Street Fighter 6 · Multi-character AI control center
Release notes
noKeyboard brings character configuration, offense, defense, and combos into one control center. Follow feature improvements, character changes, and demos for each release.
v3.0
Version 3.0 Release Notes
Full Mai support, upgraded Smart Macros, stronger counterattacks and special countermeasures, and a redesigned control panel.
Since 2.52, we have been refining issues you encountered in actual use: missed punish opportunities, difficult special moves to counter, occasional combo drops, and awkward settings. Version 3.0 brings these improvements together and adds more options for users who enjoy automatic neutral movement and custom controls.
1. Mai: Full Support
Mai's character features are now complete and ready to use.
Improved automatic neutral movement, wake-up pressure, recovery punishes, and whiff punishes. Added jump follow-ups, corner combos, and multiple SA1/SA3 finishing routes. Combo follow-ups account for flame enhancement, Drive Gauge, and SA resources to balance damage and resource use.
2. Stronger Punishes and Special Countermeasures
Standard receives further improvements to recovery and whiff punishes, while Pro further strengthens its advanced whiff punishes. Fixed missed counterattacks and improved the consistency of recognizing and acting on openings.
Special anti-airs: Improved responses to E. Honda's Sumo Smash, M. Bison's Head Press and Devil Reverse, and Akuma's regular Demon Flip and some follow-ups, reducing missed anti-airs and unsuitable actions.
Ground counterattacks: Added responses to Zangief's charged heavy punch, Marisa's charged punches and stance, some of Alex's moves, and certain counters and teleports.
Projectile handling: Added independent special projectile countermeasure settings. Against some A.K.I. and Ingrid projectiles, the system can use a forward jump or Drive Rush to punish at suitable moments. Also improved combos after jump-ins.
Defensive transitions: Improved coordination between parries, retreating, and jumping against projectiles, reducing input interference.
The shared anti-air and special projectile countermeasures in this update are available in both Standard and Pro.
3. Smart Macros: A Smoother Transition from Modern to Classic
This Smart Macro upgrade is primarily aimed at players moving from Modern to Classic controls. If you want to try Classic but are not yet comfortable with motion inputs and the new button layout, assign common actions to a single key or key combination to ease the transition while gradually learning Classic controls.
Smart Macros have a dedicated editor, making it easier to arrange directions, attack buttons, and action steps around your preferences.
Supports triggers made from 1–3 keys, giving you more ways to assign actions.
Supports forward/backward triggers that follow the character's facing direction, making them easier to use after switching sides.
Each step can use a fixed or randomized hold duration, allowing more control over input timing.
Improved draft saving, step ordering, and configuration recovery so the editor no longer frequently jumps back to an earlier position.
4. Further Combo Improvements Across Characters
Ryu: Improved combos after Drive Reversal, added follow-ups after Drive Rush heavy punch counter hits and punish counters, and adjusted SA2 connections.
Ed: Expanded follow-ups and finishing options after Drive Rush heavy punch, and fixed incorrect combo continuations caused by some faulty hit checks.
Sagat: Improved connections from light and medium starters and SA3 finishing choices, with better allocation of Drive and SA resources.
Jamie: Added follow-ups from crouching medium kick, improved corner finishers at different drink levels, and fixed interrupted follow-ups after some OD moves and SA3.
Also fixed some characters dropping combos due to counter-hit detection and incorrect transitions after long cinematics.
5. Reorganized Control Panel
Mode settings, runtime management, combo settings, Smart Macros, defense, countermeasures, and punishes now have reorganized sections. Common settings are easier to find, and the layout works better at different window sizes.
Added a Custom Combos page and an AI Combo Assistant entry to help manage character packages. Open the assistant website to write, check, and modify your own combos using natural language.
How to Update
This release requires the corresponding new 3.0 launcher.
Close the game first, download the 3.0 launcher for Standard or Pro as appropriate, sign in, and complete component installation or updating before starting the game again. Simply reopening the old launcher will not apply this upgrade.
Thank you for continuing to send issue reports and match videos. Clear descriptions and complete reproduction steps help us find causes faster and fix problems that are otherwise difficult to uncover. We will keep listening to the rough edges you encounter and turning your feedback into future improvements.
v2.52
Version 2.52 Hotfix Notes
This update urgently addresses Ingrid-related issues and improves some character combos and countermeasures. We apologize for the inconvenience and thank everyone who promptly reported problems and helped us locate them.
