Search Results for: "playstation-now"

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The Hunt is on for Monster Hunter Crossover Costumes in Street Fighter V: Arcade Edition!

Jan 25, 2018 // Andy Wong

Monster Hunter fans, gather around, and join the quest for the Rathalos, Zinogre, and Kirin Armor Crossover Costumes for Ken, R. Mika, and Ibuki in Street Fighter V: Arcade Edition !

In the world of Monster Hunter, players forge different sets of armor from colossal monsters they slay during their journey; Rathalos, Zinogre, and Kirin are just a few of these fearsome foes. These three Crossover Costumes are inspired by their respective armor sets and will be obtainable in the SFV: AE Extra Battle Mode, starting next month!

HOW DOES EXTRA BATTLE MODE WORK?

Every month, there will be at least one unique costume like a 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 costumes:

  • Each 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 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 unique costume.

Kirin is an Elder Dragon who is normally peaceful, but will not hesitate to strike his foes with lightning or use his sharp horn to defend himself. Though Ibuki does not have any lightning abilities, her agility and lightning-fast reflexes embody how Kirin fights, making her a fitting character for the Kirin Armor Crossover Costume.

Kirin Armor for Ibuki

 

Name

Date

Cost

Reward

Challenge 1

2/27-3/08

2,500 FM

Challenge 2

3/08-3/15

2,500 FM

Challenge 3

3/15-3/22

2,500 FM

Challenge 4

3/22-3/29

2,500 FM

Zinogre is a wyvern with canine features, including sharp fangs and claws. He can charge himself up to unleash electrical attacks that leaves hunters more susceptible to being stunned. R. Mika’s V-Skill, Mic Performance, is a prime example of charging up to execute a devastating attack, which makes her suitable for the Zinogre Armor Crossover Costume.

Zinogre Armor for R. Mika

 

Name

Date

Cost

Reward

Challenge 1

3/08-3/15

2,500 FM

Challenge 2

3/15-3/22

2,500 FM

Challenge 3

3/22-3/29

2,500 FM

Challenge 4

3/29-4/05

2,500 FM

In the Monster Hunter series, Rathalos is a flying wyvern who hunts from the skies by surprising his prey. He utilizes his poisonous talons, fiery projectiles, and clubbed tail to attack any creature foolish enough to step into his territory. As a fighter who utilizes fire in his move set, Ken is the perfect character to don the Rathalos Armor Crossover Costume. 

Rathalos Armor for Ken

Name

Date

(Starts 8PM/Ends 7PM PT)

Cost

Reward

Challenge 1

3/15-3/22

2,500 FM

Challenge 2

3/22-3/29

2,500 FM

Challenge 3

3/29-4/05

2,500 FM

Challenge 4

4/05-4/12

2,500 FM

Please note that dates and times for these Extra Battle Challenges may shift unexpectedly.

Once you get each icon, you can attempt the challenge again to obtain bonus rewards that will be listed once these Extra Battle Challenges start. You can continue earning bonus rewards as many times as you’d like granted the entrance fee is paid.

As you can see, all three of these Extra Battle Challenge sets overlap, meaning you’ll need to be on your toes to complete them. Form a plan and execute, just like how hunters prepare to fight monsters in Monster Hunter: World, available on 1/26 for PlayStation 4 and Xbox One!

STREET FIGHTER IN MONSTER HUNTER

Want another quest to complete? Street Fighter V: Arcade Edition is also appearing in Monster Hunter: World! Witness Ryu and Sakura roam the unforgiving landscapes in search of deadly beasts to slay with unlockable armor sets that are only available for a limited time! Visit the Monster Hunter: World blog for more details on this gargantuan collaboration!

As always, we’ll continue to remind you each week on what Extra Battle Challenges are available to complete on our Twitter and Facebook . Make sure your quest for these three Crossover Costumes is complete when the time comes!

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Capcom Recap: 01/13/2018 – 01/19/2018

Jan 20, 2018 // Yuri Araujo

Street Fighter V: Arcade Edition hits the streets, Monster Hunter: World launches one more PS4 Beta round, and more!

Street Fighter V: Arcade Edition, Sakura, and the Season 3 Character Pass are now available

Viewtiful Joe Crossover Costume for Rashid and the Ingrid Costume for Karin in SFV:AE

Viewtiful Joe comes to Puzzle Fighter

First Puzzle Fighter fan tournament of 2018 has a winner: Duc-Malice

The final Monster Hunter: World Beta on PS4 is now live

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[PAST]

Street Fighter V: Arcade Edition – Launch Day Celebration, with surprise guest appearance by Producer Yoshinori Ono!

