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Patch Notes for Street Fighter V: Arcade Edition

Jan 10, 2018 // Andy Wong

We’re only one week away from Street Fighter V: Arcade Edition! Last week, we gave you an all-in-one look at the new major features coming with SFV: Arcade Edition, but there’s still a big aspect that we haven’t announced yet: the patch notes! In addition to general adjustments across the board, all 28 characters have received balance changes. Hunker down and get ready to hit the lab to discover how these changes affect your gameplay from January 16!

UPDATING STREET FIGHTER V

The Street Fighter V servers will be going down for maintenance in the early morning (Pacific Time) of January 16*. The SFV: Arcade Edition patch and server maintenance will then be completed in the afternoon on the same day. After we have released the update, SFV: Arcade Edition disc owners must connect to the internet to receive the latest update, which includes Extra Battle Mode, Team Battle Mode and new balance changes. They’ll also be able to redeem the code that comes with the disc to unlock Character Pass 1 and 2 content.

Current owners of Street Fighter V will also need to download the patch in order to update to SFV: Arcade Edition. Once the download is complete, all the aforementioned modes and changes will be present when booting up the game.

* In Europe and Australia, the SFV: Arcade Edition disc and digital copy will arrive on January 19.

GENERAL

Training Mode Options

  • In the Attack Data display, you can now view each action’s frame data.
  • You can now turn on Frame Advantage in Color to determine when each action has advantage.
    • If the character is in blue, they have advantage. If they’re in red, they have disadvantage. Take a look at the example below.

Fighter ID and Home Change

  • As of January 16, you will be able to change your Fighter ID (FID) and Home (flag) using either 200K Fight Money or MSRP $9.99 in the store.
    • One purchase of the “Fighter ID & Home Change” ticket will allow you one access opportunity where you can change your FID and Home once.
    • Even if you change only the FID or only the Home during this access, it will still consume the ticket and count as an instance. So if you want to change both, please change them at this time.
    • All items purchased from the in-game shop and/or the PlayStation Store and/or the Steam Store as well as play data will not be affected when changing your FID and/or Home.
    • Updated FID and Home flag will not be reflected in some portion of the game such as previous play history (e.g. Battle Log, Replay Data, etc.)
    • Once a FID has been updated, the former FID name will not be made available to other users. However, if the original user of the name wishes to change their name back to the old name, this can be done.
    • Please be aware that selecting a Home has no bearing on matchmaking.

Grand Master Rank

  • The Grand Master Rank is now available for players who have League Points of over 35,000.

Overall Balancing

  • Increased active frames for Regular Throws from 2F to 3F
  • Increased combo scaling for combos that include a V-Trigger activation
  • Increased recovery for Command Throws
  • Made revisions to the hurtboxes for jumping attacks, and to the normal moves that are primarily used as anti-airs
  • Changed properties of moves that change the position of the character, which may affect certain combos

CHARACTERS

Ryu

  • Shoulder Throw:
    • Increased stun from 120 to 150
    • Changed positioning after hit
  • Standing LP (Normal/V-Trigger):
    • Changed hitbox and hurtbox
    • Changed the collision boxes during the move
    • Increased the pushback on hit and block
  • Standing MP (Normal/V-Trigger), Mind’s Eye (V-Skill): Changed the collision boxes during the move
  • Crouching LP (Normal/V-Trigger): Changed the hurtbox
  • Crouching MK:
    • Changed the hitbox
    • Increased the pushback distance on hit
  • Jumping HP (Normal/V-Trigger), Jumping HK: Changed the hitbox and hurtbox
  • Axe Kick:
    • Increased startup from 8F to 9F
    • Increased the advantage frames when canceling the 2 nd hit into V-Trigger
  • Solar Plexus Strike: Reduced the damage from 90 to 80
  • Tatsumaki Senpukyaku: Changed the collision boxes
  • EX Hadoken:
    • Reduced the total frames from 44F to 42F (No changes in recovery)
    • Can be canceled into V-Trigger.
  • V Hadoken:
    • Total framed for the Hadoken is unified to 42F for all
    • Level 1: Increased damage from 70 to 80
    • Level 1: Decreased disadvantage on block from -6F to -2F
    • Level 2: Decreased disadvantage on block from -4F to 0F
    • Level 2: Increased the damage from 90 to 100
    • Level 3: Increased damage from 120 to 130
  • V EX Hadoken: Changed the total frames from 43F to 40F
  • V Shoryuken: Eased the air combo count
  • V EX Shoryuken:
    • Decreased the stun from 250 to 200
    • Eased the air combo count
  • Joudan Sokuto Geri: Added his “Donkey Kick” as a new move

Ken

  • Increased forward walk speed
  • Knee Bash:
    • Damage increased from 100 to 110
    • Changed the positioning after hit
  • Standing LP:
    • Changed the collision boxes during the move
    • Increased pushback on hit and block
    • Changed the hurtbox
  • Standing MP: Increased advantage on block from +1F to +2F
  • Standing MK:
    • Changed the pushback on hit
    • Changed the hurtbox
  • Standing HP, Inazuma Kick, H Tatsumaki Senpukyaku (V-Trigger): Changed the collision boxes during the move
  • Crouching LP, Jumping MP: Changed the hitbox and hurtbox
  • Crouching MP, Jumping HK: Changed the hurtbox
  • Jumping HP:
    • Increased the startup from 8F to 9F
    • Changed the hitbox and hurtbox
  • Thunder Kick:
    • Changed so that the first active frame will not hit crouching opponents
    • Changed the collision boxes during the move
  • L Shoryuken (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Damage for the regular version increased from 100 to 110
    • Damage for the V-Trigger version increased from 120 to 130
  • M Shoryuken (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Damage for the regular version increased from 120 to 130
    • Damage for the V-Trigger version increased from 140 to 150
  • H Shoryuken (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Damage for the regular version increased from 130 to 140
    • Damage for the V-Trigger version increased from 150 to 160
  • EX Shoryuken (Normal/V-Trigger):
    • Damage for the regular version increased from 150 to 160
    • Damage for the V-Trigger version increased from 170 to 180
    • Changed the hitboxes
    • Changed so that the opponent can perform a recovery if the move hits mid-air
  • M Tatsumaki Senpukyaku (Normal/V-Trigger):
    • Normal: If the first hit does not connect, increased the damage for the second and third hits from 20 to 40
    • Normal: If the first hit does not connect, increased the stun for the second and third hits from 50 to 75
    • V-Trigger: If the first hit does not connect, increased the damage for the second and third hits from 30 to 50.
    • V-Trigger: If the first hit does not connect, increased the stun for the second and third hits from 50 to 75.
  • H Tatsumaki Senpukyaku:
    • Reduced the active frames of the first hit by 1F
    • Changed so that the first active frame of the second hit will not hit grounded opponents
    • EX Airborne Tatsumaki Senpukyaku (V-Trigger): Increased the opponent’s recovery on block by 3F.

Chun-Li

  • Standing LP (Normal/V-Trigger): Changed the hitbox
  • Standing MK (Normal/V-Trigger):
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Standing HP (Normal/V-Trigger), Crouching LP (Normal/V-Trigger), Crouching MK (Normal/V-Trigger): Changed the hurtbox
  • Crouching LK (Normal/V-Trigger): Changed the collision boxes during the move
  • Jumping HP (Normal/V-Trigger), Jumping HK (Normal/V-Trigger): Changed the hitbox and hurtbox
  • Tsuitotsuken (Normal/V-Trigger):
    • Normal: Damage increased from 60 to 65
    • V-Trigger: Damage increased from 70 to 75
  • Yokusenkyaku (Normal/V-Trigger): Can trigger a Crush Counter
  • Tenkukyaku (Normal/V-Trigger):
    • Changed the hurtbox
    • Damage increased from 70 to 80
    • Changed so that it can hit opponents who are behind Chun-Li
  • V-Trigger: Extended the time
  • L/M Airborne Hyakuretsukyaku (Normal/V-Trigger): Advantage on hit increased from +3F to +4F
  • L Spinning Bird Kick (Normal/V-Trigger):
    • Normal: Damage increased from 100 to 110
    • V-Trigger: Damage increased from 110 to 120
  • M Spinning Bird Kick (Normal/V-Trigger):
    • Normal: Damage increased from 120 to 130
    • V-Trigger: Damage increased from 130 to 140
  • H Spinning Bird Kick (Normal/V-Trigger):
    • Normal: Damage increased from 140 to 150
    • V-Trigger Damage increased from 150 to 160

Cammy

  • Gyro Clipper: Reduced stun from 200 to 150
  • Delta Through: Damage increased from 130 to 140
  • Neck Spiral: Damage increased from 130 to 150
  • Standing LP:
    • Changed the hitbox
    • Changed the collision boxes during the move
    • Increased the pushback on hit
    • Increased the pushback on block
    • Changed the startup from 4F to 3F for the rapid cancel version
  • Standing MK:
    • Recovery increased from 13F to 15F (No changes in advantage/disadvantage)
  • Standing HK:
    • Increased the advantage on hit from +2F to +4F
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind Cammy
  • Crouching LP:
    • Changed the hitbox and hurtbox
    • Increased the pushback on hit and block (The rapid canceled version has a larger pushback distance than the regular)
    • Changed the collision boxes during the move
  • Crouching LK:
    • Changed the collision boxes during the move
    • Increase pushback on hit and block
  • Crouching HP, Crouching HK: Changed the hurtbox
  • Jumping MP, Jumping HP, Jumping HK, Lift Upper: Changed the hitbox and hurtbox
  • Quick Spin Knuckle (V-Skill): Advantage on hit increased from +6F to +7F
  • Strike Back (V-Reversal): Disadvantage on block changed from -2F to -4F
  • Delta Drive (V-Trigger):
    • Extended the V-Timer active duration
    • Increased the amount of gauge each V-Trigger move uses

