Search Results for: "ghosttrick"

EN

Capcom at PAX South 2019!

Jan 15, 2019 // Andy Wong

Demons and zombies will invade San Antonio, Texas when Capcom arrives at PAX South 2019 from January 18-20 at booth #11864! In addition to action-packed demos, we also have a photo booth this year where you have the chance to win copies of some of our games!

Demos

  • Resident Evil 2 – Play Resident Evil 2 before it launches only a few days after PAX South 2019 on January 25! Gameplay for both Leon and Claire are selectable in this demo, so choose whose slice of living nightmare you’ll live…or die through.
  • Devil May Cry 5 – The super stylish gameplay of Devil May Cry returns in this demo for Devil May Cry 5! Rev up Nero’s familiar sword, the Red Queen, blast your enemies from afar with his firearm, the Blue Rose, and take his “Devil Breaker” arms for a spin – or a kick flip – in this slice of the full game. The demo for PAX South 2019 is different than the one that is currently downloadable on Xbox One, so you won’t want to miss out! Devil May Cry 5 arrives on PlayStation 4, Xbox One, and Steam on March 8!

Photo Booth

We have a special photo booth this year to celebrate three beloved series of ours that are making their way to new platforms this year! We’ll have props and backgrounds for you to choose from, so stop on by to show your love – and to win prizes, of course.

  • Onimusha: Warlords – Releasing on January 15, Samanosuke’s quest arrives on PlayStation 4, Xbox One, Nintendo Switch, and PC. This iconic game was first released on PlayStation 2 almost 18 years ago and took the world by storm. Relive the epic sword battles, malevolent plot, and mind-numbing puzzles.
  • Dragon’s Dogma: Dark Arisen – Set forth, Arisen! Explore the vast world of Gransys when Dragon’s Dogma: Dark Arisen comes to Nintendo Switch on April 23. Now, you can recruit pawns wherever you go!
  • Phoenix Wright: Ace Attorney Trilogy – Come back to the court room in early 2019 when the first three games in the Ace Attorney series bundle together and makes their entrance on PlayStation 4, Xbox One, Nintendo Switch, and PC!

The best news? You can win a digital copy of one of these games by participating in the photo booth! Here’s how:

  1. Stop by the photo booth at the expo hall booth #11864
  2. Choose which one of the three games above you want to celebrate. We’ll give you the relevant props and backgrounds!
  3. Share the photos that are taken on Twitter and/or Instagram using #CapcomPAX and one of the following: #AceAttorney, #DDDA, #Onimusha.
  4. Follow @CapcomUSA_ on Twitter and/or @CapcomUSA on Instagram
  5. We’ll choose one winner at the end of each day and contact you through Direct Message. If you’re chosen, simply tell us which game you prefer and which platform.
    1. Dragon’s Dogma: Dark Arisen on Nintendo Switch and Phoenix Wright: Ace Attorney Trilogy have not been released yet. If you choose one of these as your prize, we’ll give you a digital download code once they have launched!
  6. General contest rules: www.capcom.com/capcom/legal_privacy/cont…

We hope to see y’all at PAX South 2019!

EN

The Resident Evil 2 “1-Shot” Demo is out January 11!

Jan 08, 2019 // Kellen Haney

Who are ‘ya? What are you doing here? If you’re looking for info on the Resident Evil 2 “1-Shot” Demo, look no further! With the demo out in just a few days on January 11th, we’ve got fresh new details on what to expect from this unique slice from the full game.

Sorry ‘bout all that, thought you were one of them. You can never be too sure with what’s left of the once bustling Raccoon City. With the living dead shuffling about and even the supposedly safe Raccoon City Police Department, or R.P.D., being overrun by terrifying monsters, nowhere feels safe anymore. As rookie police officer Leon S. Kennedy, you’ll be setting foot into a reimagined R.P.D. station not only to seek shelter and figure out why none of your co-workers are calling you back, but also to find a way out of the nightmare that’s unfolding in front of you.

Leon’s welcoming party may have been cancelled, but your escape from the police station has just begun. Similar to the demo that we’ve had at various events since the game was first unveiled at E3 in 2018, you’ll be able to explore the R.P.D. as you like… but you’ll be on a time limit. Once those thirty minutes are up, so is your demo! Fortunately, you can continue if you die, or if you complete the mission objective. However, just like in real life, you can’t turn back the clock and you won’t be getting back the time you lost, so use what time you have wisely.

Play quickly and carefully if you want to see the end of the demo, and be sure to pick up any useful items you see laying around while conserving your ammo. It may be tempting to try and defeat every zombie that stands, or crawls, in your way, but sometimes it’s better to use a few bullets to make an escape route than empty a clip on a monster that refuses to stay dead.

No matter how your demo ends, you’ll get to see a brand-new trailer exclusive to the demo when it’s done, giving you another taste of what to expect from Resident Evil 2 in just a few weeks. Pre-order now , and you’ll be all ready to play as soon as the game is available! You’ll also score some bonus “Samurai Edge” handgun models to use in the full game when you pre-order (please check with your retailer about this offer).

If you’re ready to survive in style, you can also grab the Deluxe Edition , which includes a DLC Pack with bonus costumes for Leon and Claire, an additional “Samurai Edge – Albert Model” handgun, and a retro soundtrack swap that switches the music out for tracks from the original game.

No matter how you choose to play, get ready for the demo coming to PlayStation 4, Xbox One and Steam on January 11th, then prepare to once again enter the survival horror when Resident Evil 2 comes to PlayStation 4, Xbox One, and Steam starting January 25th!

EN

Kage, the Embodiment of the Satsui, has Arisen in Street Fighter V: Arcade Edition!

Dec 17, 2018 // Andy Wong

Capcom Cup 2018 is now complete with the spotlight being shifted to the future. But with every light comes a shadow. Kage, the Embodiment of the Satsui, rises as the newest character and the beginning of the next season in Street Fighter V: Arcade Edition !

The Satsui no Hado is a dark force tied to the more sinister aspects of the human soul, including the hunger to survive, destroy, and conquer. Those who learn to control it become nearly unstoppable, but at the cost of their humanity. Akuma is one of these beings. In the past, Ryu was constantly struggling with keeping the Satsui no Hado at bay. If he was hypothetically unable to control it, Evil Ryu would manifest and bring a dark obsession to the otherwise peaceful Ryu. However, after the events of Street Fighter V: Arcade Edition, Ryu was able to overcome the Satsui no Hado’s temptation to ensure Evil Ryu would never see the light.

However, the Satsui no Hado living within Ryu became sentient and would rise as the entity known as Kage, meaning “shadow” in Japanese. Kage lives to prove Ryu is nothing without him and seeks to challenge Akuma and Sagat, two of Ryu’s most notorious rivals. Will Ryu succumb to Kage’s schemes?

Kage’s move set may resemble Evil Ryu’s, but the embodiment of the Satsui no Hado has his own twist on the abilities you may be expecting.

Hadoken – Kage’s Hadoken sees him emitting energy from his palm, but doesn’t create a traditional fireball, at least in the grounded version. The airborne version of Hadoken emits a fireball horizontally in the air.

Shakunetsu Hadoken – Similar to Akuma’s “red fireball,” Kage gathers energy in both fists and sends the projectile full screen.

Shoryuken – Kage wouldn’t come from Ryu if he didn’t have this iconic move!

Kurekijin – Kage jumps off the ground and rotates only once to deliver a single kick. Kurekijin can also be used in the air.

Ryusokyaku – Similar to Evil Ryu’s “Axe Kick” where he lifts his leg in an arcing motion and slams it down on the ground.

V-Skill: Senha Kassatsu – Kage gathers energy into his fist and lunges forward to punch the opponent. Senha Kassatsu has armor and can be charged for a more devastating blow.

V-Trigger I: Taigyaku Mudo – In this two-bar V-Trigger, Kage unlocks Ashura Senku, a teleport move that is performed by pressing HP+HK. Ashura Senku can be used on the ground and in the air as an air dash, which opens up multiple mix-up options and flashy combos. Taigyaku Mudo also improves Kage’s V-Skill so that he can now combo into it while the fully charged version will crumple the opponent.

V-Trigger II: Rikudo Osatsu – In this three-bar V-Trigger, Kage unlocks Misogi, a move that sends him into the skies before crashing down on the opponent by pressing HP+HK. Misogi can be cancelled into by a number of normal and specials, including blocked sweeps, which makes it a pressure monster.

Critical Arts:

Metsu Shoryuken – Ryu’s iconic super from previous games lets everyone know that Kage is indeed a part of Ryu. Kage does a devastating upper cut that ends in a flash full of red.

Shun Goku Satsu (V-Trigger II only) – Kage wouldn’t be the Satsui no Hado without having the Shun Goku Satsu! While only available in V-Trigger II, Kage’s version of the Raging Demon can be used to end particular combos with his signature red gracing the screen afterwards.

Kage’s Story Costume resembles a wilder version of Evil Ryu complete with the burned hole in his chest. Kage’s hair is grown out, his gi is on his torso instead of draped around his waist, and a large rope holds it all together.

On the other end of the spectrum, Kage’s Battle Costume is bright, ornate, and regal. Perhaps this is what Kage envisions himself as at the height of his power?

