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Prepare your jetpack for the Nameless Super Soldier Crossover Costume for Guile in Street Fighter V: Arcade Edition!

Apr 05, 2018 // Andy Wong

From one soldier to the next, we hope you obtained the Captain Commando Crossover Costume for Nash because the Nameless Super Soldier Crossover Costume for Guile is landing next week on April 12!

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 will need to spend 2,500 Fight Money. So 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.

The Nameless Super Soldier first appeared in Forgotten Worlds (1988), an arcade side-scrolling shooting game set in the distant future. Players fly around as one of two super soldiers who were never given names, hence the use of “Nameless Super Soldier.” Their mission is to defeat the evil god, Emperor Bios, in hopes they can save what remains of Earth. As a soldier in the series basking in patriotism, Guile wears the Nameless Super Soldier Crossover Costume with pride.

Nameless Super Soldier

Name

Date

(Starts 9pm-Ends 8pm PT)

Cost

Reward

Challenge 1

4/12-4/19

2,500 FM

Challenge 2

4/19-4/26

2,500 FM

Challenge 3

4/26-5/03

2,500 FM

Challenge 4

5/03-5/10

2,500 FM

You only need to complete each challenge once to obtain the respective icon. Successful completions afterwards will reward you with a set amount of EXP.

During this time, a number of Shadaloo Soldiers will appear that offer Fight Money and EXP upon defeat. You can only attempt each of these soldiers three times, so make sure to give each fight your all!

Shadaloo Soldiers

Name

Date

(Starts 9pm-Ends 8pm PT)

Cost

Reward

Max No. of Plays

High Roller Shadaloo Elite

4/12-4/15

1500 FM

7500 FM

3

Cunning Veteran Shadaloo Officer

4/19-4/22

1500 FM

30,000 EXP

3

Middle Class Shadaloo Grunt

5/03-5/06

500 FM

2,500 FM

*All dates and times for the Extra Battle Challenges may change unexpectedly.

Extra Battle Mode will continue to bring unique challenges every week throughout the year. We can’t wait to reveal the next beastly costume, but in the meantime, the mission for the Nameless Super Soldier Crossover Costume has begun!

Follow our  Twitter  and like us on  Facebook  to stay up to date on the latest news!

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Monster Hunter: World patch update 2.01 (PS4) / 2.0.0.1 (Xbox One) – Dragon Piercer and Arena Quests

Apr 04, 2018 // Yuri Araujo

Monster Hunter: World patch updates 2.01 (PS4) and 2.0.0.1 (Xbox One) are now live; patch notes available below.

  • In Update Ver. 2.00 (PS4), 2.0.0.0 (Xbox One), a balance update was done to the bow’s Dragon Piercer attack to fix a bug where you could shoot past the attack’s angle limitations. However due to this update, when the target is lined up with the reticle at a very fast speed and the Dragon Piercer fires, it was discovered that the player may not be able to face in the direction of the reticle. This has been fixed so that even if the player is aiming at a target quickly in a direction they are not facing, the reticle will still be able to aim in that direction. (Please note that during Dragon Piercer, if the reticle is aimed at an area outside of the allowed range, the attack will fire in the direction the player is facing)

  • When selecting loadouts during Arena Quests, a bug occurred where the item window order would change. However, this has now been retooled as part of the game design.
    Details:

  1. From the default cursor position, the item pouch order when checking equipment info will be from left to right.
  2. Next, the fixed items will appear in the following order, left to right: Whetstone, Capture Net, Fishing Rod, and BBQ Spit.
  3. The last items will be the specialized tools, listed from left to right.

Also be sure to read notes on previous update on  Capcom-Unity .

2.00 (PS4) / 2.0.0.0 (Xbox One)

EN

Breath of Fire – Looking back at 25 years

Apr 04, 2018 // Patrick Kulikowski

On April 3, 1993, Capcom released its first flagship RPG, Breath of Fire, for the Super Famicom (Super Nintendo) in Japan. As this series is very near and dear to my heart, I hope you’ll join me in reminiscing about each of the five Breath of Fire games, and what made each so special. Prepare for a tale of dragons, winged bird-people, man-doggos, and…mutated onions!?

Breath of Fire

Available on New 3DS eShop

Released originally on April 3, 1993 for Super Famicom, and later in North America on August 10, 1994 for Super Nintendo, Breath of Fire marked Capcom’s first foray into the RPG genre. It was a great experience fondly remembered for its memorable world.

I talked a heck of a lot already about BoF when it was re-released on the New Nintendo 3DS eShop in 2016. As the first RPG I’ve ever played, my feelings about the series continue to hold true today: 25 years later, it still kicks [dragon] butt!

The first gamestars Ryu, a blue-haired silent protagonist who belongs to the Light Dragon Clan, a peaceful bunch of human-like dwellers who prefer to keep their dragon-morphing abilities in check. When Emperor Zog and the evil Dark Dragon Clan lay waste to Ryu’s village and kidnap his sister, it’s up to Ryu to unleash his dragon transformation abilities, stop the villains from resurrecting a malevolent goddess, and restore peace to the world.

BoF has a lovely, memorable cast of diverse, anthropomorphic characters, each possessing their own unique personality and skill. Each of Ryu’s seven companions plays an essential part in uncovering the world’s secrets. For example, Nina boasted awesome support magic and can (eventually) carry you across the entire world map in bird form, while Bo can traverse the densest of forests and hunt wildlife for sustenance. Karn is a master locksmith that can safeguard your party’s HP from sheer destruction through his trap disarmament skills, and Mogu is able to dig you through just about any situation with his mole claws.

The game’s turn-based battle systemfeatured a neat isometric quarter-view in which characters could slice, stab, sling magic spells, and even transform into supreme beasts to demolish foes. It also had a fascinating mechanic not seen in many games at the time: a day-and-night cycle that would result in different things happening in the world depending on the time of day.

The music of the game is so memorable I could write a whole blog post on that subject alone. Those classic Capcom themes, composed by several members of the Capcom Sound Team and spearheaded by Mega Man 3 / Capcom Jingle composer Yasuaki “Bun Bun” Fujita, are melodically infectious, and I always appreciated how the game’s battle theme and world map themes changed depending on how far you’ve progressed in the game. Speaking of soundtracks, you can actually grab the first three Breath of Fire OSTs from the Capcom Store !

Breath of Fire paved the way for 4 sequels that continued to evolve the series’ tradition of unique storytelling, world and character-building, majestic music, player empowerment, and satisfying combat. 25 years later, it’s still a treat to play through!

Breath of Fire II

Available on New 3DS eShop

Released on December 2, 1994 for Super Famicom, and later in North America on December 10, 1995 for Super Nintendo, Breath of Fire IIis everything a sequel needs and more – featuring upgrades to the visuals, story, combat, environment, and game mechanics.

The game boasts a ton of visual enhancements that complement the gameplay. Magic can now affect your battle environments. For example, Spar’s “Nature” skill can cause surrounding cacti in the desert to explode, dealing additional damage to enemies. An intense fire spell used in a dense forest, on the other hand, causes the backdrop to go up in flames. Characters can also be fused with shamans found all over the world to transform their figures and abilities to give you an added edge in combat.

It’s also easily one of the prettiest sprite-based games on the SNES. There’s an incredible attention to detail, particularly within the game’s battles. Battle backgrounds are massively diverse and intricately detailed; take Mt. Maori’s cavernous walls with slim streams of water seeping down them, for instance. Every character and enemy is smoothly animated, from the intense snarling of a two-headed man-wolf to Katt’s smooth and masterful “twirl-and-smack” staff attack. Throw in some Mega Man X-inspired battle tracks by composer Yuko Takehara and you’ve got some rockin’, exciting battles ahead of you.

The game also solidified the series’ key traditions: BoF1 Ryu and Nina’s ongoing line of same-name descendants, the recurring appearance of the never-aging, sultry half-serpent sorceress Bleu / Deis, a town-building mini-game in which the various town NPCs serve the heroes in useful ways, an incredibly addictive fishing and hunting mini-game, and a plethora of deep-seated themes dealing with death, sacrifice, religion, and the apocalypse. Bring a handkerchief for this one.

Breath of Fire III

Available on PlayStation Store (works on PlayStation Portable, PlayStation Vita, and PlayStation TV)

Breath of Fire IIIwas the series’ first foray into the world of PlayStation. With this jump the series saw a super vibrant 32-bit upgrade and for the first time environments were rendered in 3D.

The game is undoubtedly a fan favorite. It innovated with its dragon “gene” system that allowed players to combine collectible crystals which could transform Ryu into multitudes of varied dragons. Breath of Fire III is full of lovable, complex protagonists (don’t you just want to squeeze Peco, the cutesy mutated onion?), and a deep storyline that features a great mix of humor and morally ambiguous elements. You also have to hand it to Mega Man Battle Network 1 & 2 composers Akari Kaida and Yoshino Aoki for dishing out a vibrant pop / jazz soundtrack – not a typical musical style for RPGs at the time!

