Street Fighter 6 Second Closed Beta Test announced to begin December 16, 2022

By | December 1, 2022

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

Capcom has now announced the details of the new beta test, and players who participated in the first SF6 beta are starting to receive emails about the next chance the game will be available for home testing.

Those lucky enough to participate in the first SF6 Closed Beta are automatically invited to the second with no need to sign up again.

Anyone who wants to receive an invite to the second beta can sign up on the Street Fighter website here before December 11th at 6:59 am PST.

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

The servers for the SF6 beta are scheduled to go live on December 16th at 12:00 pm PST and remain live until December 19th at 12:00 pm PST.

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

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

The second beta includes the same 8 characters as the first with Luke, Jamie, Ryu, Chun-Li, Guile, Kimberly, Juri and Ken along with 6 stages.

Players will also be able to re-create custom avatars to walk around Battle Hub.

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

Tier 1 Super Arts have been changed to no longer have projectile invincibility for all characters, which in turn means that Ryu’s Hashogeki and Shin Hashogeki will be considered attacks and not projectiles advancing.

Parries have also been adjusted to remove Perfect Parrying’s recovery time from a projectile and release the stance within a certain amount of time afterwards.

Perfect parries on projectiles will now have the same damage scaling as hits as well.

You can check out the announcement trailer for the 2nd SF6 beta below, as well as all the changes made to the game since the previous test.

bug fixes

Some bugs were fixed.

Fixed an issue that caused the game to freeze if you tried to log out of your profile while in Battle Hub.

new feature

Added an option to reduce input delay in the Graphics menu. Enabling this option will reduce the gap between your inputs and the action happening on the screen. This is especially useful if you are using a monitor capable of displaying at 120Hz on the 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 120 Hz or higher.

Please note that depending on the monitor, some tearing may occur.

online battle

behavior tweaks

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

bug fixes

• Fixed an issue where watching a Battle Cabinet while queued in another Cabinet would cause a communication error and a black screen when the match you were watching was 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 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.

Fixed some bugs, as well as tweaked some aspects of the game related to controls and general strategy.

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

behavior tweaks

Tweaked modern controls so that a crouch heavy kick is performed when pressing Forward Down + Heavy Attack. (Note that this is not listed in the game’s 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.)

Jamie – Phantom Sway

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

Guile – Phantom Dagger

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

Chun-Li – Water Lotus Fist

This move is in the command list, but if you do Down-forward + Heavy while using the Modern control type, you’ll get Chun-Li’s crouch heavy kick, not Water Lotus Fist.

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

• Crouched Medium Kicks that can be canceled into special attacks now have a 9 frame hitstop instead of 10 frame.

bug fixes

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 input.

Balance Adjustments

The Perfect Parry from a projectile now has the same damage scaling when attacking an opponent during its recovery as the Perfect Parry from a hit.

If you continue your defensive stance after Perfect Parrying a projectile, if you release the parry within a certain amount of time, no recovery time to release the parry will occur.

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

Ryu tweaks

In keeping with the invincibility change made to all Tier 1 Super Arts, Ryu’s Hashogeki and Shin Hashogeki are now considered strikes and not projectiles.

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