. Bison (back throw)
- Back Throw
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Bug FixFixed an issue where a back throw would be misinterpreted as a forward throw when the opponent performs a technique that causes a dark screen transition just as the player’s attack recovery is about to end.
- Normal Throws and Command Throws
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Bug FixFixed an issue where if two players attempt a throw at the same time, under certain circumstances the result be fixed to one side rather than be random as intended.
- Throw Escapes
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AdjustmentIncreased the amount of Drive and Super Art gauge gained after a successful throw escape.
- Crouching Heavy Kick
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Adjustment1. Behavior on hit and counter hit has been unified, and you may now backwards recover from both.
The status on hit changes depending on the character.
This change affects A.K.I. and Ed’s crouching heavy punch instead of their crouching heavy kick, and does not apply to Dee Jay.2. Reduced the hurtbox on the 1st active frame.
3. Increased buffer input time at the end of recovery.
Source: Street Fighter
Recently, Street Fighter 6 update 1.15 added a new fighter and various other changes. Unfortunately, since the release, players are experiencing issues with the game. Future Street Fighter 6 version 1.000.020 will fix a few of these issues.
Download the free SF6 patch 1.000.020 on PlayStation 4, PlayStation 5, Xbox Series X/S and PC.