For the first time in the series, character statistics and abilities could be dramatically impacted by putting your group under the tutelage of the game’s many “Masters” – special NPCs found throughout the world who teach you special skills you can’t get learn anywhere else. This offered an enhanced level of strategy which in turn would let players get as meticulous as they wanted to about their party’s progression.

Oh, and I still think this game’s fishing minigame is the best I’ve played in any game, period. Even now, the deep bellowing of “GOOD….GREAT!!!” by the fishing minigame’s commentator is permanently etched into my brain.

Breath of Fire IV

Available on PlayStation Store (works on PlayStation 3, PlayStation Portable, PlayStation Vita, and PlayStation TV)

Breath of Fire IV, like a great many Capcom games in the early 2000s, oozes of top-notch design and pristine polish. The series’ detailed art reached new heights to cement its place as one of the prettiest 2D games of the 32-bit generation.

Combat in this game takes a page from BoF1 by allowing players to switch out characters during battle. Players could take advantage of brand-new special attack and spell combos to increase their hit counter and dish out even more damage to unsuspecting enemies, such as Eye Goos.

What especially sets BoFIV apart is its characterization of Ryu and his alter-ego, Fou-Lu, who serves as the game’s villain in the story. For the first time, players got to see the world through the lens of the antagonist, and as you watch the game’s events unfold, you begin to realize that character motivations are not all completely black and white.

The game’s fantastic narrative and phenomenal East-meets-West aesthetic and soundtrack undoubtedly tugged at the heartstrings of many a player.

Breath of Fire: Dragon Quarter

The fifth entry of the series debuted on PlayStation 2 in November 14, 2002 in Japan, and February 16, 2003 in North America. For the first time ever, the series went fully three-dimensional, sporting eye-popping cel-shaded character models.

Breath of Fire: Dragon Quarter introduced a lot of – dare I say – revolutionary concepts to the RPG genre, both story and gameplay wise!

Following the destruction of the surface world following a cataclysmic event, the remaining survivors retreated deep underground. From there, a caste system is formed where people’s worth is measured by a “D-Ratio”; the higher your D-Ratio, the higher your social status. The elite reside much closer to the surface, thereby having access to cleaner air.

Dragon Quarter has a decidedly more dystopian sci-fi look in comparison to the medieval and anime-influenced fantasy style of the previous four games, but the essence of the series is very much here. The music, done by the acclaimed Hitoshi Sakimoto of Final Fantasy XII fame, features a cool marriage of synthesizers and orchestra. Ryu and Nina are still in, but in an interesting twist, Nina is now the silent protagonist whereas Ryu talks.

Ryu can still morph into an intensely powerful dragon, however using it too often causes his Dragon Counter, or “D-Counter”, to increase. This counter increases in various ways as you play, and once it reaches 100%, its game over. However, death is not the end in Dragon Quarter. Players are encouraged to restart the game – because your stored items, weapons, zenny, and party experience points carry over! Combine this with the unique story events, enemy placements, and drops that occur with each subsequent restart, and you get a roguelike RPG way ahead of its time, and for that I wholeheartedly applaud this cult classic.

I like to think of Dragon Quarter as a precursor to other stellar Capcom titles, particularly Dead Rising. Besides sharing a couple of similar members in its production staff, the time limit and story restart mechanics are very much in line with Frank West’s first foray into Williamette Parkview Mall. And like Monster Hunter after it, players could set a number of traps to weaken monsters before slicing, bashing, or firing their way into the fray.

The final thing I wanted to touch upon in this celebratory post is the most important, for sure: the fans. Over the years the fans have absolutely rocked it with their support. From cosplay, to music remixes, ridiculously good fan art, and even relay race-style speed runs, you really have to hand it to them for how passionate and awesome they’ve been over the years. Here are some highlights!

Fan Art / Cosplay:

Music:

Misc.:

What are some of your favorite memories or moments from this illustrious series? Share them in the comments below, we’d love to hear them! Smile

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Street Fighter V: Arcade Edition – Season 3 Balance Update

Apr 02, 2018 // Andy Wong

We’ve been closely monitoring each character and the community’s reception since the start of Season 3 and have decided to implement further balance changes.

Season 3 started more than two months ago with the arrival of Street Fighter V: Arcade Edition. Since then, Sakura and Blanka joined the ever-expanding roster with Falke, Cody, G, and Sagat coming later in 2018. Two Premier Events on the Capcom Pro Tour 2018 have also crowned their champions with many more along the way to Capcom Cup 2018.

This update will go live on April 3 following the server maintenance. Take a look at the patch notes below, including developer comments to give more insight into the decisions we made.

GENERAL

Crush Counters

Taking both rewards on hit and frequency into account, changed the combo scaling on crush counters.

Throw Escape

Changed so that a throw break cannot be performed after the move has been input, with the exception of normal and unique moves. This is to weaken the defensive technique of using certain special moves (primarily movement special moves) together with the throw break.

Note: Previously, throw escapes could not be performed only for moves that gave the character some kind of invincibility or armor.

Normal Throw Damage

Increased parameters for characters that have less reward on hit.

V-Reversals

Overall rebalancing for the moves’ start-up and performance.

CHARACTERS

Ryu

  • Shoulder Throw (Forward Throw)
    • Damage increased from 120 to 130
    • Recovery increased after the throw by 2F
  • Somersault Throw (Backwards Throw)
    • Damage increased from 140 to 150
  • Standing LP (Normal/V-Trigger)
    • Reduced the upwards hitbox
  • Standing MK
    • Removed the forward hurtbox that appeared before the hitbox active frames
  • Crouching MK
    • Changed so that the collision box will emerge forward when the hitbox becomes active
  • Jodan Nirengeki/Jodan Sanrengeki
    • Enforced the combo count restrictions
    • Added float if the final hit hits midair
  • Denjin Renki
    • Increased the length of the V-Timer from 800F to 1,000F
  • Isshin
    • Changed that the counter judgment will become active from 1F of Isshin receiving an attack
    • Removed the counter hit judgment from a successful Isshin activation
    • Can cancel the recovery into EX Jodan Sokuto Geri only on hit
    • Can be canceled into from Axe Kick and Solar Plexus Strike
  • V Hadoken
    • Increased the V-Timer usage of each V Hadoken from 50F to 100F
  • VEX Hadoken
    • Changed the position at which movement is possible after the move
  • H Shoryuken (Normal/V-Trigger)
    • Damage increased by 10 for 1 st active frame only
    • Hit stop increased for 1 st active frame only
  • EX Shoryuken
    • Expanded the forward hitbox
    • Changed the opponent’s behavior on the first hit
      • Note: This has no effect on the battle balance
  • V Shoryuken/VEX Shoryuken
    • Changed so that it will consume V-Timer gauge
      • Note: Uses 150F of gauge
  • Jodan Sokuto Geri
    • Reduced the opponent’s knockback distance
    • Increased the forward travel distance during the move
    • Eased the combo count

Developer Notes: Made it easier to use Jodan Sokutogeri in combos. Also adjusted the duration and meter consumption of Denjin Renki, and improved the versatility of Isshin and its rewards when successful.

Ken

  • Knee Bash (Forward Throw)
    • Damage increased from 110 to 120
    • Added 1F of recovery after the throw
  • Hell Wheel (Backwards Throw)
    • Damage increased from 130 to 140
  • Standing LP
    • Reduced the upwards hitbox
  • Crouching LP
    • Pushback on hit slightly decreased
    • Pushback on block slightly decreased
    • Reduced the upwards hitbox
  • Crouching LK
    • Increased the pushback on hit
  • Quick Step (V-Skill)
    • Damage reduced from 70 to 50
    • Stun reduced from 150 to 100
    • Added float value for airborne hit
    • Eased the combo count
    • Expanded the collision box only when performed from Chin Buster 2 nd cancel
  • M Shoryuken
    • Eased the combo count
  • EX Shoryuken/VEX Shoryuken
    • Changed so that it can hit opponents who are behind Ken
    • Expanded the collision boxes for the first Shoryu on hit, making it harder for an opponent to fall behind Ken during midair hit
  • Shinryuken
    • Eased the combo count
    • Reduced the horizontal knockback distance for max button press version
    • Damage reduced from 200 to 180 for max button press version

Developer Notes: Increased his ability to continue his rushdown upon making contact with the opponent. For example, Ken will be in normal throw range after Crouching LP, and can quickly trap opponents by comboing with his Quick Step near the corner of the screen.

