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Street Fighter 6’s second closed beta test is scheduled to begin on December 16, 2022

Street Fighter 6's second closed beta test is scheduled to begin on December 16, 2022
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The second Street Fighter 6 closed beta test is coming next month and is scheduled to begin on December 16, 2022.





Capcom has now announced details for the new beta test, and players who participated in the first SF6 beta will now receive emails about their next chance to try the game at home.









Those lucky enough to participate in the first SF6 closed beta will be automatically invited to the second without having to reapply.


Anyone interested in receiving an invitation to the second beta can apply now Street Fighter website here before December 11th at 6:59am PST.


Players invited to participate in the second beta should receive their invitation via email on December 14th.


Servers for the SF6 Beta are scheduled to go live on December 16th at 00:00 PST and remain live until December 19th at 00:00 PST.


The beta will again be available on PlayStation 5, Xbox Series X|S and PC via Steam, with cross-play available on all 3 platforms.


Only the Battle Hub is available during the beta, which includes access to Ranked Matches, Casual Matches, Battle Hub Matches, Open Tournaments, Extreme Battles, Game Center, and Training Mode.


The 2nd beta features the same 8 characters as the 1st with Luke, Jamie, Ryu, Chun-Li, Guile, Kimberly, Juri and Ken along with 6 stages.



Players can also create custom avatars to walk around the Battle Hub with.


Capcom also revealed a large number of changes and adjustments made to the game for the new beta, including a new feature to run SF6 at 120 frames per second and further reduce input lag.


Level 1 Super Arts have been changed to no longer have projectile invincibility for all characters, again meaning Ryu’s Hashogeki and Shin Hashogeki are considered attacks and not forward-moving projectiles.


Parries have also been adjusted to remove the recovery time for perfectly parrying a projectile and releasing the stance within a certain amount of time afterwards.


Perfect saves on projectiles now also have the same damage scaling as punches.



You can check out the SF6 Beta 2 announcement trailer below, along with all the changes made to the game since the previous test.









Troubleshooting

Some bugs have been fixed.

Fixed an issue that caused the game to freeze when trying to log out of your profile in Battle Hub.

New function

Added an option to reduce input lag in the graphics menu. Enabling this option shortens the gap between what you type and the action on the screen. This is particularly useful when 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 enabling this option, disabling Vsync and setting the refresh rate to 120Hz or higher.

Please note that tearing may occur depending on the monitor.

online battle

behavioral adjustments

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

Troubleshooting

• Fixed an issue where watching a fight booth while queuing in another booth would cause a communication error and black screen when the match you are watching is about to end.

• Fixed an issue in Extreme Battle where if a projectile was on screen and Juri attacked an explosive with Fuhajin, she would get stuck in the Fuhajin animation until the projectile disappeared.

training mode

Troubleshooting

• An issue where the image display did not work properly when you tried to restore the default settings has been resolved.




Fixed some bugs and optimized some aspects of the game in terms of controls and overall strategy.

There have been no individual character customizations since the last closed beta test.

behavioral adjustments

Adjusted modern controls to perform a crouch heavy kick when pressing Down-Forward+Heavy Attack. (Please note that this is not listed in the in-game order list and if you try to use the attack currently listed in the order list it may be different from the attack that comes out.)

Jamie – phantom vibration

Appears as Down+Heavy, Heavy, Heavy in the orders list, but casts Down-forward+Heavy, Heavy, Heavy in combat

Guile – Phantom Dagger

Appears as Down+Heavy, Heavy, Heavy in the orders list, but casts Down-forward+Heavy, Heavy, Heavy in combat

Chun-Li – water lotus fist

This move is in the order list, but if you perform Down-forward+Heavy while using the modern control type, you’ll get Chun-Li’s Crouch Heavy Kick instead, not Water Lotus Fist.

• When executing a Super Art command such as Quarter Circle Forward x 2 or Quarter Circle Backward x 2, the input delay from bottom to forward or backward is now 12 frames instead of 10 frames.

• Medium crouch kicks that can be converted into special attacks now have a hitstop of 9 frames instead of 10.

Troubleshooting

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

balance adjustments

Perfectly parrying a projectile now has the same damage scaling when attacking an enemy while they are recovering as perfectly parrying a blow.

If you continue your parrying stance after perfectly parrying a projectile and release the parry within a certain amount of time, there is no recovery time for releasing the parry.

Level 1 Super Arts for all characters no longer have projectile invincibility.

Ryu Adjustments

To go along with the invincibility change made to all level 1 Supers, Ryu’s Hashogeki and Shin Hashogeki are now considered attacks rather than projectiles.








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