Nash

  • Dragon Suplex: Damage increased from 120 to 130
  • Target Down: Damage increased from 130 to 140
  • Air Jack: Damage increased from 130 to 140
  • Standing MK: Increased active framed from 3F to 4F
  • Standing HK:
    • Changed the hitbox and hurtbox
    • Damage increased from 80 to 90
  • Standing LP, Crouching LP, Jumping HK: Changed the hurtbox
  • Crouching MP, Jumping HP: Changed the hurtbox and hitbox
  • Crouching MK:
    • Reduced the hitbox
    • Increased the recovery from 15F to 17F (No changes to advantage/disadvantage)
  • Spinning Back Knuckle: Changed the hitbox
  • Bullet Combination:
    • Changed the status on hit
    • Increased the V-Gauge meter gain on hit
  • EX Sonic Boom: Changed so that the strength of the additional button pressed will control the speed of the second Sonic Boom
  • M Sonic Scythe, Judgement Saber: Eased the air combo count

M. Bison

  • Increased forward walk speed
  • Psycho Impact:
    • Damage increased from 110 to 130
    • Stun increased from 120 to 170
    • Changed the positioning after hit
  • Psycho Fall
    • Damage decreased from 140 to 130
    • Stun decreased from 170 to 150
  • Standing LP: Advantage on hit increased from +4F to +5F
  • Standing LK:
    • Advantage on hit reduced from +2F to 0
    • Advantage on block decreased from +2F to -2F
  • Standing MP, Standing HP: Changed the collision boxes during the move
  • Standing HK:
    • Changed the hitbox
    • Increased the pushback on block
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Jumping HP: Changed the hurtbox
  • Crouching LP, Jumping HK: Changed the hitbox and hurtbox
  • Psycho Axe:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Shadow Axe, Psycho Blast (Normal/V-Trigger): Changed the collision boxes during the move
  • Psycho Reject (V-Skill): Increased the amount of V-Gauge meter gain upon successfully countering an opponent’s physical attack
  • L Psycho Blast: Startup increased from 10F to 12F
  • EX Devil Reverse:
    • Changed hitbox and hurtbox
    • Increased the recovery on landing by 6F
  • L Double Knee Press
    • Startup decreased from 13F to 11F
    • Changed the pushback on block
  • M Double Knee Press
    • Startup decreased from 15F to 14F
  • H Psycho Inferno: Changed to cause additional launch height on hit

Vega

  • Rainbow Suplex: Changed the positioning after hit
  • Stardust Shot: Damage increased from 130 to 140
  • Standing LP (Claw), Standing MP (No Claw), Standing HP (Claw), Standing HP (No Claw), Buster Claw: Changed the collision boxes during the move
  • Standing LP (No Claw):
    • Changed the collision boxes during the move
    • Increased the pushback on hit
    • Increased the pushback on block
  • Standing HK:
    • Changed the hurtbox
    • Changed the collision boxes during the move
    • Changed so that it can hit opponents who are behind Vega
  • Crouching LP (No Claw), Crouching MP (No Claw), Jumping HP (Claw/No Claw): Changed the hurtbox
  • Crouching MP (Claw):
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Crouching HP (Claw):
    • Changed the hurtbox
    • Changed the active frames from 2F to 3F
    • Changed so that it can hit opponents who are behind Vega
  • Crouching HP (No Claw):
    • Changed the hurtbox and hitbox
    • Changed so that it can hit opponents who are behind Vega
  • Jumping HK: Changed the hurtbox and hitbox
  • Matador Flash:
    • The second hit can be canceled
    • The third hit only can be canceled into CA or V-Trigger
    • Increased the amount of V-Gauge meter gain for the third hit
  • Matador Blitz:
    • Third hit only can be canceled into CA or V-Trigger
    • Increased the amount of V-Gauge meter gain for the third hit
  • Matador Turn (V-Turn): Can cancel into CA
  • Bloody Kiss – Torero (V-Trigger)
    • Damage decreased from 170 to 100
    • Changed to blowback damage on hit
    • Increased juggle potential when used in air combos
    • Increased EX meter gain
  • Bloody Kiss – Azul (V-Trigger)
    • Damage decreased from 170 to 100
    • Changed to blowback damage on hit
    • Increased juggle potential when used in air combos
    • Increased EX meter gain
  • Bloody Kiss – Rojo (V-Trigger)
    • Damage increased from 170 to 180
    • Stun increased from 150 to 200
    • Increased the EX meter gain
  • H Aurora Spin Edge: Changed the hitbox
  • Grand Izuna Drop/EX Grand Izuna Drop: Increased the recovery on whiff by 10F
  • L Crimson Terror: Increased the pushback distance on hit for the second hit
  • EX Barcelona Attack:
    • Changed the attack startup timing
    • Changed the movement value during the move
    • Changed the timing of the final attack on hit

Dhalsim

  • Yoga Rocket: Changed the positioning after hit
  • Standing LP, Standing LK:
    • Changed the collision boxes during the move
    • Increase pushback on hit and block
  • Standing HP, Crouching LK, Divine Kick: Changed the collision boxes during the move
  • Crouching LP, Jumping HP, Jumping HK, Thrust Kick: Changed the hurtbox
  • Crouching MP:
    • Changed the hitbox and hurtbox
    • Changed so that it can hit opponents who are behind Dhalsim
  • Jumping MP: Can be canceled into V-Skill on hit
  • Yoga Upper: Changed the hitbox and hurtbox
  • Yoga Anvil:
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind Dhalsim
  • L/M/H Yoga Gale: Changed the hitbox
  • Yoga Sunburst (Ground/Air): Eased the air combo count
  • Yoga Burner (V-Trigger):
    • Damage increased from 100 to 120
    • Increased amount of EX meter gain

Zangief

  • Atomic Drop/Harasho Choke Slam: Changed the positioning after hit
  • Standing LP:
    • Changed the hitbox and hurtbox
    • Increased the horizontal pushback distance on mid-air hit
  • Standing LK: Increased recovery from 12F to 15F
  • Crouching LP:
    • Increased the damage from 30 to 40
    • Reduced the active framed from 3F to 2F
    • Increased the total frames from 12F to 14F
    • Decreased the advantage on hit from +4F to +3F
    • Changed the hurtbox
  • Crouching LK:
    • Changed the hitbox
    • Can no longer cancel into a special move
  • Crouching HP, Jumping HP, Jumping HK, Flying Body Press: Changed the hurtbox
  • Knee Hammer: Increased the landing recovery by 3F (No changes to advantage/disadvantage)
  • Screw Pile Driver (Normal/EX):
    • Increased recovery on whiff by 8F
    • Changed the movement distance on whiff
  • Double Lariat: Increased recovery by 5F
  • Tundra Storm:
    • Startup decreased from 4F to 2F
    • Stun increased from 250 to 300
    • Command changed from 623+P to 623+PP
    • Reduced the recovery on whiff by 10F
    • Changed so that it cannot be special move canceled from a regular move
    • Changed the whiff motion
  • Cyclone Lariat (V-Trigger): Increased amount of EX meter gain

Karin

  • Hajotsui: Changed the positioning after hit
  • Standing LP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Standing MK:
    • Increased startup from 7F to 8F
    • Increased the recovery from 15F to 16F
    • Disadvantage on block increased from -2F to -4F
    • Decreased the pushback distance on block
  • Standing HP:
    • Changed the hitbox and hurtbox
    • Can now trigger a Crush Counter
    • Changed the collision boxes during the move
  • Standing HK: Changed the startup from 10F to 12F
  • Crouching LP:
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Increased the pushback on hit and block
    • Changed the float value for mid-air hit
  • Crouching MP: Changed the hitbox
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed so that it can hit opponents who are behind Karin
  • Jumping HP, Jumping HK: Changed the hitbox and hurtbox
  • Guren Ken (V-Trigger):
    • Increased the amount of gauge consumption upon activation
    • Changed the timing of gauge consumption upon activation
  • Guren Kyoho (V-Trigger): Changed the timing of gauge consumption upon activation

R. Mika

  • Daydream Headlock: Increased the damage from 130 to 140
  • Dream Driver (while opponent is crouching):
    • Changed the status on hit
    • Damage increased from 100 to 120
    • Stun increased from 120 to 150
  • Standing MP, Crouching LK:
    • Changed the collision boxes during the move
    • Increased pushback on hit and block
  • Standing LP, Crouching LP, Jumping HP, Jumping HK: Changed the hurtbox
  • Crouching MP:
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind R. Mika
  • Crouching MK, EX Shooting Peach: Changed the hitbox
  • Dive Bomb: Increased the landing recovery by 3F
  • Lady Mika: Can be canceled into a special move/V-Skill
  • Passion Press: Changed the collision boxes during the move
  • Mic Performance: Increased the amount of V-Gauge meter gain upon holding down the buttons to the max charge
  • Brimstone/EX Brimstone:
    • Increased the recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
  • L Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 160 to 170
  • M Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 170 to 180
  • H Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 180 to 190
  • EX Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 220 to 230