Chun-Li

  • Standing LP and Standing MP (Normal/V-Trigger)
    • Reduced the upwards hitbox
  • Koshuto (Forward Throw)
    • Changed the distance from the opponent after a throw
  • Rankyaku (V-Skill)
    • Can be performed from cancelable moves
    • Decreased the V-Gauge meter gain from 100 to 80
  • Yokusenkyaku (Normal)
    • Decreased the advantage on Crush Counter from +19F to +18F
    • Recovery increased on whiff from 13F to 18F
  • Kikosho
    • Changed so that the hitbox for the second hit onwards will not disappear when Kikosho collides with the opponent’s projectile

Developer Notes: Rebalanced the recovery for Yokusenkyaku on whiff, and Chun-Li’s status after Koshuto hits. Also, can cancel into Rankyaku from normal moves, which expands her combo options from successful close-range attacks.

Cammy

  • Hurtbox
    • Expanded her upwards hurtbox while crouching
  • Stun
    • Increased from 900 to 950
  • Gyro Clipper (Forward Throw)
    • Damage increased from 120 to 130
    • Stun decreased from 150 to 120
  • Delta Through (Backwards Throw)
    • Damage increased from 140 to 150
  • Crouching LK
    • Increased the pushback on hit
  • Lift Upper
    • Can be canceled from during Delta Ambush and Delta Step while V-Trigger II is active
  • L Cannon Spike
    • Invincible to airborne attacks from 1F to 6F
  • V Cannon Spike
    • Can cancel into V Canon Strike on hit
  • Delta Step/Delta Ambush
    • Number of V-Trigger blocks reduced from 3 to 2
    • The V-Timer will be completely consumed upon using the special moves Delta Step and Delta Ambush
  • Delta Twist
    • Expanded the downwards hurtbox
  • Reverse Edge
    • Damage increased from 70 to 80
    • The second attack will be considered a mid attack
    • The recovery on block will be the same as on hit
    • Recovery on block decreased from -11F to -5F
    • Active frames 1F and 2F will be able to hit grounded opponents

Developer Notes: Increased options by making it possible to perform Cannon Strike from Cannon Spike during Delta Drive. Additionally, Delta Ambush and Delta Step have been changed to a 2-bar V-Gauge, so the move properties and V-timer consumption have been updated accordingly.

M. Bison

  • Crouching LP
    • Reduced the upwards hitbox
  • Crouching HP
    • Expanded the upwards hurtbox
  • Psycho Impact (Forward Throw)
    • Damage increased from 130 to 140
  • Psycho Burst (V-Reversal)
    • Changed the startup from 16F to 17F
  • EX Double Knee Press
    • When the second hit connects in a non-lock situation, can cancel into Psycho Crusher and Psycho Judgment
  • Psycho Judgment
    • Eased the combo count
  • Psycho Crusher
    • Damaged increased when the lower body portion hits from 70 to 100

Developer Notes: Rebalanced various post-start up properties of Psycho Nightmare to increase its strength in combos, and to increase the rewards on hit.

Nash

  • Dragon Suplex (Forward Throw)
    • Damage increased from 130 to 140
    • Stun increased from 120 to 150
  • Target Down (Backwards Throw)
    • Damage increased from 140 to 150
  • Standing MK
    • Changed so that it will not hit opponents who are behind Nash, only for the base hitbox
  • Raptor Combination/Bullet Combination
    • Increased the forward movement distance of the second hit
  • Bullet Clear (V-Skill)
    • Increased the advantage on hit from +2F to +5F
    • Increased the V-Gauge meter gain from 80 to 100
  • Moonsault Slash
    • Changed the recovery for the first active frame 1F on hit and block to be the same value as 2F
  • Sonic Move – Hide
    • Reduced the recovery by 2F
    • Throw and projectile invincible from frames 1F-3F
  • Justice Corridor
    • Will not be able to perform Stealth Dash on whiff
    • Changed the behavior when Nash overtakes the opponent character

Developer Notes: Made it easier to perform combos in a variety of situations by making adjustments such as increasing the forward movement distance for Raptor Combination and Bullet Combination, and reducing the recovery for Bullet Clear and Sonic Move – Hide .

Vega

  • Rainbow Suplex (Forward Throw)
    • Damage increased from 120 to 140
  • Crescent Line (Backwards Throw)
    • Damage increased from 140 to 150
  • Standing LP and Crouching LP (No Claw/Claw)
    • Reduced the upwards hitbox
  • Matador Turn (V-Skill – Attack)
    • Can cancel into CA on block
    • Increased the distance at which it triggers the opponent’s blocking motion
    • Increased the pushback on block
  • Bloody Kill – Torero and Bloody Kiss – Azul
    • Damage increased from 100 to 140
  • L Crimson Terror
    • Expanded the forward hitbox for the first hit
  • EX Flying Barcelona Attack
    • Adjusted the input window
  • Flash Arch – Rossa
    • Addressed the phenomenon where the attack would not connect after a successful parry
    • Fixed the state where Vega would retain invincibility upon remaining in a neutral state after the attack concluded

Developer Notes: Adjusted Matador Turn , Bloody Kiss – Torero/Azul, and Flash Arch – Rossa in order to make his V-System easier to use.

Dhalsim

  • Yoga Rocket (Forward Throw)
    • Damage increased from 110 to 120
  • Standing MPand MK
    • Eased the combo count
  • Drill Kick
    • Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs
  • Yoga Mala (V-Reversal)
    • Startup increased from 16F to 17F
  • Yoga Gale
    • Applied the combo count limit
  • Yoga Burner
    • Increased the float on hit
    • Increased the horizontal blowback distance on hit

Developer Notes: Made it possible to use Neutral MP and Neutral MK in air combos, and allow juggling when Yoga Fire hits an opponent in the air, to open up new situations that were never possible before in long-range battles.

Zangief

  • Standing Heavy Punch (Uncharged Version)
    • Changed the timing for cancel into V-Trigger II
  • Flying Head Butt
    • Reduced the stun from 400 to 200
    • Changed the hit effect from blowback to mid-air unrecoverable damage
    • Can now be canceled
  • Muscle Explosion (V-Reversal)
    • Increased the pushback on hit
    • Increased the pushback on block
  • Tundra Storm
    • The opponent’s stun gauge will not recover during the animation lock
  • EX Borscht Dynamite (Normal/V-Trigger)
    • Added a cancel-specific action

Developer Notes: Changed hit effect of Flying Head Butt and made it cancelable. These changes allow Zangief to juggle opponents with EX Borscht Dynamite after hitting a mid-air opponent with Flying Head Butt .

Karin

  • Hajotsui (Forward Throw)
    • Damage increased from 120 to 130
  • Arakuma Inashi (Backwards Throw)
    • Damage increased from 140 to 150
    • Reduced the recovery after the throw by 2F
  • Jumping HP
    • Reduced the hurtbox
  • Ressencho (V-Reversal)
    • Increased the horizontal blowback distance on hit
  • Guren Kusabi
    • Changed the attack active frames from 8F to 11F
    • Reduced the recovery from 21F to 18F
  • Meioken (Charge Ver. Included)
    • Uncharged version: Damage decreased from 60 to 50
    • Charged version: Damage decreased from 80 to 70
    • Charged version: V-Gauge meter gain decreased from 100 to 80
    • Eased the combo count
  • EX Tenko
    • Damage decreased from 120 to 100
  • EX Orochi
    • Damage increased from 120 to 140
  • Yasha Gaeshi Tenchi
    • Can be performed from cancelable moves
    • Reduced recovery by 5F for situations where the counter was successfully triggered but the attack did not hit
    • Reduced the damage for the grounded version from 120 to 100

Developer Notes: Readjusted the damage and air combo count of moves that serve as combo parts to make her a more offensive character.

R. Mika

  • Crouching MP
    • Increased the horizontal blowback distance for mid-air hit
  • H Shooting Peach
    • Changed the performance when performed as a cancel from Lady Mika
  • Rainbow Typhoon/EX Rainbow Typhoon
    • L: Damage increased from 170 to 180
    • M: Damage increased from 180 to 190
    • H: Damage increased from 190 to 200
    • EX: Damage increased from 230 to 240

Developer Notes: Adjusted all versions of Rainbow Typhoon and H Shooting Peach for increased damage on hit at close range.

Birdie

  • Bad Skull (Forward Throw)
    • Stun decreased from 200 to 150
  • Crouching MP
    • Active frames reduced from 6F to 5F
    • Recovery increased from 15F to 16F
  • Crouching HK
    • Increased the disadvantage on block from -11F to -14F
    • Expanded the hurtbox after the active frames end
    • Delayed the timing at which the post-active frames hurtbox disappears
    • Increased the pushback on block
  • Pepper Pot (V-Reversal)
    • Startup increased from 16F to 17F

Developer Notes: Taking Birdie’s overall strength into account, slightly toned down moves that are thought to be extremely good.

