Street Fighter 6 (SF6) Update 1.12 Patch Notes (Ver. 1.000.012)

Capcom releases Street Fighter 6 update 1.12 (Ver. 1.000.012) details for PS4, PS5(1.000.012), PC, and Xbox consoles. According to the SF6 update 1.12 patch notes, the update adds Year 1 DLC character, Akuma, along with his alternate outfits, colors, and Akuma-related items. Apart from this, Street Fighter 6 patch 1.12 also includes various bug fixes and gameplay improvements.

Recently, Street Fighter 6 update 1.05 added a new fighter and various other changes. Unfortunetly, since the release, players are experiencing issues with the game. Future Street Fighter 6 version 1.012 (1.000.012) will fix a few of these issues.

Read Street Fighter Patch details below.

SF6 Update 1.12 Patch Notes – May 22, 2024

SF6 character Akuma
SF6 character Akuma

New Content:

  • Added Year 1 DLC character, Akuma, along with his alternate outfits, colors, and Akuma-related items in the Goods Shop.
  • Added Akuma’s master missions, sub-missions, Arcade Mode story, commentary lines, graffiti sticker, player titles, avatar pose, and club uniform/emblem parts.
  • Introduced a new stage: Enma’s Hollow.
  • Added new costumes for Rashid, A.K.I., and Ed (Outfit 3).
  • Expanded the Challenger Screen with kangyaku for all 22 launch and Year 1 characters.
  • Added new BGM bundles from various Street Fighter games to the music player and character BGM settings.
  • Introduced new Avatar Gear: Kiko Panda Mask, Animal Feet, Fox Tail, and Cat Tail.

Fighting Ground Updates:

  • Updated Command List, Character Guides, Combo Trials, and Tutorials for Akuma and battle adjustments.
  • Enhanced Training Mode with improved Action Timing Display, Combo Damage reset, saved practice dummy settings, and Drive Reversal behavior options.
  • Streamlined Versus mode with skippable walkout scenes, fight intros, and win poses, plus mouse support for Advantage settings on Steam.
  • Added perfect indicators and double completion indicators for Extreme Battle modes.

Battle Adjustments:

  • Characters and battle systems have been adjusted. Refer to the Battle Change List May 2024 version for details.
  • Warning: Replays from earlier versions will not be playable after updating.

CFN and Fighter Profile Changes:

  • History data from previous versions will not be displayed in Fighter Profile.
  • Replays saved to the Replay List or Local Replays will remain but cannot be played back or searched.

Battle Hub Enhancements:

  • Hub Goods Shop bundles can now be purchased even if the player already owns some items within the bundle.
  • Colors 3-9 Bundles for the default 18 characters will be replaced in early June 2024.
  • Added notifications for expiring Fighter Coins and categorized collab/event player titles under the Special grade.
  • Expanded Options with character-specific settings, character BGM settings, and additional key bindings for Steam.
  • Updated Staff Credits and added Oto Ranger and EX Troopers BGMs to the Music Player.

World Tour Improvements:

  • Added sorting options for avatar gear by Online Content in the Device menu.
  • Mouse support for fast travel options on Steam.

Network Optimizations:

  • Eased entry requirements for Intermediate Battle Hub servers.
  • Improved auto-reconnection for interrupted online match requests.
  • Adjusted Ranked Match placement and matchmaking for better rank and master rate parity.
  • Fixed an issue causing repeated matches against the same opponent in Casual Matches.

Bug Fixes:

  • Resolved issues in Training Mode related to Super Art gauge refill, saved Shortcut Settings, and Ed’s Psycho Flicker frame meter display.
  • Fixed a UI display priority issue in Versus mode when opening controller test settings.
  • Addressed an unintended Drive Ticket sharing issue with Steam’s family sharing feature.
  • Implemented other miscellaneous fixes.

New Event: Take Down The Giant Akuma

A brand new attraction is hitting the Battle Hub! It’s time for players to unite and conquer a giant Akuma that has appeared in the Battle Hub. Thanks to cutting-edge technology, this event promises an exhilarating challenge!

Event Schedule

  • PDT: 2024/5/22 00:00 ~ 2024/5/31 23:59
  • JST: 2024/5/22 16:00 ~ 2024/6/1 15:59
  • UTC: 2024/5/22 07:00 ~ 2024/6/1 6:59

Event Details

  • Accumulate Attack Points: Play in the Battle Hub to earn Attack Points.
  • Transform Attack Points: Convert your Attack Points into Hadokens to fire at the giant Akuma.
  • CPU Battles: Engage in CPU Battle Hub Matches or CPU Avatar Battles against the super powerful SiRN Akuma. Defeating him will grant you a significant amount of Attack Points.

Rewards

  • Unlock Rewards: The more Attack Points you accumulate and use to attack the giant Akuma, the more rewards you can unlock.
  • Event Counter: Check out event details and pick up your rewards from the Event Counter after the event concludes.

Bug Fixes

  • Added stability fixes.
  • Added gameplay performance improvements.

Balancing Changes

Changes Category Adjustment Details
Input Recognition Adjustment Universal 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 → or ← 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 Universal 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 Universal 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 Universal 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 Universal 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 Universal 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 Universal 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%.
Drive Rush Universal Expanded the attack and throw hurtboxes of the Parry Drive Rush so that they’re no longer smaller than the ones for a Drive Parry.
Drive Impact Universal Buffer input window has changed from 5 frames to 10 frames to ensure easier movement immediately after the recovery ends for cases where the Punish Counter cutscene is not triggered.
Drive Reversal Universal 1. Recovery on block has changed from -8 to -6 frames.
2. Attack hitbox has expanded downward so techniques with a low profile can no longer avoid this attack.
3. Pushback distance on close-range block is now almost equal for all characters. Note: Certain character updates to pushback on block, collision pushboxes, hurtboxes and distance traveled are being made.
Drive Reversal (Bug Fix) Universal Damage no longer increases on counter hit.
Recovery Drive Reversal Universal Drive Reversal can now be performed during the recovery from a knockdown. While the command is still the same (→+HP+HK), you can simply perform it early and hold down the input to perform the technique on recovery. Note: This version of the Drive Reversal will not darken the screen or stop time, and the attack start-up is 18 frames, which is 2 frames faster than the normal Drive Reversal.
Light Attack (Standing/Crouching) Universal Initial scaling has changed from 10% to 20%.
Cross-Up Capable Jumping Light Attacks Universal Because every character has a different hit and block recovery against their opponent, we’ve matched the longest advantage time, so some character’s jumping weak attack on block or guard will have an additional 1 frame of recovery. This change applies to Luke, Jamie, Marisa, Lily, Juri, Ryu, E. Honda, Guile, Ken, and A.K.I.

Download the free SF6 patch 1.12 on PlayStation 4, PlayStation 5, Xbox Series X/S and PC.

Jack Johnson
Jack Johnson
Jack focuses on sports games, covering everything from FIFA and NBA 2K to arcade-style hits. When not analyzing roster updates or gameplay mechanics.
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