Street Fighter 6: Ingrid Update Patch Notes

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Preview Street Fighter 6: Ingrid Update Patch Notes

The maintenance period for the implementation of the Ingrid update for Street Fighter 6 has begun. This update introduces a series of adjustments primarily focused on restructuring grab interactions and resolving specific gameplay system errors. Additionally, alongside these changes, Capcom has requested patience and confirmed they are working on a dedicated patch with adjustments and balance changes for all Street Fighter 6 characters, which will be announced once a release date is confirmed.

Ingrid Update Changes for Street Fighter 6

The core of this update lies in reducing the resources gained by a player after successfully escaping a grab. In previous patches, the gain of Drive Gauge and Super Art Gauge when breaking a grab had been considerably increased. However, developers noticed that this surplus was reducing the incentive for attackers to use regular grabs, as the risk/reward became unfavorable, even when maintaining a clear offensive advantage.

This modification directly impacts scenarios where the defender has low Drive Gauge or is in a Burnout state. Previously, the recovery gained from escaping a grab allowed for an unexpected complete reversal of the opponent’s pressure. With the new metrics, this gain from traditional escapes is reduced, but the reward is increased when using the Recovery Drive Reversal mechanic if a grab is correctly anticipated under specific invincibility conditions, demanding more precise game reading in exchange for resource expenditure.

Furthermore, the Super Art Gauge gain for the opponent after being hit by a regular grab on Punish Counter has been adjusted to align with the values of a normal hit. The player executing the grab will maintain a double bonus, rewarding correct reads against defensive options like Drive Parry. Finally, the use of regular grabs as a punishment tool after an opponent’s severe attacks missed on recovery has been ratified, penalizing their Super Art Gauge.

General Changes

Category Adjustment Details
Recovery Drive Reversal If you escape a grab during the invincibility period that occurs before the start of attack, your Drive Gauge will increase by 10,000.
Regular Grabs Updated the opponent’s Super Art Gauge increase when a regular grab connects as a Punish Counter to match the increase of a normal hit.

On Normal Hit:
Attacker: 2000 | Opponent: 1400

On Punish Counter:
Attacker: 4000 | Opponent: changed from 2800 to 1400

Grab Escapes Updated the gauge increase on a successful grab escape:
1. Drive Gauge increase changed from 10000 to 5000.
2. Super Art Gauge increase changed from 1000 to 0.
Projectile Clashes When multi-hit projectile Super Arts cancelled each other out, there were certain combinations where, under limited conditions involving specific timings and distances, the outcome after the first impact of the clash was inconsistent. To correct this inconsistency, adjustments were made to ensure the outcome is now stable.

Due to this change, the handling of multi-hit projectile clashes involving Super Arts has been modified, so clashes may differ from previous updates.

Super Art Command Inputs Fixed an issue where Super Arts would not execute with certain characters and control types if an attack button was pressed with a specific direction after the Super Art input.

Characters affected by this correction are as follows:

Classic:
Ed: Pressing ← with Super Art 3 (during Super Cancel only).

Modern (Manual Input):
Ryu: Pressing ↑ or ↓ with Super Art 2.
Chun-Li: Pressing ↑ with Super Arts 1, 2, and 3.
Akuma: Pressing ↑ with Super Art 2.
Mai: Pressing ↑ with Super Arts 1, 2, 3.
C. Viper: Pressing ↓ or ← with Super Art 1.

Ingrid Patch Notes with Street Fighter 6 Character Changes

Jamie

Move Adjustment Details
Full Moon Kick
(→+Medium Kick>Medium K>Punch)
1. The attack hitbox and the block proximity hitbox of the second attack have been expanded forward, and the forward movement before the start of attack has been increased. This will make it easier for the second attack onwards to connect when the first attack is blocked or hits.