Kage is available for MSRP $5.99/€5.99/£4.99 or 100,000 Fight Money on December 16 along with battle balance changes and new moves for certain characters!

Kage is only the beginning of the next season of Street Fighter V: Arcade Edition! We’re doing things differently this year, so we’re eager to share the details with you soon! Thank you for all the continued support. We can’t wait to show off what’s next in 2019!

Make sure to follow Street Fighter on Twitter and Facebook for all the latest updates!

EN

Street Fighter V: Arcade Edition – Balance Updates and Developer Comments for December 16

Dec 16, 2018 // Andy Wong

During Capcom Cup 2018, the newest character Kage was revealed alongside a new season of balance updates for every character. Take a look at the patch notes for the update on December 16, which includes developer notes on why certain changes were made.

GENERAL

  • Moves with Armor:
    • If your character’s vitality and white life is reduced to zero, they will be KO’d.
    • Stun values for opponent attacks that are absorbed by the armor state have been reduced from 100% to 50%
  • Invincible Moves that can be counter-hit after the move ends:
    • Among the invincible moves where the counter-hit status continues up to the end of the move, for moves are invincible from 1F, damage dealt during move recovery will be 1.2x that of the normal damage dealt. Please refer to each character to see which moves have been affected.
  • Invincibility on V-Trigger Activation:
    • The invincibility during the screen freeze for V-Trigger activation differed, as there were some characters who took a hit and others who did not. This has been changed so that all characters will take the hit if it lands during the screen freeze of a V-Trigger activation that was not canceled into. See each character’s change list to see which characters are affected by this change. For V-Trigger activation cancels, refer to each character’s change list.
  • Behavior when taking damage during screen freeze:
    • If a character received damage during the V-Trigger screen freeze, the recovery for the character that took damage would be shortened by 1F. This has been fixed to the intended values.
  • Behavior when certain attacks hit during screen freeze and KO animation:
    • Fixed the phenomenon where, if certain attacks connected at the same time as the CA, V-Trigger, or KO animation, the character would behave in an unnatural way. Applies to: Ibuki, Dhalsim
  • Behavior when inputting EX Special Moves as a Reversal:
    • Fixed the phenomenon where, if using a certain button when inputting an EX special move as a reversal, the move would come out 1F slower than usual.
  • Behavior when Inputting certain commands as a Reversal:
    • Fixed the phenomenon where, if a forward or backwards dash was input at the same time as a command at reversal timing, the command move would come out after the dash.

Developer Notes: Crush Counters were adjusted as a part of the Season 3 adjustments, but as a result this lead to a decrease in risk for invincible moves, so this time around we’ve made adjustments based on that. For moves such as the EX Shoryuken that are invincible from 1F, and have counter-hit status until the end of the move, when blocked they will be subject to taking more damage upon counter-attack. Only the first hit will deal 1.2x damage, but depending on the move used to start the punish, it could lead to a very damaging punish.

Regarding moves with armor, considering that the number of armored moves is increasing while there aren’t very many armor break moves in the game, we’ve changed it so that a character can be KO’ed if their vitality drops below zero even during an armor absorb. As a trade-off, we’ve adjusted it so that the damage dealt to armored moves is reduced.

There was a large discrepancy in characters who could take advantage of the V-Trigger activation invincibility window, as well as the invincibility time or presence thereof, so we’ve made changes to make it more universal across the board.

Also, in regards to moves that trigger a Crush Counter, the amount of V-Gauge meter gain was adjuster overall taking into consideration the ease of inducing a Crush Counter and the strength of the return.

RYU

  • Standing HP (V-Trigger II): Can be special move canceled
  • Standing MK: Damage increased from 60 to 70
  • Crouching MK: Advantage on hit increased from +1F to +2F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Hadoken:
    • Decreased the overall movement frames from 47F to 45F
    • Increased the pushback on block
  • L Hadoken: Reduced the projectile speed
  • H Hadoken: Increased the projectile speed
  • EX Tatsumaki Senpukyaku:
    • Slightly decreased the blowback distance on hit
    • Increased the blowback time for grounded hit
  • Jodan Sokutou Geri:
    • Input command for the regular version changed from 236K to 41236K
    • Input command for the EX version changed from 236KK to 41236KK
  • L Jodan Sokutou Geri:
    • Reduced the startup from 16F to 10F
    • Restricted the air combo count
  • M Jodan Sokutou Geri:
    • Reduced the startup from 18F to 16F
    • Increased the attack movement distance
    • H Jodan Sokutou Geri: Reduced the startup from 20F to 18F
  • EX Jodan Sokutou Geri: Increased the attack movement distance
  • EX Shoryuken (Normal/V-Trigger I): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Denjin Renki (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Isshin (V-Trigger II):
    • Recovery reduced from 40F to 36F
    • The attack recovery can be canceled into Shoryuken
    • If Ryu successfully parries an attack, but his counterattack misses, he can cancel the recovery into Mind’s Eye or Isshin
    • Note: When canceled into from recovery, the parry’s startup will be 1F

Developer Notes: Ryu is a standard character with a complete moveset, however it was difficult to see his character strength. In order to bring out his characteristics, we’ve buffed moves such as his Hadoken and C.MK, making it easier for him to control the match at the mid-range.

The command for Jodan Sokutou Geri was originally determined for ease of use, however as there were inconveniences such as unintended inputs and certain moves being difficult to use, we’ve changed the inputs.

We’ve also adjusted the ease of use of his combo parts for his overall performance.

KEN

  • Standing HK:
    • Expanded the hurtbox that appears before the hitbox active frames
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • Changed so that the blowback on mid-air Crush Counter hit is the same as the grounded version
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Thunder Kick: Recovery on block increased from -4 to -6
  • Hadoken: Damage increased from 50 to 60
  • L Tatsumaki Senpukyaku:
    • Eased the combo count
    • Damage reduced from 70 (40+30) to 50 (20+30)
  • H Tatsumaki Senpukyaku (Normal/V-Trigger I): Reduced the hitbox for the first hit
  • EX Tatsumaki Senpukyaku:
    • Expanded the downwards hitbox for the first hit
    • Expanded the collision box and the hitbox for the first hit
  • H Shoryuken: Eased the combo count
  • EX Shoryuken (Normal/V-Trigger I): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Quick Step: V-Gauge meter gain on hit decreased from 120 to 100
  • Quick Step (V-Trigger I): Movement value at the end of the move has been changed to match the regular version
  • Heat Rush (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Shinryuken (V-Trigger II):
    • Expanded the vacuum property box (that draws the opponent in) immediately after startup
    • Unified the number of hits if the move hits an opponent who is behind Ken, to the same amount as if the opponent were in front of Ken
    • Max-rapid button press version only – increased the special move cancel window after landing

Developer Notes: Unlike Ryu, Ken is an aggressive character who likes to drive his opponents into the corner. To better take advantage of that characteristic, we’ve increased his corner-carry abilities from mid-screen, and increased his combo damage on hits in the corner.

The hitbox on H Tatsumaki Senpukyaku have been reduced, but not to the point where it will affect the normal usage of the move. S.HP has been adjusted to allow for combos with a great deal of corner carry.

EX Tatsumaki Senpukyaku has been adjusted to better hit crouching opponents, giving you stable returns if you’re willing to spend a little meter.

Although the damage on L Tatsumaki Senpukyaku has been reduced, adjustments have been made so that all of the hits of H Shoryuken will connect off the corner juggle, so in this situation Ken gets an overall boost in damage dealt.

On the other hand, we’ve added a bit more risk to S.HK and Thunder Kick, as these moves tend to give him substantial rewards.

Additionally, we’ve increased the vacuum range of Shinryuken V-Trigger II, and increased the combo options on hit, leading to more opportunities for him to utilize it.

CHUN-LI

  • Standing MK: Damage increased from 60 to 70
  • Standing MK (V-Trigger I): Damage increased from 70 to 80
  • Crouching MK (Normal/V-Trigger I): Reduced the hurtbox that appears before the hitbox active frames
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • H Hyakuretsukyaku:
    • Eased the combo count
    • Reduced the pushback on hit, for all hits except the last one
    • Reduced the pushback on block, for all hits except the last one
  • H Hyakuretsukyaku (V-Trigger I):
    • Reduced the pushback on hit, for all hits except the last one
    • Reduced the pushback on block, for all hits except the last one
  • H Kikoken (Normal/V-Trigger I): Disadvantage on hit reduced from -2F to -1F
  • EX Spinning Bird Kick (Normal/V-Trigger I):
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
    • On hit, expanded the hitbox of the following attack
  • Rankyaku (Normal/V-Trigger I):
    • Increased the blowback time on hit
    • Increased the upwards blowback
    • Restricted the combo count
    • Expanded the downwards hitbox
    • Regular version only – adjusted the combo count for jump attacks performed from Rankyaku
  • Souseikyaku (Normal/V-Trigger I): Added this new move, performed from Rankyaku
  • Renkiko (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: We strengthened her ability to control the mid-range, making her into more of a character who excels at mid-range grounded combat.

