Street Fighter 6 Update 1.000.020 Out for Major Battle Adjustments
[summaraize]
Before Street Fighter 6 releases on Nintendo Switch tomorrow, Capcom has released Street Fighter 6 update 1.000.020 on all platforms today. Changes and improvements have been made to perfect parry, modern controls, and much more.
Read on to see the changes made in Street Fighter 6 update 1.20.
Street Fighter 6 Update 1.000.020 Makes Battle Adjustments

Overall Concept
Our focus for this end of the content year update was various character tunings in addition to alterations to the general strategy of the game through a number of battle system changes. A list of changes and our explanations behind them can be found below. We hope these explanations will help explain our thought process, especially for adjustments where the intention is less obvious than others.
Perfect Parry
A screen freeze will no longer occur when successfully performing a Perfect Parry unless the correct direction is held. Down-back must be held for low attacks, and back must be held for high and overhead attacks to successfully produce a screen freeze.
This change is intended to improve the feeling of being on the receiving end of a Perfect Parry, and is in response to a number of situations. One, because Perfect Parry required no additional input, it was too easy of a choice to simply parry the moment the player sees their opponent move. Another was the Drive Parry before Drive Rush occasionally causing a Perfect Parry by chance when hit by an opponent’s spacing attack. These kind of “incidental Perfect Parry” situations were found to result in frustration for players when a Perfect Parry turned the tide of a match.
While we had attempted to balance the risk and reward of Perfect Parry through gauge use/gain and increasing recovery of Drive Parry, reward was still too high on success, and the risk too low on failure.
By requiring an additional input alongside the already present timing requirement, we hope to reduce these incidental Parries.
Perfect Parry against projectiles, which produces no time freeze, have been kept as they were in order to prevent projectiles from becoming overly oppressive.
Adjustments Resulting from Perfect Parry Changes
Because the Perfect Parry alterations have made highs and lows more important, many characters have received changes to their lows to ensure they are not overly powerful.
This change also means that it will be more difficult to perform Perfect Parry against an attack out of Drive Rush, a common choice to begin an offensive push. Taking this into consideration, crouching medium kicks that cannot be canceled into other moves have been given scaling in order to ease their strength when used from Drive Rush, as they could lead to combos and were safe on block.
In anticipation of long-reaching lows becoming a powerful way to begin offense, characters that are able to cancel their crouching medium kicks will no longer be able to evade an opponent’s throw after having their Drive Rush > Light Attack blocked from crouching medium kick. This will require the opponent to throw as soon as they are able.
Attack sequences using crouching light kick from close ranges have also received changes. Because Perfect Parry was universal for strikes, it was common to have crouching light kicks Perfect Parried when trying to check an opponent’s wakeup. This combined with the fact that most light punches resulted in more advantage, crouching light kicks were considered a low priority move. With the changes in Perfect Parry, these attacks should see much more use. We have also made it more likely for consecutive light attacks to reach with alterations to advantage and pushback on block to light moves.
As discussed below we’ve added Assisted Combos that incorporate a crouching light attack as the 2nd attack in the string, so you can attack in a similar fashion as when using Classic controls
Throw Escapes
The player who escapes a throw will now receive more Drive Gauge and Super Art gauge than before.
A classic defensive strategy was to perform a delayed throw escape after blocking for an instant. This was a strong option against both strikes and throws, but it proved difficult to turn the fight around into your favor as the attacker could simply wait and attack a whiffed throw attempt, making it a high-risk but low-return defensive option.
As a defensive measure against throws, players could also back dash or jump to get better rewards, which meant that throw escapes was not an option that was chosen often.
In order to provide players with another valuable close-range option when on the defensive, we decided to give more resources upon a successful throw escape. This will be a huge boon for a player especially just before hitting Burnout, and can become a valid option to get out of a tight situation.
Sweeps
Along with reducing the hurtbox on the 1st active frame, we made adjustments so that on a normal or counter hit, players can still perform a recovery.
By greatly reducing the hurtbox immediately after the attack start-up, although there’s some risk if the attack was blocked or missed, it’s now an attack that can win out against other pokes more often. Remember this option when you don’t have much health left or are in a pinch.
On the other hand, the move can now be recovered from after a normal or counterhit, so your offensive situation after hit is much different. Each character will have a different wake-up gameplay now so study up.
Due to this change, the strategy of knocking down an opponent and switching sides before they get up is now gone, except if the attack lands as a Punish Counter.
Note that attacks that slide along the ground are not subject to this change.
Modern Controls have received two major updates.
1. Jumping Attacks
By pressing the Assist button with an attack button, you can now use different jumping attacks while in the air. As a general rule, good air-to-ground attacks require pressing the Assist button, while attacks suited for air-to-air situations are now the normal jumping attacks.