Necalli

  • Standing LP and Crouching LP (Normal/V-Trigger)
    • Reduced the upwards hitbox
  • Soul Stealer (Forward Throw) (Normal/V-Trigger)
    • Regular version: Damage increased from 110 to 120
    • V-Trigger version: Damage increased from 120 to 130
  • Soul Discriminator (Backwards Throw) (Normal/V-Trigger)
    • Regular version: Damage increased from 100 to 110
    • V-Trigger version: Damage increased from 110 to 120
  • Valiant Rebellion (Normal)
    • The blowback on counter hit was changed to be the same as the regular version
  • Valiant Rebellion (V-Trigger)
    • Blowback on hit changed to be the same as the regular version
    • The blow on counter hit was changed to be the same as the regular version
  • EX Valiant Rebellion (Normal)
    • Pushback on hit for the second hit slightly decreased
    • First hit can be canceled into V-Trigger
  • EX Valiant Rebellion (V-Trigger)
    • Pushback on hit for the second hit slightly decreased
  • EX The Disc’s Guidance (Normal)
    • Damage distribution changed from 150 (35+35+80) to 150 (40+40+70)
    • Stun distribution changed from 200 (25+25+150) to 200 (50+50+100)
    • The second hit can be canceled into V-Trigger
    • Increased the pushback on hit for the second hit
  • Clouded Mirror
    • Increased the cancelation window when canceling from Culminated Power and Sacrificial Altar
    • Pushback on block slightly decreased for the max charge version
    • Increased the active frames after landing for the max charge version from 4F to 7F
  • Soul Offering
    • Added collision boxes for after the move ends

Developer Notes: Can now cancel EX Valiant Rebellion (Normal Version) and EX The Disc’s Guidance (Normal Version) with his V-Triggers, creating more options for movement.

Rashid

  • Stun
    • Decreased from 1000 to 950
  • Riding Glider (Forward Throw)
    • Added 2F of recovery after the throw
  • Rising Sun (Backwards Throw)
    • Stun decreased from 200 to 150
  • Standing LK
    • Advantage on hit decreased from +4F to +2F
    • Advantage on block decreased from +2F to +1F
    • Is now a cancelable move
  • Standing HP
    • Advantage on block decreased from +0F to -3F
      • Note: Block recovery reduced by 3F
  • Standing MK
    • Recovery increased from 15F to 17F
    • Advantage on hit reduced from +2F to +1F
    • Disadvantage on block increased from -2F to -4F
    • Expanded the forward hitbox
  • Crouching MK
    • Cancel timing from Easifa delayed by 3F
  • Crouching HP
    • Reduced the recovery for the first hit on block by 3F
  • Flap Spin
    • Reduced the recovery for the first hit on block by 3F
    • Sped-up the startup of the second hit by 1F
  • Wall Jump (Jump-Off)
    • Increased the interval between clinging to the wall and jump by 2F
  • L Spinning Mixer
    • Pushback on block slightly decreased for the rapid button press version
    • Landing recovery on whiff increased from 11F to 16F on whiff
      • Note: No changed to recovery on hit or block
    • Block stop for the third hit increased by 4F
  • L Eagle Spike
    • Sped up the startup when performed in close range
  • EX Eagle Spike
    • Changed so that Rashid will bounce off the opponent when blocked
  • EX V Eagle Spike
    • Damage decreased from 140 to 100
    • Stun decreased from 200 to 150
  • V Airborne Eagle Spike
    • Damage decreased from 120 to 100
    • Stun decreased from 200 to 150
  • EX V Airborne Eagle Spike
    • Damage decreased from 150 to 120
    • Stun decreased from 200 to 150
    • Advantage on block decreased from +1F to -2F
    • Increased the pushback on block
  • V Whirlwind Shot
    • Damage reduced from 80 to 60
    • Stun for the M and H versions reduced from 150 to 140
  • EX V Whirlwind Shot
    • Damage reduced from 120 to 100
    • Stun reduced from 200 to 160
  • Altair
    • Invincibility frames changed to 1-17F

Developer Notes: Overall toned down his move set in light of his rushdown ability at close range, and rewards on hit.

Laura

  • Seoi Throw (Forward Throw)
    • Added 2F of recovery after the throw
    • Slightly increased the separation distance upon landing the throw in the corner
  • Standing MP
    • Reduced the backwards hitbox
  • Standing MK
    • Increased the advantage on hit from +3F to +4F
  • Crouching HK
    • Recovery increased on whiff and on block by 2F
  • Linear Movement – Avante/Linear Movement – Esquiva/Linear Movement – Finta (Spark Show Version)
    • Is now subject to counter-hit
    • Expanded the collision boxes in the upwards direction during the move, only when performed from Thunder Clap
  • Linear Movement – Esquiva (Attack, Spark Show Version)
    • Startup increased from 34F to 32F
  • Double Slap
    • Startup increased from 16F to 17F
  • EX Sunset Wheel
    • Expanded the forward hitbox for the second active throw frame
  • Matsuda Sway
    • Changed so that the dodging motion will not consume V-Timer gauge
  • Shock Choke
    • V-Timer consumption amount increased from 500F to 1,000F
    • Fixed the phenomenon where Laura would have a hurtbox during the move’s animation

Developer Notes: Adjusted properties of moves that are frequently used at close/mid-range. Additionally, changed Matsuda Sway so that it does not consume the V-Timer when dodging.

F.A.N.G

  • Standing LP
    • Reduced the upwards hitbox
  • Shimonshu (Forward Throw)
    • Added 2F of recovery after the throw
  • Shishiruirui
    • Eased the combo count
  • Nikaiho
    • Increased the overall movement frames from 30F to 31F
    • Added a hurtbox from 26F to 31F

Developer Notes: Made adjustments to help reduce cases where only the first strike of Shishiruirui would hit during specific combo routes when Koryo Dokuda was activated.

Alex

  • Leg Tomahawk (Backwards Throw)
    • Damage increased from 140 to 160
  • Standing LP
    • Reduced the upwards hitbox
    • Increased the active frames from 2F to 3F
    • Reduced the recovery from 8F to 7F
  • Standing HK
    • Will force the opponent to stand on hit
  • Crouching LP
    • Reduced the upwards hitbox
  • Crouching HP
    • Increased the float on hit
  • Lariat
    • Can be canceled
  • Chop
    • Increased the disadvantage on block from -6F to -8F
  • Flying Cross Chop
    • Eased the height restriction at which the move can be performed
    • Eased the combo count
    • Increased the float for mid-air hit
  • Big Boot
    • Startup increased from 16F to 17F
  • M Flash Chop
    • Reduced the startup from 19F to 18F
  • H Flash Chop
    • Damage increased from 90 to 100
  • H Air Knee Smash
    • Eased the combo count
    • Delayed the timing at which he can move again after hit by 4F
    • Increased the separation distance after hit
  • EX Power Bomb
    • Throw hitbox startup reduced from 6F to 5F
  • Rage Boost
    • Reduced the collision box on startup
  • Choke Sleeper
    • Throw hitbox startup reduced from 6F to 5F
  • Flying DDT
    • Damage decreased from 190 to 180
    • Sped up the startup by 3F when performed as a cancel

Developer Notes: Adjusted moves that has similar properties across varying input strengths and rebalanced combo routes in various situations to allow for new types of movement.

Guile

  • Dragon Suplex (Forward Throw)
    • Damage increased from 120 to 130
    • Stun increased from 120 to 150
  • Reverse Back Knuckle (V-Reversal)
    • Startup increased from 16F to 17F
    • Recovery increased on hit by 2F
  • Sonic Boom (Normal/V-Trigger)
    • Pushback on block slightly decreased
  • Knife Edge
    • Cannot be activated by V-Trigger cancel from a regular Sonic Boom.
      • No changes to the EX version
  • Somersault Kick
    • Increased the horizontal blowback distance on hit
    • Changed so that the condition after the active frames cause counter hit for the regular (M and H) and the EX version are the same as the regular version
  • EX Somersault Kick
    • Increased the horizontal blowback distance on hit
  • V EX Somersault Kick
    • Decreased the invincibility period from 31F to 11F
  • Sonic Hurricane
    • Changed so that until the attack startup, Guile’s body is not pushed into movement
    • Expanded the collision boxes in the forward direction until directly before attack startup
  • Sonic Tempest
    • Changed so that Guile isn’t pushed to a different position until the attack startup

Developer Notes: Reduced Sonic Boom’s pushback on block to make it harder to push opponent away. Increased knockback distance after hit on Somersault Kick to make it easier to create distance from opponent.Additionally, it is no longer possible to cancel into Knife Edge from Sonic Boom (normal version) in order to better differentiate it from Solid Puncher .