We also adjusted the functionality of H Hyakuretsukyaku and EX Spinning BIrd Kick, reducing drops when used in combos and on anti-air hit.

She gains a new move in Souseikyaku, which can be performaned from Rankyaku. This increases her ability to surprise attack from long distance.

Also, the blowback from Rankyaku has been adjusted, which has a slight effect on her air combos.

NASH

  • Standing MK: Damage increased from 60 to 70
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Spinning Back Knuckle:
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • Expanded the backwards hitbox
  • EX Moonsault Slash: Increased advantage on block from +2F to +3F
  • M Tragedy Assault:
    • Reduced the separation distance on hit
    • Eased the combo count
    • Expanded the collision box
  • H Tragedy Assault: Reduced the separation on hit
  • Stealth Dash (V-Trigger II):
    • Can cancel the initial startup of Sonic Boom, regardless of whether it hits the opponent, is blocked, or whiffs.
    • V-Timer increased from 2,000F to 4,000F
    • Special move V-Timer usage increased from 1,000F to 2,000F
  • Stealth Dash (Stop) (V-Trigger II): Reduced the recovery from 13F to 11F
  • Justice Corridor (V-Trigger II): Changed the recovery on block from -6F to +2F
  • Justice Shell (V-Trigger II): Changed to expand the hitbox for the 2 nd hit after the first hit connects

Developer Comments: One of Nash’s unique traits is his ability to absorb his opponent’s EX gauge with Tragedy Assualt – as such, we’ve shortened the separation distance form the M and H versions on hit, allowing Nash to better keep up the pressure. Also, he can combo into M Tragedy Assualt from a mid-screen Justice Shell, increasing its versatility.

His V-Trigger II Stealth Dash, and the moves he can perform from it, have been improved overall.

As he can now cancel from Sonic Boom into activation, and with the improvements to Justice Corridor, there are a number of ways to really apply the pressure using VTII.

CAMMY

  • Crouching Motion: Expanded the backwards hitbox for her head
  • Normal/Back Recovery: Adjusted the recovery motion
  • Stun: Reduced from 950 to 900
  • Gyro Clipper: Increased the separation distance after the throw
  • Neck Spiral: Increased the throw range
  • Standing HK: Added 3F of recovery on whiff
  • Crouching LP: Decreased the advantage on block from +2F to 0F
  • Crouching MP:
    • Expanded the hurtbox at the arms, from the middle of the attack active frames until the hitbox disappears
    • Added 2F of recovery on whiff
    • Delayed the timing at which the hurtbox at the arms disappears on whiff by 2F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Jump HK/Lift Upper: Changed so that it cannot hit opponents who are behind Cammy
  • Spiral Arrow: Reduced the stun from 150 to 120
  • Cannon Spike: Reduced the stun from 200 to 150
  • Cannon Spike (V-Trigger I)/EX Cannon Spike: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Strike Back (V-Reversal): Increased disadvantage on block from -4F to -6F
  • Delta Drive (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Delta Twist (V-Trigger II): Increased the landing recovery from 9F to 13F
  • Reverse Edge (V-Trigger II): Increased the disadvantage on block from -5F to -7F
  • Delta Step (Special Move Version) (V-Trigger II): Reduced the overall movement frames from 20F to 19F. Note: There are also changes to advantage/disadvantage when performed from a normal or special move on hit or block

Developer Comments: Considering how continuously she can keep up the pressure, and her stun, we’ve adjusted the parameters for each of her special moves, and her defense. We believe this brings a balance to her risk/reward while keeping her sharp offensive flavor intact.

As Cammy’s C.LP was a bit too good as an in-close combo part, making her other L attacks useless, we increased the recovery.

M. BISON

  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Psycho Axe: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • EX Psycho Blast:
    • Reduced the overall movement frames from 40F to 38F
    • Increased the advantage on block from +4F to +6F
  • EX Psycho Blast (V-Trigger I):
    • Reduced the overall movement frames from 38F to 36F
    • Increased the advantage on block from +5F to +7F
  • EX Double Knee Press: Eased the combo count
  • EX Double Knee Press (V-Trigger I):
    • Eased the combo count
    • Expanded the hitbox for the final hit when the opponent is locked into the move
  • EX Head Press: Adjusted the motion on block
  • Psycho Reflect: If the move comes into contact with a physical attack, or a projectile that’s attached to the character’s body, Bison will perform a physical attack move
  • Psycho Power (V-Trigger I)/Psycho Nightmare (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Psycho Crusher (V-Trigger II): Is now projectile invincible during the attack active frames

Developer Notes: Up to now, his V-Skill Psycho Reflect has only been used against projectiles, so we’ve changed it so that if it stops a physical attack from the opponent, Bison will perform a quick physical attack of his own, allowing this move to serve as a mid-range counter attack.

Through adjustments such as reducing the recovery on EX Psycho Blast, making it more versatile, the opponent will have to be more aware of Bison’s various options, opening up new ways for him to deliver the explosive damage that makes him the threat that he is.

VEGA

  • Stardust Shot (Air Throw): Increased the throw range
  • Standing MP (Claw):
    • Damage increased from 60 to 70
    • Can cancel into Switch Claw
  • Crouching MP (Claw): Can cancel into Switch Claw
  • Crouching HP (Claw):
    • Can cancel into Switch Claw
    • Increased the pushback distance on block
  • Crouching HP (Bare-Handed):
    • Advantage on hit increased from +1F to +5F
    • Changed the advantage on block from -2F to +3F
    • Will no longer trigger a Crush Counter
  • Crouching HK:
    • Eased the combo count
    • V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Buster Claw:
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • Expanded the backwards hitbox
  • EX Aurora Spin Edge: Reduced the blowback distance for the 2 nd hit
  • L Crimson Terror: Advantage on hit increased from +1F to +2F
  • M Crimson Terror: Reduced the pushback on hit
  • EX Crimson Terror: Changed to a new action
  • EX Flying Barcelona Attack: For the first hit, changed the height of Vega’s kick off the wall for cases where the opponent is within a fixed distance
  • Matador Turn: Reduced the pushback on block
  • Bloody Kiss – Torero, Rojo, Azul (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Bloody Rain:
    • Expanded the forward hitbox for the 2 nd hit
    • Will be invincible on hit until the attack active frames conclude

Developer Notes: EX Crimson Terror has been changed to allow for additional actions after it hits, giving Vega the ability to do more damage off one chance.

It didn’t seem like there were many opportunities for Vega to score a Crush Counter from bare-handed C.HP, so we removed the CC aspect, and greatly changed the advantage on hit and block, making it useful for other situations.

We’ve also made a lot of changes to allow Vega to be more offensive, such as being able to cancel into Switch Claw from normal moves that use the claw, and improving the situation after hit for each of his special moves.

DHALSIM

  • Standing HK:
    • Disadvantage on block decreased from -5F to -4F
    • Made the forward hurtbox that appears before the attack active frames projectile invincible
  • Crouching LK:
    • Damage increased from 20 to 30
    • Disadvantage on hit decreased from -4F to -3F
    • Disadvantage on block decreased from -7F to -6F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 150
  • Jump HP:
    • Eased the air combo count
    • Decreased the damage from 70 to 60
    • Slightly decreased the blowback on mid-air hit
    • Increased the blowback time on mid-air hit
  • Yoga Anvil: Expanded the hitbox
  • L Drill Kick:
    • Reduced the projectile invincibility of the hurtbox
    • Expanded the upper body hurtbox
    • Reduced the downwards hurtbox for the torso
  • M Drill Kick:
    • Changed the hurtbox at the feet to be projectile invincible
    • Reduced the hurtbox for the torso
    • Expanded the hurtbox at the feet
  • H Drill Kick:
    • Changed the hurtbox at the feet to be projectile invincible
    • Reduced the hurtbox
  • EX Yoga Fire:
    • Changed so that the strength of the button input will change the projectile speed
    • Slightly decreased the blowback on mid-air hit
  • EX Yoga Flame:
    • Damage decreased from 140 to 120
    • Reduced the stun from 200 to 150
    • Reduced the blowback from the final hit
    • Increased the disadvantage on block from -3F to -8F
  • Yoga Float (V-Skill) (Grounded Version): Changed the hurtbox at the feet to be projectile invincible during the ascent
  • Yoga Burner (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: In close-range, Dhalsim can keep the pressure up using EX Yoga Flame into Jump MP -> Yoga Float even at mid-screen. Also, for long-distance battles, Dhalsim can now control the speed of EX Yoga Fire, giving him a versatile tool on both offense and defense.

We’ve also fixed the hurtboxes for each of his Drill Kicks, which didn’t line up with the visuals before.

