Luke, Jamie, Kimberly, Marisa, JP, Juri, Dee Jay, E. Honda, Blanka, Ken, Zangief, Rashid, A.K.I., Ed, and Akuma received updates.

M. Bison is now available to Street Fighter 6 players! His arrival also means some new Street Fighter 6 patch notes.

M. Bison gameplay screenshot (Image via Capcom)
M. Bison gameplay screenshot (Image via Capcom)

M. Bison now live in Street Fighter 6

Street Fighter 6 Year 2 has officially kicked off with M. Bison as a playable character. Other new additions that complement his arrival include the M. Bison Master Missions in the World Tour, his story in Arcade Mode, and new items in the in-game shop such as M. Bison's Outfit 2 and colors 3 to 10 for Outfit 1.

M. Bison arrives with the latest Street Fighter 6 patch notes (Image via Capcom)
M. Bison arrives with the latest Street Fighter 6 patch notes (Image via Capcom)

How to unlock M. Bison in Street Fighter 6

To play as M. Bison, simply purchase the Street Fighter 6 Year 2 Character Pass or Ultimate Pass. You can also buy the character separately for 350 Fighter Coins.

Characters affected in the Street Fighter 6 patch notes (Image via Capcom)
Characters affected in the Street Fighter 6 patch notes (Image via Capcom)

Street Fighter 6 patch notes June 26, 2024

In terms of the latest patch notes, the affected characters include Luke, Jamie, Kimberly, Marisa, JP, Juri, Dee Jay, E. Honda, Blanka, Ken, Zangief, Rashid, A.K.I., Ed, and Akuma. Meanwhile there are also some quality of life features and updates to the game.

Here are the official patch notes, as stated by the Street Fighter 6 website:

Character
Patch Notes
LukeAssisted Combo 1:
The 2nd attack input will now be accepted within the rapid cancel timing window.
JamieBreakin' - Super Art Level 1:
With the last adjustment update, the number of hits increased, which affected the Drive Gauge increase, so we have adjustments to the values to match the pre-adjustment one.

Drive Gauge decrease on block reduced by 200.
Drive Gauge increase on parry reduced by 2,000.
KimberlyOverdrive Sprint:
Fixed an issue where performing the move with certain inputs would cause the Overdrive version's sound effect to not play.

Certain Anti-Air Attacks:
Certain anti-air attacks where the character jumps into the air would have a tendency to lose out to mid-air throws whether or not they had anti-air invincibility after leaving the ground, so we have added a period of throw invincibility to the following attacks.

Bushin Senpukyaku:
Light: Throw invincibility from frames 7-11
Medium: Throw invincibility from frames 8-12
Heavy: Throw invincibility from frames 9-13
Overdrive: Throw invincibility from frames 7-11
MarisaAssisted Combo 1:
The 2nd attack input will now be accepted within the rapid cancel timing window.
JPAssisted Combo 2:
Adjusted so that when Overdrive Stribog is blocked or hits an armored attack, the assisted combo will end when Super Art 2 is activated.
JuriOverdrive Fuhajin:
The recent adjustment update made this attack's start-up faster, but some parts of it were left unadjusted, so they have now been fixed.

Fuha stock charge timing changed from frame 14 to frame 12.
The projectile clash hitbox startup timing changed from frame 12 to frame 10.
Proximity block trigger hitbox comes out 2 frames faster.
Proximity block trigger hitbox expanded to match the size of the attack hitbox.

Certain Target Combos:
Previously we made adjustments so that pressing Medium Punch and Kick or Heavy Punch and Kick at the same time would not result in transition attacks being performed.

Death Crest (Medium Punch > ←+Heavy Punch)
Dee JayCertain Anti-Air Attacks:
Certain anti-air attacks where the character jumps into the air would have a tendency to lose out to mid-air throws whether or not they had anti-air invincibility after leaving the ground, so we have added a period of throw invincibility to the following attacks.

Jackknife Maximum:
Medium: Throw invincibility from frames 5-6
Heavy: Throw invincibility from frames 5-6

Certain Target Combos:
Previously we made adjustments so that pressing Medium Punch and Kick or Heavy Punch and Kick at the same time would not result in transition attacks being performed.

Threebeat Combo (Light Punch > Medium Kick)
E. HondaCertain Anti-Air Attacks:
Certain anti-air attacks where the character jumps into the air would have a tendency to lose out to mid-air throws whether or not they had anti-air invincibility after leaving the ground, so we have added a period of throw invincibility to the following attacks.

