Mai, his Fighting Pass and the new update of Street Fighter 6 They are already available. However, some of the improvements at the moment cannot be tested. Since, maintenance servers have not yet returned. So while Capcom enables the game online, we will review all the changes and adjustments that come to Street Fighter 6 With the MAI update.
What are the changes or adjustments that reach Street Fighter 6 With the MAI update?

The patch or update that comes with MAI to Street Fighter 6 Enter a lot of quality of life to the game. However, unlike the latest update, players should not expect the changes in the Mai update to generate a significant impact on the goal of the competitive Street Fighter 6. This is because this time only a few characters have received changes and these – their great majority – are error corrections (bugs).
General changes of the MAI update in Street Fighter 6
- GUIDES AND CHARACTERS TUTORIALS: Some guides and characters of characters had repetitions that did not reproduce correctly, or the text was inaccurate due to the changes made during the previous battle adjustment updates. They have already been corrected.
- Drive Impact: A problem has been corrected that caused the time of the entrance buffer to be shorter than normal in cases where the attack did not hit the rival after absorbing a blow with overcoming.
- Drive Reversal (From blocking to recovery): The recoil parameters of the first frame to align them with the functioning of this technique in other characters have been eliminated. The characters affected by this change are Kimberly and Blanka.
- Perfect Parry: If a perfect parry is performed to an attack of several blows, it is no longer possible to cancel from the 2nd attack. This correction was implemented during update 12.02.2024, but was reversed due to a known problem. This problem has already been solved, so it has been implemented again with this update.
Akuma
- Ashura Senku forward (forward + three kicks): The launching high school has expanded back when moving with this technique so that it is more difficult to avoid attempts to launch the opponent at the time of crossing them.
Cammy
- Super art of Nivel 2: A problem has been corrected by which this movement did not leave KO to the rival when exchanging (trade) Blows.
Chun-Li
- Down weak kick: A problem has been corrected by which it was not possible to cancel a special movement if the rival stopped this movement.
- Gossip kick (Modern) (below + strong attack, during serenity flow): a problem has been corrected, in which the timing of the buffer In the input of jump cancel In modern controls it was different from that of classic control.
Dee Jay
- Three -stroke (LP> MK> MK): A problem has been corrected by which the second attack did not come out if it was oppressed below.
Ed
- Level 1 Psycho Knuckle (Keep a strong punch): A problem has been corrected that caused the rivals to not retreat after being beaten with this movement during the last active frames (beyond frame 10).
Kimberly
- Super Art of Level 1 and 2: A problem has been corrected by which these movements did not leave KO to the rival when exchanging blows (trade).
Manon
- Rond-point Normal or overdrive —236 + strong kick (HK) or two kicks (OD) -: a problem has been corrected, for which it was not possible to cancel this movement in a super art if the rival executed a Parry against him.
Marisa
- Overdrive Dimachaerus (236 + Two fists): The time of the buffer window has changed to cancel with a super art. Now, this window begins from frame 10 instead of frame 2. This change has been made to reduce cases in those who, when introducing forward + fist after performing a dimachaerus in Overdrive, the Super Art of Level 2 is activated.
M. Bison
Drive Impact:
- The moment in which the central axis of the character begins to move forward has changed the frame 13 to 2, increasing the amount of movement forward until the end of the active frames. The appearance of the movement has not changed until the end of the active frames.
- The Hitbox and Pushbox of Drive Impact have adjusted for change 1. This so that the scope and the situation are not drastically different from those of before.
- Hurtbox and Armor Hurtbox have adjusted to reflect change 1.
Rashid
Super art of Nivel 1:
- A problem has been corrected, for which this movement did not leave KO to the rival when exchanging blows.
- A problem has been corrected by which the backward time was considerably short when exchanging blows.
Terry Bogard
- Walk forward: The animation of walking has been updated so that the central axis of the character is further back, so that its appearance on the screen better represents its real position. This is a purely visual adjustment and no changes in the properties of the forward march have been made.
Zangief
- Walk back (During Burnout): A problem has been corrected by which the first frame of a walk back during the Burnout behaved just like walking forward.
What are the new “master” ranges of Street Fighter 6 What will be added with the MAI update?

From February 5 the Reset of MR points will be held, but this time there will be a very interesting change for the players. Since, Capcom will add three new Master ranges to Street Fighter 6. However, the Japanese developer has not yet revealed the amount of points (MR) necessary to reach them. So this will be the amount of points (MR) necessary to reach each of the three new master ranges of Street Fighter 6.
- Master: First range that starts with 1500 points (MR).
- High Master: This range could be unlocked from 1600 points (MR).
- Grand Master: This range could be unlocked from 1700 points (MR).
- Ultimate Master: This range could be unlocked from 1800 points (MR).
This is the official information by Capcom of the amount of points (MR) necessary to unlock these new master ranges of Street Figther 6.
Fuente: Official site of Street Fighter 6.
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