ZANGIEF

  • Standing MP:
    • Startup increased from 6F to 7F
    • Active frames increased from 2F to 3F
    • Expanded the forward hitbox
    • Recovery increased from 13F to 15F
    • Note: No changes to the recovery on hit or block
  • Standing HP (Charge): Reduced the V-Gauge meter gain from a Crush Counter from 300 to 200
  • Standing MK:
    • Startup increased from 9F to 10F
    • Advantage on hit increased from 0F to +2F
    • Expanded the forward hitbox
  • Crouching LP: Reduced the pushback on hit
  • Crouching MK: Advantage on hit increased from 0F to +2F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 150
  • Flying Head Butt: Expanded the hitbox
  • L Screw Pile Driver : Damage increased from 180 to 200
  • M Screw Pile Driver: Damage increased from 200 to 210
  • L Screw Pile Driver (V-Trigger II):
    • Damage increased from 310 to 330
    • Damage increased from 230 to 280 when used in a combo
  • M Screw Pile Driver (V-Trigger II):
    • Damage increased from 330 to 340
    • Damage increased from 250 to 290 when used in a combo
  • H Screw Pile Driver (V-Trigger II):
    • Damage increased from 270 to 300 when used in a combo
  • EX Screw Pile Driver (V-Trigger II):
    • Damage increased from 270 to 300 when used in a combo
  • Double Lariat:
    • Reduced the blowback distance on hit for a grounded opponent
    • If the attack hits on active frames 9F-11F, the recovery will be reduced by 10F
    • If the attack hits on active frames 9F-11F, damage increased from 120 to 130
  • Iron Muscle:
    • Can cancel the button hold into a backwards dash
    • Increased the V-Gauge meter gain on attack hit from 50 to 80
  • Iron Muscle (V-Trigger I): Can cancel the button hold into a backwards dash
  • Muscle Explosion: Damage decreased from 60 to 40
  • Cyclone Lariat (V-Trigger I)
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
    • Delayed the cancel timing from Standing MP, Standing MK, and Crouching MK:
    • Note: There are no changes to the situation upon canceling
  • Cossack Muscle (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: Zangief’s true power lies in getting in close and forcing the opponent to guess whether he’s going to attack or throw, but we felt it was difficult for Zangief to get to that point. As a result, we’ve adjusted each of his medium attacks and his V-Skill, giving him more options for getting in and playing his game.

We’ve also boosted the damage for each of his Screw Pile Drivers during V-Trigger II Cossack Muscle, increasing his damage output per opportunity.

KARIN

  • Vitality: Increased from 900 to 925
  • Standing HP: Will no longer trigger a Crush Counter
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • EX Ressenha: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Kanzuki-Ryu Guren no Kata (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Guren Resshu (V-Trigger I): Reduced the overall movement frames 19F to 13F
  • Yasha Gaeshi Tenchi (Low Attack Counter) (V-Trigger II): Increased the advantage on attack hit by 3F
  • Kanzuki-Ryu Hadorokushiki Hasha no Kata: Will be invincible on hit until the attack active frames conclude

Developer Notes: S.HP was changed to trigger a Crush Coutner, but as her combos for normal S.HP hit and CC S.HP hit were radically different this made follow-up attacks difficult to confirm, and when using EX Seppo to combo, the following attacks in the combo ended up doing less damage – as a result we’ve removed the Crush Counter aspect.

Also, the recovery for Guren Resshu has been slightly reduced during V-Trigger I, making it a stronger choice for use during Guren Ken, and we’ve made it easier to hit ground combos when her V-Trigger II Yasha Gaeshi Tenchi connects. These adjustments have enhanced the strength of each of her V-Triggers.

R. MIKA

  • Normal/Back Recovery: Adjusted the recovery motion
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • EX Shooting Peach: Disadvantage on block increased from -10F to -15F
  • Nadeshiko (Above, Front, Behind) (V-Trigger I)/Steel Chair, Fighting Dirty (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: Mika has been slightly weakened from the general adjustments, but as there aren’t any other major changes, she can be played the same as before.

BIRDIE

  • Back Recovery: Adjusted the recovery motion
  • Standing HK: V-Gauge meter gain from a Crush Counter decreased from 200 to 150
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Bull Slider:
    • Increased the movement distance
    • Changed so that the hitbox will gradually increase during the active frames
    • Increased the active frames from 5F to 6F
  • Bull Charge: Reduced the blowback during a Crush Counter
  • EX Bull Head (V-Trigger I): Increased the disadvantage on block from -5F to -9F
  • EX Bull Horn: Increased the disadvantage on block from -19F to -21F
    • M Hanging Chain: Sped up the startup when canceled from MP
    • Enjoy Time (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Birdie Time (V-Trigger II):
    • Reduced the size of the V-Gauge from 3 blocks to 2
    • Changes the properties when canceled from EX Bull Horn
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Bull Capture (V-Trigger II): Eased the combo count

Developer Notes: We’ve readjusted the functionality of the unique moves Birdie uses to control the opponent. We’ve also increased the risk for having his armored special moves blocked, making him weaker defensively. Also, for V-Trigger II, we’ve reduced the number of V-Gauge blocks from 3 to 2, and increased the places where it can be activated, making it easier to use.

NECALLI

  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Opening Dagger: Reduced the V-Gauge meter gain from a Crush Counter from 300 to 200
  • EX Valiant Rebellion (Regular/V-Trigger I/V-Trigger II): If the first hit hits the opponent and causes a knockdown, the opponent will be able to perform all kinds of knockdown recovery
  • EX Raging Light (Regular/V-Trigger I/V-Trigger II): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Clouded Mirror (V-Trigger I):
    • Can be canceled into from special move cancelable normal moves
    • The 2 nd hit of the charged version will cause a crumple instead of a knockdown
    • Changed the travel distance for the charged version, made it easier to control the travel distance using forwards and backwards inputs
    • Increased the recovery for the charged version from 17F to 24F
    • Note: No changes to the advantage/disadvantage on block

Developer Notes: Necalli’s moves are already extremely balanced, so there haven’t been any major changes. However since there wasn’t much usage for his Clouded Mirror during V-Trigger I, we’ve adjusted the functionality to make it easier to use in combos and for surprise attacks, further distinguishing it from V-Trigger II.

RASHID

  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Standing MK: Will be enhanced if it comes into contact with Ysaar
  • Crouching MP: Expanded the hurtbox immediately after the active frames end
  • Crouching HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Ground Eagle Spike:
    • Changed so that Rashid does not bounce back on hit
    • Note: No changes to the Dash and V-Trigger versions of Eagle Spike
  • L Eagle Spike:
    • Damage decreased from 110 to 100
    • Increased the blowback on hit
    • Reduced the stun from 200 to 150
  • M Eagle Spike:
    • Damage decreased from 130 to 120
    • Increased the blowback on hit
    • Reduced the stun from 200 to 150
  • H Eagle Spike:
    • Damage decreased from 140 to 130
    • Increased the blowback on hit
  • EX Spinning Mixer (Regular/Enchanced):
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
    • The inertia version can now be counter-hit during the move
  • L Spinning Mixer: Damage decreased from 90 to 80
  • M Spinning Mixer: Damage decreased from 110 to 100
  • H Spinning Mixer:
    • Changed the blowback direction if the back-end of the move hits the opponent
    • When used in combos in certain situations, fixed the phenomenon where Rashid would end up behind his opponent
  • Dash Spinning Mixer: Fixed the phenomenon where it would not move forward if it came into contact with Ysaar in certain situations
  • Ysaar (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: There was little variation in the special moves that Rashid used during the match, which took away from his character trait as having various kinds of movements. As such, we’ve reviewed the move parameters and the situation after the move ends, and enhanced the unique traits of his special moves, giving players more options to choose from.

His combo damage has been reduced from before, but by choosing the right move for the situation, Rashid can achieve even better results.

LAURA

  • Back Recovery: Adjusted the recovery motion
  • Standing MP: Expanded the backwards hitbox after the attack becomes active
  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Bolt Charge (All Strengths): Changed to give this move command priority over Thunder Clap
  • EX Bolt Charge:
    • Disadvantage on block increased from -11F to -17F
    • Reduced the backwards hurtbox
    • Damage increased – Normal: from 70 to 80, V-Trigger I: from 80 to 90
  • M Sunset Wheel: Damage increased from 170 to 180
  • M Sunset Wheel (V-Trigger I): Damage increased from 190 to 200
  • H Sunset Wheel: Damage increased from 180 to 190
  • H Sunset Wheel (V-Trigger I): Damage increased from 200 to 210
  • Dual Crash:
    • 2nd hit changed from grounded hitstun to knockdown
    • Can cancel the 2 nd hit into V-Skill on hit
    • Increased the disadvantage on block from -2F to -6F
    • Stun decreased from 100 to 70
  • Volty Line:
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Volty Line (V-Trigger I): Stun decreased from 180 to 160
  • Linear Movement – Avante (Movement) (V-=Trigger I): V-Timer usage when canceled from Thunder Clap increased from 1,000F to 1,500F
  • Linear Movement – Avante (Attack):
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Linear Movement – Avante (Attack) (V-Trigger I): Stun decreased from 180 to 160
  • Linear Movement – Esquiva (V-Trigger I): V-Timer usage when canceled from Thunder Clap increased from 1,000F to 1,500F
  • Linear Movement – Esquiva (Attack):
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Linear Movement – Esquiva (Attack) (V-Trigger I): Stun decreased from 180 to 160
  • Linear Movement – Finta (Attack):
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Linear Movement – Finta (Attack) (V-Trigger I): Stun decreased from 180 to 160
  • Spark Show (V-Trigger I):
    • Changed the V-Timer from 2,000F to 3,000F
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Matsuda Sway (V-Trigger II): Changed the timing of the hit and projectile invincibility from 4F to 3F
  • Shock Choke (V-Trigger II): Increased the forward throw distance

Developer Notes: Adjustments have been made to increase the rewards for successful close-range mix-ups, which Laura is skilled at, with adjustments such as an increase of V-Gauge meter gain for her V-Skill and increase in damage for Sunset Wheel. The performance ability of both V-Triggers has been increased, which leads to an increase in the explosive damage Laura can do from the middle of the round onwards.