Birdie

  • Standing MP, Standing HP, Bull Charge, EX Bull Horn/V EX Bull Horn: Changed the collision boxes during the move
  • Standing MK:
    • Fixed an issue where he could move forward by pressing another button immediately after the move begins (kara cancel)
    • Changed the collision boxes during the move
  • Crouching LP:
    • Changed the collision boxes during the move
    • Increased the pushback on hit and block
  • Standing LP, Crouching MP, Jumping HP, Jumping HK: Changed the hurtbox
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Killing Head/EX Killing Head: Increased the recovery on whiff by 8F
  • EX Killing Head: Removed the throw invincibility
  • H Bull Head/V-Trigger H Bull Head:
    • Normal: Damage increased from 120 to 140
    • V-Trigger: Damage increased from 144 to 168
  • Bull Horn/V-Bull Horn: Reduced the distance at which he drops back at move startup
  • H Hanging Chain: Changed the hitbox for the first active frame

Necalli

  • Soul Stealer:
    • Damage increased for normal version from 100 to 110
    • Changed the status after hit
  • Soul Stealer (V-Trigger):
    • Damage increased for V-Trigger version from 110 to 120
    • Changed the status after hit
    • Reduced throw distance
  • Soul Discriminator: Changed the status after hit
  • Soul Discriminator (V-Trigger):
    • Changed the status after hit
    • Reduced throw distance
  • Standing LP (Normal/V-Trigger):
    • Changed the hitbox
    • Changed the collision boxes during the move
    • Increased the pushback on hit and block
  • Standing MP (Normal/V-Trigger): Changed the collision boxes during the move
  • Standing MK: Increased the pushback on block
  • Crouching LP (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Increased the pushback on hit and block
  • Crouching HP (Normal/V-Trigger): Changed the hurtbox
  • Jumping HP (Normal/V-Trigger), Jumping HK (Normal/V-Trigger): Changed the hitbox and hurtbox
  • Opening Dagger (Normal/V-Trigger): Reduced the pushback distance on block
  • Culminated Power (V-Skill):
    • Can be canceled into V-Trigger
    • Reduced the amount of V-Gauge meter gain
  • Sacrificial Altar (Normal): Reduced the amount of V-Gauge meter gain for the final hit
  • L Mask of Tlalli (Normal/V-Trigger):
    • Increased the recovery on whiff by 8F
    • Increased the damage for the normal version from 130 to 140
    • Increased the damage for the V-Trigger version from 150 to 160
  • M Mask of Tlalli (Normal/V-Trigger):
    • Increased the recovery on whiff by 8F
    • Increased the damage for the normal version from 140 to 150
    • Increased the damage for the V-Trigger version from 160 to 170
  • H Mask of Tlalli (Normal/V-Trigger):
    • Increased the recovery on whiff by 8F
    • Increased the damage for the normal version from 150 to 160
    • Increased the damage for the V-Trigger version from 170 to 180
  • EX Mask of Tlalli (Normal/V-Trigger): Increased recovery on whiff of 8F
  • Clouded Mirror (V-Trigger Only): Gains Clouded Mirror as a move only available during V-Trigger

Rashid

  • Forward Dash: Slightly shortened the distance of the motion at the beginning of the run before he transitions to the full run, and the stopping motion distance.
  • Riding Glider:
    • Recovery increased on hit by 2F
    • Damage increased from 120 to 130
    • Stun increased from 120 to 150
  • Rising Sun: Increased the damage from 130 to 140
  • Standing LP, Crouching MP: Changed the hitbox
  • Standing LK:
    • Changed the collision boxes during the move
    • Increased pushback on hit and block
  • Crouching LP, Crouching MK: Changed the hurtbox
  • Crouching HP:
    • Increased the startup from 9F to 10F
    • Changed the hitbox and hurtbox
    • Decreased the advantage on hit from +7F to +6F
  • Jumping HP: Changed the hitbox and hurtbox
  • Jumping HK:
    • Changed the hurtbox
    • Increased the active frames from 3F to 5F
  • Nail Assault: Increased the V-Gauge meter increase on hit
  • Spinning Mixer: Changed so that rapid button pressing will not cause combo scaling (The damage distribution of each Spinning Mixer has been changed accordingly)
  • M Spinning Mixer: The landing recovery of the second level of the button-mashed version can be canceled into CA
  • Dash Spinning Mixer: Changed so that rapid button pressing will not cause combo scaling
  • Ysaar (V-Trigger): Increased the amount of EX meter gain

Laura

  • Standing LP:
    • Decreased the advantage on block from +2F to +1F
    • Increased the pushback on hit
    • Reduced the pushback distance on block
    • Changed the collision boxes during the move
    • Changed the hurtbox
  • Standing MP:
    • Changed the hurtbox
    • Changed the collision boxes during the move
    • Changed so that it can hit opponents who are behind Laura
  • Standing HP: Changed the collision boxes during the move
  • Standing MK:
    • Increased the startup from 5F to 7F
    • Changed the collision boxes during the move
  • Standing HK: Reduced the collision box in the backwards direction during the move
  • Crouching LP:
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Increased the pushback on hit
    • Reduced the pushback distance on block
  • Crouching MP, Crouching HK: Changed the collision boxes during the move
  • Crouching MK, Jumping LK, Jumping HP, Jumping HK: Changed the hurtbox
  • Jumping LP: Changed the hitbox and hurtbox
  • Volty Line (Normal):
    • Damage decreased from 80 to 70
    • Increased amount of V-Gauge meter gain on hit
  • Volty Line (V-Trigger):
    • Damage decreased from 100 to 90
    • Increased advantage on hit from +3F to +4F
    • Decreased disadvantage on block from -7F to -6F
    • Reduced the recovery by 1F
  • Spark Show (V-Trigger):
    • Number of V-Gauge blocks increased from 2 to 3
    • Extended the V-Timer effect length time
  • Sunset Wheel/EX Sunset Wheel (Normal/V-Trigger): Increased recovery on whiff by 8F
  • Thunder Clap (Normal): Can be canceled into V-Trigger
  • Thunder Clap (V-Trigger): Can be canceled into V-Skill
  • EX Thunder Clap (V-Trigger):
    • Can be canceled into V-Skill
    • Added 20F to the attack active frames

F.A.N.G.

  • Standing MP, Standing HP, Crouching MP, Nirenko: Changed the collision boxes during the move
  • Standing MK:
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind F.A.N.G.
  • Crouching MK:
    • Changed the hitbox
    • Changed so that it can hit opponents who are behind F.A.N.G.
  • Standing LP, Crouching HP, Jumping MK, Jumping HP, Forward Jumping HK: Changed the hurtbox
  • Crouching HK: Changed the hitbox
  • Vertical/Back Jumping HK: Changed the hitbox and hurtbox
  • Nishodoku (V-Skill):
    • Given a hitbox during V-Trigger I
    • Increased amount of V-Gauge meter gain
  • L Sotoja: Damage increased from 60 to 70
  • M Sotoja: Damage increased from 70 to 80
  • H Sotoja: Damage increased from 80 to 100
  • H Ryubenda: Reduced the recovery by 3F

Alex

  • Standing MP: Reduced pushback distance on hit
  • Standing MK, Jumping HK, L Air Knee Smash: Changed the hurtbox
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
    • Slightly increased the knock back distance for the second mid-air hit
  • Crouching HK, EX Air Stampede: Changed the collision boxes during the move
  • Standing LP, Jumping MP, Jumping HP: Changed the hitbox and hurtbox
  • Chop:
    • Increased the recovery on block from -4F to -6F
    • Decreased the pushback distance on block
  • Lariat:
    • Increased advantage on hit from +6F to +7F
    • Increased the active frames from 3F to 4F
    • Changed the hurtbox
  • Flying Cross Chop: Changed the collision boxes
  • L Power Bomb:
    • Increased recovery on whiff by 9F
    • Damage increased from 160 to 170
    • Stun decreased from 220 to 200
  • M Power Bomb:
    • Increased recovery on whiff by 9F
    • Damage increased from 170 to 180
    • Stun increased from 220 to 230
  • H Power Bomb:
    • Increased recovery on whiff by 9F
    • Damage increased from 180 to 190
    • Stun increased from 220 to 250
  • EX Power Bomb:
    • Increased the recovery on whiff by 9F
    • Damage increased from 220 to 230
  • Air Knee Smash/EX Air Knee Smash: Fixed so that the charge direction isn’t changed after hit. Also changed so that Slash Elbow can be performed
  • M/H Air Knee Smash:
    • Increased the active framed by 2F
    • Changed the hurtbox
    • Changed the movement distance
    • Increased the landing recovery on whiff by 5F

