Street Fighter 6 Is Getting Another Closed Beta Test This December
/Capcom announced that their upcoming fighting game Street Fighter 6 is getting a second Closed Beta test starting from December 16, 2022 and will last until December 19, 2022. Those participated in the first test will automatically be part of the second beta.
For those that weren’t able to get an invite the first time around, you can apply again through Capcom’s official website. The application process is slightly different this time around due to some players selling their Closed Beta access for a profit. Now, those that apply will need to link their account in their chosen platform. For instance, if you wish to try out the game through the PS5, you’ll have to link your PSN ID with your Capcom ID.
Once done, Capcom will randomly choose another batch of new testers and will contact them through email. You’ll know if you got access on December 14 around 3:00 UTC.
For those that participated in the first Closed Beta test, check your email. You likely got the invite.
The second Closed Beta test will again focus on testing the game’s online functionality, so online play and its various features will be available to you during the test. Players can create their own character for the Battle Hub once during the beta and try out modes such as Ranked Matches, Casual Matches, Battle Hub Matches, Open Tournaments, Training Mode, the Hub Goods Shop, Extreme Battles , Game Center, Challenges, a DJ Booth, and the Photo Spot.
Testers can try out the same roster of characters from the first test – Ryu, Ken, Jamie, Chun-Li, Kimberly, Juri, Luke, and Guile.
There will also be six stages available – Metro City Downtown, Genbu Temple, Carrier Bryon Taylor, Tian Hong Yuan, The Macho Ring, and Training Room.
Capcom also made a few adjustments to the gameplay based on the feedback from the first test. Here’s a full list of what’s changed since then.
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.
Battle Adjustments
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.
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.
1. Jamie - Phantom Sway
Appears in the command list as Down+Heavy, Heavy, Heavy, but in battle is performed with Down-forward+Heavy, Heavy, Heavy
2. Guile - Phantom Dagger
Appears in the command list as Down+Heavy, Heavy, Heavy, but in battle is performed with Down-forward+Heavy, Heavy, Heavy
3. 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.
Other minor battle-related bugs have been fixed.
Since the official look at gameplay of Street Fighter 6 and the first Closed Beta that occurred a few months back, the reception for the next title in the popular fighting game series have been mostly positive despite the various leaks that happened. Most of the positivity stems on how polished the game feels in an online play perspective based on what people experienced during the Closed Beta test.
Currently, Street Fighter 6 has no firm released date but is expected to launch sometime in 2023. The game will be available through PlayStation 5, Xbox Series X|S, and PC through Steam.
Metaphor: ReFantazio is now my favorite title from the Persona team by far. It’s one of those rare games where its main pillars work harmoniously, and you get lost in its charm. It’s a pristine JRPG, with enough style and substance to satisfy hardcore JRPG fans, Persona fans, and even those who rarely touch JRPGs.