2. The hit/block pushback of the second impact has been adjusted to pull the opponent closer to Jamie’s side.

Kimberly

Move Adjustment Details
Super Art Level 1 Bushin Beats
(↓↘→↓↘→+Kick)
Fixed an issue that made it difficult to recover backward when Shuriken Bomb stock was empty.

Marisa

Move Adjustment Details
Malleus Breaker
(↘+Heavy Punch >↘+Heavy Punch)
1. The attack hitbox and the block proximity hitbox of the second attack have been expanded forward, and the forward movement before the start of attack has been increased. This will make it easier for the second attack onwards to connect when the first attack is blocked or hits.

2. The hurtbox after the second attack has been expanded to match the attack hurtbox adjustment listed in point number 1.

JP

Move Adjustment Details
Interdiction
(↓↘→↓↘→+Kick)
Mitigated an issue where, against techniques with strong forward movement, JP could not adequately track the opponent.

Juri

Move Adjustment Details
Senkai Kick
(→+Medium Kick)
The block pushback has been slightly expanded, as there were some cases where a regular grab could connect depending on when the attack was performed out of a Drive Rush.

Guile

Category Adjustment Details
Overdrive Sonic Blade
(↓↙←+Two Punches)
Fixed an error where the Light/Medium and Medium/Heavy versions were unresponsive when using the button release method.

Chun-Li

Move Adjustment Details
Snake Strike (Modern)
(↓↙←+Attack Button > Medium Attack)
Fixed an issue where the Punish Counter state was extended by 1 frame if Up was continuously held after the opponent performed a Perfect Parry.

Dhalsim

Category Adjustment Details
Aerial Yoga Teleport
(→ or ←+PPP or KKK during a jump)
Mitigated an issue where Dhalsim could appear behind the opponent while facing the opposite direction when performing the → + PPP version when both players were in the corner.

Ed

Category Adjustment Details
Overdrive Psycho Shot
(↓↘→+2 Punches > Punch)
Fixed an issue where the projectile clash hitbox of Overdrive Psycho Spark remained active after performing the attack.
Low Smash Combination The start-up for the second attack has been changed from 12 to 10 frames, and it has been updated so that the second attack is automatically blocked even on delay if the first attack is blocked.

Mai

Category Adjustment Details
Hien Ren Kyaku (Modern)
(Light > Light > Light)

Hoshi Kujaku
(←+Heavy > Heavy)

Fixed an issue where subsequent attacks after the second attack would not execute while the Assist button was held down.

Elena

Category Adjustment Details
Starling Beak (Modern)
(Medium > Medium)
Fixed an issue where the second attack would not execute while the Assist button was held down.

Sagat

Category Adjustment Details
Low Tiger Shot
(↓↘→+Light Punch & Medium Punch or Light Punch & Heavy Punch)
Fixed an issue where Medium Tiger Shot would execute instead of Overdrive Low Tiger Shot when inputting ↓↘→+Light Punch/Medium Punch while holding Heavy Punch.

C. Viper

Category Adjustment Details
Assisted Combo 3 Fixed an issue where the input buffer for the second attack during the first attack was faster than expected.

Alex

Category Adjustment Details
Assisted Combo 2 1. Fixed an issue that occurred immediately after the second attack of Assisted Combo 2 was blocked, where the input buffer would not activate during recovery if Assisted Combo 2 was re-executed.

2. The input buffer start frame for the second attack has been updated from frame 2 of the first attack to frame 7.

Twisted Drop (Modern)
(↓+Light>↓+Heavy)

Palm Strikes (Modern)
(Medium > Medium)

Fixed an issue where the second attack would not execute while the Assist button was held down.
Dangerous Armbar (Modern)
(↓+Medium & Heavy > ↓+Light & Medium or Grab Button)
Fixed an issue where accidental scaling was applied when performing the attack with the Grab button.
Hyper Lift
(↓+2 Punches > Light Kick & Light Kick)
All regular grabs did not have immediate scaling added like other regular grabs, so a 20% immediate scaling has been added to this attack to align it with other grabs.
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