Guile

  • Judo Throw: Changed the positioning after hit
  • Standing LP, Standing MK, Crouching LP: Changed the hurtbox
  • Crouching HP:
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Jumping MK, Jumping HP, Jumping HK: Changed the hitbox and hurtbox
  • Knee Bazooka: Recovery increased from 16F to 20F (No changes in advantage/disadvantage)
  • Spinning Back Knuckle: Startup increased from 10F to 11F
  • Rolling Sobat: Slightly increased his forward movement distance
  • Guile High Kick:
    • Changed the hitbox and hurtbox
    • Changed so that it can hit opponents who are behind Guile

Ibuki

  • Decreased vitality from 950 to 925
  • Standing LP:
    • Decreased advantage on hit from +3F to +2F
    • Decreased advantage on block from +2F to +1F
    • Can no longer rapid cancel
    • Changed the collision boxes during the move
  • Standing LK, Standing HP: Changed the collision boxes during the move
  • Standing HK: Increased the advantage on hit form +1F to +3F
  • Crouching LP, Crouching HP, Jumping HP, Jumping HK: Changed the hurtbox
  • Crouching MP:
    • Recovery increased from 12F to 16F
    • Changed the hurtbox
  • Crouching MK:
    • Increased the advantage on hit from 0 to +3F
    • Decreased the disadvantage on block from -3F to -2F
  • Jumping MP: Changed the combo restrictions
  • Agemen:
    • Changed the hitbox and hurtbox
    • Can no longer special move cancel the second hit
  • Tobikura (Jumping LP > MK): Increased knockback distance on hit
  • Shakunage (2MP > 6HP): Increased the advantage on hit from 0F to +2F
  • EX Kunai:
    • Increased the recovery by 4F
    • Increased the knock back distance for the explosion on hit
  • Tenrai (V-Skill): Decreased the amount of V-Gauge meter gain on hit
  • Rokushaku Horokudama (V-Trigger):
    • Decreased the stun from 100 to 80
    • Changed the combo restrictions on hit
    • Increased amount of EX meter gain on hit
  • Kunai Ikkinage: Can be special move canceled

Balrog

  • Dirty Bomber:
    • Damage increased from 110 to 130
    • Stun increased from 120 to 150
    • Changed the situation after hit
  • Standing MP: Changed so that it can hit opponents who are behind Balrog
  • Standing MK, Screw Smash: Changed the collision boxes during the move
  • Standing HP:
    • Increased the startup from 11F to 12F
    • Changed the collision boxes during the move
  • Standing HK:
    • Increased the pushback distance on Crush Counter
    • Changed the hitbox and hurtbox
    • Increased recovery from 19F to 22F (No changes to advantage/disadvantage)
  • Standing LP, Crouching LP, Jumping HP: Changed the hurtbox
  • Crouching HP:
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Jumping HK:
    • Increased the startup from 8F to 9F
    • Changed the hitbox and hurtbox
  • Stomping Combo:
    • Increased the disadvantage on block from -6F to -7F
    • Changed the recovery when canceling into V-Trigger
  • Turn Punch (Lv1):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the hurtbox from frames 3F to 18F
    • Increased the advantage on hit from +1F to +2F
    • Changed the collision boxes during the move
  • Turn Punch (Lv2):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the hurtbox from frames 3F to 18F
    • Increased the advantage on hit from -1F to -2F
    • Changed the collision boxes during the move
  • Turn Punch (Lv3):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the hurtbox from frames 3F to 18F
    • Increased the advantage on hit from +3F to +2F
    • Decreased the advantage on block from 0 to -2F
    • Changed the collision boxes during the move
  • Turn Punch (Lv4):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
    • Decreased the advantage on block from +1F to -2F
    • Damage decreased from 160 to 140
    • Changed the collision boxes during the move
  • Turn Punch (Lv5):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
    • Decreased the advantage on block from +2F to -2F
    • Damage decreased from 200 to 160
    • Changed the collision boxes during the move
  • Turn Punch (Lv6):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
    • Decreased the advantage on block from +3F to -2F
    • Damage decreased from 240 to 180
    • Changed the collision boxes during the move
  • Turn Punch (Lv7):
    • Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
    • Decreased the advantage on block from +4F to -2F
    • Damage decreased from 300 to 210
    • Changed the collision boxes during the move
  • Turn Punch (Lv8):
    • Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
    • Decreased the advantage on block from +5F to -2F
    • Damage decreased from 360 to 240
    • Changed the collision boxes during the move
  • Turn Punch (Lv9):
    • Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
    • Decreased the advantage on block from +6F to -2F
    • Damage decreased from 420 to 270
    • Changed the collision boxes during the move
  • Turn Punch (Lv10):
    • Damage decreased from 500 to 350
    • Changed the collision boxes during the move
  • Buffalo Swing/Buffalo Pressure: Decreased amount of V-Gauge meter gain
  • Hard Smasher/Hard Pressure: Increased the amount of V-Gauge meter gain

Juri

  • Standing MK (Normal/V-Trigger): Increased the timing cancel window
  • Crouching LP (Normal/V-Trigger), Crouching MP (Normal/V-Trigger), Crouching MK (Normal/V-Trigger): Changed the hurtbox
  • Crouching HP (Normal/V-Trigger), Jumping MP (Normal/V-Trigger), Jumping HK (Normal/V-Trigger): Changed the hitbox and hurtbox
  • Jumping HP (Normal/V-Trigger):
    • Increased the startup from 8F to 9F
    • Changed the hurtbox
  • Kyoretsushu: Changed so that it can hit crouching opponents
  • Kasatushu (V-Skill): Decreased the amount of V-Gauge meter gain on hit
  • L Fuharenkyaku: Increase the active time
  • M Fuharenkyaku (Normal/V-Trigger):
    • Normal, V-Trigger: Damage increased from 60 to 70
    • V-Trigger: Stun increased from 80 to 100
  • H Fuharenkyaku (Normal/V-Trigger): Normal, V-Trigger: Damage increased from 80 to 100
  • EX Tensenrin: Changed to have complete invincibility until the 12 th movement frame
  • Sakkai Fuhazan: Given armor break properties
  • Feng Shui Engine Alpha (V-Trigger):
    • Number of V-Trigger blocks decreased from 3 to 2
    • Increased the amount of gauge that each Fuharenkyaku uses
    • Extended the V-Trigger effect time

Urien

  • Spartan Bomb (Front/Back Throw): Changed the positioning after hit
  • Standing LP: Reduced the advantage on hit from +5F to +4F
  • Standing HP:
    • Greatly decreased the advantage frames on Crush Counter
    • Changed the hurtbox
  • Standing HK: Changed the hitbox and hurtbox
  • Crouching LP: Reduced the advantage on hit from +5F to +4F
  • Crouching HP, Jumping MK, Jumping HK: Changed the hurtbox
  • Crouching MP, Jumping LK: Changed the hitbox
  • Jumping MP:
    • Changed the hitbox
    • Extended the active frames from 4F to 5F
  • Jumping HP:
    • Increased the startup from 8F to 9F
    • Changed the hitbox and hurtbox
  • Quarrel Punch: Increased the recovery by 2F
  • Aegis Reflector (V-Trigger): Increased the amount of EX meter gain

Akuma

  • Goshoha:
    • Changed the positioning after hit
    • Damage increased from 110 to 130
    • Stun increased from 120 to 170
  • Standing MP, Standing HP, Crouching HK, Rakan (V-Skill – Standing): Changed the collision boxes during the move
  • Crouching LP, Standing MK, Jumping HK: Changed the hurtbox
  • Crouching HP: Changed so that it can hit opponents who are behind Akuma
  • Jumping MP:
    • Startup changed from 5F to 7F
    • Damage decreased from 60 to 50
    • Can cancel into a special move
    • Causes a knockdown on mid-air hit
  • Standing LP, Crouching MP, Jumping HP: Changed the hitbox and hurtbox
  • Sekiseisen:
    • Decreased startup from 33F to 32F
    • Increased advantage on hit from +4F to +5F
    • Decreased advantage on block from +1F to -2F
  • Sekia Kuretsuha: Changed the combo limits after hit
  • M Tatsumaki Zankukyaku:
    • Damage increased for the second and third hits, only when the first hit does not connect, from 20 to 40
    • Stun increased on the second and third hits, only when the first hit does not connect. Second hit increased from 30 to 60, third hit increased from 20 to 60
  • EX Goshoryuken: Changed so that the opponent can recover after mid-air hit
  • Rakan Gosho (V-Skill): Decreased the amount of V-Gauge meter gain
  • Goshoryuken (V-Trigger): Damage decreased from 200 to 180
  • Gohadoken (V-Trigger), Zanku Hadoken (V-Trigger): Reduced the amount of meter usage while active