Key Fixes: Ingrid
Laser defense fix: Fixed other characters failing to defend correctly against some of Ingrid's laser moves, filling gaps in shared defense.
Light-attack combo fix: Fixed some light-attack starters failing to connect to their follow-ups and dropping the combo.
Drive Rush combo fix: Fixed heavy kick failing to connect after the second Drive Rush in some finishing routes, improving combo consistency.
Other Updates
Mai (not currently recommended): Her features are not yet complete and remain under development. More additions and adjustments will follow.
Ryu: Added light punch combos against stunned opponents.
Shared countermeasures: Improved responses to Alex's Prowler Stance and refined opportunities to use invincible moves against pressure.
Special thanks to io and food for helping us find and improve these problems, and to everyone who provided clear descriptions and match videos. We prioritize issues that affect normal use and will continue refining new combos and countermeasures based on match feedback.
v2.51
Version 2.51 Release Notes
This update continues to improve counterattacks, automatic neutral movement, and usability based on your match feedback, reducing missed opportunities and making responses flow more smoothly.
Automatic Neutral Movement: More Proactive Against Repeated Projectiles
Several users reported that automatic neutral movement could remain far away on defense against repeated projectiles and struggle to close the distance. We made this a priority for this update.
Against repeated projectiles, the character now looks for gaps to advance, handles incoming projectiles with parry or block, and continues moving toward a range where it can start offense.
Recovery and Whiff Punishes: Catching More Openings
Improved cases where moves went unpunished or opportunities were missed while walking. Expanded coverage for more characters and moves so recovery gaps are easier to punish.
Defensive Transitions: More Consistent Responses
Improved defensive and counterattack decisions against some moves, reducing missed blocks and delayed or missing counterattacks.
Ryu: More Reliable Combo Choices
Improved combo selection after long-range hits to reduce dropped follow-ups, added follow-ups after heavy punch connects, and adjusted wake-up pressure choices.
Installation and Startup: Fewer Obstacles
Fixed some old components interfering with updates, simplified installation steps and messages, addressed authorization and handshake failures that could prevent AI startup, and improved separate login-state management for Standard and Pro.
Thank you for continuing to share feedback, especially clear descriptions and match videos. Your actual use reveals many of the areas that need improvement. We will keep taking these issues seriously and improving the experience you care about.
v2.5
Version 2.5 Release Notes
Since the last update, we have kept asking where the existing features could improve: sharper counterattacks, smoother transitions, and better answers to situations the system previously struggled with. These questions have guided our analysis and experiments.
We spent a great deal of time researching new techniques, trying approaches, and refining them. As the new counterattack capabilities took shape, it became clear that the improvement deserved a separate advanced edition. That exploration led to Pro.
We also noticed how many users enjoy automatic neutral movement and fully automatic mode. The difficulties you encountered revealed shortcomings in the existing features. Another focus of this release is therefore better performance in complex situations for fully automatic mode, with improvements its users can feel.
More proactive neutral movement, sharper counterattacks, and smoother combat transitions. Version 2.5 brings a focused round of improvements to how movement, defense, and combos work together.
1. Pro Edition: Stronger Counterattacks
We created Pro because the new features we had implemented were exceptionally powerful. In match performance and in comparison with other software, they were on a different level.
Pro-exclusive features: exceptionally strong recovery punishes and whiff punishes. Sharper recognition of counterattack opportunities makes it easier to turn recovery gaps and missed pokes into offense.
Standard retains its regular recovery punishes, whiff punishes, and other combat features, and shares the new intelligent neutral movement and other common improvements with Pro.
Existing valid license keys remain valid for Standard, with their remaining time unchanged. Pro is a separate edition.
2. Intelligent Neutral Movement: Better Decisions on When to Advance or Retreat
Added Intelligent Neutral Movement (Experimental) for both Standard and Pro.
This update focuses on problems reported in fully automatic mode, such as remaining in crouch block, stalling at long range, or repeatedly approaching into attacks. More flexible responses to long-range pokes and corner pressure help the character move more naturally between creating distance, waiting for an opening, and taking action.
3. Anti-Airs and Defense: Fewer Missed Opportunities
Improved anti-airs, sustained defense, and counterattacks after blocking, addressing some missed anti-airs, early guard releases, and missed punishes.
Also improved the transition between movement and counterattacks, reducing directional interference and incorrect moves for smoother block punishes and anti-airs against jump-ins.
