Capcom releases Street Fighter 6 update 1.16 is available to download on PS4, PS5(1.000.016), PC, and Xbox consoles. According to the SF6 update 1.16 patch notes, the latest update focuses on balancing defensive techniques, increasing counterplay for Crouching Heavy Kicks, and fine-tuning throw mechanics. In addition, Street Fighter 6 patch 1.16 enhances gameplay consistency, while visual updates clarify Overdrive interactions.
SF6 1.16 Patch Notes – December 2, 2024
Summary of Key Changes
- Tuned down defensive techniques: Adjusted moves with invincibility and low-risk side-switching to reduce their overwhelming impact.
- Crouching Heavy Kick adjustments: Increased risk on block for specific characters by altering pushback and recovery.
- Jump cancel adjustments: Made it harder to counter normal throws using jump-cancel techniques.
- Perfect Parry and Bug Fixes: Improved consistency in multi-hit parries and addressed various interaction bugs.
Patch Notes
Universal Adjustments
Normal Throw
- Extended active frames: Normal throws now have extended active frames when the hitbox interacts with a jumping animation.
- Exclusion: Change does not apply to command throws.
Perfect Parry
- Multi-hit attacks can no longer be canceled from the second hit onward if Perfect Parried.
Collision Pushbox Behavior
- Fixed an issue causing unexpected distance shifts when switching positions with airborne opponents in the corner.
Super Armor Hitbox
- Resolved an issue where attacks would mistakenly be absorbed during hitstop while another hit was absorbed by super armor.
Overdrive Arts
- Visual clarity improved: Overdrive effects now take priority over Burnout recovery visuals when performed immediately after recovery.
Defensive Technique Adjustments
- Reduced the power of some defensive techniques with invincibility or low risk that allowed side-switching too easily.
- Aimed to balance corner pressure and mitigate excessive defensive advantages.
Crouching Heavy Kick Adjustments
- Increased risk for blocked Crouching Heavy Kicks for these characters:
- Jamie
- Ken
- Cammy
- Akuma
- M. Bison
- Adjustments include reduced pushback and increased recovery on block to make counterattacks easier.
Jump Cancel Adjustments
- Prevented jump cancels from avoiding normal throws followed by special move counters.
- Maintains jump cancel usability while ensuring aggressive strategies remain viable.
- Command throws are unaffected by this change.
Kimberly
Key Changes Summary
Kimberly received significant buffs to improve her offensive capabilities and neutral game presence. The main focus was on making her moves more reliable and easier to convert into meaningful offense.
Notable adjustments:
- Water Slicer Slide now guarantees advantage on hit
- Hisen Kick received multiple improvements including better hitboxes and Drive gauge gain
- Standing Heavy Punch’s range was increased
- Arc Step startup was reduced from 8 to 6 frames
Major Impact Changes
- Water Slicer Slide (↘+Medium Kick)
- Now guarantees +1 on hit and -5 on block during active frames 1-4
- Added knockdown property on Punish Counter
- Hisen Kick (→+Heavy Kick)
- Expanded forward hitbox
- Reduced foot hurtbox
- Massive Drive gauge increase (1200 → 3000)
- Improved input buffer window
- Arc Step System
- Faster startup improves combo potential
- Better synergy with Standing Heavy Punch changes
Luke
Key Changes Summary
Luke’s adjustments focus on improving his pressure game and making his special moves more reliable. The changes emphasize his brawler playstyle while making his moves more consistent.
Notable adjustments:
- Standing Heavy Kick gains more Drive gauge
- Double Impact received multiple improvements
- Flash Knuckle system was refined
- Super Art 2 (Eraser) received combo consistency improvements
Major Impact Changes
- Double Impact (→+Heavy Punch)
- Increased forward movement
- Better block hitbox
- Reduced pushback on hit
- Medium Flash Knuckle
- Recovery on block improved (-10 → -8)
- Reduced hurtbox during recovery
- Better input buffer window
- Fatal Shot
- Now causes wall splat
- Increased hitstop on base hits
Jamie
Key Changes Summary
Jamie received a significant system change where he now gains Drive gauge when increasing drink levels, even before level 4. This makes his early game stronger and resource management more strategic.
Notable adjustments:
- Drive gauge gain on drink level increases
- Jumping Heavy Kick now guarantees knockdown
- Improved consistency of various special moves
Major Impact Changes
- Drink Level System
- Now provides Drive gauge at all levels
- Amount varies based on technique used
- Jumping Heavy Kick
- Guarantees knockdown on air hit
- Improves Jamie’s air-to-air game
- Overdrive Freeflow Strikes
- Better juggle properties at Drink level 4
- Improved Super Art cancel consistency
Manon
Key Changes Summary
Manon’s changes focus on improving her resource gain mechanics, with medal level now affecting Super Art gauge gain. Her close-range game also received some improvements.
