Street Fighter 6 second Closed Beta Test announced to begin December 16, 2022

Street Fighter 6 second Closed Beta Test announced to begin December 16, 2022











The second Closed Beta Test for Street Fighter 6 is is coming next month and is scheduled to begin on December 16, 2022.






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









Those who were lucky enough to take part in SF6’s first closed beta are automatically invited to the second without need to re-apply.


Anyone who’s looking to receive an invite to the second beta can now apply to do so on Street Fighter’s website here before December 11 at 6:59 a.m. PST.


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


Severs for the SF6 beta are scheduled to go live December 16 at 12 a.m. PST and stay live until December 19 at 12 a.m. PST.


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


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



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


Capcom also revealed a large number of changes and adjustments made to the game for the new beta including a new feature to run SF6 at 120 frames per second and further decrease input lag.


Level 1 Super Arts have been changed to no longer have projectile invincibility for all characters, which in turn means that Ryu’s Hashogeki and Shin Hashogeki will be considered strikes and not projectiles moving forward.


Parries have also been adjusted to remove the recovery time of Perfect Parrying a projectile and releasing the stance within a certain period of time afterwards.


Perfect Parries on projectiles will now have the same damage scaling as strikes too.



You can check out the 2nd SF6 beta’s announcement trailer below as well as all of the changes made to the game since the previous 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. 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 turning this option on, setting Vsync to off, and setting the refresh rate to 120 Hz or higher.

Please note that depending on the monitor, you may experience some tearing.

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 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

Bug Fixes

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




Fixed some bugs, as well as tweaked some aspects of the game related to controls and overall strategy.

There are 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 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 instead get an attack attached to the “Shoryuken” command input.

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 and not projectiles.









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