Sumo Smash:
Overdrive: Throw invincibility from frames 5-13
BlankaCrouching Medium Kick:
Fixed an issue where the previous adjustment of increasing recovery and expanding the hurtbox on crouching medium kick was not applied when the attack was performed while Super Art 2 was active.

Raid Jump:
Fixed an issue in Modern Controls where a mid-air throw would not be performed during Raid Jump when the throw button was pressed.

Rolling Attack/Vertical Rolling Attack:
Fixed an issue where the opponent would not be pushed back after blocking the attack and Blanka is rebounding.
KenQuick Dash:
We've made further adjustments to Jinrai Kick's input priority, so now instead of Neutral+2 kick buttons taking priority over the Overdrive version, Neutral+3 kick buttons takes priority. For Modern Controls, this is Neutral+3 attack buttons.
ZangiefTundra Storm:
Fixed an issue where a previous tweak that allowed players to perform Tundra Storm easier, by pressing Neutral > Down > Neutral > Down and then pressing parry with the 2nd Down input, had not been applied to Modern Controls.

Standing Medium Kick:
Made further adjustments to this attack, as it exceeded our adjustment intentions in certain combinations and shifted the ground game too much in Zangief's favor.

The attack hitbox has been reduced, rolling back the range to its previous state.
RashidCertain Anti-Air Attacks:
Certain anti-air attacks where the character jumps into the air would have a tendency to lose out to mid-air throws whether or not they had anti-air invincibility after leaving the ground, so we have added a period of throw invincibility to the following attacks.

Spinning Mixer:
Heavy (Boosted version included): Throw invincibility from frames 8-10
A.K.I.Standing Medium Punch:
Expanded the collision pushbox on hit upward. This adjustment is made in order to prevent side switches with the opponent during a mid-air hit.
EdAssisted Combo 3:
Fixed an issue where the input buffer would not work properly if the player stopped the assisted combo at the first attack (Standing Heavy Punch) and then tried to start it from the first attack again.

Certain Target Combos:
Previously we made adjustments so that pressing Medium Punch and Kick or Heavy Punch and Kick at the same time would not result in transition attacks being performed.

Body Blow Combination (Medium Punch > Heavy Punch)
Hitman Combination (Medium Kick > Medium Kick)
Low Smash Combination (↓+Heavy Kick > Heavy Punch)
AkumaGou Shoryuken/Tatsumaki Zanku-kyaku:
Fixed an issue where the Drive Gauge recovery amount on a perfect parry was smaller than intended.

Tenmaku Blade Kick:
Fixed an issue where combo scaling was reduced when hit just before landing.

Zanku Hadoken:
Parts of this attack were too difficult for opponents to handle, so we have made adjustments to mitigate those difficult areas. The upper half of the attack hitbox is only active during combos. Hurtbox has been expanded forward.

Ashura Senku:
Fixed a phenomenon where this move would still avoid attacks regardless of whether or not Akuma had teleported behind the opponent. Expanded the hurtbox during movement. Adjusted so that if the technique is performed when the opponent is right in the corner, Akuma will not completely overlap with the opponent.

Shun Goku Satsu - Critical Art:
Fixed a phenomenon where the opponent's charge command would be released in cases where this attack hit and the players switched sides during the cinematic.

Certain Target Combos:
Previously we made adjustments so that pressing Medium Punch and Kick or Heavy Punch and Kick at the same time would not result in transition attacks being performed.

Viscera Piercer (Medium Punch > Medium Punch)
Bone Crusher Axe Kick (Medium Kick > Heavy Kick)
Akuma gameplay screenshot (Image via Capcom)
Akuma gameplay screenshot (Image via Capcom)
Universal
Patch Notes
Parry Drive RushAdjusted so that when perfect parrying a projectile, a player's dash input is not reset. This change will impact the inputs for both dashes and Drive Rushes performed immediately after a perfect parry.
Knockdown RecoveryFixed an issue that occurred only when performing a back recovery immediately before being knocked down, where a back recovery would be performed unintentionally if the player held two buttons before getting hit by the attack that knocked them down.
Drive ReversalFixed an issue where a Drive Reversal would cause a KO during a trade.
Drive ParryFixed an issue where parrying an attack that causes the screen to shake would not trigger a screen shake.
TauntChanged the Modern Control input for a taunt from "Light Attack+Medium Attack+Heavy Attack+SP" to "Light Attack+Medium Attack+Heavy Attack+SP+Drive Parry+Assist."

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