Kolin

  • Standing LP: Changed the hitbox
  • Standing HP:
    • Damage decreased from 90 to 80
    • Changed the hurtbox
    • Changed the behavior on Crush Counter
  • Standing HK: Changed so that it can hit opponents who are behind Kolin
  • Crouching LK:
    • Increased the pushback on hit and block when performed during M Vanity Step (Same for if performed using a rapid cancel)
    • Delayed the rapid cancel timing when performed during the M Vanity Step
  • Crouching MK: Changed the collision boxes during the move
  • Crouching HP: Changed the hitbox and hurtbox
  • Standing MP, Crouching LP, Jumping HP: Changed the hurtbox
  • Jumping HK: Removed 1F active frame from the final hit
  • Sniping Kick:
    • Decreased startup from 15F to 14F
    • Reduced the move recovery from 21F to 19F (No changes to advantage/disadvantage)
  • Cold Low: The second hit can be canceled into V-Trigger
  • Brinicle:
    • Changed the effect on hit
    • Disadvantage on block reduced from -8F to -2F
    • Reduced pushback distance on block
    • Changed to have inertia at the time of startup
  • Snow Grain
    • Disadvantage on block increased from -2F to -8F
    • Reduced pushback on hit
  • V-Skill (Inside Slash):
    • Reduced the advantage on hit from +3F to +2F
    • Increased disadvantage on block from -7F to -8F
    • Increased recovery by 3F
    • Reduced the amount of V-Gauge meter gain upon successful counter
  • L Vanity Step:
    • Total frames increased from 34F to 43F
    • Increased movement distance
    • Reduced the hurtboxes during the move
    • Extended the input time for Silver Edge
  • H Vanity Step: Can slightly control forward/backwards movement while in the air
  • EX Vanity Step (LK+MK): Extended the input time for Silver Edge
  • Silver Edge:
    • Extended the input time for a CA cancel
    • Changed the amount of time in air on mid-air hit
  • Frost Tower:
    • Hitbox expanded in the upwards direction
    • Expanded the collision box in the upwards direction
  • Frost Touch: Stun gauge will not recover during the animation on hit
  • Frost Touch Low: Damage increased from 180 to 200
  • EX Frost Touch Low: Damage increased from 240 to 260
  • Diamond Dust (V-Trigger): Increased the amount of EX meter gain

Ed

  • Psycho Blow:
    • Damage increased from 120 to 130
    • Changed positioning after hit
  • Back Dash:
    • Increased total movement frames from 21F to 23F
    • Changed the movement value
  • Standing MP, Psycho Flicker: Changed the collision boxes during the move
  • Standing MK:
    • Changed so that it can hit opponents who are behind Ed
    • Can cancel into V-Trigger on the third active frame
  • Standing HK:
    • Changed the collision boxes during the move
    • Reduced the pushback distance on hit
    • Reduced the damage from 90 to 80
  • Crouching MP:
    • Advantage on hit increased from +4F to +5F
    • Advantage on block increased from +2F to +3F
  • Crouching MK:
    • Reduced the pushback distance on hit
    • Changed the hitbox
  • Standing LP, Crouching LP, Jumping HP, Jumping HK: Changed the hurtbox
  • Psycho Spark: Reduced the disadvantage on block for the first hit from -3F to -2F
  • Psycho Snatcher:
    • Changed the recovery after hit
    • Changed so that a back recovery is no longer possible

Abigail

  • Hurtboxes:
    • Changed his throw hurtbox when crouching
    • Changed the hurtbox for his non-recoverable mid-air juggle state
  • Regular Throw: Changed the hurtbox for throw whiff
  • Red Leaf: Changed the positioning after hit
  • Standing LP:
    • Changed the hitbox and hurtbox
  • Standing LK:
    • Reduced the startup from 6F to 5F
    • Changed the hitbox and hurtbox
  • Standing MP, Standing HP, Crouching MK, Jumping MP, Jumping HK: Changed the hurtbox
  • Standing MK, Crouching MP, Jumping LK: Changed the hitbox and hurtbox
  • Standing HK:
    • Changed the knockback distance for normal hit and Crush Counter
    • Eased the air combo count restrictions
  • Crouching LP:
    • Reduced the startup from 6F to 5F
    • Increased amount of attack active frames from 2F to 3F
    • Changed the hurtbox
  • Crouching LK: Increased the advantage on hit from +3F to +5F
  • Crouching HP:
    • Changed hitbox and hurtbox
    • Changed the float value for mid-air hit
    • Changed the float value for Crush Counter hit
    • Changed so that a hit from attack active frame 2F onwards will not trigger a Crush Counter
    • Reduced the attack startup from 12F to 11F
  • Crouching HK: Increased the attack active frames for the first hit from 1F to 2F
  • Jumping MK:
    • Expanded the hitbox
    • Increased the active frames from 3F to 5F
  • Jumping HP: Changed the hitbox
  • Abi Lift:
    • Changed the hitbox and hurtbox
    • Changed the float value for the V-Trigger version
  • Hungabee – High/Low, EX Nitro Hungabee: Eased the air combo count
  • V-Trigger: Extended the V-Timer effect time
  • L Abigail Punch:
    • Changed the knockback distance for the final hit
    • Button-mash version: changed the float value
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
    • Eased the air combo count
  • M Abigail Punch:
    • Button-mash version: changed the float value
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
    • Eased the air combo count
  • H Abigail Punch:
    • Button-mash version: changed the float value
    • Changed the hitbox during the attack active frames
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
    • Eased the air combo count
  • EX Abigail Punch:
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
  • Abigail Smash:
    • Increased the recovery on whiff by 8F
    • Increased the amount of EX meter gain on hit
  • Dynamite Punch:
    • Changed the hitbox and hurtbox
    • Increased the pushback on block
  • EX Dynamite Punch:
    • Changed the hitbox
    • Increased the pushback on block
  • Bay Area Sunrise:
    • Increased the recovery on whiff by 8F
    • Increased the amount of EX meter gain on hit
  • EX Bay Area Sunrise: Increased the recovery on whiff by 8F
  • EX Nitro Charge: Changed the position after the stomp-like hit during V-Trigger

Menat

  • Standing HK (Bare Hands), Crouching HP (Bare Hands), Crouching HP (Crystal Ball), Jumping HP (Bare Hands): Jumping HK (Bare Hands), Jumping HK (Crystal Ball): Changed the hurtbox
  • Soul Spark: Added a new move that can be used while Soul Sphere is placed on the screen

Zeku

  • Standing LP:
    • Old Zeku: Changed the hurtbox
    • Changed the collision boxes during the move
  • Crouching MP (Old Zeku): Changed the hurtbox
  • Special KO: Fixed a phenomenon where, if Zeku was KO’ed by a move that plants him into the ground (Birdie, Zangief, and Alex’s Critical Art KO), at the start of the next round Old Zeku would be able to use young Zeku’s moves. After the fix, for the round following the special KO, Zeku’s style change is properly reset.
EN

Capcom Recap: 12/16/2017 – 01/05/2018

Jan 06, 2018 // Yuri Araujo

Happy New Year, Capcom Community! And welcome to Capcom Recap, your weekly recap of all things Capcom. Today we’re covering all the news from the end of December 2017 and the first week of 2018. Keep reading below to catch up on the latest for Street Fighter V: Arcade Edition, Puzzle Fighter, Monster Hunter: World, our streaming schedule and community highlights!

Introducing Team Battle Mode for Street Fighter V: Arcade Edition

All-in-one Look at the Major Features in Street Fighter V: Arcade Edition

Puzzle Fighter adds Quests and more

Puzzle Fighter gets Platinum Leagues

Capcom goest to PAX South 2018

A Developer Update on the PC Version of Monster Hunter: World

Elder Dragons enter Monster Hunter: World, Free Update details and final Beta revealed

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[PAST]

Dead Rising 4: Capcom Vancouver weekly stream

[FUTURE]

All times listed are Pacific Time:

  • Tuesday , January 9th @  3PM  – Street Fighter V: Arcade Edition
  • Wednesday , January 10th @  1PM  – Puzzle Fighter

Remember to  FOLLOW  our Twitch channel to get email reminders whenever we go live.

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Patrick Kulikowski: Happy New Year, Capfam! I wanted to kick things off this year by celebrating more awesome fan art from the community, starting with this sick “Evil E. Honda” artwork by Ariel ZB.

This depiction is rather striking to me, as it shows a dark, “Bizarro” sinister side of the Sumo champion I’d never ever considered before. I guess we should be glad he’s on our side in the official canon.

The artwork was made to complement this heavy-handed E. Honda Stage remix by Scattle! Give it a listen and get ready to be hundred hand slapped by that beat.

——————————

STICKY NOTE: Did you make something cool? Send us a note or drop a comment below; we would love to feature your work here! Same goes for any awesome stuff you may see in the wild; we always welcome more fantastic fan work. =)

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Here’s to a fun-filled 2018 with awesome games and gaming moments. See you next week!

-Yuri

EN

Elder Dragons enter Monster Hunter: World, Free Update details and final Beta revealed

Jan 06, 2018 // Yuri Araujo

Happy New Year, hunters! 2018 is here and Monster Hunter: World is less than 3 weeks away, but today we debuted even more details to fuel the hype train leading up to the PS4 and Xbox One launch on January 26.

As you can see in the trailer above, the New World is filled with a vast roster of unique monsters for you to hunt and craft gear from. Today we’ve revealed a new monster called Dodogama, a crystal-eating wyvern that can coat its favorite snack with a unique saliva that turns them into explosive projectiles, as well as returning fan-favorites from a calamitous category of monsters: the Elder Dragons!

