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Street Fighter 6 Closed Beta Test #2 To Start Mid December

The second Street Fighter 6 Closed Beta Test will begin on 16th December 2022 for PS5, Xbox Series X|S, and Steam.
Street Fighter 6 Closed Beta Test #2 To Start Mid December

After receiving its rating in South Korea earlier this week, Capcom's sixth entry to the popular Street Fighter game franchise will soon be available for closed beta testing. Announced on 1 December, the Street Fighter 6 Closed Beta Test #2 will take place from 16 to 19 December 2022 on PlayStation 5, Xbox Series X|S, and Windows PC (via Steam).

The application to join the beta program is currently open on the game's official website. As such, successful applicants will be able to provide valuable feedback on Street Fighter 6's eight new characters, bug fixes and behavior adjustments, game modes and the new input delay reduction feature, and much more.

"The aim of the Closed Beta Test is for us to monitor the play experience of participants, identify any potential issues, and then address them in order to improve the quality of the game," Capcom said.

In addition, the publisher has changed the application process for the second Street Fighter 6 Closed Beta Test due to the unauthorized reselling of access codes: players must already have their Capcom ID and platform account linked before applying. Accordingly, selection will be handled via a lottery system rather than on a "first-come, first-serve" basis.

Moreover, anyone who participated in the first Street Fighter 6 Closed Beta Test will automatically gain access to the second testing phase. As such, these players do not have to reapply.

These are some of the changes made to Street Fighter 6 since the 1st Closed Beta Test:

Bug Fixes
  • Some bugs have been fixed.
  • Fixed an issue that would cause the game to freeze if you tried to sign out of your profile while in the Battle Hub.
New Feature
  • Added an option to reduce input delay in the Graphics menu. Turning this option on will shorten the gap between your inputs and the action happening on-screen.
Online Battle

Behavior Adjustments

  • Adjusted how 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 will no longer decrease in a round where there has been an increase.

Bug Fixes

  • Fixed an issue where spectating one battle cabinet while queued up at another cabinet caused a communication error and a black screen when the match you're spectating is about to end.
  • Fixed an issue in Extreme Battle where if a projectile was on the screen, and Juri attacked an explosive with Fuhajin, she would be stuck in the Fuhajin animation until the projectile disappeared.
Training Mode
  • Fixed an issue where the Frame Meter would not work correctly if you chose to restore default settings.
Battle Adjustments
  • Fixed some bugs and tweaked 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 crouching heavy kick will be performed when pressing down-forward+Heavy Attack.

Please note that this is not listed in the in-game 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 performed with Down-forward+Heavy, Heavy, Heavy

Guile - Phantom Dagger

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

Chun-Li - Water Lotus Fist

  • This move is in the command list, but if you perform Down-forward+Heavy while using the Modern control type, you will get Chun-Li's crouching heavy kick instead, and 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 going from down to forward or back is now 12 frames instead of 10 frames.
  • Crouching medium kicks that can be canceled into special attacks now have a hitstop 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 get an attack attached to the "Shoryuken" command input instead.

Balance Adjustments

  • Perfect Parrying a projectile now has the same damage scaling when attacking an opponent during their recovery as Perfect Parrying a strike.
  • If you continue your parry stance after Perfect Parrying a projectile, if you release the parry within a certain period of time, no recovery time for releasing 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, not projectiles.

Other minor battle-related bugs have also been fixed.

For more on the game, check out our section dedicated to the latest Street Fighter 6 news.

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All featured images are courtesy of Capcom.