F.A.N.G

  • Back Recovery: Adjusted the recovery motion
  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching LK: Increased the pushback on hit
  • Crouching HK:
    • Increased V-Gauge meter gain from a Crush Counter, from 100 (50+50) to 120 (60+60)
    • Increased V-Gauge meter gain on Crush Counter, if caused by the 2 nd hit only, from 50 to 100
  • Jump HK: From a forward jump, increased the hitbox in F.A.N.G’s body
  • L Sotoja:
    • Startup reduced from 16F to 13F
    • Recovery reduced from 25F to 23F
    • Note: No changes in advantage/disadvantage on block
    • Reduced the hitbox for the first hit in the backwards direction
    • Changed the effects of the first hit from a knockdown to a grounded hit stun
    • Reduced the disadvantage on hit for the 2 nd hit from -4F to 0F
  • M Sotoja: Startup reduced from 20F to 16F
  • EX Ryobenda (Regular/V-Trigger II):
    • The airborne part of this move after the attack startup can be canceled into Nikyoushu
    • Increased the pushback on block for the attack portion, so that on block it’s easier to place the poison
  • Nikyoushu: Added a new airborne-only special move
  • Dokunomu (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Nishidoku (V-Skill) (V-Trigger I):
    • Can be canceled into from special move-cancellable normal moves
    • Changed to blowback damage on mid-air hit
    • Reduced the disadvantage on block from -4F to -2F
    • Advantage on hit increased from +1F to +2F
    • Decreased the projectile speed
  • Shishiruirui: When used as part of a juggle combo in the corner, made it easier for all the hits to connect

Developer Notes: With the addition of a new move, Nikyoushu, F.A.N.G’s ability to confuse and bewilder his opponent during footsies has increased. Another major change is that L Sotoja will now combo from C.LP, making it easier for him to counterattack.

Other adjustments have been made to improve the ease of usage for his unique toolset, giving him new movement methods he lacked before.

ALEX

  • Standing HP: Added a hitbox that will only hit airborne opponents on 9F of the move
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching LP/Crouching MP/Crouching MK: Expanded the hitbox in Alex’s body
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Lariat: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • EX Air Knee Smash:
    • Changed so that it can hit a standing opponent
    • Expanded the downwards hitbox
    • Changed so that he is closer to the opponent after hit
    • Damage decreased from 160 to 140
    • 5F-13F – changed from complete invincibility, to invincibility to airborne attacks and projectiles
  • EX Slash Elbow:
    • First hit only forces stand
    • Increased the disadvantage on block from -11F to -17F
    • Expanded the armor in the backwards direction
  • EX Power Drop: Damage increased from 180 to 200
  • EX Power Bomb: Increased the throw range
  • Overhaul:
    • Can be canceled into from EX Flash Chop, EX Slash Elbow, and EX Air Stampede
    • The Hard Hit effect has been increased from +2F to +5F
    • Increased the advantage frames by 3F if a Hard Hit is performed from a move that can trigger a Crush Counter
  • Rage Shift (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Sledge Hammer (V-Trigger I): Increased the input window by 1F when performing each EX move variation with specific timing
  • Rage Boost (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Flying DDT (V-Trigger II): Can be canceled into from the first hit of EX Slash Elbow and L Slash Elbow

Developer Notes: EX Air Knee Smash can now hit grounded opponents.

We’ve made adjustment to address the character weakness of Alex being able to do big damage, but it being difficult for him to keep things rolling.

Also, his V-Skill Overhaul can be canceled into from his EX special moves, and the Hard Hit benefits have been increased, which will lead to harder-hitting, flashier combos.

GUILE

  • Standing LP: Decreased the hitbox in the downward direction
  • Standing MP: Damage increased from 60 to 70
  • Crouching LP: Decreased the hitbox in the downward direction
  • Crouching HP: Increased the startup from 8F to 9F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Rolling Sobat:
    • Increased the startup from 11F to 12F
    • Added 3F of recovery on whiff
    • Reduced the forward movement distance
    • Increased the hurtbox in the forward direction after landing
  • Guile High Kick: Startup reduced from 12F to 11F
  • Spinning Back Knuckle: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Tall Edge: Disadvantage on block increased from -6F to -8F
  • Swing Out:
    • Can cancel into V-Skill on hit
    • Increased the blowback on hit
    • Damage reduced from 90 to 70
  • Bullet Revolver:
    • Can cancel into V-Skill on hit
    • Increased the blowback on hit
    • Damage reduced from 90 to 70
  • Taurus Combination:
    • Can cancel into V-Skill on hit
    • Effect on hit changed from grounded hit stun to knockdown
    • Disadvantage on block increased from -2F to -4F
  • Faultless Move: Increased the movement speed
  • Somersault Kick:
    • Increased damage at the base from 120 to 130
    • Increased damage during the hitbox active frames from 90 to 100
  • L Somersault Kick (Normal/V-Trigger II):
    • Projectile and hit invincibility from 3F to 8F changed to airborne attack invincibility from 1F to 7F
    • Changed the throw hurtbox to match the visuals
  • M Somersault Kick (Normal/V-Trigger II): Changed the throw hurtbox to match the visuals
  • H Somersault Kick (Normal/V-Trigger II): Throw and projectile invincibility from 1F to 9F changed to projectile invincibility from 3F to 9F
  • EX Somersault Kick (Normal/V-Trigger II): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Sonic Boom (Normal/V-Trigger I):
    • Overall movement frames increased from 38F to 40F
    • Note: No changes to the advantage/disadvantage on hit or block
    • Expanded the hurtbox
  • L Sonic Boom (Normal/V-Trigger I): Increased the projectile speed
  • Sonic Blade:
    • Expanded the hitbox
    • Increased the input window by 1F if EX Sonic Cross is performed with specific timing
  • L Sonic Cross: Increased projectile speed
  • Solid Puncher (V-Trigger I)/Knife Edge (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Sonic Hurricane/Sonic Tempest (V-Trigger I): Changed to projectile invincibility during the move

Developer Comments: Guile’s ability to control the mid-range was a little too good, so his primary moves for mid-screen control have been weakened a bit. Primarily he’s getting more recovery on whiff, so Guile players will need to exercise more caution when trying to lock their opponent down.

Additionally, he can now cancel into V-Skill from his target combos which weren’t getting much use, and we’ve increased his combo options at mid-screen while giving him combos that can be used in the corner as well.

IBUKI

  • Normal/Back Recovery: Adjusted the recovery motion
  • Standing LK: Can cancel active frame 3F into V-Trigger on hit or block
  • Standing HK: Added 3F of recovery on whiff
  • Crouching MK: Decreased the pushback on hit
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Bonshogeri: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • EX Kazekiri: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Tenrai:
    • Expanded the hurtbox in the forward direction
    • Increased the disadvantage on block from -5F to -7F
  • Tenrai (Charged Version): Expanded the hurtbox in the forward direction
  • Rokushaku Horokudama (Akebono, Nizakari, Tasogare):
    • Damage increased from 100 to 120
    • Explosion damage if caused from EX Kunai increased from 150 to 160
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
    • Fuma Shuriken – Haku (V-Trigger): Advantage on block for the first hit changed from +2F to -2F

Developer Notes: Ibuki has been adjusted to reduce the bias in the space-control moves she uses at the mid-range. As such, her Tenrai and S.HK have been slightly weakened, so if Ibuki is careless in her usage of these moves she is at a greater risk than before.

On the other hand, we’ve reduced the pushback on hit for her C.MK, which did not see a lot of usage, which makes it easier for her to combo off it if she lands it on a retreating opponent or before their move comes out.

Considering the benefits she reaps upon successfully landing her V-Trigger II Fuma Shuriken – Haku, and in striking a balance with her VTI Rokushaku Horokudama, Ibuki will now be negative on block.

BALROG

  • Standing HP: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Dash Straight: Extended the CA cancel window by 1F
  • EX Dash Straight:
    • Increased the hit stun for the first hit by 1F
    • Stun distribution changed from 100 + 100 to 50 + 150 (total stun still 200)
    • Addressed the phenomenon where Balrog would end up behind the opponent after certain combos
  • EX Screw Smash:
    • Damage increased from 150 to 160
    • Disadvantage on block increased from -14F to -17F
    • Expanded the armor in the backwards direction
  • KKB:
    • Reduced the recovery by 2F when performed from EX Dash Straight
    • Note: No changes to the advantage/disadvantage if performed from a whiff cancel
  • Buffalo Swing (V-Skill): Decreased the V-Gauge meter gain on hit from 100 to 80

Developer Notes: We have improved Balrog’s Dash Straight, which is one of his signature moves. When using it as a one-shot attack in the mid to far ranges, if your timing is good you can cancel into CA or further combo.