Fixed manual throws being affected while the opponent was parrying, and adjusted Ed's anti-DI responses during Burnout to reduce unsuitable actions.
4. Character Combos: Balancing Damage and Resources
Expanded Ryu and Ed's combos and countermeasures, added follow-up and finishing options, and fixed some dropped combos, incorrect follow-ups, and features failing to trigger.
Added further resource-efficient follow-ups and finishing options for Ryu and Ed, improving hit rewards while preserving resources for later exchanges.
5. Controls and Configuration: Smoother to Use
Improved the handoff between manual input and automatic combos, reducing input interference and unnecessary input lockout. Fixed custom configuration issues for more reliable switching and saving.
Renamed Weak/Strong mode to Human-like/Superhuman mode to distinguish the intensity presets more clearly. These are configured separately from Standard/Pro edition.
Thank you for your patience, suggestions, and match feedback. Every clear description and video helps us improve features and make awkward parts of the experience smoother.
Intelligent Neutral Movement remains experimental, and some new combos and follow-ups are still being tuned. We will continue improving them based on your experience.
v2.11
Version 2.11 Release Notes
This update mainly fixes incorrect counterattack moves and improves the transition after a Perfect Parry:
Fixed inputs remaining occupied after a successful Perfect Parry, interfering with manual punishes.
Improved automatic punish timing after Perfect Parry to reduce late or missed counterattacks.
Adjusted Ryu's recovery and frame-advantage punishes: prefer standing heavy punch when possible, and use standing light punch when the punish window is too short.
Fixed a serious issue introduced with invincible pressure responses: the feature interfered with normal punishes, causing an intended standing heavy punch to become a heavy uppercut.
Special thanks to Joker for helping us uncover the previously unnoticed serious issue introduced by the new feature, along with other issues. Clear descriptions and videos helped us identify and fix them faster. We apologize for the impact on your experience. Please continue sharing specific details and videos so we can respond more quickly.
How to update: reopen the launcher to apply this update.
v2.1
Version 2.1 Release Notes
This update primarily fixes defensive and counterattack problems encountered in matches:
Fixed cases where the system did not punish a move with remaining recovery or used incorrect punish timing.
Fixed defense releasing too early against some airborne attacks, causing missed blocks.
Added missing recovery detection and punishes after some airborne attacks land.
Improved interruption and whiff-punish checks to reduce missed attacks and incorrect timing.
Adjusted input timing and charge duration for some of Ed's DI punish and wall-stun combos.
Special thanks to Joker for reporting these issues, and to everyone for your support and match feedback. We will keep investigating and improving the problems you encounter, with continued match testing for some situations.
How to update: reopen the launcher to apply this update.
v2.0
Version 2.0 Release Notes
Thank you for waiting. Version 2.0 is finally ready.
Since the last update, my teammate and I have spent 14 hours a day coding, debugging, and testing. It has been exhausting, especially when each fix needs another round of checks to ensure it does not affect other features. But the rough edges and errors you reported have remained our priority. We can finally put this update in your hands.
We appreciate everyone who reported issues, sent screenshots and logs, or helped us test repeatedly. A message like “Why is this happening again?” can mean a match was affected, and we understand the frustration. Some problems take time to reproduce and investigate. Thank you for your patience when we could not fix them immediately.
Your feedback matters, as does every person who continues to use and support noKeyboard. Many of the fixes, characters, and features in this update come directly from your needs. We hope this release shows that your reports are being taken seriously and your suggestions are shaping our work. Thank you for your support, understanding, and encouragement.
This update focuses on adding Ryu support, making configuration switching easier, and improving pressure responses, anti-DI options during Burnout, and combos for several characters.
These are the additions and changes in version 2.0 compared with version 1.60. Some new combos are still being tuned through match testing.
User Feedback and Thanks
Thank you for reporting problems and sharing suggestions. Version 2.0 addresses several issues you highlighted:
Thanks to WeChat user io for the report. This release fixes unsupported characters being unable to use shared features such as throw teching. Characters without full support can now use shared defense and countermeasures that do not require character-specific data. Dedicated combos still require support for that character.
Thanks to Joker for the report. Fixed the system incorrectly using Drive Impact (DI) against an opponent's airborne projectile.
Thanks to everyone who reported being trapped under sustained pressure. We fixed the relevant pressure-response checks and separated normal-attack and invincible-move pressure responses, so the system can respond when the counterattack conditions are met.
Thank you also for suggesting more base-roster support. Since several users prefer not to buy additional DLC characters, we expanded Jamie's features and combos and added Ryu support, giving base-roster users more options.
