
Street Fighter 6 Ingrid update patch notes
Update: This story has been updated with the full list of patch notes available.
It is now finally the time for Street Fighter 6 Season 3 to reach its conclusion, and there’s a lot coming in this big finale.
Capcom just released the official Street Fighter 6 patch notes for Ingrid’s arrival, which also contains the largest content update the game has received in three years.
Obviously, Ingrid’s true debut in a mainline Street Fighter title is the main draw of the patch as the last DLC character of Season 3 though she technically did appear as a bonus addition in Street Fighter Alpha 3 Max and Street Fighter Alpha 3 Upper in the Capcom Fighting Collection 2.
We already got Ingrid’s character guide, so we know how this technical zoner is going to play, but there’s quite a bit more included with her.
Capcom is finally adding some new modes to Street Fighter 6 with Avatar Arcade and Random Avatar Matches where the former will allow players to level up world warrior mastery to unlock fighting styles and Outfit 2 options without World Tour mode.
On top of that, Outfit 3 DLC is releasing for the Season 3 cast of Ingrid, Alex, C. Viper and Sagat, and everyone else is getting in on the action too.
DriveTech Wear costumes are also being added for all 30 Street Fighter 6 characters for free.
Those who own the Year 3 Character Pass should be able to start using Ingrid after downloading the update while the server maintenance for Street Fighter 6 is still ongoing.
Capcom says this patch only includes system adjustments with changes to throws and bug fixes, but they are working on a larger balance update for all characters that will be announced at some point in the future.
There are 14 characters receiving adjustments this time being Jamie, Kimberly, Marisa, JP, Juri, Guile, Chun-Li, Dhalsim, Ed, Mai, Elena, Sagat, C. Viper and Alex.
You can check out the full list of patch notes below, which can also be found on the official Street Fighter website.

Universal Changes
Recovery Drive Reversal
• If you escape a throw during the invincibility period that occurs before an attack startup, your Drive Gauge will increase by 10,000
Normal Throws
• Updated opponent’s Super Art gauge increase when a normal throw lands as a punish counter to match the increase on normal hit.
On Normal Hit
Attacker: 2000
Opponent: 1400
On Punish Counter
Attacker: 4000
Opponent: changed from 2800 to 1400
Throw Escapes
• Updated the gauge increase on a successful throw escape
1. Drive Gauge increase changed from 10000 to 5000
2. Super Art gauge increase changed from 1000 to 0
Projectile Clashes
• When multi-hit projectile Super Arts canceled each other out, there were certain combinations where under limited conditions involving specific timing and distance, the outcome after the first hit clash was inconsistent. To fix this inconsistency, adjustments have been made so that the result is now stable.
• Due to this change, the handling of multi-hit projectile clashes involving Super Arts has been modified, and clashes may differ from earlier updates.
Super Art command inputs
• Fixed an issue where Super Arts would not be performed with certain characters and control types if the attack button was pressed with a specific direction after the Super Art input
The characters affected by this fix are as follows:
Classic
• Ed: Pressing ← with Super Art 3 (only 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, 3
• C. Viper: Pressing ↓ or ← with Super Art 1

Assisted Combo 2
1. Fixed an issue that occurred immediately after the 2nd attack of Assisted Combo 2 was blocked, where the input buffer would not be active during recovery if Assisted Combo 2 was performed again.
2. Updated the starting frame of the 2nd attack input buffer from frame 2 of the 1st attack to frame 7.
Twisted Drop (Modern) (↓+Light>↓+Heavy)
Palm Strikes (Modern) (Medium > Medium)
• Fixed an issue where the 2nd attack would not be performed while holding down the Assist button.
Dangerous Armbar (Modern) (↓+Medium & Heavy > ↓+Light & Medium or Throw button)
• Fixed an issue where scaling was accidentally applied when performing the attack with the throw button.
Hyper Lift (↓+2 Punches > Light Punch & Light Kick)
• Alex’s normal throws did not have immediate scaling added like other normal throws, so 20% immediate scaling was added to this attack to make it in line with other throws.

Snake Strike (Modern) (↓↙←+Attack > Medium Attack)
• Fixed an issue where the punish counter state would be extended by 1 frame if you continued to hold Up after being perfect parried by the opponent.

Assisted Combo 3
• Fixed an issue where the input buffer for the 2nd attack during the 1st attack was faster than expected.

Aerial Yoga Teleport (→ or ←+PPP or KKK during a jump)
• Mitigated an issue where Dhalsim could appear behind the opponent while facing in the opposite direction when performing the → + PPP version while both players were in the corner.

Overdrive Psycho Shot (↓↘→+2 Punches > Punch)
• Fixed an issue where the Overdrive Psycho Spark’s projectile clash hitbox would remain after performing the attack.
Low Smash Combination
• Changed the startup for the 2nd attack from 12 to 10 frames, and updated so that the 2nd attack is blocked automatically even on a delay if the 1st attack is blocked.

Starling Beak (Modern) (Medium > Medium)
• Fixed an issue where the 2nd attack would not be performed while holding down the Assist button.

Overdrive Sonic Blade (↓↙←+Two Punches)
• Fixed an issue where the Light/Medium and Medium/Heavy versions did not respond using the button release method.

Full Moon Kick (→+Medium Kick>Medium K>Punch)
1. Expanded the attack and proximity block hitbox of the second attack forward, and increased the forward movement before the attack start-up. This will make it easier for the 2nd attack and on to connect when the 1st attack is blocked or hits.
2. Adjusted the hit/block pushback of the second hit so that it pulls the opponent closer to Jamie’s side.

Interdiction (↓↘→↓↘→+Kick)
• Mitigated an issue where against techniques with strong forward movement, JP could not properly track the opponent.

Senkai Kick (→+Medium Kick)
• Slightly expanded the pushback on block as there were some cases where a normal throw could connect depending on when the attack was performed coming out of Drive Rush.

Super Art Level 1 Bushin Beats (↓↘→↓↘→+Kick)
• Fixed an issue which made it difficult to recover backwards when Shuriken Bomb stock was empty.

Hien Ren Kyaku (Modern) (Light > Light > Light)
Hoshi Kujaku (←+Heavy > Heavy)
• Fixed an issue where the attacks after the 2nd attack would not be performed while holding down the Assist button.

Malleus Breaker
(↘+Heavy Punch >↘+Heavy Punch)
1. Expanded the attack and proximity block hitbox of the second attack forward, and increased the forward movement before the attack start-up. This will make it easier for the 2nd attack and on to connect when the 1st attack is blocked or hits.
2. Expanded the hurtbox after the 2nd attack to match the attack hurtbox adjustment listed in #1.

Low Tiger Shot (↓↘→+Light & Medium Punches or Light & Heavy Punches)
• Fixed an issue where Medium Tiger Shot would be performed instead of Overdrive Low Tiger Shot when inputting ↓↘→+Light/Medium Punch while holding down Heavy Punch.