Enter the Elder Dragons

The main plot of Monster Hunter: World centers around uncovering the mysterious migration patterns of Elder Dragons, dubbed the Elder Crossing, and has you chasing the trails of the colossal Zorah Magdaros. But the New World is also home to some of the fiercest and most formidable elders of the Monster Hunter universe:

Kushala Daora, the steel dragon, will bring the harshest storms and strongest winds you’ll ever encounter to the fight.

Teostra, the flame king dragon, will burn anyone who dares approach him using his hellish flames.

As a huge fan of both of these majestic beings, I am ecstatic to go toe-to-toe against them in the New World.

Final Beta

And if all this talk about Elder Dragons got you itching for a challenge, then get ready to face off against our newest flagship monster Nergigante in the final Monster Hunter: World PS4 Beta, starting on January 18 at 6pm PST and going until January 21 at 5:59pm PST. This last Beta will be available for preload on January 17, but no need to download anything new if you’ve kept your download from either of the first two Betas; this one will update with the new quest automatically when you log in.

Free Post-Launch Updates: Deviljho

As we approach the release of Monster Hunter: World on January 26, we want to emphasize that it’s only the beginning. You’ll enter a new world completely filled with new adventures, but our development team is already hard at work at expanding that experience even further with free regular content updates, as well as free major title updates. Coming up this Spring is the first major title update featuring everyone’s favorite raging pickle brute wyvern: Deviljho!

Hold on to your butts!

EN

Capcom at PAX South 2018

Jan 05, 2018 // Kellen Haney

Hot on the heels of a new year, PAX South is descending upon San Antonio with a weekend full of games from January 12th to 14th! Swing by the Capcom booth to see our latest and greatest games and get your hands on Monster Hunter: World ahead of its launch on PS4 and Xbox One on January 26th, and visit the Capcom Store for all sorts of great products! Read on for what to expect at our booth (#11864).

Demos

Monster Hunter: World
Join a team of hunters and take down giant monsters in epic battles in Monster Hunter: World, available for play on the show floor! Choose from one of 14 unique weapon types, customize your load-out with your favorite gear, then jump into the fray alongside three of your fellow hunters to take on – and take down – massive beasts. The demo will have quests with a range of difficulty options so that no matter your skill level, you’ll be able to enjoy a good hunt. As a special treat to the most expert of hunters attending PAX South, the demo includes an option to try a super challenging quest featuring the all-new flagship monster, Nergigante. Do you have what it takes to slay this terrifying Elder Dragon?

You won’t have to wait much longer to get your paws on the full game. Monster Hunter: World will be available beginning January 26 th , 2018 for PS4 and Xbox One, and will be coming to PC in autumn 2018.

Street Fighter V: Arcade Edition
The legendary fighting franchise returns to PAX West! Check out the new Arcade Mode in action with a demo on the show floor, and relive the glory days of the arcade by choosing one of six available paths that each represent a game in the series. If you’re the competitive type, get your hands on the balance changes coming to Arcade Edition including all new V-Triggers, and check out the newest costumes for your favorite characters. With Street Fighter V out now, you can hone your skills on the show floor and take the fight home on PS4 or PC! Street Fighter V: Arcade Edition launches on January 16th, with all existing owners of Street Fighter V getting the new modes and balance changes as a free update on the same day.

Resident Evil 7 biohazard – Not a Hero DLC
Chris Redfield returns in the free Not a Hero DLC for Resident Evil 7 biohazard! Available now as a free download for all owners of Resident Evil 7 biohazard on PS4, Xbox One, and PC, explore events that take place after the main story of RE7 and Ethan’s fight for survival in the Baker Mansion. Play as series’ mainstay Chris Redfield as he hunts down the elusive Lucas Baker in this action-focused story filled with tense encounters and cramped corridors in an abandoned mine. Grab a copy of Resident Evil 7 Gold Edition for yourself and pick up the free Not a Hero DLC to play at home!

Dead Rising 4: Frank’s Big Package
Frank West returns to Willamette to catch the latest scoop on a new outbreak! Kick some butt, take grade-A selfies, and put your photojournalistic skills to the test. Frank’s Big Package brings the entire Dead Rising 4 experience, plus previously released DLC, to PS4, Xbox One and PC! On top of this, the new Capcom Heroes mode gives you a whole new way to play by giving Frank access to a bunch of classic costumes and abilities based on beloved Capcom characters. Dead Rising 4: Frank’s Big Package is available now for PlayStation 4. The Capcom Heroes mode is available now as a free update for existing owners of Dead Rising 4 on Xbox One, and Steam. The free Capcom Heroes update is coming soon to Windows 10.

Capcom Store

The Capcom Store will be at PAX South as well, bringing a variety of items including the always popular giant Melynx plush for just $65!

These cuddly cats based off of the Melynx from Monster Hunter measure nearly 4 feet tall, and are popular at every event they show up at. Once they’re gone, they’re gone for good, so be sure to stop by the store and grab one early!

If you’re attending PAX South this weekend, be sure to stop by the Capcom booth and say hello!

EN

Puzzle Fighter gets Platinum Leagues

Jan 04, 2018 // Jeffery Simspon

Competition has been fierce in Puzzle Fighter since our launch, with players battling to reach and then dominate the Gold, Super Gold and Ultra Gold Leagues. Those that looked would have seen another level of excellence, not yet ready to be released.

This week we have opened up the Platinum Leagues which include Platinum (RP 3200 – 3500), Super Platinum (RP 3500 – 3800), and Ultra Platinum (RP 3800+). The higher the League you reach the greater your rewards are so be sure to fight your way as high as you can!

Don’t forget your Season rewards are based off your highest reached League during that season, so if you manage to break into a new League you’ll still get those rewards even if you eventually drop back down.

EN

All-in-one Look at the Major Features in Street Fighter V: Arcade Edition!

Jan 04, 2018 // Andy Wong

Street Fighter V: Arcade Edition is launching in just a couple weeks on January 16, 2018! We’ve been revealing that there will be new modes, V-Triggers, and extra content coming with this new version, and are now compiling it all in one place for easy reading. Continue below for our overview of what you can expect in just a week and a half!

ARCADE MODE

As the mode Street Fighter V: Arcade Edition is named after, Arcade Mode expands on the classic fighting game staple to provide an experience unlike any other. You’ll choose between six different paths, each representing a main title in the series: Street Fighter, Street Fighter II, Street Fighter Alpha, Street Fighter III, Street Fighter IV, and Street Fighter V. Each path contains characters faithful to the respective title or in some cases representative of other characters – for example, Zeku represents Geki in the first Street Fighter. The barrel-breaking Bonus Stage also returns in their respective paths to give you a chance to get a higher score.

As you progress, you’ll accumulate scores in Arcade Mode, which are then uploaded to the online leaderboards where unique titles are on the line. In order to increase your score, finish your opponents quickly, perform special moves such as a Crush Counter, get a Perfect, etc. Once you reach the end, you’ll be treated to one of over 200 ending images, which come in the form of both character story images and all-new, custom illustrations. In fact, here’s a sneak peek at two of them.

We’re also streaming an entire path of Arcade Mode along with showing off Sakura and more V-Trigger IIs on January 9 at 3pm PT on the Capcom Unity Twitch channel!

TEAM BATTLE MODE

Gather your friends, form teams of characters, and get ready to partake in Team Battle Mode! Two local teams of up to five characters battle it out to see which one will be victorious. You can alter your preferences to fit your desired battle, such as whether the winning player keeps their EX Gauge, if any Vitality is recovered between matches, if the losing team’s next player will gain any V-Gauge, and much more!

There are two types of Team Battle Mode options: Elimination and Best of Series. In Elimination, teams continue fighting until all members of one team have lost. In Best of Series, each team member will match up against their corresponding opponent until one team wins the majority of the matches.

This doesn’t have to JUST be for teams though! You and a friend can choose your own teams and see who can win in a 3v3 Elimination match similar to past Capcom crossover titles!

Watch as our friends at UpUpDownDown and WWE Superstars play through Elimination!

EXTRA BATTLE MODE SCHEDULE

We recently revealed Extra Battle Mode for Street Fighter V: Arcade Edition, a mode which allows you to obtain costumes, titles, EXP, and Fight Money! In this blog, we’re listing out the Extra Battle Challenges for the first month of Street Fighter V: Arcade Edition.

THE TURBULENT WIND BECOMES A MOVIE HERO

The first Crossover Costume you can obtain is Viewtiful Joe for the equally spunky Rashid. Here are the four challenges, deadlines, and rewards you’ll run into.

Viewtiful Joe

Name

Date

Cost

Reward

Challenge 1

1/16-1/25

2,500 FM

Challenge 2

1/26-2/01

2,500 FM

Challenge 3

2/02-2/08

2,500 FM

Challenge 4

2/09-2/15

2,500 FM

Each challenge must be completed in the date range according to the table above if you wish to receive the respective icon. Once you’re able to collect all four icons, you’ll get the cheerful Viewtiful Joe Crossover Costume! Successful attempts afterwards will also give you a Bonus Reward, which will be listed when the Extra Battle Challenges start on January 16.

Please note that the Extra Battle Challenge schedule and rewards may change unexpectedly.

SPECIAL CHALLENGES, SPECIAL TITLES

Special Challenges are scattered throughout the year that offer unique titles upon completion.