1. New Manual/Automatic and Strong/Weak Preset Switches
The Overview page now has two independent switches. Combine them freely as Manual Strong, Manual Weak, Automatic Strong, or Automatic Weak.
Mode
Main Changes
Manual
Disables neutral movement, automatic walk-up on knockdown, and long-range resource actions. Wake-up pressure attacks remain available.
Automatic
Enables neutral movement, automatic walk-up on knockdown, and long-range resource actions.
Weak
Disables invincible pressure responses and sets throw teching and jumping against command throws to 50%.
Strong
Enables invincible pressure responses and sets throw teching and jumping against command throws to 100%.
Each switch can have its own hotkey. Press once to toggle; no keys are bound by default.
Hotkeys require the control center to remain open and the game to be in the foreground.
Switching either preset disables Active Offense and gives normal block, parry, and Perfect Parry equal weights for projectile and advancing-attack defense. Re-enable Active Offense separately after switching if needed.
The two switches do not overwrite each other's specific settings. Normal-attack pressure responses, combos, and other manually adjusted parameters are retained. Configurations that do not match a preset are shown as Custom.
Removed the old hold-to-activate strategy keys for offense, neutral movement, and long-range actions. Their previous bindings no longer apply.
2. Block Punishes and Pressure Responses
After blocking, punish timing now uses the remaining recovery of that specific attack and our blockstun, reducing incorrect decisions caused by stale information from an earlier move.
Separated punishing the opponent's original move recovery from interrupting their follow-up, and adjusted the distance checks for interruptions.
The control center now provides separate switches and probabilities for normal-attack and invincible-move pressure responses.
Ryu, Ed, Sagat, and Ingrid now support OD invincible pressure responses, attempting a counterattack when the gap and resource conditions allow it.
Adjusted some punish moves for Ryu, Ed, and Sagat. Ryu no longer uses the crouching light kick interruption option that could miss opponents with elevated hurtboxes.
3. Throws and Super Arts Against DI During Burnout
During Burnout, new alternatives are available against Drive Impact (DI) used in pressure:
Try a throw first when the opponent is close enough and there is enough time to act.
If a throw is unsuitable, select a Super Art based on the opponent's health, available SA gauge, and the character's moves. Try other usable Super Arts if resources are insufficient.
These responses still follow the anti-DI switch and probability. The system will not force an action when no suitable option is available.
Currently supported for Ryu, Chun-Li, JP, Ed, Jamie, Sagat, M. Bison, Terry, Elena, and Ingrid. Jamie, JP, and Ingrid do not use SA2 for this response. Match performance is still being tested for each character.
4. Character Updates
Ryu
Added character support for Ryu.
Jamie
Added corner combos using OD Swagger Step, forward heavy kick counter-hit routes with at least one drink, and corner standing heavy kick punish-counter routes with at least two drinks.
Added SA2 into SA1 finishing routes with at least two drinks. They require a full Drive Gauge, three SA bars, and an opponent within the finishing health threshold.
Shortened SA3 follow-up routes with at least two drinks and reduced the minimum Drive requirement from 4 bars to 2.
Adjusted OD Bakkai into SA2 cancel timing and fixed occasional missed forward dashes after standing heavy kick punish counters near the corner.
Improved cases where follow-up combos were interrupted during the SA3 cinematic.
Added close-range, neutral-jump, mid-range, and cross-up uppercut anti-air options, plus an OD uppercut on wake-up.
The light-attack into heavy-uppercut route is still being tuned and is not listed as complete in this release.
Ed
SA2 combos with our back to the corner now choose separate follow-ups for normal-size opponents, large opponents, and Zangief.
The large-character route covers Blanka, Marisa, E. Honda, Sagat, and Alex. Zangief uses a separate route with three heavy uppercuts.
Fixed combo interruptions caused by skipped input timing and incorrect timing during SA2 transitions.
Changed the preferred normal for punishing recovery from standing medium kick to standing heavy punch. The crouching heavy kick option remains.
JP (Experimental Support)
Began integrating JP into the current multi-character system, with an initial migration of 9 automatic actions and 14 combo routes.
Current tuning focuses on light attacks into light Stribog and corner follow-ups at different distances.
Shared combat, punishes, defense, and combos are available at this stage. Active neutral movement and wake-up pressure are not yet available.
JP's routes are still being tested individually. The number migrated does not mean that many routes are complete.
