Street Fighter 6 July 24 patch notes – Rashid, Master League & more

Complete guide to Street Fighter 6’s July 24 update with Rashid, Master League, and key combat adjustments

Major Content Additions

Street Fighter 6’s highly anticipated 1.10 update delivers substantial new content alongside Rashid’s debut as the inaugural post-launch fighter. This comprehensive patch represents Capcom’s commitment to evolving the fighting experience seven years after the franchise’s last main entry.

Rashid of the Turbulent Wind makes his explosive entrance as Street Fighter 6’s first downloadable combatant, joining the roster alongside three additional fighters planned for Year 1: A.K.I., Ed, and the legendary Akuma.

The Middle Eastern fighter brings his signature acrobatic style and wind-based techniques to the current generation, complete with extensive customization options and narrative integration. Players can immediately access Rashid’s unique combat mechanics and explore his background through dedicated story content.

Beyond the character addition, the update introduces structural enhancements that reshape the competitive landscape. The Master League represents a new tier of competitive play, launching in conjunction with Ranked Match Phase 1 commencing on August 1st.

  • Playable Character – Rashid
    • Rashid Outfit 2
    • Rashid Color 3-10
  • Avatar Gear: Pirate Captain Bundle, Resort-Style Bundle, Breezy Resort-Style Bundle
  • Rashid’s story has been added to Arcade Mode
  • Easier way to switch between Record and Playback in the Training Mode pause menu has been implemented
  • Master League has been added, which coincides with the beginning of Phase 1 on August 1st
  • Rashid’s Master Missions have been added
  • Missions featuring Mike Haggar Memorial Stadium Tournament and Suval’hal Arena have been added. You must complete the main game to access these missions
  • New comic cutscenes were added to the Gallery under Cutscenes > World Tour
  • Training mode receives quality-of-life improvements with streamlined recording and playback controls, while new Master Missions and location-based challenges provide additional content for completionists. The Gallery expands with World Tour comic cutscenes, offering deeper narrative context for dedicated players.

    Core System Adjustments

    Significant mechanical refinements address core combat systems, particularly focusing on Drive Parry functionality and light attack cancel properties. These changes aim to balance offensive pressure while maintaining defensive options.

    The update resolves several technical issues that impacted gameplay consistency. A critical fix addresses accidental medium kick inputs when parry commands were buffered during freeze states, ensuring intended actions execute properly.

  • Warning regarding replays
    • Past replays cannot be played back with this new battle update
  • Past replays cannot be played back with this new battle update
  • CFN > Replay
    • Replays saved to your Replay List or Local Replays will remain saved, but cannot be played back
  • Replays saved to your Replay List or Local Replays will remain saved, but cannot be played back
  • Fighter Profile
    • Data from earlier versions will not be displayed
  • Data from earlier versions will not be displayed
  • Other miscellaneous bugs were fixed
  • An issue where medium kick would suddenly be performed when a parry input was buffered or input during a time freeze and then released before the player was able to perform the parry has been fixed
  • An issue where character behavior would become unnatural if hit by certain attacks at the exact moment that the power-up boost provided by this Super Art expired has been fixed
  • Assisted Combo (1st hit)

  • An issue where buffered Assist Combo inputs would not register in certain situations has been fixed
  • An issue where the 2nd attack of an Assist Combo would be performed even though only the first input had been performed has been fixed
  • Cancelable Light Attacks

  • Adjustments have been made so that a Cancel Drive Rush can activate even when a light attack whiffs
    • This is an adjustment being added in conjunction with the additional Cancel Drive Rush inputs. The relaxing of the Drive Rush inputs paired too well with low-risk light attacks, and would have had a huge impact on fights if left as is. This adjustment has been made to address that.
  • This is an adjustment being added in conjunction with the additional Cancel Drive Rush inputs. The relaxing of the Drive Rush inputs paired too well with low-risk light attacks, and would have had a huge impact on fights if left as is. This adjustment has been made to address that.
  • The Cancel Drive Rush adjustment represents a strategic balance change. While light attacks maintain their cancel properties, the whiff activation prevents excessive pressure from safe, long-range pokes. This maintains offensive flow while reducing frustration against certain defensive strategies.

    Control scheme parity receives attention with unified inputs for Drive Parry across both control types. Classic Control users activate with (Neutral or Forward) + Medium Punch + Medium Kick, while Modern Control players use (Neutral or Forward) + Parry button, ensuring consistent functionality regardless of preferred input method.

  • Classic Controls
    • (Neutral or Forward) + Medium Punch + Medium Kick
  • (Neutral or Forward) + Medium Punch + Medium Kick
  • Modern Controls
    • (Neutral or Forward) + Parry button
  • (Neutral or Forward) + Parry button
  • Character-Specific Fixes

    Extensive character adjustments address balance disparities and technical issues across the roster. These refinements target hitbox consistency, frame data accuracy, and control scheme performance gaps.

    Modern Control scheme receives comprehensive optimization, particularly for charge-based characters and complex input commands. Several Overdrive attacks that previously failed to execute while holding Assist buttons now function correctly.