Special Challenges

Name

Date

Cost

Reward

Ghost of Shadaloo

2/09-2/11

1,000 FM

Ghost of Shadaloo Title

You can attempt to defeat the mysterious Dark Revenger as many times you’d like during the date range.

Special Challenges are not to be confused with the current weekly Missions that allow you to earn Fight Money by completing certain tasks. Those weekly Missions will still be present in Street Fighter V: Arcade Edition and will still grant you Fight Money.

GOLDEN SOLDIERS BRING REWARDS

Amidst the fight for the Crossover Costumes, Golden Shadaloo Soldiers will appear for a period of time who can all offer a decent sum of Fight Money. Unlike the missions or challenges above, these have a finite number of plays. Take a look at the table below to plan ahead of time once January 16 rolls around!

Golden Shadaloo Soldiers

Name

Date

Cost

Reward

No. of Plays

Slightly Wealthy Low-Rank Shadaloo Soldier

1/26-1/28

500 FM

2500 FM

3

Rapidly Growing Low-Rank Shadaloo Soldier

2/02-2/04

500 FM

10,000 EXP

3

Newly Wealthy Mid-Rank Shadaloo Soldier

2/16-2/18

1,000 FM

5,000 FM

3

We hope these charts help in planning how you’ll spend your time in Street Fighter V: Arcade Edition! We’ll continue to publish these blogs so you’ll know what is coming in the near future. In addition, we’ll keep everyone informed every week on our social channels, so make sure to follow us on Twitter and like us on Facebook to stay up to date on the Extra Battle challenges and missions! 

V-TRIGGER II

All 28 characters – 29 with Sakura included – will have two V-Trigger options to open up different ways to approach each battle. You’ll select which V-Trigger to use once both players have selected their character. In training mode, you can easily switch between V-Trigger I and II by going into the Options menu and going to Version Select.

We won’t be going into each character’s V-Trigger II in this blog, but check out the complete list of them in our previous blog here: V-Trigger II . In the meantime, here are some screenshots with a few of them in action.

Kolin (Absolute Zero) – While active, Kolin’s punch attacks and Hailstorm will be strengthened. Additionally, she has a forward dash where she will slide across the floor on a sheet of ice.

She can also press HP + HK to perform Frost Edge.

During this move, Kolin’s attacks will be given dash properties, similar to medium Vanity Step.  She can perform a high-speed Frost Edge from her forward dash, and if it hits, press HP + HK for Reverse Javelin, which will freeze the opponent and prevent them from recovering stun meter.

Rashid (Easifa) – Easifa strengthens Rashid’s kick special moves while active. Press HP + HK to perform Haboob, a wind projectile that has a different trajectory than his Whirlwind Shot.

Easifa strengthens the forward movement and hit properties of the kick special moves, increases range, and provides for other strengthening effects. It also increases the jump speed and distance of his front flip and allows Rashid to perform a wall jump after EX Eagle Spike hits, giving him more options in the neutral game and in combos.

Akuma (Shiretsu Hasshi) – Using Shiretsu Hasshi, Akuma can link together powerful attacks using the V-Timer instead of the EX gauge. Grounded HP/HK attacks and each of his special moves can be canceled into EX special moves.

There are many moves he will be able to cancel into the EX special moves, giving him the ability to deal great damage from a number of situations.

We’ll also be posting the complete list of patch notes very soon!

GALLERY

The aforementioned 200+ Arcade Mode Endings can all be viewed in the Gallery once unlocked, which can be accessed from the main menu. If you’re yearning to listen to some tunes, stage background music, character themes, and DLC background music can be listened to under the Sound option. You can also view movies like the epic Cinematic Opening we first unveiled at Capcom Cup 2017 – or you can watch it below!

We hope this summary helped you freshen up on all the major features included in Street Fighter V: Arcade Edition! Those who purchase Street Fighter V: Arcade Edition will get all Season 1 and 2 characters in the form of a code! If you pre-order the physical edition in select retailers in North America, you also get the nine bonus costumes below. For more information on this bonus, head to our previous blog here: Pre-Order Bonus .

In addition, if you purchase the Season 3 Character Pass from 1/16 at 8am PT to 1/29, you’ll also receive nine costumes: the 30thAnniversary Costumes for M. Bison, Guile, Ibuki, and Karin, along with the Nostalgia Costumes for Alex, Ibuki, Juri, Kolin, and Akuma! This promotion is only available in the Americas and Asia (Japan is not included).

Remember, current owners of Street Fighter V will get all gameplay-related content for free as part of a large update on January 16 alongside the release of Street Fighter V: Arcade Edition! As always, follow us on Twitter and like us on Faceboo k to stay up to date on all the latest news.

EN

The Holidays come to Puzzle Fighter

Dec 22, 2017 // Jeffery Simspon

Update: Due to the popularity of these special Holiday Costumes we’ve extended the offer. Be sure to get your Holiday outfit in the Puzzle Fighter store before the New Year!

Puzzle Fighter contestants are used to decking one and another, but this holiday season they’ll be decking the halls instead as they don their festive threads before climbing into the ring. These new Christmas skins are available for Dante, Chuck, Morrigan and X and can be purchased from the Puzzle Fighter in-game store.

This exclusive holiday content will only be in the store until December 27th, so get them while you can!

Puzzle Fighter is based off of our arcade classic and is free-to-play on iOS and Android. Download the game today !

EN

Introducing Team Battle Mode for Street Fighter V: Arcade Edition!

Dec 20, 2017 // Andy Wong

Hot off the presses, or in this case, the fight ring, Team Battle Mode has been revealed for Street Fighter V: Arcade Edition! Our friends at UpUpDownDown and WWE hosted a special episode to help unveil this exciting new addition to the variety of modes coming on January 16. Learn more on how Team Battle Mode works after the jump.

Team Battle Mode allows local teams of up to five players to fight it out to see which side will come out victorious. To start it up, head to the main menu, select Versus, which will take you to another screen allowing you the option to choose Team Battle. Once you select it, you’ll be prompted with a list of different options to match your desired Team Battle, whether it’s against a team of players or CPU.

  • No. of Team Members – You can have a team of up to five members. Each team must have an equal number of players.
  • Match Format – Choose between Elimination and Best of Series
    • Elimination – The winner stays on as the teams fight to the last man standing.
    • Best of Series – Each team member will match up against their corresponding opponent until one team wins the majority of the matches. If the number of battles won by each team is even, the result will be a draw. Draws can only occur in teams of two or four.
  • Vitality Recover – Choose how much vitality the winner recovers after each round. You can opt for Partial (recover green health and some gray health), Partial Green (recover actual health), or Full Recovery.
  • Retain EX Gauge – Allows whether the winner will be allowed to carry over their EX Gauge into the next round.
  • V-Gauge Advantage – In Elimination, determine whether the losing team will be given V-Gauge in the next round. Two bars will be given for a difference of two fighters, and three for a difference of three or more.
  • Change Order – The losing team can change their character order before the next fight. Selecting random will randomize the order, including who goes first.
  • Throwaway Matches – In Best of Series, choose whether to play all the battles even if the winner has already been decided.
  • Round Setting – Adjust the number of rounds required to win a game.
  • Match Time Settings – Set the time limit for a round.
  • CPU Difficulty – If playing against the CPU, determine their difficulty.

Before each match begins, there will be a quick intro to show which character and V-Trigger was selected. Though you will choose all characters on the team beforehand, you’ll only choose the V-Trigger as each match begins, allowing you to change your strategy depending on which opponent you’ll face. During the match, the HUD will show how many players are left on each team, including the order they’re in.

In between matches, the winner will recover Vitality, keep EX Gauge, or gain V-Gauge depending on which option was selected in the beginning. Under the Elimination format, the losing team will decide which of their players will go up next to fight the winner. In a CPU game, you’ll decide which character will fight you next.

Once the match ends, a battle summary will appear on screen detailing who won and lost each round, the win streak, and the win rate. Bragging rights are on the line! You can then choose to play the same battle over again, switch characters, or start from the very beginning.

It may be called Team Battle Mode, but that doesn’t mean you need more than two players – or even one, if you’re against the CPU. If you want to play all five characters in the team, go right ahead! This is especially useful if you’re learning multiple characters and want a quick way to use them all without having to return to the Character Select screen.

Team Battle Mode opens up more ways to flaunt your fighting prowess, especially if there’s more than one opponent waiting in the room. Get ready to round up your friends and call them over on January 16 when Street Fighter V: Arcade Edition launches on PlayStation 4 and PC with Team Battle Mode! Current owners of Street Fighter V will get a free update on January 16 that includes Arcade Mode, new V-Triggers, Extra Battle Mode, Team Battle Mode, and more!

Make sure to follow us on Twitter and like us on Facebook to stay up to date on all the latest news.

EN

Puzzle Fighter adds Quests and more!

Dec 20, 2017 // Jeffery Simspon

As the holidays approach, the Puzzle Fighter development team at Capcom Vancouver have a sleigh full of goodies for our players. Now available on iOS and Android, our 2.1 update includes a Quest system, exclusive holiday content and a new way to challenge your friends.