Monster Hunter: World final Beta – “The Insatiable Nergigante”

[FUTURE]

All times listed are Pacific Time:

  • Tuesday , January 23rd @  3PM  – Street Fighter V: Arcade Edition
  • Friday , January 26th @  2PM  – Monster Hunter: World with Director Kaname Fujioka

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

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Patrick Kulikowski: Memes erupt in the most peculiar of ways, if the latest craze over an old 1996 The Simpsons’ episode is anything to go by.

For the uninitiated, users have recently re-introduced a classic scene from the long-running series lovingly known as the “Steamed Hams” scene and have created their own unique takes on the scene.

To summarize, the skit involves Principal Skinner covering up his failed attempt at cooking dinner for his guest, Super Ninten—ah, I mean, Superintendent Chalmers. The lies Skinner comes up with get more and more ridiculous by the second, and Chalmers begins pointing out his contradictions on the spot.

Wait a second, pointing out contradictions on the fly? Sounds a little like a certain classic lawyer game series! Enter YouTube user iKiwed , who remixed the scene to be a little more akin to Ace Attorney, complete with appropriate text blips and music! Give it a watch, below. I was cackling the whole time!

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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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See you online on the Monster Hunter: World Beta!

-Yuri

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Viewtiful Joe comes to Puzzle Fighter

Jan 19, 2018 // Jeffery Simspon

Off the big screen of Movieland and onto the small screen of your mobile device comes Viewtiful Joe, the classic Capcom character who today joins the ranks of Puzzle Fighter ’s elite brawlers.

As our first new contestant of 2018 Viewtiful Joe looks to take on his opponents with his Shocking Pink attack and use his Voomerang ability to take down his foe! Joe is our first “double chain character”.  This means that 2 of his 3 skills require the completion of chains to activate. This brings a unique twist to the game, and will allow players to mix-up their playstyles.

So Henshin-a-go-go and add this Red Affinity fighter to your Puzzle Fighter roster today! To play Puzzle Fighter free on iOS or Android visit:

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Patch Notes for Marvel vs. Capcom: Infinite – January 18, 2018 Update

Jan 18, 2018 // Andy Wong

We have a patch that is on its way to Marvel vs. Capcom: Infinite, which fixes a few bugs with certain characters and mechanics, including the unblockable setups. The patch is scheduled to arrive on January 18. Continue to read the patch notes below.

General

  • Guard: Fixed a bug that made it impossible to block low attacks when turning around
  • Collision Boxes: Fixed a bug that made hitbox timing inconsistent depending on which direction the character was facing
  • Shadow: Fixed a bug that caused shadow effects to display incorrectly when recovering from a hit while using a shadow attack
  • Soul Stone (Infinity Storm): Fixed a bug that made it impossible to switch characters for about 5 seconds if the partner character took damage when the Soul Stone Infinity Storm ended

Character

Captain Marvel

  • Adjusted Active Switch entrance attack so that knockback distance matches that of other characters

Dormammu

  • Adjusted ground back dash so that from the 10 th frame on, it can be cancelled into an attack

Hulk

  • Adjusted ground back dahs so that from the 15 th frame on, it can be cancelled into an attack

Ultron

  • Adjusted Active Switch entrance attack so that knockback distance matches that of other characters

Venom

  • Venom Trap: Fixed a bug that caused two traps to appear when performed at certain times
  • Venom Glide: Fixed a bug that made it impossible to perform Venom Glide again until landing on the ground, when performing an air throw after using Venom Glide

Jedah

  • Fixed a bug that caused Finale Rosso to be interrupted mid-attack when it hits an opponent who has been bound by a reflected Web Ball

Join the epic clash now! Marvel vs. Capcom: Infinite is now available on PlayStation 4, Xbox One, and PC!

© 2018 MARVEL ©MOTO KIKAKU. ©CAPCOM

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Street Fighter V: Arcade Edition, Sakura, and the Season 3 Character Pass are Now Available on PlayStation 4 and PC!

Jan 17, 2018 // Andy Wong

Street Fighter V: Arcade Edition is now available for MSRP $39.99 on PlayStation 4 in North America and PC, with access to new content such as Arcade Mode, Extra Battle Mode, Team Battle Mode, Gallery, V-Trigger IIs and more! 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. Both players who already own SFV and those who start with SFV: AE will all play together as part of the same pool.

*In Europe and Australia, the SFV: Arcade Edition disc and digital version will arrive on January 19. Existing SFV players can download the update on January 16.