Ibuki

  • Yami Kazura (Forward Throw)
    • Damage increased from 120 to 130
  • Kubiori (Backwards Throw)
    • Damage increased from 140 to 150
  • Jumping HK
    • Expanded the downwards hitbox
    • Expanded the downwards hurtbox
  • Kazekiri
    • Changed the damage for the last hit only to 70
  • Hanagasumi (V-Reversal)
    • Startup increased from 15F to 17F
    • Decreased the active frames from 13F to 4F
    • Reduced the hitbox
    • Increased the log’s movement speed
    • Changed to be uniformly -2F on block
    • Pushback on block slightly decreased
  • Fuma Shuriken (Haku)
    • Damage reduced from 100 to 80
  • Fuma Shuriken (Kokofu)
    • Damage increased from 80 to 100

Developer Notes: Made minor tweaks such as buffing her jump attacks by adjusting the hit/hurt boxes on her Jumping HK, and changed the damage inflicted by Kazekiri when it is used as an anti-air attack. Also adjusted the damage for Fuma Shuriken Haku/Kokufu after taking into account the situations thatthese attacks would hit in.

Balrog

  • Dirty Bomber (Forward Throw)
    • Damage increased from 130 to 140
  • Buffalo Head
    • Startup increased from 16F to 17F
  • H Screw Smash
    • Reduced the startup from 24F to 23F
    • Slightly increased the forward movement distance
  • B3 (Upon V-Trigger 2 Activation)
    • Can be canceled from Hard Smasher, Hard Pressure, Buffalo Swing, and Buffalo Pressure
    • The recovery when performed from the second hit of Under Impact was different than that of Crazy Rush, so it was fixed to be consistent with Crazy Rush
  • B3 (No Mercy)
    • Will combo when performed from a cancelable normal move on hit
    • Reduced the recovery after the thrown by 8F
    • Changed the status after hit in the corner to be about the same as in the middle of the screen
    • Expanded the forward hitbox only when performed from a cancel

Developer Notes: Rebalanced B3 ’s move properties and buffed it. Also, by changing the startup frames for H Screw Smash, it is now possible to use it in a combo when successfully Crush Countering with Neutral HK.

Juri

  • Chisenkyaku (Forward Throw)
    • Damage increased from 110 to 120
    • Added 2F of recovery after the throw
  • Standing LP
    • Reduced the upwards hitbox
  • Standing HK
    • Reduced the downwards hurtbox
  • Jumping HK
    • Increased the amount of EX meter gain when performed as part of a chain combo during Feng Shui Engine alpha from 30 to 50
  • Kaisenrenkyaku (V-Reversal)
    • Startup increased from 15F to 17F
    • Increased the pushback distance on block
  • Fuharenkyaku (Normal/V-Trigger)
    • Normal, V-Trigger: Damage decreased from 100 to 90

Developer Notes: Reduced the hurtbox around Juri’s feet for Neutral HK to make it more effective as a mid-range poke.

Urien

  • Spartan Bomb (Forward Throw)
    • Stun increased from 120 to 150
  • Spartan Bomb (Backwards Throw)
    • Stun decreased from 200 to 150
  • Standing LP
    • Recovery increased from 9F to 10F
      • Note: No changes to recovery on hit or block
  • Standing LK
    • Advantage on hit increased from +3F to +4F
    • Advantage on block increased from +2F to +3F
    • Increased the pushback distance on hit and block
  • Standing HP
    • Reduced the opponent pushback distance on Crush Counter
  • Crouching LP
    • Recovery increased from 8F to 9F
      • No changes to recovery on hit or block
    • Reduced the upwards hitbox
  • Crouching MK
    • Delayed the cancel timing for each version of Tyrant Blaze by 2F
  • Quarrel Kick
    • Increased the advantage on hit from +1F to +3F
  • Terrible Smash
    • Increased the disadvantage on block from -6F to -8F
    • Pushback on block slightly decreased
  • Break Rush
    • Increased the disadvantage on block from -6F to -8F
    • Pushback on block slightly increased
  • Tyrant Pressure
    • Changed the length of the V-Timer from 3,000 to 3,200F
  • Tyrant Blaze
    • Increased the horizontal blowback distance for the 2 nd attack on hit
    • Increased the V-Timer consumption from 800F to 1,200F
    • Slightly increased the forward hitbox
  • Tyrant Blaze (V-Skill/Uncharged Version)
    • Increased the V-Timer consumption from 800 to 1,200F
    • Decreased the recovery for the first hit only by 4F
    • Changed to have armor properties until 8F after the first hi
    • Expanded the forward hitbox
  • Tyrant Blaze (V-Skill/Charged Version)
    • Increased the V-Timer consumption from 800F to 1,200F
    • Changed to have armor properties until 3F after the first hit
    • Expanded the forward hitbox
  • Anger Snap Fist
    • Startup increased from 16F to 17F

Developer Notes: Adjusted numerous light attacks to rebalance Urien’s combo routes and sequences. Additionally, made major adjustments to Tyrant Blaze by making adjustments such as improving its performance after activating Urien’s V-Skill.

Akuma

  • Hyakkigosai (Shiretsu Hasshi Ver)
    • Behavior on whiff unified with the EX version
  • Standing LP
    • Reduced the upwards hitbox
  • Standing MK
    • Recovery increased from 16F to 18F
      • Note: No changes to advantage/disadvantage
  • Crouching LP
    • Reduced the upwards hitbox
  • Crouching HP
    • Recovery increased from 16F to 20F
      • No changes to advantage/disadvantage
  • Gosenkyuku (V-Reversal)
    • Startup increased from 16F to 17F
    • Increased the horizontal blowback distance on hit
  • EX Goshoryuken
    • Expanded the collision boxes for the Shoryu on hit, making it harder for an opponent to fall behind Akuma during midair hit
    • Changed so that the opponent cannot perform a recovery for the 3 rd overall hit
  • Shiretsu Hasshi
    • Can no longer cancel Gohadoken/EX Gohadoken/Sekia Goshoha/EX Sekia Goshoha on whiff
  • Dohatsu Shoten/Shiretsu Hasshi
    • Fixed the phenomenon where upon cancelling into from certain special moves, Akuma retained invincibility frames while being able to move
  • Sekia Kuretsuha
    • Changed so that his collision boxes will not move forward during recovery
    • Increased the amount of EX Gauge his opponent will gain on hit, from 60 to 100

Developer Notes: Toned down overall in consideration of his ability to rushdown opponents at close range, and rewards on hit.

Kolin

  • Pressure Ridge (Forward Throw)
    • Damage increased from 120 to 130
  • Standing HP (Normal/V-Trigger)
    • Increased the disadvantage on block from -2F to -4F
  • Crouching LP
    • Reduced the upwards hitbox
  • Crouching LK
    • Delayed the timing for canceling into Absolute Zero by 3F
  • Crouching MK
    • Expanded the upwards hurtbox
    • Delayed the timing for canceling into Absolute Zero by 3F
    • Reduced the backwards hitbox
    • Reduced the active frames from 3F to 2F
  • Crouching HK
    • Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the first hit for both hit and block
    • Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the second hit for both hit and block
  • Cold Low
    • Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the first hit for both hit and block
    • Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the second hit for both hit and block
  • Brinicle
    • Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for both hit for both hit and block
    • Recovery increased for the normal and V-Trigger versions on hit by 5F
  • Frost Spike
    • Can cancel into Absolute Zero on block
  • Snow Grain
    • Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge on block
  • Frost Edge
    • Increased the V-Timer consumption from 500F to 1,000F, except when used from a dash
    • Changed so that it will not hit opponents who are behind Kolin
      • Only applies to grounded opponents, has no effect on her juggle combos
  • Diamond Dust
    • Damage increased from 90 to 120
  • Forward Dash (V-Trigger)
    • Increased the V-Timer consumption from 500F to 700F
  • Inside Slash (V-Trigger)
    • Decreased the advantage on hit from +3 to +2F
    • Increased the disadvantage on block from -7F to -8F
  • Frost Tower
    • Increased the amount of EX Gauge her opponent will gain on hit, from 20 to 100

Developer Notes: Adjusted move properties and V-Timer consumption upon activating Absolute Zero. Additionally, unified the cancel point for canceling into V-Trigger for I and II, which had differed among moves such as Crouching HK and each of her target combos.

Menat

  • Overflowing Nile (Forward Throw) (Bare Handed/Crystal Ball)
    • Added 1F of recovery after the throw
  • Standing LP (Crystal Ball)
    • Expanded the downwards hitbox of the crystal ball
  • Standing HK (Bare Handed/Crystal Ball)
    • Reduced the backwards hitbox
    • Base of the hitbox only – will not hit opponents who are behind Menat
  • Khamun Kick (Bare Handed/Crystal Ball)
    • Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs
  • Soul Reflect: Kamal (Bare Handed)
    • V-Gauge meter gain increased from 50/25 to 80/40
    • Can cancel into Wisdom of Thoth/Prophecy of Thoth
  • Soul Reflect: Kamal (Crystal Ball)
    • V-Gauge meter gain increased from 80/40 to 100/50
    • Can cancel into Wisdom of Thoth/Prophecy of Thoth
  • Soul Reflect: Stella (Bare Handed)
    • V-Gauge meter gain increased from 50/25 to 80/40
    • Reduced the hurtbox
    • Fixed the phenomenon where if Menat was attacked before the hitbox became active she would take standing damage
    • Can cancel into Wisdom of Thoth/Prophecy of Thoth
  • Soul Reflect: Stella (Crystal Ball)
    • V-Gauge meter gain increased from 50/25 to 100/50
    • Reduced the hurtbox
    • Can cancel into Wisdom of Thoth/Prophecy of Thoth
  • Guardian of the Sun/EX Guardian of the Sun
    • Changed the command from F, D, DF +P/PP to F, D, DF, +K/KK
  • EX Guardian of the Sun
    • Changed the invincibility timing from 6F to 5F
  • Soul Spark
    • Changed the command from F, D, DF + P to D, DF, F + K
    • Reduced the damage from 100 to 80
    • Reduced the stun from 200 to 150
    • Increased the chip damage from 7 to 13

Developer Notes: Rebalanced properties and buffed Soul Reflect: Kamal and Soul Reflect: Stella. Also, changed the commands of certain moves to avoid unintended inputs.

