Street Fighter 6 second Closed Beta is now live, details and more

The second Beta session allows players to dive into the ruthless combative game.

Street Fighter 6’s latest beta is available on Xbox Series X/S, PS5, and PC until December 19th. This second closed beta has addressed several bug issues from the first one, while offering an optional setting to reduce input delay for a smoother gaming experience. Get ready to join in on some intense street fights with your friends!

To keep up with fluctuating connection statuses, there have been several updates to the delay input process – increased lag is no longer accepted as an excuse. In addition, pesky bugs such as communication errors and random black screens encountered while spectating in a Battle Cabinet room while queued at another are now long gone!

Changes in the second beta

Bug Fixes

  • Some bugs have been fixed.
  • Fixed an issue that would cause the game to freeze if you tried to sign out of your profile while in the Battle Hub.

New Feature

  • Added an option to reduce input delay in the Graphics menu. Turning this option on will shorten the gap between your inputs and the action happening onscreen. This is especially useful if you are using a monitor capable of displaying at 120Hz on PlayStation 5 and Xbox Series X|S.
  • For the Steam version the same effect can be achieved by turning this option on, setting Vsync to off, and setting the refresh rate to 120 Hz or higher.
  • Please note that depending on the monitor, you may experience some tearing.

Online Battle

Behavior Adjustments

  • Adjusted how input delay works when the connection status causes frequent changes to the delay (represented by the D value at the top of screen), so that it will no longer decrease in a round where there has been an increase.

Bug Fixes

  • Fixed an issue where spectating one battle cabinet while queued up at another cabinet caused a communication error and a black screen when the match you’re spectating is about to end.
  • Fixed an issue in Extreme Battle where if a projectile was on the screen, and Juri attacked an explosive with Fuhajin, she would be stuck in the Fuhajin animation until the projectile disappeared.

Training Mode

Bug Fixes

  • Fixed an issue where the Frame Meter would not work correctly if you chose to restore default settings.
    Battle Adjustments
  • Fixed some bugs, as well as tweaked some aspects of the game related to controls and overall strategy.

There are no individual character adjustments since the last Closed Beta Test.

Behavior Adjustments

  • Adjusted Modern Controls so that a crouching heavy kick will be performed when pressing down-forward+Heavy Attack.

*Please note that this is not listed in the in-game command list, and if you try to perform the attack currently listed in the command list, it may differ from the attack that comes out.

1. Jamie – Phantom Sway

  • Appears in the command list as Down+Heavy, Heavy, Heavy, but in battle is performed with Down-forward+Heavy, Heavy, Heavy

2. Guile – Phantom Dagger

  • Appears in the command list as Down+Heavy, Heavy, Heavy, but in battle is performed with Down-forward+Heavy, Heavy, Heavy

3. Chun-Li – Water Lotus Fist

  • This move is in the command list, but if you perform Down-forward+Heavy while using Modern control type, you will get Chun-Li’s crouching heavy kick instead, and not Water Lotus Fist.
  • When performing a Super Art command such as Quarter-Circle Forward x 2 or Quarter-Circle Back x 2, the input delay going from down to forward or back is now 12 frames instead of 10 frames.
  • Crouching medium kicks that can be canceled into special attacks now have a hit-stop of 9 frames instead of 10 frames.

Bug Fixes

  • Fixed an issue where if you performed a Half-Circle Forward command to perform a Quarter-Circle Forward special move, you would instead get an attack attached to the “Shoryuken” command input.

Balance Adjustments

  • Perfect Parrying a projectile now has the same damage scaling when attacking an opponent during their recovery as Perfect Parrying a strike.
  • If you continue your parry stance after Perfect Parrying a projectile, if you release the parry within a certain period of time, no recovery time for releasing the parry will occur.
  • Level 1 Super Arts for all characters no longer have projectile invincibility.

Ryu Adjustments

Balance Adjustments

  • To go along with the invincibility change made to all Level 1 Super Arts, Ryu’s Hashogeki and Shin Hashogeki are now considered strikes and not projectiles.

Last but not least, below you can find the closed beta test #2 announce trailer, released 2 weeks ago by Capcom.

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Amie Gammons

A huge fan of puzzlers. Would love to experience the world and takedown on every single and upcoming game title. In the free time love to sing, follow recent game rumors and try to decrypt them in the best possible way.

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