If you need a quick reminder on what Street Fighter V: Arcade Edition has to offer, continue reading below.

The entire Street Fighter team is incredibly proud to bring you Street Fighter V: Arcade Edition and the start of Season 3 in the midst of our 30 th anniversary year! For those who haven’t jumped in yet or haven’t enjoyed a good street fight in a while, now is the time to hop in. Here are the reasons why!

NEW MAJOR FEATURES

  • Relive Street Fighter history by journeying through Arcade Mode, an experience that emulates each main series in the past 30 years.
  • Test your skills in unique challenges throughout the year in Extra Battle Mode to earn unique costumes, titles, EXP, and Fight Money!
  • Form teams of multiple characters in Team Battle Mode where every match can be optimized to your liking.
  • Enjoy the vast collection of over 200 illustrations, movies, and music in the Gallery.
  • Learn how to utilize each character’s new V-Trigger II to unlock their newfound potential.
  • Look at each costume and its color before purchasing in the new 3D Costume Viewer.
  • Improve your training by using the new frame display options in Training Mode.
  • All Season 1 and 2 characters come with the physical and digital copy of Arcade Edition (Alex, Guile, Ibuki, Balrog, Juri, Urien, Akuma, Kolin, Ed, Abigail, Menat, and Zeku). They are not included in the update for current Street Fighter V owners, but can still be purchased with Fight Money and real money.
  • For those returning or are new to Street Fighter V, the cinematic experience “A Shadow Falls” is available as a free download. Unravel Shadaloo’s sinister plot by following all your favorite characters through this feature-length adventure.

For a more detailed look at these major features, head to our blog here: All-in-one Look at the Major Features.

A SCHOOLGIRL’S JOURNEY

Sakura returns to the series with new moves and new motives that reflect her transition into adulthood. The Exuberant Youth can be played for FREE from now until 1/23, so open those textbooks, head to the lab, and see what Sakura brings to the fight. Learn more about her playstyle in the reveal blog: Sakura is Coming to Street Fighter V: Arcade Edition .

The Season 3 Character Pass is also available for purchase right now for MSRP $29.99, which includes Sakura, Blanka, Falke, Cody, G, and Sagat when they become available throughout 2018 along with their Battle Costumes with colors 3-10, default costume colors 3-10 unlocked, and each Season 3 character’s title. Starting now, if you purchase each character individually with real money, you’ll also get the same Battle Costume and colors as you would if you have the Character Pass. In fact, you can do so for Season 1 and 2 characters right now! Sakura, individually, is available for MSRP $5.99 or for 100K Fight Money.

As a special bonus, if you purchase the Season 3 Character Pass OR the digital version of Street Fighter V: Arcade Edition from 1/16 to 1/30, you’ll also receive nine costumes: the 30 th Anniversary Costumes for Guile, Karin, M. Bison, and Ibuki, along with the Nostalgia Costumes for Alex, Ibuki, Juri, Kolin, and Akuma. This promotion is only available in the Americas and Asia (Japan not included). Please see relevant retailers for promotions in Europe.

THE RETURN OF THE TRUE DEMON

We previously revealed that Special Challenges are scattered throughout the year in Extra Battle Mode that offer unique titles upon completion. Shin Akuma returns as one of these Special Challenges to haunt your dreams and offers the Man-Eating Fiend Title, as well as some EXP…if you can beat him. Shin Akuma first appeared in Street Fighter Alpha 2 as a hidden boss, and made equally terrifying appearances throughout the history of Street Fighter. Don’t expect him to be a walk in the park, or he’ll walk right up to you with Raging Demon.

Special Challenge

Name

Date

Cost

Reward

The Invasion of Shin Akuma

1/16-1/21

1,000 FM

Man-Eating Fiend Title

You can attempt to defeat Shin Akuma as many times as you’d like during the date range. Each time you defeat him, you’ll receive a bonus reward! Good luck – you’ll need it!

We’ll also be reminding everyone on Facebook and Twitter when a unique costume, such as the Viewtiful Joe Crossover Costume, is up for grabs in Extra Battle Mode, so make sure to keep an eye out. For a more detailed look at this month’s Crossover Costume – and Ingrid Costume – head to the blog here: Prepare for the Viewtiful Joe Crossover Costume !

Finally, a certain electrifying beast is waiting in the shadows, but in the meantime, enjoy playing with Sakura, attempting to complete Extra Battle Challenges, unlocking illustrations, and discovering new ways to use V-Trigger IIs, all in Street Fighter V: Arcade Edition! 