Ed

  • Standing LP
    • Reduced the upwards hitbox
  • Crouching LP
    • Reduced the upwards hitbox
  • Crouching MP
    • Reduced the advantage on block from +3F to +2F
  • Crouching HP
    • Reduced the damage from 90 to 80
      • Note: Damage on the extended part reduced from 80 to 70
    • When triggering a Crush Counter on an airborne opponent, the float value has been made the same as a Crush Counter on a grounded opponent
  • Kill Step
    • Increased the overall movement frames from 29F to 31F
    • Added a hurtbox from 26F to 31F
  • Psycho Splash/EX Psycho Splash
    • Increased the move delay from Psycho Rising by 5F
  • Psycho Snatcher – Ground
    • Reduced the V-Gauge meter gain for the non-charged version from 100 to 80
      • The V-Gauge meter gain distribution has been changed in accordance with the damage
    • Reduced the V-Gauge meter gain for the charged version from 120 to 100
    • Changed the hit motion for the non-charged version
    • Added 2F of recovery for the non-charged version on hit
    • Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit
    • Reduced the recovery on whiff for the charged version from 57F to 40F
  • Psycho Snatcher – Air
    • Reduced the recovery on whiff for the charged version from 50F to 40F
    • Expanded the downwards hitbox for the non-charged version
    • Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit
    • V-Gauge meter gain distribution has been changed in accordance with the damage
  • Psycho Cannon
    • Damage increased from 100 to 120
    • Reduced the startup from 16F to 13F when the move is performed with the forward input
    • Deleted the hurtbox during the screen freeze
  • Enhanced Snatcher
    • Reduced the recovery by 3F when performed from a cancel
    • Deleted the hurtbox during the screen freeze
  • Ultra Snatcher – Ground
    • On block, will deal real chip damage instead of recoverable gray damage
    • Added a projectile-nullifying hitbox aside from the attack hitbox
    • Expanded the horizontal hitbox for the first active frame
    • Reduced the horizontal hurtbox
    • Reduced the amount of V-Timer consumption from 1,500F to 1,300
  • Ultra Snatcher – Air
    • Expanded the hitbox for the attack active frames from 1F to 3F
    • Changed the position of the hitbox for the attack active frames from 4F to 7F
    • Reduced the amount of V-Timer consumption from 1,500F to 1,300F
  • Psycho Barrage
    • Increased the amount of EX-Gauge meter gain for the opponent upon hit from 75 to 100

Developer Notes: Rebalanced properties of Ed’s V-Skills and V-Triggers, and made adjustments to situation on hit and damage.

Abigail

  • Vitality
    • Reduced vitality from 1100 to 1075
  • Stun
    • Stun increased from 1050 to 1075
  • Hurtbox Shape
    • Changed the height of his hurtbox and collision box for spinning knockdown damage
  • Red Leaf (Forward Throw)
    • Increased the spacing distance on hit in the corner
  • Standing LK
    • Startup increased from 5F to 6F
    • Increased the pushback on block
  • Standing HP (V-Trigger)
    • Stun decreased for the charge version from 200 to 150
  • Crouching LP
    • Startup increased from 5F to 6F
    • Reduced the downward hitbox for the second and third active frames
    • Recovery increased from 10F to 12F
    • Removed the counter hit judgment after the attack startup
  • Crouching LK
    • Increased the pushback on hit
    • Can only be canceled into V-Trigger
  • Crouching HP
    • Stun decreased for the charge version from 200 to 150
  • Vroom Vroom
    • Increased the pushback on hit
  • Abi Hammer
    • Changed so that only the third active frame will hit a downed opponent
  • Abi Blaster (V-Trigger)
    • Stun decreased for the charge version from 200 to 150
  • Abi Twist (V-Trigger)
    • Stun decreased for the charge version from 200 to 150
  • Ontario Drop (V-Reversal)
    • Startup increased from 16F to 17F
    • Reduced the opponent’s blowback
  • EX Giant Flip
    • Damage decreased from 120 to 80
    • Stun decreased from 200 to 150
  • M/H Abigail Smash
    • Made the situation after hit the same as L Abigail Smash
    • Expanded the hurtbox during recovery
  • EX Abigail Smash
    • Damage decreased from 100 to 80
    • Expanded the hurtbox during recovery
  • Bay Area Sunrise
    • Added 4F of recovery after the throw
  • EX Bay Area Sunrise
    • Increased the separation distance after hit
    • Added 3F of recovery after the throw
  • Hybrid Charge
    • Fixed the phenomenon where the advantage/disadvantage when performed as a cancel from certain regular moves was different than that of Max Power
  • Metro Crash
    • On block, opponent takes actual damage instead of recoverable damage
    • Reduced the upwards hitbox
    • Enforced combo count restrictions on the non-charged version
    • Damage increased for the non-charged version from 120 to 150
    • Stun increased for the non-charged version from 150 to 200
    • Damage increased for the charged version from 170 to 200
    • Damage increased for the max-charge version from 220 to 250
  • Abigail Punch
    • Enforced combo count restrictions
    • Increased the knockdown time for the first hit
    • Stun decreased for the non-rapid button press version from 180 to 120
    • Stun decreased for the rapid button press version from 200 to 150
    • Added 8F of recovery to the rapid button press version (L/H)
    • Added 7F of recovery to the rapid button press version (M)
  • EX Abigail Punch
    • Increased the knockdown time for the first hit
    • Changed the blowback on first hit counter hit to be the same as the regular hit version
    • Damage increased for the non-rapid button press version from 130 to 140
    • Damage decreased for the rapid button press version from 170 to 160
    • Stun decreased for the non-rapid button press version from 200 to 150
    • Stun decreased for the rapid button press version from 230 to 200
    • Recovery increased for the rapid button press version by 8F

Developer Notes: Toned down overall in consideration of his ability to rushdown opponents at close range, and rewards on hit.

Zeku (Old)

  • Tsurigane Otoshi (Forward Throw)
    • Damage increased from 120 to 130
  • Mikoshi (Backwards Throw)
    • Damage increased from 140 to 150
  • Standing LP
    • Reduced the upwards hitbox
  • Standing MP
    • Reduced the upwards hitbox
  • Crouching LP
    • Reduced the upwards hitbox
  • Jumping HP
    • Expanded the hitbox at the base
  • Fukuro
    • Changed so that it will not build EX gauge on hit or block
  • Toushi
    • Reduced the startup from 17F to 12F
    • Changed the opponent reaction from blowback to stagger on hit
    • Increased the pushback on block
  • Bushin Gram – Koku/EX Bushin Gram – Koku
    • Damage decreased at the base and the part that nullifies projectiles by 10
  • L Bushin Gram – Ban
    • Damage decreased from 120 to 100
  • EX Bushin Gram – Ban
    • Changed the blowback for the first hit
  • L Bushin Gram – Teki
    • Changed the horizontal blowback on hit
  • M Bushin Gram – Teki
    • Damage decreased on hit at the base from 90 to 80
    • Damage decreased on hit for the projectile-nullifying part only from 80 to 70
  • EX Bushin Gram – Teki
    • Damage decreased on hit at the base from 120 to 110
    • Damage decreased on hit for the projectile-nullifying part only from 100 to 90
    • Expanded the hitbox for the part that physically hits, from the second hit onward
  • EX Bushin Jakura
    • Changed the movement distance upon directional key input
    • Changed the trajectory on startup
  • Shukumyo
    • Can be canceled into from Bushin Gram – Koku/Ban/Teki on hit only
  • Idaten
    • The first normal move performed from Idaten can be cancelled
    • Changed the invincibility timing from 6F to 3F
    • Changed so that a crouching HP from Idaten that hits a crouching opponent will force stand
  • Karura Tenzan
    • Addressed the phenomenon where all of the hits of Karura Tenzan would not connect when canceled into from certain parts of EX Bushin Gram – Koku/Teki
    • Changed the movement distance for the initial startup
    • Changed from one-time usage to timer-type, added the special move Karura Tenzan
    • Damage decreased from 180 to 140
    • Stun decreased from 200 to 150
    • On hit, reduced the opponent’s blowback time by 3F
    • On hit, changed to be projectile invincible until the active frames end
  • Batsuzan Gaisei
    • Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100