In particular, after the first hit of EX Dash Straight connects, he can transition into KKB – on regular hit he can combo into S.LK, and on counter hit he can combo into S.MP. Being able to confirm based on the condition can lead to some big rewards.

Considering its highly-versatile usage in combos, footsies, pressure, etc., we’ve slightly decreased the meter gain for Buffalo Swing.

JURI

  • Normal/Back Recovery: Adjusted the recovery motion
  • Standing HK: V-Gauge meter gain from a Crush Counter reduced from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Enkushu (Normal/V-Trigger I): Effects on grounded hit changed from knockdown to grounded hit stun
  • H Tensenrin: Hit and projectile invincibility window changed from 3F-7F, to 3F-8F
  • EX Tensenrin: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Feng Shui Engine alpha (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Feng Shui Engine beta (V-Trigger II):
    • Each version of Fuharenkyaku can be canceled into from Ryodansatsu
    • Changed so that attacks during activation can hit airborne opponents

Developer Notes: Compared to her VTI, there weren’t many places where Juri could active her VTII Feng Shui Engine beta, so we changed it so that she can cancel into it from each of her special moves, same as VTI.  Also, as it enables juggle hits, this leads to combos that aren’t possible in VTI.

We’ve also improved her H Tensenrin to be better for anti-air. Basically, she can be played the same as before.

  URIEN

  • Back Recovery: Adjusted the recovery motion
  • Standing HP (No Charge): Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Quarrel Kick:
    • Active frames increased from 3F to 4F
    • Recovery reduced from 19F to 18F
    • Advantage on hit increased from +3F to +4F
    • Will no longer trigger a Crush Counter
  • EX Dangerous Headbutt: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • L Chariot Tackle: Damage increased from 70 to 80
  • M Chariot Tackle: Damage increased from 80 to 90
  • Aegis Reflector (Back, Front, Above) (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Tyrant Pressure (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Tyrant Blaze (V-Trigger II): Damage increased from 90 to 100
  • Tyrant Blaze (V-Trigger II) (Max Charge):
    • Changed so that the attack will retain armor up to immediately after the attack startup
    • The charging portion and the attack portion will have 1 hit of armor each (for a total of 2)
  • Tyrant Blaze w/ V-Skill (V-Trigger II):
    • Attack will continue to have armor up to the point where the hitbox for the second attack disappears
    • The charging portion will have 2 hits of armor
    • Note: The number of armor hits will be shared between the charging portion and the attack portion
    • Damage increased from 90 to 100
  • Tyrant Blaze w/ V-Skill (Max Charge) (V-Trigger II):
    • Attack will continue to have armor up to the point where the hitbox for the final attack disappears
    • The charging portion will have 2 hits of armor
    • Note: The number of hits will be shared between the charging portion and the attack portion

Developer Notes: We’ve improved the functionality for his forward-moving attack moves, giving him more opportunities to go on the offensive.

We’ve greatly reviewed the functionality of his Quarrel Kick, which did not see a lot of usage in footsies – it no longer triggers a Crush Counter, giving him chances to combo from it even on a normal hit.

For his VTII Tyrant Blaze, we’ve made adjustments to the armor duration and number of hits for the max charge version as well as the V-Skill version, making it easier to use.

AKUMA

  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 100
  • Standing HK:
    • Startup reduced from 12F to 11F
    • Reduced the advantage after a Crush Counter from +11F to +10F
  • Crouching HP:
    • Expanded the hurtbox
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Kikokurenzan: Increased the movement distance
  • Gohadoken:
    • Expanded the hurtbox at the hands that appears before the hitbox in the forward direction, and made it projectile invincible
    • Reduced the hitbox at the first active frame
  • L Sekia Goshoha:
    • Reduced the hurtbox at the hands that appears before the hitbox
    • Reduced the startup from 21F to 18F
    • Note: No changes to the overall frames
    • Increased the hit and block stop by 3F
  • M Sekia Goshoha:
    • Reduced the hurtbox at the hands that appears before the hitbox
    • Decreased the disadvantage on block from -7F to -4F
  • H Sekia Goshoha: Decreased the disadvantage on block from -8F to -4F
  • EX Sekia Goshoha:
    • Damage reduced from 120 to 100
    • Reduced the stun from 200 to 150
  • EX Sekia Goshoha (V-Trigger II): Reduced the fire damage from 21 to 11
  • M Goshoryuken: Damage increased from 110 to 120
  • Goshoryuken (V-Trigger I):
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
    • Note: Does not apply if the third hit is performed
    • If the first hit connects, adjusted the hitbox and the blowback for the 2 nd hit, addressing the phenomenon where the 3 rd hit would miss
  • EX Goshoryuken (Normal/V-Trigger II): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • EX Hyakkishu (Normal/V-Trigger II): Advantage on block changed from +2F to -2F
  • Hyakki Gosai: Landing recovery increased from 16F to 26F
  • EX Hyakki Gosai (Normal/V-Trigger II): Landing recovery increased from 16F to 26F
  • Zanku Hadoken (V-Trigger I): V-Timer consumption increased from 1,000F to 1,500F
  • Ashura Senku (V-Trigger II): Added a Shiretsu Hasshi version
  • Rakan (Crouching Version): Expanded the armor in the backwards direction
  • Shiretsu Hasshi (V-Trigger II): V-Timer consumption for the Shiretsu Hasshi moves reduced from 1,500F to 1,300F with the exception of EX Sekia Goshoha and Ashura Senku

Developer Comments: We’ve changed the normal moves he uses at the mid-range and each of his projectiles to balance out the moves he uses during footsies.

Also, considering their performance, we’ve made nerfs to his recovery and advantage/disadvantage for EX Hyakkishu as well as each version of Hyakki Gosai.

We have also made adjustments to both of his V-Triggers – considering the pressure it leads to in footsies, Zanku Hadoken during VTI will use more V-Timer gauge. We also gave him a VTII version of his Ashura Senku, and adjusted the timer consumption, letting him go on the offensive in a manner different than that of VTI.

KOLIN

  • Back Recovery: Adjusted the recovery motion
  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Standing LK: Advantage on hit increased from +0F to +1F
  • Crouching MK:
    • Active frames increased from 2F to 3F
    • Changed the recovery from 16F to 15F
    • Note: No changes to the advantage/disadvantage on hit or block
    • Can be canceled into CA
  • Crouching HK:
    • V-Gauge meter gain from a Crush Counter increased from 100 (50+50) to 120 (60+60)
    • Increased V-Gauge meter gain from a Crush Counter, if caused by the 2 nd hit only, from 50 to 100
  • Jump LK (H Vanity Step Version): Sped up the timing for White Spear by 1F
  • White Spear:
    • Reduced the startup from 4F to 3F
    • Expanded the hitbox in the backwards direction
    • Changed so that it can hit opponents that are in the backward direction
  • Jump HK: Changed the hitbox active frames and hurtbox in accordance with the animation change
  • L EX Vanity Step: Added projectile invincibility from 17F to the end of recovery
  • EX Parabellum:
    • Increased the disadvantage on block from -4F to -7F
    • Changed so that the startup on 6F will move forward
  • Diamond Dust (V-Trigger I): Sped up the startup when canceled from Standing LP and Crouching LP
  • Diamond Dust (Special Move Version (V-Trigger I):
    • Reduced the startup from 21F to 19F
    • Overall movement changed from 40F to 38F
    • Note: No changes to the advantage/disadvantage on block
  • Reverse Javelin (V-Trigger II): Can be canceled into CA

Developer Notes: We’ve slightly improved the performance of her normal moves, giving the ones that didn’t get much usage more versatility. Her character strength hasn’t changed greatly, but there are more little things that she can do.

Regarding EX Parabellum, since she could combo into it from a light, and it lead to follow-up attacks afterwards, it was a low risk/high reward situation for her, so as such we increased the disadvantage a bit.

ED

  • Standing HP: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK:
    • V-Gauge meter gain from a Crush Counter increased from 100 to 120
    • Reduced the active frames from 9F to 5F
    • Recovery on whiff increased from 20F to 22F
    • Recovery on hit and block increased from 20F to 24F
    • Note: No changes to the advantage or disadvantage on hit or block
  • Jumping MK: Reduced the hurtbox that appears before the hitbox active frames
  • Psycho Flicker: Changed the number of necessary button presses to activate the move from 5 to 4
  • Psycho Upper:
    • Expanded the forward hitbox
    • Increased the forward movement when canceled into from crouching MP
  • EX Psycho Upper:
    • Increased the forward movement distance when performed from a cancel
    • Reduced the startup when performed from a cancel from 16F to 13F
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • EX Psycho Shoot: Can cancel into Enhanced Snatcher (V-Trigger II)
  • Psycho Knuckle:
    • Can cancel into Enhanced Snatcher (v-Trigger II)
    • Reduced the stun from 200 to 150
  • Psycho Snatcher – Air (Charge)
    • Eased the air combo count
    • Adjusted to address the phenomenon where the opponent would not get hit with the 2 nd hit in certain situations
  • Psycho Cannon (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Enhanced Snatcher (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Ultra Snatcher – Ground (V-Trigger II): Changed to be invincible on hit until the recovery ends
  • Ultra Snatcher – Air (V-Trigger II):
    • Reduced the startup from 21F to 16F
    • Slightly reduced the recovery on hit
    • Changed to be invincible on hit until the recovery ends
    • Changed the float if the first hit connects from a low position
  • Psycho Barrage: Will be invincible on hit until the attack active frames conclude

Developer Notes: Ed had difficulties getting rewards off his light moves and in footsies, so our adjustments were centered around addressing this.

