Street Fighter 6 Ingrid Update Adds Random Avatar Matches, Battle Adjustments via Patch 1.30/1.000.031

by Alex Co May 28, 2026 12:42 am in Title Updates and Patches
Street Fighter 6 Ingrid Update

Capcom has pushed out the Street Fighter 6 Ingrid Update today, and as one might expect, this adds Ingrid to the roster.

Console gamers will see the download as Street Fighter 6 update 1.30/1.000.031, and aside from the new character, there are also new features introduced such as Random Avatar Matches and more.

For the complete info, read on for the patch notes.

Street Fighter 6 Update 1.30/1.000.031 Adds Ingrid

Random Avatar Matches

Random Avatar Matches is a new mode designed to make Avatar Battles more accessible and enjoyable for everyone.

To ensure fair fights between players, levels and base parameters are fixed through Level Sync, while gauge limits and accessory slots are fully unlocked.

From the very start, all master styles, special moves, and Super Arts are available to equip, allowing players to freely experiment and discover their ideal battle style.

All players will receive the powerful beginner equipment set, the Breakneck Brawler Outfit! Various equipment items can also be earned through battles, so make sure to check and optimize your gear before fighting.

By completing Random Avatar Matches, players can accumulate Avatar Points. Rewards are granted based on total points earned, and Avatar Points are used to determine rankings tracked daily, weekly, monthly, and cumulatively.

The Battle Settings menu includes options such as Matchmaking, Control Settings, and Title/Challenge Customizations, allowing players to configure the information and elements visible to other players.

Plus, the Training Mode is packed with features like “Dummy Gear & Appearance” “Reversal Settings” “Parameter Settings” and “Screen Display Settings”!

Play in Random Avatar Matches to complete challenges feature exclusive rewards, including special colors for Fighting Ground characters.

Note: In order to use this new color, you need to have obtained a character’s Outfit 2. You can unlock Outfit 2 by playing in the Avatar Arcade or by meeting certain conditions in World Tour Mode. You can also obtain it from the Goods Shop.

Avatar Arcade

Avatar Arcade is a mode focused on leveling up your avatar and acquiring useful items through CPU battles. It includes two gameplay modes: Spar with a Master and Battle Tour.

In Spar with a Master, players can repeatedly fight CPU battles against masters to learn their fighting styles and special moves. Difficulty can be selected freely, and higher difficulties make it faster to learn moves while also improving the quality of obtainable items and gears.

Battle Tour allows players to take on consecutive battles against masters and NPCs from World Tour Mode. Each course offers clear rewards, including unlockable endings from legacy Street Fighter titles.

Unexpected New Challengers may appear during courses. These opponents are remarkably powerful, but defeating them can reward players with some rare items.

Avatar Arcade is streamlined to help players level up their avatar and acquire useful items. Train your avatar and test your skills in the Battle Hub’s level-unrestricted Avatar Battles. Special moves and Super Arts proficiency will increase depending on the masters defeated and the equipped style.

Defeating different masters will fill their Acquisition Gauge, and once the gauge reaches MAX, that master’s Outfit 2 will be unlocked.

Note: Outfit 2 can also be unlocked by purchasing it from the Shop or by maximizing bonds with masters in World Tour Mode.

Random Avatar Matches, offering fair and accessible online battles, and Avatar Arcade, designed for efficient avatar growth through CPU battles, will both be added on May 28 alongside Ingrid’s release. Be sure to check them out!

SF6 Battle Adjustments Included in Ingrid Update

Overall Concept

This update focuses primarily on adjusting throw interactions and bug fixes.

With this update we’ve limited the amount of gauge gained from a successful throw escape. In previous updates we made adjustments so that both Drive and Super Art gauge gain was increased when successfully escaping a throw, due to the amount of Drive gained on a throw escape, the amount of situations where the upside of going for a normal throw was becoming too small.

The adjustment we made primarily addresses situations where the defender has low Drive or is in Burnout. The amount of Drive gained from escaping a throw in those situations could help completely turn around the situation, giving the attacker less reason to attempt a normal throw when they should be at an advantage. While we did expect some shift in the nature of the mind games, we felt that the frequency of the momentum shifts was more than expected, so we’ve increased the amount of gauge gained on a successful throw escape, along with adjustments to the Recovery Drive Reversal explained below.

With Recovery Drive Reversal, avoiding a throw during its invincibility will now grant 10000 to the Drive Gauge. On the defending side, the timing for Recovery Drive Reversal differs from throw escapes, and the situations when you can use them are also different, along with requiring resources. We decided to increase the return on this technique when you make a good read and successfully avoid an opponent’s throw.

Along with this, we’ve changed the amount of Super Art gain for the opponent on a punish counter normal throw so that it matches the gain from a normal hit. The player who lands the throw will still gain twice the amount of Super Art gauge as before, giving you a big reward for correctly reading defensive options like Drive Parry when the opponent tries to counter a strike attack.

In addition to these situations, you can use normal throws where the opponent is left open after missing a big attack, letting you limit their Super Art gauge gain and dealing good damage at the same time. We expect that this will be a solid option for closing out a round.

Other changes we’ve made are primarily to fix bugs. For more details on battle adjustments, please refer to each character’s section.

Universal

Changes Category Adjustment Details
Recovery Drive Reversal Adjustment If you escape a throw during the invincibility period before an attack startup, your Drive Gauge increases by 10,000
Normal Throws Adjustment Updated opponent Super Art gauge gain on Punish Counter throws to match normal-hit values
Normal Hit — Attacker: 2000 / Opponent: 1400
Punish Counter — Attacker: 4000 / Opponent: changed from 2800 → 1400
Throw Escapes Adjustment Successful throw tech rewards reduced
Drive Gauge gain: 10,000 → 5,000
Super Art gauge gain: 1,000 → 0
Projectile Clashes Adjustment / Bug Fix Fixed inconsistent outcomes when multi-hit projectile Super Arts clashed under specific timing/distances
Multi-hit projectile Super Art clashes now behave more consistently, though interactions may differ from earlier patches
Super Art Command Inputs Bug Fix Fixed cases where certain directional inputs prevented Super Arts from activating
Classic Ed — pressing ← with Super Art 3 during Super cancel
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, and 3
C. Viper — pressing ↓ or ← with Super Art 1

For the character changes made, check it out here.

For those who want another fighting game, check out the latest discounted games in Sony’s Days of Play sale.

Stay connected to MP1st and the latest news by following us on Bluesky, X, Facebook, TikTok, YouTube, and Google News.

Avatar photo

Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.



Subscribe
Notify of
guest
0 Comments
Oldest
Newest Most Voted
Inline Feedbacks
View all comments