Other Characters
Jamie, Terry, Chun-Li, and Elena now use shared anti-air handling for triggers, cooldowns, and repeated actions.
Adjusted the combo handoff after Elena's forward-jump medium punch anti-air connects, allowing the relevant route to continue with the heavy punch follow-up.
5. Combo and Character Compatibility
Automatic combos now consistently suppress player input from starter preparation through completion, reducing interference from manual inputs.
Improved transitions between moves and after cinematics, reducing premature follow-up inputs and combos ending too early.
For supported cinematic routes, reduced combo interruptions caused by brief state transitions. Opening the normal pause menu still clears the combo.
Characters without full support, or whose character package fails to load, can still use shared defense and countermeasures that do not depend on character-specific data.
Switching characters clears the previous character's combo and input state to avoid reusing incorrect data.
We will continue tuning based on match feedback. If a combo drops, a move misses, or switching modes behaves unexpectedly, include your character, the opponent's character, the situation, and the relevant logs to help us investigate.
v1.60
Version 1.60 Release Notes
Neutral Movement and Active Offense Now Run Separately
Neutral movement now focuses on spacing, forward and backward movement, observing the opponent, and baiting attacks.
Active offense is handled by a separate module that looks for one suitable opening to start an attack.
Fixed some characters continuously holding down-back, failing to attack for long periods, or letting neutral movement interfere with combos.
Added a separate Active Offense switch and trigger probability to the control center.
Drive Impact Outcome Detection
The system can now distinguish punish-counter Drive Impact, direct knockback, wall splats, crumples, normal blocks, and wall splats after blocking.
Follow-ups are only selected when the outcome matches, reducing incorrect Drive Impact combo choices.
The relevant routes for Sagat, Ingrid, and Ed now have restrictions based on the actual outcome.
Combo and Module Priority Fixes
Combos already in progress are no longer accidentally interrupted by normal defense.
Emergency countermeasures such as checking Drive Rush and responding to Drive Impact can take over under the defined rules. Ordinary modules no longer arbitrarily take control of inputs.
Improved cases where a combo's final move ended too early: the buttons had been released, but the actual follow-up had not yet appeared.
Some follow-ups can now be selected automatically based on distance and launch height.
Fixed failed combos not being cleared promptly, preventing the next combo from starting.
Wake-Up Pressure and Invincible Reversal Adjustments
Wake-up pressure first filters out options that cannot currently be performed. Categories with a weight of 0 are no longer selected.
Improved distance checks, reselection, and end timing after automatic approaches, reducing cases where the character gets close and then stops without attacking.
Removed Ingrid's slow-starting forward heavy punch from wake-up pressure options.
Improved wake-up timing for attacks, throws, and uppercut baits.
Added wake-up OD uppercut strategies for Ed and Sagat.
Invincible wake-up moves now check more carefully whether the opponent's attack actually covers the vulnerable period after getting up, reducing incorrect activations.
Character Updates
Ed
Improved anti-air uppercut distance checks, cross-up direction handling, and follow-up choices after a hit.
Fixed route selection for combos near the corner.
Added regular and finishing routes after punish-counter Drive Impact.
Added multiple SA3 finishing routes using only one Drive Rush cancel.
Improved whiff punishes, wake-up pressure, and wake-up OD uppercuts.
Sagat
Fixed Drive Rush timing for different hits of standing heavy kick.
Adjusted corner routes and distance requirements.
Standing medium punch on counter hit or punish counter can now connect to crouching medium punch, then continue along the normal-hit combo route.
Reorganized selection priorities for regular routes, three-bar SA routes, and finishing routes.
Added a wake-up OD uppercut strategy.
Ingrid
Adjusted the timing from standing heavy kick into medium punch on counter hit or punish counter.
Restored Sun Crest stacking after Drive Impact or an uppercut.
Adjusted wake-up pressure, whiff punishes, recovery punishes, and special projectile countermeasures.
Corrected inputs and observation timing for invincible wake-up moves.
Other Characters
Jamie gains anti-air, wake-up pressure, and combo routes selected by drink level.
Fixed M. Bison's corner detection and adjusted anti-air and wake-up pressure options.
Continued tuning Terry's motion inputs, follow-ups, and final combo timing.
Corrected some move choices, action IDs, and combo timing for Chun-Li and Elena.
Control Center Adjustments
Added separate Active Offense settings.
Moved the global normal block, parry, and Perfect Parry switches to the Defense and Countermeasures page.