We’ve increased the range on Psycho Upper, so it should be easier for him to deal damage in close-range combos as well as punishing an opponent from slightly further away. EX Psycho Upper will now combo from his light attacks, so now he can hit combos where Psycho Flicker wouldn’t connect.

C.HK had too many active frames, so we reduced those a bit. There are no changes to the advantage/disadvantage on hit or block, but since the overall active frames are shorter, he’ll be at less of a risk on whiff.

NEXT PAGE

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Introducing the Monster Hunter World: Iceborne Weapon Design Contest

Dec 15, 2018 // Yuri Araujo

Hunters, it’s time to put your design hats on and get ready for another Weapon Design Contest!

We’ve ran a couple of community weapon design contests before, so I trust that by now you know the drill. But in any case, here’s the brief explanation:

  1. You design a rad weapon (based on one of the 14 weapon types in the mainline Monster Hunter series).
  2. We go through a blend of community voting and staff voting.
  3. Winner design gets to be featured in-game!

It’s all laid out in our official contest rules ( Americas) ( EMEA, Australia, New Zealand) ( Japan ) ( Asia ) so be sure to thoroughly read those.

Oh, and following the theme of Iceborne being an expansion, we’re also expanding our contest with a new category: Palico Weapon & Armor Set! Can’t wait to see all the crazy, cool and cute cat gear designs you’ll cook up.

Here are some design samples from the development team in Japan, as well as a template reference for the Palico model:

Hunter weapon designs

Palico weapon designs

Palico armor designs

PALICO TEMPLATE:

Click to zoom.

Contest runs until February 6, 2019. Good luck!

EDIT: clarified that the Palico part of the contest includes Palico Weapon as well.

EDIT2: added Australia and New Zealand to the eligible regions pool.

EN

Mech Abigail and the Jin Saotome costume for Ryu Gear Up for Extra Battle Mode! Returning Costumes Galore!

Dec 10, 2018 // Andy Wong

Make room in your closet because we have a flurry of costumes and bundles coming your way in Extra Battle Mode and in-store.

EXTRA BATTLE

Mech Abigail – Mech Zangief, F.A.N.G, and Juri have brought a robotic rush to Street Fighter V: Arcade Edition, but we’re not done yet! Mech Abigail is the next costume in Extra Battle Mode running from December 21 to January 17!

Jin Saotome for Ryu – Going one step further with the robots, the next Crossover Costume after Mech Abigail is no other than Jin Saotome! Jin hails from the Capcom fighting game, Cyberbots, which features explosive fights between different mechas. As a playable character, Jin seeks to honor his father’s memory by being the best pilot alive. Seeing as how Jin can be seen as the protagonist of Cyberbots, it’s only fitting to have Ryu don his likeness.

You can also obtain the Cyberbots background music during this time in Extra Battle Mode!

You asked and we’re more than happy to keep delivering. Extra Battle Challenges for the following Crossover Costumes are currently ongoing from November 30 to December 27!

  • Viewtiful Joe for Rashid (Viewtiful Joe)
  • June for Chun-Li (Star Gladiator)
  • Captain Commando for Nash (Captain Commando)
  • Nameless Super Soldier for Guile (Forgotten Worlds)
  • Fiona for Cammy (Haunting Ground)

BUNDLES GALORE

A whopping 11 bundles are going to be on sale on December 11 with various themed costumes being offered. You don’t want to miss them! All of these prices and bundles are for North America. For any sales going on in other regions, please see their respective channels.

Capcom Legends Bundle (6 costumes, $9.99) – Five of these costumes are currently undergoing their second run in Extra Battle Mode, but if you’d rather purchase these –  along with the Ingrid costume – this is your chance!

  • Karin Ingrid
  • Rashid Viewtiful Joe
  • Chun-Li June
  • Nash Captain Commando
  • Guile Forgotten Soldier
  • Cammy Fiona

2017 Holiday Costume Bundle (4 costumes, $5.99) – Last year’s Holiday costumes are on sale for a special price! Individually, they’ll now cost $2.99, but you can purchase all four in a bundle for even cheaper.

  • Holiday Alex
  • Holiday Cammy
  • Holiday Kolin
  • Holiday Menat

Story Costume Bundle (32 costumes, $19.99)

  • Story Costumes and colors for launch roster and Season 1-3
  • Note: Since Ryu and Chun-Li’s Story Costumes are already free, they are not included in this bundle

Stage Bundle (17 stages, $19.99)

  • Air Force Base
  • Shadaloo Base at Night
  • Mysterious Cove
  • High Roller Casino
  • Estate at Noon
  • Kanzuki Beach
  • Skies of Honor
  • Temple Hideout
  • Flamenco Tavern
  • Metro City Bay Area
  • Suzaku Castle
  • English Manor
  • Temple of Ascension
  •  Kasugano Residence
  • King’s Court

Professional Costume Bundle (10 costumes, $14.99)

  • Alex
  • R. Mika x2
  • Chun-Li
  • Karin
  • Vega
  • Kolin
  • Menat
  • Zeku
  • Falke

Sports Costume Bundle (6 costumes, $9.99)

  • Ibuki
  • Karin
  • Kolin
  • Zangief
  • Rashid
  • Laura

School Costume Bundle (9 costumes, $14.99)

  • Ibuki
  • Ed
  • Cammy
  • Juri
  • Nash
  • R. Mika
  • Menat
  • Ryu
  • Chun-Li

2017 Halloween and Holiday Bundle (9 costumes, $9.99)

  • 2017 Halloween

o    Dhalsim

o    Birdie

o    F.A.N.G

o    M. Bison

o    Urien

  • 2017 Holiday

o    Alex

o    Cammy

o    Kolin

o    Menat

Nostalgia Costume Bundle (15 costumes, $19.99)

  • Karin
  • Cammy
  • Birdie
  • Chun-Li
  • Alex
  • Ibuki
  • Juri
  • Balrog
  • Akuma
  • Kolin
  • Zeku
  • Sakura
  • Blanka
  • Cody
  • Sagat

Street Fighter 30th Anniversary Costume Bundle (4 costumes, $9.99)

  • Ibuki
  • Guile
  • Karin
  • M. Bison

Akiman Chun-Li Bundle (7 costumes, $14.99)

  • Covert Operations
  • Pajamas
  • Wedding
  • Vacation
  • Undercover Cop
  • Special Forces
  • Training

Don’t forget the free trial running from December 11-19 where all PlayStation 4 and Steam users can try out Street Fighter V: Arcade Edition for free!

And remember, Capcom Cup takes place at Esports Arena Las Vegas from December 14-16!

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Monster Hunter World: Iceborne, massive expansion to MH:W, coming to PS4 and Xbox One in autumn 2019 with PC release to follow

Dec 10, 2018 // Yuri Araujo

This year, we’ve launched Monster Hunter: World, our most ambitious Monster Hunter project to date, bringing in a new age for the series and breaking our own records left and right. All along we’ve maintain the same goal: make a premier game that fans worldwide will enjoy.

Shortly after launch, we let the Deviljho loose into the New World, introduced the all-new Kulve Taroth Siege, followed by a completely revamped Lunastra, and a mighty collaboration with Final Fantasy XIV to bring you the legendary Behemoth. But we’re not done yet; we have pretty big things in the works… and that’s what we’re here to talk about.

Introducing Monster Hunter World: Iceborne.

Looking at the main art, logo and after watching the teaser trailer above you should already start to feel a little chilly… but I sure hope that little stinger at the end warmed your heart; it certainly warmed mine!

So to reiterate, we’re working on a massive expansion to MH:W , including new environments, new monsters, a new quest difficulty rank, new moves, and much more. This is a paid expansion and will be delivered as DLC, so you can seamlessly transition from Monster Hunter: World into Monster Hunter World: Iceborne .

We’ll have more details in spring 2019, but for now our target release window is set to autumn 2019 for PlayStation 4 and Xbox One. Details on the release timeframe for the PC version are still in the works, but we’ll be sure to let you know ASAP.

It’s a long road until then, but we still have a lot of exciting content coming to Monster Hunter: World. For that, I’ll leave you with a Special Developer Update from Monster Hunter series executive producer Mr. Ryozo Tsujimoto:

Recapping some of the big reveals there…

Alright, we gotta watch that last one again; here’s the teaser trailer:

A lot of love from both Capcom and CD PROJEKT RED was poured into taking the best elements from Monster Hunter: World and The Witcher 3: Wild Hunt and crafting a unique RPG gameplay experience for fans of both game series. We’ll have more details on this soon, so stay tuned!