2. Unique Assisted Combos can now be performed starting from a rapid cancel light attack.
Due to the properties of Assisted Combos when using Modern controls, it wasn’t possible to look for a combo after a second light attack with the exception of some characters. However, considering the changes made to Perfect Parry, it’s now more important to mix up the high/low levels of attacks more than ever, so by performing ↓+AUTO+Light from a rapid cancel light attack, you can now perform a unique Assisted Combo that begins with a light attack.
This unique Assisted Combo is the exact same as every character’s Assisted Combo 1, but when rapid canceled it will continue until the end regardless if the attack hits or is blocked.

Universal
- Changes
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CategoryAdjustment Details
- Corner Jump Behavior
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Bug FixFixed an issue where Player 1 and Player 2 behavior would differ when performing a forward jump on an opponent who is in the corner of the stage.
- Corner Behavior for Certain Characters
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Bug FixFixed an issue where characters would switch sides when certain forward-moving attacks were performed as a counter after a Perfect Parry in the corner of the stage.
- Advancing Drive Gauge Recovery Amount
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AdjustmentDrive gauge recovery now occurs from frame 11 and later after moving forward.
The cooldown period that occurs after immediately performing an Overdrive art is not affected due to the amount of Drive recovered changing depending on time elapsed.
- Perfect Parry Requirements
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Adjustment
Conditions for a Perfect Parry are changed for some attacks.
The screen freeze that occurs with a Perfect Parry will no longer occur if the correct block direction input is not used.
High, Overhead attacks: Standing Block + Parry
Low attacks: Crouching Block + ParryIf a player performs an incorrect block input, a Perfect Parry will not trigger, but they will recover more Drive gauge than a normal parry.
For projectiles that do not trigger a screen freeze, the old Perfect Parry input still applies.
In training mode, adjusting the Switch Block setting will change whether the dummy performs a Perfect Parry or not.
- Perfect Parry Buffer Inputs
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Bug FixFixed an issue where a buffered input would be completely lost when performing a Perfect Parry during an attack that has a long buffer input period.
- Dynamic Controls
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Bug FixFixed an issue where certain inputs would cause a character to not land on the ground if they are in the air when time runs out. This fix affects Cammy, Ed, M. Bison, Terry and Mai.
- Assisted Combo
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Bug FixFixed an issue that caused a buffer input to be lost if the first attack of an Assisted Combo misses and the same attack is inputted as a buffer.
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Adjustment
Unified the input period from the 1st attack of Assisted Combo to the 2nd attack. The input timing is now unified to the frame before the attack hitbox of the 1st attack comes out.
This was done in order to prevent the 2nd attack of Assisted Combo from being performed unintentionally.
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Adjustment
By pressing ↓+Assist Button+Light Attack button after a rapid cancelable light attack, players can now perform a new Assisted Combo starting from a low attack.
The conditions for a Perfect Parry have changed, and previously it wasn’t possible to separate high and low attacks from a close light attack, limiting the offensive options in comparison to Classic controls.
For some characters this new Assisted Combo has the same structure as the already existing Assisted Combo 1, but the conditions for this Assisted Combo are slightly different, and repeatedly pressing Assist Button+Light Attack will allow you to perform an Assisted Combo to the final hit regardless of if it is blocked or hits.
- Jumping Attacks (Modern Controls)
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Adjustment
Different jumping attacks can now be used depending on if the Assist button is pressed or not. The general rule for jumping attacks is as follows.
Normal: Attacks effective against an opponent in the air
Assist button: Attacks effective against an opponent on the groundWhen jumping up to attack an opponent in the air, the ability to think quicking and act is the most important. In order to avoid increasing the complexity of the controls in those situations, we designed this change so that attacks that are effective in air-to-air situations can be performed without pressing the Assist button.
For characters that had jumping attacks with the same downward attack direction of the same strength, the jump attack that was previously used will be performed under the Normal situation.
For details on what move is performed for each character, please visit their respective section.
- Normal Throw
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Bug FixFixed an issue where a throw would miss even in a Punish Counter situation when performing a normal throw after a Drive Parry. This change affects A.K.I. (forward and back throws) and M. Bison (back throw)
- Back Throw
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Bug FixFixed an issue where a back throw would be misinterpreted as a forward throw when the opponent performs a technique that causes a dark screen transition just as the player’s attack recovery is about to end.
- Normal Throws and Command Throws
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Bug FixFixed an issue where if two players attempt a throw at the same time, under certain circumstances the result be fixed to one side rather than be random as intended.
- Throw Escapes
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AdjustmentIncreased the amount of Drive and Super Art gauge gained after a successful throw escape.
- Crouching Heavy Kick
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Adjustment1. Behavior on hit and counter hit has been unified, and you may now backwards recover from both.
The status on hit changes depending on the character.
This change affects A.K.I. and Ed’s crouching heavy punch instead of their crouching heavy kick, and does not apply to Dee Jay.2. Reduced the hurtbox on the 1st active frame.
3. Increased buffer input time at the end of recovery.
Readers can check out the official Street Fighter 6 website for more info on the patch notes. Keep it locked at MP1st for more updates on this game in the near future.
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