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Prepare for the Viewtiful Joe Crossover Costume for Rashid and the Ingrid Costume for Karin in Street Fighter V: Arcade Edition!

Jan 15, 2018 // Andy Wong

Lights, Camera, Action! The Extra Battle Challenges for the Viewtiful Joe Crossover Costume for Rashid begins on January 16 when Street Fighter V: Arcade Edition launches! Complete all four challenges over the span of one month, and you’ll witness the turbulent wind become the movie hero. In addition, the mysterious Ingrid will be a costume option for Karin!

HENSHIN-A-GO-GO, BABY

Take a look at the schedule below for details on how to obtain each piece of the Viewtiful Joe Crossover Costume. As a reminder, each challenge must be completed in the respective date range listed in the same row. If you miss even one challenge, you’ll miss out on the opportunity for this costume! Once you obtain the respective piece of the costume, every successful attempt afterwards will net you a decent amount of EXP.

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

Who is Viewtiful Joe? Hailing from the Capcom game Viewtiful Joe (2003), the titular character is a movie fan who goes on a quest to rescue his girlfriend Silvia in the cinematic world of Movieland. Viewtiful Joe is a side-scrolling beat ‘em up action game where Joe utilizes “VFX Power” to alter the scenes and episodes he finds himself in. A sequel, Viewtiful Joe 2 (2004), was also released and featured similar gameplay with improved elements and a continued story. Viewtiful Joe has appeared in multiple fighting games since his inception into the world of Capcom. Now, he solidifies his place in Street Fighter V: Arcade Edition!

THE ETERNAL GODDESS DESCENDS

Also coming on January 16 is this Ingrid Costume for Karin! Unlike the Viewtiful Joe Crossover Costume, this one is not a reward in Extra Battle Mode. Instead, it will become available for immediate purchase on PlayStation 4 and Steam.

Ingrid made her first appearance in Capcom Fighting Evolution (2004), which had a cast comprised of characters from the Street Fighter series , the Darkstalkers series, and Red Earth. As an original character for the series, Ingrid was a mysterious force whose motives were unknown. She was then added to the Street Fighter Alpha 3 MAX roster where her true power is revealed.

Once the next Crossover Costume is up for grabs in February, we’ll be sure to publish another schedule here on Capcom Unity and on our social channels, so like us on Facebook and follow us on Twitter to stay up to date!

Don’t forget that the Season 3 Character Pass is available for purchase on January 16! If you purchase it from January 16 to January 30, you’ll receive the nine 30 th Anniversary and Nostalgia Costumes pictured below. You’ll also receive the same nine costumes if you purchase the digital version of Street Fighter V: Arcade Edition during the same time frame! These promotions are only available in the Americas and Asia (not Japan). European promotions will be different. Please see relevant European retailers on the day of launch.

Are you ready to fight?

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Capcom Recap: 01/06/2018 – 01/12/2018

Jan 13, 2018 // Yuri Araujo

This week: Street Fighter V: Arcade Edition showcases Sakura and new V-Triggers gameplay, patch notes, we explore the Coral Highlands in Monster Hunter: World, and more!

Play as Sakura for Free in Street Fighter V: Arcade Edition, 1/16-1/23

Patch Notes for Street Fighter V: Arcade Edition

Puzzle Fighter Update 2.1.1

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[PAST]

Street Fighter V: Arcade Edition – Sakura and V-Trigger IIs

Capcom Plays: Puzzle Fighter

[FUTURE]

All times listed are Pacific Time:

  • Tuesday , January 16th @  3PM  – Street Fighter V: Arcade Edition
  • Wednesday , January 17th @  1PM  – Puzzle Fighter
  • Friday , January 19th @  2PM  – Monster Hunter: World Beta

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

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The countdown to Monster Hunter: World continues and today we’re merely two weeks away from launch! This week we uploaded a video featuring all-new footage of the stunning Coral Highlands ecosystem. Sit back, relax and enjoy about 9 minutes of raw, uncut gameplay below:

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Expert real life video game weaponsmith Adam completed his rendition of Strider Hiryu’s Cypher inspired by the 2014 game. Picture below comes from his Instagram page , and you can find the full-length video (over 1 hour long!) of the building process right underneath it.

Thanks SubStyle22 for the tip!

Patrick Kulikowski : 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 various number of bands. Here ’s a breakdown of the music performed, complete with links to the performance videos

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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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And just another quick reminder that we are at PAX South this weekend. If you’re attending the show, please stop by our booth (#11864) and say hi! See ya there!

