Street Fighter 6's second closed beta test announced for December 16, 2022

Street Fighter 6’s second closed beta test announced for December 16, 2022

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

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

Those lucky enough to participate in the first closed beta of SF6 are automatically invited to the second without needing to reapply.

Anyone interested in receiving an invite to the second beta can now request one on the Street Fighter website here by December 11 at 6:59 a.m. PST.

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

The SF6 beta servers are scheduled to go live on December 16 at 12:00 AM PST and remain online until December 19 at 12:00 AM PST.

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

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

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

Players will also be able to once again create custom avatars to walk around the Battle Hub with.

Capcom also revealed a slew of game changes and adjustments for the new beta, including a new feature to run SF6 at 120fps and further reduce input lag.

Tier 1 Super Arts have been changed to no longer have projectile invincibility for all characters, meaning Ryu’s Hashogeki and Shin Hashogeki will be considered strikes and not projectiles.

Parries have also been adjusted to remove the cooldown from Perfect Parrying a projectile and releasing the stance within a certain amount of time afterward.

Perfect parries on projectiles will now have the same damage scale as strikes.

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

Bug fixes

Some bugs have been fixed.

Fixed an issue that caused the game to crash if you attempted to log out of your profile in the Battle Hub.

New feature

Added an option to reduce input lag in the Graphics menu. Enabling this option will reduce the gap between your inputs and the action happening on screen. This is especially useful if you are 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 depending on the monitor you may experience tearing.

Online Battle

Behavior adjustments

• Adjusted how the entry delay works when the connection status causes the delay to change frequently (represented by the D value at the top of the screen), so that it no longer decreases in a lap where there are had a raise.

Bug fixes

• Fixed an issue where watching a battle cabinet while queuing in another cabinet would cause a communication error and a 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

Bug fixes

• Fixed an issue where the Frame Meter would not work correctly if you chose to restore default settings.

Fixed some bugs and adjusted some aspects of the game related to controls and overall strategy.

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

Behavior adjustments

Adjusted modern controls so that a crouch heavy kick is performed when pressing down + heavy attack. (Please note that this is not in the in-game command list, and if you attempt to perform the attack currently listed in the command list, it may differ from the attack that comes out.)

Jamie – Ghost Swing

Appears in the command list as Low + Heavy, Heavy, Heavy, but in combat is executed with Low-forward + Heavy, Heavy, Heavy

Guile – Phantom Dagger

Appears in the command list as Low + Heavy, Heavy, Heavy, but in combat is executed with Low-forward + Heavy, Heavy, Heavy

Chun-Li – Water Lotus Fist

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

• When performing a Super Art command such as Quarter Circle Forward x 2 or Quarter Circle Back x 2, the input delay from bottom to front or back is now 12 frames at place of 10 images.

• Crouch medium kicks that can be canceled as special attacks now have a hit stop of 9 frames instead of 10 frames.

Bug fixes

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

Balance adjustments

A projectile’s perfect parry now has the same damage scale when attacking an opponent during their recovery as a strike’s perfect parry.

If you continue in your parry stance after perfectly parrying a projectile, if you release the parry within a certain amount of time, no cooldown to release the parry will occur.

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 Super Arts, Ryu’s Hashogeki and Shin Hashogeki are now considered strikes and not projectiles.

#Street #Fighter #closed #beta #test #announced #December

Leave a Comment

Your email address will not be published. Required fields are marked *