Notable adjustments:
- Medal-dependent Super Art gauge gain
- Increased Drive gauge gain on key moves
- Standing Heavy Kick now plus on hit
Major Impact Changes
- Medal System Integration
- Manège Doré Super Art gain:
- Level 1-2: 3000 (unchanged)
- Level 3-4: 4000
- Level 5: 5000
- Renversé Super Art gain:
- Level 1-2: 2150 (unchanged)
- Level 3-4: 3150
- Level 5: 4150
- Manège Doré Super Art gain:
- Drive Gauge Improvements
- À Terre second hit: 1000 → 2500
- Heavy Dégagé: 2000 → 3000
- Frame Data Adjustments
- Standing Heavy Kick: -2 → +1 on hit
- Renversé Feint recovery reduced by 2 frames
Marisa
Key Changes Summary
Marisa received significant improvements to her charge-based moves and overall offensive capabilities. The changes focus on making her heavy attacks more accessible and effective.
Notable adjustments:
- Reduced charge time for heavy attacks by 3 frames
- Improved Phalanx’s utility and safety
- Enhanced Falx Crusher’s pressure potential
- Better throw baiting options with Crouching Heavy Punch
Major Impact Changes
- Marisa Style System
- Faster charge time for:
- Standing Heavy Punch
- Standing Heavy Kick
- Crouching Heavy Kick
- Malleus Breaker
- Faster charge time for:
- Phalanx (→↓↘+P)
- Active frames increased (3 → 6)
- Extended forward hitbox
- Increased Drive gauge gain (2000 → 3000)
- Better air hit properties
- Malleus Breaker Changes
- Second hit now causes knockdown
- Knockdown time increased by 10 frames
Lily
Key Changes Summary
Lily’s changes focus on expanding her combo potential and improving the utility of her basic attacks. The adjustments allow for more varied combo routes and better resource management.
Notable adjustments:
- Improved Crouching Light Punch frame advantage
- Enhanced Desert Storm’s combo potential
- Better Tomahawk Buster follow-up options
Major Impact Changes
- Crouching Light Punch
- Frame advantage improved (+5 → +6)
- Modified Drive Rush cancel window
- Desert Storm (→+HP > HP > HP)
- First hit advantage improved (+1 → +2)
- Increased Drive gauge gain (2000 → 3000)
- Final hit damage buffed (500 → 800)
- Tomahawk Buster System
- Adjusted ground hit properties for better combo potential
- Modified blowback properties based on version
JP
Key Changes Summary
JP’s changes primarily focus on his Super Art system and basic move improvements. The adjustments aim to enhance his pressure game and combo potential.
Notable adjustments:
- Super Art 2 (Lovushka) projectile persistence
- Better Super Art 3 combo potential
- Improved Drive gauge gain on Standing Medium Punch
Major Impact Changes
- Super Art 2 Lovushka
- Projectiles remain after Punish Counter throws
- Enhanced pressure options
- Standing Medium Punch
- Increased Drive gauge gain (2000 → 3000)
Juri
Key Changes Summary
Juri received adjustments to improve her combo routes and Drive gauge management. The changes focus on making her heavy attacks more rewarding.
Notable adjustments:
- Improved Drive gauge gain on heavy attacks
- Enhanced Crouching Heavy Punch properties
- Better Heavy Fuhajin utility
Major Impact Changes
- Drive Gauge Improvements
- Standing Heavy Kick: 3000 → 4000
- Korenzan normal: 1500 → 3500
- Korenzan chain: 374 → 875
- Crouching Heavy Punch
- New spinning knockdown on air Punish Counter
- Improved combo potential
Dee Jay
Key Changes Summary
Dee Jay’s changes focus on improving his anti-air game and follow-up potential. The adjustments make his moves more reliable and expand his offensive options.
Notable adjustments:
- Enhanced Jackknife Maximum anti-air properties
- Improved Waning Moon follow-ups
- Better Funky Dance Feint utility
Major Impact Changes
- Jackknife Maximum System
- Increased active frames
- Expanded air hit properties
- Better anti-air reliability
- Waning Moon Improvements
- Better Punish Counter properties
- Enhanced combo potential
- More follow-up options
Cammy
Key Changes Summary
Cammy received significant adjustments to her offensive tools and side-switching capabilities. The changes aim to make her pressure more balanced.
Notable adjustments:
- Modified Crouching Medium Punch properties
- Removed Overdrive Cannon Spike side-switch
- Rebalanced Cannon Strike advantage states
Major Impact Changes
- Crouching Medium Punch
- Increased whiff recovery (14 → 17 frames)
- Expanded forward hurtbox on whiff
- Overdrive Cannon Spike
- Removed side-switching property
- Modified damage distribution
- Added combo-only hitbox extension
- Cannon Strike System
- Increased Drive gauge gain (1000 → 2500)
- Standardized frame advantage at specific heights
- Modified block recovery properties
Source: Street Fighter
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 1.000.016 will fix a few of these issues.
Download the free SF6 patch 1.16 on PlayStation 4, PlayStation 5, Xbox Series X/S and PC.