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

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.