Zeku (Young)

  • Tesso (Forward Throw)
    • Damage increased from 120 to 140
  • Raiju (Backwards Throw)
    • Damage increased from 120 to 160
    • Stun increased from 150 to 200
    • Increased the EX meter gain from 80 to 100
  • Standing LP
    • Reduced the upwards hitbox
  • Jumping HP
    • Changed the hitboxes and hurtboxes in to match a change in the motion
  • Jumping HK
    • Expanded the forward hitbox
    • Deleted the forward hurtbox
    • Reduced and expanded the hurtbox
  • Tenpo Kari
    • Changed so that it does not build EX gauge on hit or block
    • Damage increased from 80 to 90
    • Expanded the upwards hitbox for the startup of the second hit
    • Expanded the upwards hitbox for the second hit
    • Active frames from the second hit increased from 2F to 4F
  • Toushi (V-Reversal)
    • Attack startup reduced from 17F to 12F
    • Changed the opponent reaction from blowback to stagger on hit
    • Increased the pushback on block
  • Bushin Sho
    • Eased the combo count
  • H Bushin Sho
    • Fixed the phenomenon where, for H Bushin Sho only, the projectile-nullifying hitbox would not be generated
  • EX Bushin Sho
    • Recovery increased from 20F to 21F
      • Note: No changes in advantage/disadvantage
  • H Hozanto
    • Attack startup reduced from 27F to 26F
  • Ashikari
    • Damage increased from 80 to 100
    • Eased the combo count
  • EX Ashikari
    • Stun increased from 150 to 200
    • Eased the combo count
  • Gekkou
    • Eased the combo count
  • EX Gekkou
    • Stun increased from 150 to 200
    • Eased the combo count
  • Shukumyo
    • Can be canceled into from Bushin Sho/Hozanto/Ashikari/Gekkou/Bushin Sangoku Otoshi on hit only
  • Idaten
    • The first normal move performed from Idaten can be cancelled
    • Invincibility timing changed from 6F to 3F
  • Karura Tenzan
    • Changed the movement distance for the initial startup
    • Changed from one-time usage to timer-type, added the special move Karura Tenzan
    • Damage decreased from 180 to 140
    • Stun decreased from 200 to 150
    • On hit, reduced the opponent’s blowback time by 3F
    • On hit, changed to be projectile invincible until the active frames end
  • Batsuzan Gaisei
    • Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100

Developer Notes: Can cancel into Shukumyo during the recovery on hit for certain special moves to help bring out Zeku’s unique playstyle.

Sakura

  • Hanakaze (Forward Throw)
    • Added 1F of recovery after the throw
    • Increased the separation distance upon landing the throw in the corner
  • Sakura Shoulder Throw (Backwards Throw)
    • Damage increased from 140 to 150
  • Sailor Hop (Air Throw)
    • Damage increased from 140 to 160
    • Landing recovery on whiff increased from 4F to 6F
  • Haru Kaze
    • Can be canceled into from cancellable-normal moves, Tengyo Hadoken (charged version), V Hadoken, V Tengyo Hadoken, and Hogasho
  • Standing LP
    • Reduced the upwards hitbox
  • Standing LK
    • Active frames reduced from 4F to 3F
    • Adjusted the motion
      • Due to the change above, hitboxes were adjusted accordingly
  • Crouching MP
    • Advantage on hit increased from +2F to +5F
    • Pushback on hit slightly decreased
    • Pushback on block slightly decreased
  • Furiko Upper
    • Expanded the forward hitbox for the first active frame
    • Moved the hitbox forward for active frame 3F
    • Active frame 3F will no longer trigger a Crush Counter
    • Reduced the backwards hurtbox
  • Sakura Otoshi
    • Changed the stun distribution, from 240 (80 x 3) to 240 (40+80+120)
    • Changed the V-Gauge meter build distribution, from 75 (25×3) to 120 (30+40+50)
  • Oukakyaku
    • Damage increased from 60 to 80
  • Floral Spin (V-Reversal)
    • Startup increased from 15F to 17F
    • Pushback on block slightly decreased
  • Hogasho
    • Reduced the hitbox
    • Added 5F of recovery on whiff
  • H Shunpukyaku
    • Damage increased from 80 to 100
    • Reduced the startup from 25F to 24F
    • Expanded the hurtbox for the second hit
  • Hadoken
    • Damage increased from 50 to 60
  • EX Hadoken
    • Damage increased from 80 to 100
    • Startup decreased from 17F to 14F
      • Note: No changes to advantage/disadvantage
    • Changed the overall movement frames from 48F to 45F
      • Note: No changes to advantage/disadvantage
    • Expanded the forward hitbox
    • Can now be canceled into V-Trigger
  • V Hadoken
    • Changed the overall movement frames from 45F to 42F
      • Note: No changes to advantage/disadvantage
    • Expanded the forward hitbox
    • Adjusted the combo count
  • V Hadoken (Charged)
    • Changed the overall movement frames from 75F to 60F
    • Increased the advantage on block from +3F to +10F
    • Expanded the forward hitbox
  • Tengyo Hadoken
    • Reduced the damage from 70 to 60
    • Changed the overall movement frames from 57F to 45F
    • Changed the opponent’s blowback on hit
    • Expanded the forward hitbox
    • Changed so that it will not hit a crouching opponent
    • Changed to cause a knockdown on hit
    • Active frames changed from 24F to 27F
  • EX Tengyo Hadoken
    • Reduced the attack active frames from 17F to 15F
      • Note: No changes to advantage/disadvantage
    • Changed the overall movement frames, from 55F to 45F
      • Note: No changes to advantage/disadvantage
    • Increased the float on hit
    • Changed so that it will not hit a crouching opponent
    • Can now be canceled into V-Trigger
  • V Tengyo Hadoken
    • Changed the overall movement frames, from 51F to 45F
    • Expanded the forward hitbox
    • Changed the opponent’s float on hit
    • Changed so that it will not hit a crouching opponent
    • Adjusted the combo count
  • V Tengyo Hadoken (Charged)
    • Damage increased from 100 to 110
    • Changed the overall movement frames, from 67F to 55F
    • Adjusted the combo count
    • Changed the opponent’s float on hit
    • Changed so that it will not hit a crouching opponent
  • EX Shououken
    • Reduced the opponent’s blowback distance on hit
  • Sakura Rain
    • Addressed the phenomenon where the opponent could not perform a V-Reversal when Sakura Rain was canceled into from certain blocked special moves (charged Hadoken/V Hadoken/charged V Hadoken/V Tengyo Hadoken/ charged V Tengyo Hadoken).

Developer Notes: Overall improved the effectiveness of her moveset by making adjustments such as changing the parameters and frame advantage of Sakura’s normal and specials.

Blanka

  • Quick Rolling (V-Reversal)
    • Increased the pushback on block
    • Increased the opponent’s blowback on hit
  • Jungle Dynamo/Lightning Beast
    • Reduced 2F of recovery to the V-Trigger cancel
  • Electric Thunder
    • Advantage on block increased from +2F to +3F
  • EX Electric Thunder
    • Damage increased from 100 to 120
    • Stun increased from 180 to 200
    • Can now be canceled into V-Trigger
  • V Electric Thunder
    • Stun increased from 180 to 230
  • Back Step Rolling
    • Changed to blowback damage on midair hit
    • Eased the combo count
    • Decreased the landing recovery from 14F to 11F
      • Note: No changes to advantage/disadvantage
  • EX Back Step Rolling
    • Decreased the landing recovery from 13F to 5F
      • Note: There are changes to advantage/disadvantage on hit and block
  • V Back Step Rolling
    • Decreased the landing recovery from 14F to 11F
      • Note: No changes to advantage/disadvantage
  • Ground Shave Rolling
    • Changed so that the first and second hits will be blocked successively
    • Reduced the disadvantage on block from -14F to -8F
  • Ground Shave Rolling (Max Charge)
    • Reduced the damage from 250 to 220
    • Changed so that the final hit causes a guard break.

Developer Notes: Adjusted to improve Blanka’s rushdown regardless of the opponent’s distance by tweaking moves such as Electric Thunder and Back Step Rolling .

EN

Introducing Mega Man: Date My Robot Master

Apr 01, 2018 // Kellen Haney

Get equipped with: Love. Mega Man: Date My Robot Master is a fresh new take on the classic Mega Man experience!