This is the last planned update of 2017. We’re incredibly grateful for the support of all our players. We hope you have a good holidays and can’t wait until 2018 when we have even more to bring to the game. So keep giving us your feedback on our social networks, as your insights and experiences are critical for us to keep improving your play experience.

Puzzle Fighter Update 2.1 Details

Quests

  • Daily and Weekly Quests provide players with challenges
  • Completing Quests rewards players with Rare, Epic, or Legendary Chests

Newsfeed Update

  • Enhanced in-game newsfeed with support for embedded images, video, and hyperlinks

Friendly Battles

  • Players now have the option to challenge a friend using max level Fighters and Skills

Holiday Content (Available from December 21st to 27th)

  • Holiday-themed Main Menu
  • Holiday-themed Special Effects
  • Exclusive Holiday Skins/Costumes
    • Blanka
    • Chuck
    • Dante
    • Morrigan
    • X
  • Character Skins acquirable through special Holiday Chests
    • Chests are purchasable between December 21st through to 27th
    • If you do not have one of the characters with a holiday skin you will not see the Holiday Chests in the store
    • Once obtained Holiday Skins remain in your inventory beyond the 27th

Gameplay

  • Shortened match duration for Rookie, Bronze, Super Bronze, and Silver leagues
  • Increased the number of Timer Gems generated from Chains by 10%
  • Timer Gems generated from Chains now apply to Super charge rate
  • Decreased the Super Charge bonus of Tier 2 Affinities by 50%
  • Decreased the Super Charge bonus of Tier 3 Affinities by 50%

Missions

  • Increased AI turn speed for Medium, Hard, and Expert level Missions
  • Increased opponent HP
  • Increased number of Timer Gems sent by AI

Connection Optimization

  • Implemented a fix for players having difficulty playing via cellular data

Shop

  • Improved Shop layout
  • Affinity Chests
    • Affinity-specific chest rewards
  • Updated Offer Banners
EN

Puzzle Fighter Developer Streams

Dec 16, 2017 // Jeffery Simspon

With Puzzle Fighter now launched around the world on Android and iOS, the game’s designers have been jumping onto live streams with me to talk about the game, answer fan questions, play and provide tips and tactics.

Lead Designer Alijah Ladd and Designer Peter Qumsieh are top level players, and have unique insights into the game and what’s coming up in the future.

If you’ve missed our previous streams check out the Puzzle Fighter YouTube channel . They’re also embedded below along with the first episode of Train With The Devs.

EN

Capcom Recap: 12/09/2017 – 12/15/2017

Dec 16, 2017 // Yuri Araujo

Street Fighter 30 th Anniversary Collection and SFV Season 3 announced, Okami HD and Resident Evil 7 Gold Edition launch, and more!

Celebrate 30 Years of Street Fighter with the Street Fighter 30th Anniversary Collection

Sakura Is Coming to Street Fighter V: Arcade Edition on January 16! Entire Season 3 Roster Announced

SFV: Arcade Edition “Extra Battle” Mode Details and Changes in Earning Fight Money

Behind the scenes making the Dead Rising 4 Soundtrack

Resident Evil 7 biohazard Gold Edition is out now with free Not a Hero content

Okami HD now available on PC, PS4 and Xbox One

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[PAST]

Puzzle Fighter Developer Streams

Monster Hunter: World PS Plus Beta

Resident Evil 7 Gold Edition – Launch Stream

Dead Rising 4: Capcom Vancouver Holiday stream

Okami HD Launch Stream

[FUTURE]

Our streaming computer is going on holiday break so… we’ll see you in 2018!

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This holiday, save big on select Capcom collectibles!

SHOP NOW

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Last week we hosted the first ever online hands-on play session where you could have a go at Monster Hunter: World from the comfort of your home, the PlayStation 4 PS Plus beta. Hunters all around the world tried out the game’s new mechanics, weapon tweaks, and their luck together against fearsome monsters. I spent most of that weekend on Twitch watching people play and, all I can say is… it was a total blast!

We’re going to be hosting a second Monster Hunter: World beta as we continue to prepare for next month’s launch. This time the beta will be open to all PS4 players (no PlayStation Plus subscription required) and will be live from December 22 nd at 9am PST until December 26 th at 8:59am PST. You’ll be able to preload it beginning Monday, December 18 th , but if you still have the beta on your system from last weekend, keep it on your PS4, it’ll work just fine. =)

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The Monster Hunter: World beta brought joy to many hunters out there that were dying to get their hands on the game. Hunters in their collaborative giving spirit returned that joy right back to the world with amazing videos and GIF creations. Below is a full hunt, featuring Arekkz , TwoSixNine , Welcome to Paradise , and my European counterpart Josh “Socks” , where they take down all three of the monsters in the Ancient Forest in under 20 minutes! Truly impressive example of teamwork and an impeccable performance.

And just in time for the holidays, @bleukitsune adds one finishing touch to their Christmas tree:

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STICKY NOTE: Did you make something cool? Send us a note or drop a comment below; we would love to feature your work here! Same goes for any awesome stuff you may see in the wild; we always welcome more fantastic fan work. =)

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This will actually be our last Capcom Recap of the year 2017 because, as you may have guessed by reading the word “holiday” about a number of times throughout this blog entry, we’re going to be offline for some of the holidays for some much-needed recovery time from this busy December.

So happy holidays to all of you and we’ll see you in 2018!

Yuri

EN

SFV: Arcade Edition “Extra Battle” Mode Details and Changes in Earning Fight Money

Dec 15, 2017 // Andy Wong

Street Fighter V: Arcade Edition is just around the corner and will feature a great deal of exciting content to bring in the New Year. Extra Battle will be a free addition coming on January 16 for Current Street Fighter V players and will be included in Street Fighter V: Arcade Edition. This new mode will amp up how we do weekly challenges and will award special costumes we know you’ll be craving. Learn how Extra Battle will work and get a sneak peek of said costumes after the jump!

HOW DOES EXTRA BATTLE WORK?

Every month, there will be at least one Crossover Costume up for grabs, which can only be obtained by playing Extra Battle mode with Fight Money. Here’s the flow of how to go about getting these exclusive costumes:

  • Each Crossover Costume requires you to complete four challenges that take place over the span of a month – one challenge per week.
  • Each time you attempt one of these challenges, you must spend 2,500 Fight Money, In other words, if you successfully complete each of the weekly challenges in one go, you can get that Extra Battle Costume for 10,000 FM!
  • Once you complete all four challenges, the Crossover Costume for that month is yours!
  • These challenges are time exclusive, so make sure to log in each week to complete them, especially if you have your eyes on that month’s Crossover Costume.

When we say these costumes are worth your time, we mean it. Take a look at some of your favorite fighters dressing up as characters from other favorite Capcom franchises!

Rashid’s acrobatic move set makes him the perfect candidate to don the Viewtiful Joe costume. This will be the first Crossover Costume you can attempt to obtain!

With the shared tragedy of having their parents killed by the hands of evil madmen, Chun-Li dresses up as the cheerful gymnast June from the Star Gladiator series.

Blond hair, glasses, and mission-driven, Nash embodies the legendary Captain Commando in this Crossover Costume.

LOOK OUT FOR SHADALOO SOLDIER CHALLENGES


Extra Battle will also offer a way to obtain Fight Money so you have enough to attempt each week’s challenges. Every few weeks, a Golden Shadaloo soldier will appear separately from the weekly Crossover Costume challenges, giving you an opportunity to earn a decent amount of Fight Money throughout 2018! Bust out your skills against these goons and replenish your Fight Money stash.

CHANGE IN WAYS TO EARN FIGHT MONEY

Beginning January 16, modes that offered one-time finite batches of Fight Money will no longer do so. This includes Character Stories, the General Story (A Shadow Falls), Trials, Survival, and Demonstrations – if you haven’t completed these modes yet, there’s still a few weeks left to do so before the changes occur in January!

If you’re a new player worried about getting enough Fight Money to get the Crossover Costumes, you still gain experience points from all modes except for the General Story. You receive Fight Money each time a character gains a level, and playing through each Character Story is a great way to quickly gain experience points for each character. Do this for all 28 characters and you’ll be the proud owner of at least 200,000 Fight Money. Combine this amount with Fight Money earned through online battles and recurring Missions and you’ll have plenty to use for Extra Battle Mode, additional characters and costumes!

For anyone worried about your current balance of Fight Money and League Points, they will remain intact and will not be affected by these changes.

Also beginning on January 16, when you purchase a new character with real money or via the Character Pass, you will receive that character’s Battle Costume and additional colors 3-10 for their Standard and Battle Costumes. If you earn Fight Money, you can also obtain characters’ Story Costumes.

COSTUME PREVIEW

Starting with Street Fighter V: Arcade Edition, 3D previews of costumes will be displayed every time you select a costume from the shop. You can also use this to take a look at the various color options for that costume.

In addition, there will be a costume sort feature for each character implemented into the store. You can now check and see what costumes are available for your favorite characters in one go.

Keep an eye on our Twitter and Facebook accounts for reminders on the golden Shadaloo soldiers and each month’s Crossover Costume once Street Fighter V: Arcade Edition launches on January 16, 2018! We’ll be revealing more details on other modes and costumes very soon, so stay tuned!