-Yuri

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Puzzle Fighter Update 2.1.1

Jan 13, 2018 // Jeffery Simspon

Next week we will be releasing Update 2.1.1 for Puzzle Fighter . This is a minor version update, which will help improve the experience for fans, and includes balance updates made via a server update.

If you haven’t yet tried the mobile version of the arcade classic it’s free to download on iOS and Android .

We appreciate all of the feedback that we’ve received from players thus far, and want more! Please continue to tell us what you think on our Facebook page , via Twitter , or on our forums!

 

Update 2.1.1

  • Quests
    • Lowered the conditions required to complete most Quests
  • Gameplay
    • Increased Timer Gems generated from Chains by 20%
    • Added Sap effect; Steals Super Charge from Opponent
    • Added Chain skill functionality; skills trigger on a minimum chain requirement and retrigger for every additional chain thereafter
  • Balance
    • M. Bison
      • Decreased Light Attack damage from 20 to 15
      • Decreased Medium Attack damage from 35 to 25
      • Decreased Heavy Attack damage from 50 to 40
    • Servbot
      • Fixed scaling issue that increased Servbot’s Rare and Epic Skills damage output
    • Morrigan
      • Increased Health from 900 to 950
      • Updated Drop Pattern
    • Frank West
      • Updated Drop Pattern
    • Nash
      • Decreased Health from 1100 to 1050
      • Updated Drop Pattern
      • Sonic Scythe trigger condition from a 4×2 to a 2×2
      • Sonic Scythe base damage from 165 to 60
      • Tragedy Assault trigger condition from a 3×3 to a 3×2
      • Tragedy Assault base damage from 122 to 30
      • Sonic Boom trigger condition from 3×2 to a 2x Chain
      • Sonic Boom damage from 75 to 40
      • Tragedy Infiltration Heal effect replaced with a Sap effect
      • Affinity Health effect replaced with Sap effect
  • Background Downloading
    • Updates will download in the background if players are on Wi-Fi
  • Bug Fixes
    • Fixed Store Offers not cycling properly

 

 

 

 

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Super MAGFest 2018 featured bands rocking out to Capcom game music

Jan 13, 2018 // Patrick Kulikowski

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 !

Band / Song Roundup:

Kirby’s Dream Band 

“Ken Stage / Guile Stage” – Street Fighter II, composed by Yoko Shimomura – 19:00

“Dr. Wily Stage 1” – Mega Man 2, composed by Takashi Tateishi – 32:40

The Mountain Chiefs

“Top Man Stage / Dr. Wily Stage 2” – Mega Man 3, composed by Yasuaki “Bun Bun” Fujita – 0:00

Powerglove

“Storm Eagle Stage” – Mega Man X, composed by Makoto Tomozawa – 10:17

“Guile Stage” – Street Fighter II, composed by Yoko Shimomura – 26:35

“Snake Man Stage” – Mega Man 3, composed by Yasuaki “Bun Bun” Fujita – 44:39

Super Soul Bros

“Alex & Ken Stage ~ Jazzy NYC ’99” – Street Fighter III: 3 rd Strike, composed by Hideki Okugawa – 0:46

“GHOST TRICK” – Ghost Trick: Phantom Detective, composed by Masakazu Sugimori – 6:28

“Turnabout Sisters’ Theme 2001” – Phoenix Wright: Ace Attorney, composed by Masakazu Sugimori – 13:49

Vic Viper

“Planet Theme 3” – Street Fighter 2010: The Final Fight, composed by Junko Tamiya – 7:45

“Dark Man Stage” – Mega Man 5, composed by Mari Yamaguchi – 15:18

“Flash in the Dark (Dr. Wily Stage 1)” – Mega Man 9, composed by Ryo Kawakami – 21:30

“Dr. Wily Stage 1” – Mega Man 2, composed by Takashi Tateishi – 26:30

Viking Guitar

“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

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!

Get Equipped with “Good Vibes”. ;D

Chun-Li cosplayer Instagrams: @gimmiecookie / @frostblossoms / @ccthegreekgeek / @qwerkelly

Vega cosplayer Instagram: @leolicos / Zangief: @heydomt

Street Fighter group photo by @ryaxion

Proto Man cosplayer Instagram: @mrvanderbeck / “Mega Woman”: @koifishasylum

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Play as Sakura for Free in Street Fighter V: Arcade Edition, 1/16-1/23

Jan 11, 2018 // Andy Wong

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!

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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.

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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!

-Yuri