  • Modern Controls
    • An issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button has been fixed. The attacks that could not be performed are the following:
      • Aerial Tatsumaki Senpu-kyaku
  • An issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button has been fixed. The attacks that could not be performed are the following:
    • Aerial Tatsumaki Senpu-kyaku
  • Aerial Tatsumaki Senpu-kyaku
  • Drive Impact
    • An issue where unnecessary combo scaling was added in certain situations, resulting in lowered damage has been fixed
  • An issue where unnecessary combo scaling was added in certain situations, resulting in lowered damage has been fixed
  • Modern Controls
    • An issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button has been fixed. The attacks that could not be performed are the following:
      • Sand Blast
      • Rising Uppercut
      • Flash Knuckle
      • Aerial Flash Knuckle
  • An issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button has been fixed. The attacks that could not be performed are the following:
    • Sand Blast
    • Rising Uppercut
    • Flash Knuckle
    • Aerial Flash Knuckle
  • Character-specific technical issues receive targeted solutions. Kimberly’s Bushin Ninjastar Cypher no longer hits opponents behind her, while Zangief’s Aerial Russian Slam properly transitions hitboxes from aerial to ground states. These fixes ensure consistent interaction across all matchups.

  • Bushin Ninjastar Cypher (Level 3 Super Art)
    • An issue where Kimberly’s level 3 Super Art would hit opponents behind her has been fixed
  • An issue where Kimberly’s level 3 Super Art would hit opponents behind her has been fixed
  • Aerial Russian Slam (Level 1 Super Art)
    • Zangief’s hitbox during his level 1 Super Art animation so that it returns to a hitbox on the ground at the appropriate time, instead of being a mid-air hitbox the entire time has been fixed
  • Zangief’s hitbox during his level 1 Super Art animation so that it returns to a hitbox on the ground at the appropriate time, instead of being a mid-air hitbox the entire time has been fixed
  • Drive Gauge
    • An issue where Zangief’s Drive Gauge would recover slower than other characters when in Burnout has been fixed
  • An issue where Zangief’s Drive Gauge would recover slower than other characters when in Burnout has been fixed
  • Charge character parity between control schemes receives significant attention. Chun-Li’s Kikoken and Overdrive Kikoken now share identical charge times and input recognition frames across Modern and Classic controls, eliminating unintended advantages.

  • Charging Attacks with Modern Controls
    • There was an unintentional difference between Modern and Classic controls in the charge time required for commands to be completed or to be charged, so this difference has been fixed. The affected attacks are as follows:
      • Kikoken
        • Time to charge has changed from 45 frames to 50 frames
        • Input recognition frame has changed from 0 frames to 10 frames
      • Overdrive Kikoken
        • Input recognition frame has changed from 0 frames to 10 frames
  • There was an unintentional difference between Modern and Classic controls in the charge time required for commands to be completed or to be charged, so this difference has been fixed. The affected attacks are as follows:
    • Kikoken
      • Time to charge has changed from 45 frames to 50 frames
      • Input recognition frame has changed from 0 frames to 10 frames
    • Overdrive Kikoken
      • Input recognition frame has changed from 0 frames to 10 frames
  • Kikoken
    • Time to charge has changed from 45 frames to 50 frames
    • Input recognition frame has changed from 0 frames to 10 frames
  • Time to charge has changed from 45 frames to 50 frames
  • Input recognition frame has changed from 0 frames to 10 frames
  • Overdrive Kikoken
    • Input recognition frame has changed from 0 frames to 10 frames
  • Input recognition frame has changed from 0 frames to 10 frames
  • Additional fixes address technical inconsistencies across the cast. Dee Jay’s Rock Crusher hitbox categorization adjusts from high to mid, while Manon’s Throw Escape timing corrects unintended parry interaction. These refinements create more predictable and balanced gameplay interactions.

  • Rock Crusher (Forward+Medium Punch)
    • Updated the active frame attack hitbox from a high to mid
  • Updated the active frame attack hitbox from a high to mid
  • Throw Escape
    • An issue where inputting a throw 1 frame after inputting a Drive Parry would allow you to perform a throw escape has been fixed
  • An issue where inputting a throw 1 frame after inputting a Drive Parry would allow you to perform a throw escape has been fixed
  • Advanced Player Strategies

    The July 24 update introduces new strategic considerations and optimization opportunities for competitive players. Understanding these changes can provide significant advantages in ranked and tournament play.

    Master the updated Cancel Drive Rush mechanics by practicing whiff-cancel scenarios in training mode. The ability to activate Cancel Drive Rush even when light attacks miss creates new bait and punishment opportunities against defensive opponents.

    Common mistakes to avoid include over-relying on light attack pressure without considering the whiff cancel implications. Advanced players should focus on mixing up their approach with frame traps and throw attempts rather than exclusively using safe pokes.

    Optimization tips for Modern Control users: Take advantage of the fixed Overdrive attack execution while holding Assist buttons. Characters like Ryu, Ken, and Guile now have more reliable access to their enhanced special moves, creating new combo routes and pressure sequences.

    For charge character specialists, the standardized frame data between control schemes means Modern Control users can now execute charge moves with identical timing to Classic users. This eliminates previous disadvantages and opens up new possibilities for players preferring simplified inputs.

    Strategic considerations for Rashid players: Focus on mastering his unique mobility options and mix-up potential. His Arcade Mode story provides valuable insight into character-specific techniques and optimal combo routes that can be applied in competitive matches.

    Training mode improvements make it easier to practice specific scenarios. Use the enhanced Record/Playback functionality to set up situations involving the updated Drive Parry mechanics and test new counter strategies against common offensive patterns.

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