And to close it out with a bit of news for those who have not yet joined the hunt in Monster Hunter: World – from December 11 th 4pm PST until December 17 th 3:59pm PST, you’ll be able to play MH:W for free with our Trial Version.

This free Trial Version is the perfect way to get started and lets you play up to Hunter Rank 4 (3 Star quests), with the same content that’s available in the full version. This means you can take on some story quests, hunt a variety of monsters in two environments, craft weapons and armor with materials collected from those beasts, and join up with other hunters in multiplayer quests—you can even match up with hunters who own the full version, so feel free to call upon your veteran hunter buddies for help! It’s the best way to dive in to Monster Hunter as players are always super helpful to newcomers.

Speaking of the full version, when you do decide to transition from the Trial Version to the full game, you actually get to carry over all of your progress so far! And to sweeten the deal even more, select retailers are running a special price on Monster Hunter: World. So head on over to our Trial Version page for more details and an FAQ.

2018 has been a wild year for Monster Hunter fans, and 2019 will be even better. We can’t wait to show and tell you more about Monster Hunter World: Iceborne so make sure you’re following the Monster Hunter social channels on Twitter, Facebook and Instagram so you don’t miss anything.

And as always, happy hunting!

EN

Devil May Cry 5 – An important update on Dante’s theme song “Subhuman”

Dec 06, 2018 // Yuri Araujo
Date of Birth
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Play Street Fighter V for FREE from December 11-18 on PlayStation 4 and Steam!

Dec 06, 2018 // Andy Wong

Capcom Cup 2018 is quickly approaching, where the best Street Fighter V: Arcade Edition players around the world will fight it out. As we eagerly await the next champion, we figured it would be a good time for new players or those who haven’t joined the fight to experience the game as the season ends and 2019 peeks above the horizon.

PLAYSTATION – FREE TRIAL

Click the “Try Free Demo” button on the left.

STEAM – FREE TRIAL

Scroll down and click “Play Game”

We’re hosting a free trial, which will begin on December 11 at 1pm PT (download begins at 9am PT) and will end on December 19 at 9:59am PT. For the trial on PlayStation 4, PlayStation Plus subscription is not required to download and take part, but is required to play online. For PC users, the Steam client is required to take part in the trial. All the initial content from the original Street Fighter V and the modes introduced in Street Fighter V: Arcade Edition are included for free during this time.

16 Characters – All 16 original characters are included in this free trial, including the legendary Ryu, Chun-Li, Ken, and M. Bison! This is also your chance to try out characters who are new to Street Fighter V like the electrifying Laura, nimble Rashid, and tricky F.A.N.G. As a bonus, three fan-favorite DLC characters will be available for free during this trial: Guile, Akuma, and Sagat! These three characters are only available in Ranked, Casual, Battle Lounge, Training, and Challenges.

Arcade – Introduced in Street Fighter V: Arcade Edition, this mode allows you to relive the past main entries in the series. If you’re able to defeat all the computer-controlled opponents, you’ll receive one of over 200 unique illustrations.

Versus – Play against another local player or against the computer with different difficulties.

Challenges – Learn how to use each character in Demonstrations and Trials or see how long you can fight in Survival Mode.

Training – Practice against a dummy AI as you test out set-ups, combos, and get used to a character without the pressure of a real match.

If you have friends or family who have always wanted to try Street Fighter V, spread the word! This is their chance to see what the hype around Capcom Cup is all about.

SPONSORED CONTENT

Sponsored Content will be introduced into Street Fighter V: Arcade Edition on December 11. Sponsored content will be displayed in several locations in-game to remind you about costumes, bundles, and the Capcom Pro Tour. When Sponsored Content is enabled, players can obtain additional Fight Money in Ranked and Casual Matches – these bonuses come with an upper limit. Here are the places where you will see Sponsored Content:

  • Costumes: Ad Style – Every character will have an Ad Style costume where the sponsored content will appear somewhere on their clothing or model
  • Loading Ads – A sponsor will appear in the versus screen before a battle – this will not affect loading screen times
  • Stage Ads – Some tournament stages feature a sponsor like the Ring of Power

If you’d rather not see Sponsored Content, you can easily turn this feature off by going into Battle Settings, which will give you the following options:

  • Sponsored Content Settings – Here, you can adjust the sponsored content settings. Turn sponsored content on to receive bonus Fight Money in Ranked and Casual Matches.
  • Sponsor Display – Turning the setting on allows you to access sponsored content such as Ad Style costumes.
  • Loading & Stage Ads – Selecting “on” gives you access to Stage and Loading Ads.

We have also been keeping an eye on the number of Extra Battle Challenges cleared and would like to adjust the difficulty, the number of plays, and the rewards. An adjustment will be made on December 11. Please note that we may modify Extra Battle further in the future as we continue to keep tabs on it.

We hope to see players, both old and new, during the free trial from December 11-18!

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Black Friday 2018 deals on Capcom games are in full effect

Nov 20, 2018 // Yuri Araujo

UPDATE: Added deals on select Nintendo eShop games and pretty much all our PC games on Steam!

UPDATE 2: Added new Black Friday deals happening on retail sites.

It’s that time of year again … Holidays, game awards ceremonies, big releases left and right, and more importantly: massive discounts on some of the best Capcom games to date!

* NEW! * If you’re looking for deals on our PC games (on Steam), our full list can be found on the Capcom Steam page .

Dragon’s Dogma: Dark Arisen ( Xbox One ) – up to 60% off

Mega Man Legacy Collection ( Xbox One ) – up to 60% off

Mega Man Legacy Collection 2 ( Xbox One ) – up to 50% off

* NEW! * Mega Man Legacy Collection 1 + 2 – up to 25% off

Mega Man X Legacy Collection ( Xbox One ) – up to 25% off

Mega Man X Legacy Collection 2 ( Xbox One ) – up to 25% off

* NEW! * Mega Man X Legacy Collection 1 + 2 – up to 37% off

* NEW! * Monster Hunter Generations Ultimate – up to 33% off

* NEW! * Monster Hunter: World – up to 67% off

Monster Hunter: World Digital Deluxe Edition ( PS4 / Xbox One ) – up to 50% off

* NEW! * Okami HD ( Nintendo eShop / Xbox One ) – up to 30% off

* NEW! * Resident Evil 7 Gold Edition – up to 50% off

* NEW! * Street Fighter 30 th Anniversary Collection – up to 50% off

Strider ( Xbox One ) – up to 80% off

Keep an eye on this blog post as we’ll be updating it with the latest and greatest deals as they come in!

Happy savings!

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Survive the Holidays with Christmas Costumes for Street Fighter V: Arcade Edition on November 27!

Nov 19, 2018 // Andy Wong

What does a reindeer, Santa, and a mad man hell-bent on the decimation of humanity have in common? They’re all inspirations for costumes in Street Fighter V: Arcade Edition, available on November 27!

Just when you thought the scares were over, costumes inspired by the Resident Evil series have arrived to bring in the panic cheer of the holidays. Grab your mittens, antlers, and flashlights as we introduce these new costumes!

Urien (Wesker) – Albert Wesker was first introduced in the original Resident Evil as a double agent working for the Umbrella Corporation. He would continue his path of madness in subsequent entries to the series, eventually becoming one of the most recognized villains. This outfit is inspired by Wesker’s appearance in Resident Evil 5 where his overarching goal was to rid the world of humanity. The alternate code for this costume takes off the jacket and glasses.

Cammy (Jill) – Jill Valentine is a central protagonist throughout the Resident Evil series and was first introduced as one of two protagonists in the original Resident Evil. She is a member of S.T.A.R.S. who utilizes her skills in hand-to-hand combat, lock-picking, and sheer strength to fight bioterrorism. This particular outfit is inspired by Jill’s appearance in the original Resident Evil, but using the alternate code will dress Cammy in Jill’s outfit from Resident Evil 3.

Kolin (Ada) – Ada Wong debuted as a supporting character in Resident Evil 2 who was initially seen as an innocent bystander, but was revealed to be an undercover spy. Acting as an anti-hero of sorts in future games, Ada has become a fan-favorite character in the series. Kolin’s costume is inspired by Ada’s appearance in Resident Evil 6 with the alternate costume coming from Resident Evil 2 .

Cody – Part of Mayor Cody’s new responsibilities may include him dressing up as Santa in order to give out presents to the children of Metro City. Using the alternate code will take off Cody’s jacket when he needs some room to stretch.

Blanka – Blanka, the green-skinned warrior, had a very scary look. And if you ever saw him, you could say his electric glows. All of the other fighters used to laugh and call him names. They never let poor Blanka join in any reindeer games. Using the alternate code will take off Blanka’s reindeer hood!

Sakura – The usually bright Sakura seems to have a different take on the holidays with this dark outfit. Perhaps she’s trying to match her new outlook on life. The alternate code will take off her antlers and gloves.

Falke – This festive costume for Falke shows she’s ready to bring the holidays on the road while helping others who suffered at the hands of M. Bison. The alternate code will take off Falke’s hat.

Each of these costumes will be available for MSRP $3.99 each on PlayStation 4 and Steam on November 27.

Street Fighter V: Arcade Edition is now available on PlayStation 4 and Steam!