Street Fighter 6 closed beta test 2 is taking place in December – here’s how to play

Street Fighter 6 Ken Header

Capcom has announced that Street Fighter 6 is having a second closed beta test this month. Closed beta test 2 will run from 16th-18th December across PS5, Xbox Series X|S and PC. It’s available to all players that took part in the first test, as well as opening up for new applicant to join the testing group!

Sign up for Street Fighter 6 closed beta test 2 here.

Street Fighter 6 closed beta test 2 will be roughly equivalent to the first test that took place in October. There will be eight fighters to choose from, an array of different modes that are built around the new Battle Hub area, character creation and more.

There’s one significant change to the sign-up process, with Capcom aiming to stop the black market selling of beta access online. Now when signing up you must already have a Capcom ID, select a platform and have a platform account linked. Selection will be handled via lottery.

Further Reading: Street Fighter 6 Closed Beta – Three views on the brilliant Battle Hub experience

Capcom has also made a bunch of tweaks and changes. Here’s what’s been improved:

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.

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.
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
Balance 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.

Written by
I'm probably wearing toe shoes, and there's nothing you can do to stop me!