Super MAGFest 2018 , a personal favorite annual event of mine, transpired from January 4 – 7, 2018 at the Gaylord National Resort & Convention Center in National Harbor, Maryland. Each year this festival brings in game and music fans from all over the world to celebrate their passion in a number of ways. A key part of that is through the ridiculously fun music concerts that go on throughout the course of the day.
Given Capcom’s sterling track record of memorable, high quality music, naturally there was a ton of sweet tunes from our games performed on-stage by a number of bands. Here’s a breakdown of the music performed, complete with links to the performance videos!
And of course, a huge round of applause to all these bands for covering everything from iconic hits, like “Dr. Wily Stage 1” from Mega Man 2, to surprisingly deep cuts like the third planet theme from Street Fighter 2010 !
“Mega Man X2 – Charge Shot” – Mega Man X2 medley that includes Opening Stage”, “Magna Centipede Stage,” “Flame Stag Stage,” and “X Hunter Stage 1”, composed by Yuki Iwai – 0:00
“1st & 2 nd BGM” – Ghosts ‘n Goblins, composed by Ayako Mori – 26:04
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Oh, you thought I was done? Think again! There was also some incredible cosplay at MAGFest, including a wonderful quartet of Chun-Li cosplayers, Vega and Zangief duking it out, a whole cadre of Street Fighter poses, and Proto Man x “Mega Woman” (all pictured below).
The 6 th annual Mega Man-athonrun by our friends at Half-Empty E-Tank also took place during the festivities. Over the course of 72 hours of non-stop Mega Man games and performances, they managed to raise $7,072 for Child’s Play charity!
When Street Fighter V transforms into Street Fighter V: Arcade Edition on January 16 in North America, players will notice a certain Exuberant Youth waiting for them on the character select screen! From launch day through 10am PT 1/23, all SFV owners can try out our first Season 3 character for free!
In this time you’ll be able to play her story, use her costumes and play through all the modes found in SFV: AE. But once 1/23 comes around, this free trial will come to an end. Be sure to make her a permanent addition to your roster before then!
Sakura is the first character of Season 3 and has undergone a change in design to reflect her current place in SFV: AE. She retains her passion for street fighting and is working several part-time jobs, including one in an arcade, to save up money so she can travel the world. Sakura continues to look for Ryu, who she idolizes, and spars with her rival Karin. However, she realizes that she now needs to think about her future instead of merely obsessing over something or someone. Now that she has graduated high school, she has ditched her sailor uniform for a more mature look.
Sakura first appeared in Street Fighter Alpha 2 as a schoolgirl with an intense admiration of Ryu, and emulated his fighting technique in order to prove herself – though she didn’t understand the “heart” of the fight at this time. She skipped school in order to search for him as she wanted desperately to become his student. When she finally finds Ryu, he dismisses her as a mere schoolgirl who he has no time for since he needs to continue his own training. As he leaves, Sakura asks him for a keepsake to remember their meeting, and he gives her a picture of himself.
In Street Fighter Alpha 3, she continues the search for Ryu with her sensei, Dan, meeting Blanka during their travels. She eventually finds him under the control of M. Bison who seeks to unleash the “Hado of Murderous Intent.” As M. Bison is about to attack Sakura, Ryu snaps out of it and destroys him temporarily. No longer seeing her as a nuisance, Ryu decides to part ways without fighting Sakura as he still believes he has training to do. Sakura agrees to this and promises the next time they meet, she’ll become ten times stronger.
In Street Fighter IV, she is still under Dan’s training as she boards a cruise ship with him and Blanka to attend the second World Warrior tournament in search of Ryu. She finally finds him and the two spar. After the tournament, the two part ways under great terms and wish each other luck in the future.
As previously mentioned, Sakura will be free to play starting on 1/16 to 1/23 at around 10am PT.
Important Notice: Any EXP and Fight Money you earn with Sakura during this time will disappear on January 23 when the free period ends. However, if you purchase Sakura any time afterwards, the earned EXP and Fight Money will automatically be credited towards your account. If you purchase the Season 3 Character Pass during this free period, the EXP and Fight Money will not disappear. Sakura will be purchasable individually after the trial ends.
Sakura will be available for purchase individually or as part of the Season 3 Character Pass, which will include Blanka, Falke, Cody, G, and Sagat, when they join the fight later this year. Character Pass holders will also receive Sakura’s Battle Costume with colors 3-10 and default costume colors 3-10 unlocked. If Sakura is purchased individually with real money, you will get the same Battle Costume and colors as the Season Pass.
Sakura’s stage from Street Fighter Alpha 2 returns on January 16, featuring her little brother Tsukushi, who just can’t put down that controller. Can you blame him?
If you pre-order Street Fighter V: Arcade Edition at select retailers in North America ( Best Buy , GameStop , EB Games in Canada , and Amazon ), you’ll receive a bonus of the nine costumes below. Additionally, if you purchase the Season 3 Character Pass OR the digital version of Arcade Edition in the Americas and Asia (Japan not included) from 1/16 to 1/30, you’ll also receive the same costumes. For European promotions, please check relevant retailers.
Let all your friends know that Sakura will be free to play from January 16 to January 23!
Here’s the timeline for release in various regions, including for existing users and different platforms.
North America:
SFV: AE physical copy, digital copy, and patch for existing users on PS4 and Steam: January 16
Europe & Australia:
SFV:AE physical and digital copy on PS4: January 19
Patch for existing users: January 16 for EU and January 17 for Australia
SFV:AE on Steam: January 16
As always, follow us on Twitter and like us on Facebook for all the latest news!
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
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 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 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.
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!
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.
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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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Here’s to a fun-filled 2018 with awesome games and gaming moments. See you next week!
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!
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!
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.
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.
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 !
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.
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
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.