It is the year 20XX. The world breathes a collective sigh of relief now that Mega Man has once again put an end to Dr. Wily’s plans for world domination. But then… a mysterious new transfer robot joins the ranks of Robot University! Learn to navigate robot society and get to know eight different Robot Masters from classic Mega Man adventures in this unique visual novel set in the Mega Man universe! Placed in the metal shoes of a new student assembled by Dr. Light himself, it’s up to you to learn about the secrets of the university, and maybe, if you’re lucky, find love along the way.

With the world at peace and the school being carefully monitored by the beloved Dean of Robots, Mr. X, you’ll have plenty of time to make friends and forge new bonds with your fellow Robot Masters when you’re not busy with class and homework. Fortunately, you won’t be alone in your quest to win over the metal heart of one of eight unique ‘bots from classic Mega Man games, as classic characters will help you out alongside brand new features! See what your classmates think of you and find out what gifts they’re weak to with Roll Call, sit back and enjoy the story with Auto Mode, or find out what other robots are talking about on social media with Beatbox.

Jump from class to class to keep up with your studies, and slide in to DMs to keep your favorite Robot Master happy! With multiple paths for each character, you’ll want to play again and again to see all the different endings. Plus, rumor has it that there’s another, even more mysterious new transfer student that nobody’s met yet. Keep your Love Buster charged; you never know what might happen!

Get equipped with Mega Man: Date My Robot Master when it makes the jump to all major platforms on April 1 st , 20XX.

EN

Capcom Recap: 03/17/2018 – 03/30/2018

Mar 31, 2018 // Yuri Araujo

Deviljho storms into Monster Hunter: World, Street Fighter V fighters get a Darkstalkers wardrobe, and more!

Deviljho has arrived in the New World – new Monster Hunter: World content now live

Street Fighter 30th Anniversary Collection Is Coming May 29, 2018! Pre-order for a Free Copy of Ultra Street Fighter IV!

Cloak Yourself in Darkness with Darkstalkers Costumes for Menat, Juri, and Urien in Street Fighter V: Arcade Edition on April 3!

CPT 2018 DLC Brings New Costumes and All-New Dictator-Themed Stage to Street Fighter V: Arcade Edition

Mega Man Legacy Collection 1 + 2 – Robot Recap Vol. 2

——————————

[PAST]

Street Fighter 30 th Anniversary Collection (3/20)

Monster Hunter: World – Deviljho hunts with devs (3/23) , Hunts with viewers (3/29)

Mega Man Legacy Collection – Original Mega Man on Nintendo Switch (3/30)

[FUTURE]

All times listed are Pacific Time:

  • Tuesday , April 3rd @  3PM  – Street Fighter V: Arcade Edition
  • Thursday , April 5th @  5PM  – Monster Hunter: World

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

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The latest set of Monster Hunter: World Event Quest is now live.

Egg Lovers United – hunt a Kulu-Ya-Ku.

Effluvial Opera – hunt a Great Girros, a Radobaan, an Odogaron, and a Bazelgeuse.

Chew The Fat – hunt 2 Great Jagras.

Challenge Quest 2: Intermediate – hunt 2 Odogaron. This quest is available at the Arena Counter in the Gathering Hub and your fastest time will be uploaded to the global leaderboards.

Event Quests and Challenge Quests refresh every Thursday at 5pm PT / Friday at 1am BST, so make sure to log into Monster Hunter: World every week and follow @MonsterHunter to stay up to date on the latest selection of quests.

And remember that the Spring Blossom Fest starts next week, and it’ll feature all the quests listed above along with most of the previous Event Quests!

——————————

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. =)

——————————

Signing off,

-Yuri

EN

Mega Man Legacy Collection 1 + 2 – Robot Recap Vol. 2

Mar 30, 2018 // Kellen Haney

Between both games included in Mega Man Legacy Collection 1 + 2 , there are a whopping eighty-one Robot Masters for you to defeat across the original Mega Man through Mega Man 10, including DLC stages! Another eight ‘bots are joining the ranks when Mega Man 11 launches late this year, so let’s take another look back at some of the best, weirdest, and just plain memorable Robot Masters from Mega Man’s history with memories and thoughts from fans from the community and from right here at Capcom USA!

Weapon:  Rain Flush

Weakness:  Drill Bomb

A farming robot made to bring about rainfall on set days. You can’t dodge his Rain Flush, but you can prevent it.

Brett Elston – Associate Brand Manager

There’s a sort of cruel duality to Toad Man in Mega Man 4. On the one hand, he’s probably the easiest boss in the entire history of Mega Man, and one of the easiest bosses in gaming history. On the other hand, his stage comprises an almost completely uninterrupted series of physics-altering terrains, so it is by no means an easy starting point.

To get to the easy boss, you’ve got to brave a particularly challenging platforming gauntlet, with jump-nerfing wind gusts and destabilizing sewer currents. For the few brief moments that the terrain isn’t actively trying to kill you, you’re either locked in deadly battle with giant eyeball snails, or dodging robo-fish hell-bent on knocking you into instant-death mines. Oy gevalt!

Adam “Heat Man” Anania – Formerly of The Mega Man Network
Poor, poor Toad Man. In exchange for an unavoidable attack, he got a battle routine that makes him easily manipulated. He can be a fearsome opponent if you’d just give him a chance! Maybe stop shooting for a bit. Let him get off a couple of Rain Flushes, just to make him feel better. Watch him do his funny dance!

I do recall Toad Man’s stage being one of the hardest to get through when I was a kid, though. Most times I got done in just trying to jump across platforms in the rain! When I finally got into the sewers, it was almost startling. “Wow, the stage changed so much! This is cool!” And then of course I had to fight gigantic snails that shoot their eyes at you. And then spikes after that!? In hindsight, I’m a little thankful Toad Man turned out to be so easy.

Keisuke Mizuno – Character designer for TruForce
I like his design. I think this character is the reason I came to think skulls are cool.

I often revisit Skull Man’s stage to replenish my items before heading into the final battle. You can grab three E-tanks in one run. Thanks to that, his stage theme also sticks out in my mind.

David Oxford, The Mega Man Network and Mega Man: Robot Master Field Guide

The first Mega Man made me a fan; the second made me a lifer. So beyond that, it gets rather difficult to pick favorites out of the 46 different Robot Masters who made the Nintendo Entertainment System games of the series so memorable — and more difficult still if you look at the series in its entirety!

That said, one that always stuck out to me was Skull Man. The very concept of a Robot Master with a skull motif just screams “Wily,” yet his involvement with the macabre ‘Master is practically minimal. One almost has to wonder if Dr. Cossack didn’t design him as a subtle clue as to who was really behind the entire Mega Man 4 caper.

In the game, he balances a Buster like Mega Man’s with a defensive Skull Barrier, making him fairly formidable. Then again, his Buster isn’t quite like Mega Man’s, seeing as the Blue Bomber just received an upgrade allowing him to charge up more powerful shots. As such, more’s the pity that he doesn’t have the shotgun-loaded ribcage given to him in Hitoshi Ariga’s Mega Man Megamix when he fights you in the games!

Weapon: Gravity Hold

Weakness: Star Crash

He can control gravity, albeit within a limited range. Attack him when you fly past each other!

Kazuhiro Tsuchiya – Producer, Mega Man 11, Mega Man Legacy Collection 2
When it comes to my favorite Robot Master, I think the most memorable one for me would be Gravity Man from Mega Man 5. The reason why is that he has the ability to flip gravity within the stage. When you’re fighting against him, he’s able to flip the position of himself and Mega man between the ground and ceiling.

From a gameplay perspective, that was really new and fresh to see a boss that had the ability to flip gravity. I remember thinking, “Whoa, what is up with this boss?!” He’s very memorable in offering a new level of gameplay.

Takekuni “Ucchy” Uchida – Rockman Unity Administrator
It’s not the character himself so much as his entire stage that I love! I’m guessing all our readers have experienced it for themselves, but the first time I played that stage and the gravity reversed on me, I was so surprised! 

“Am I falling up?! Am I rising down?!” Next thing I knew my neck hurt from twisting my head upside down while playing. I even tried holding the controller upside down. (Between you and me, I even tried playing while doing a headstand! It makes you lightheaded though, so I don’t recommend.)

In any case, it’s super-fun, and that’s why I love Gravity Man(‘s stage). The Super Famicom (SNES) had already come onto the scene at that time, but Gravity Man’s stage showed us that even without the increased capabilities of new hardware, there was a lot that could be done with ideas and innovation alone.

Brett Elston – Associate Brand Manager

Gravity Man may have a cherub-esque face but his battle capabilities make him (on paper at least) one of the most formidable Robot Masters in the series. Throughout his stage you’ll be flipped and hurled around as gravity reverses, then returns to normal… and then inside his chamber, he’ll use this very power to flip around the room.

Being able to alter gravity, even in a small field around you, is a pretty cool power. But when you beat Gravity Man and obtain the Gravity Hold, this power is visualized with a flash… presumably symbolizing the crushing weight of gravity?

Weapon:  Charge Kick

Weakness:  Power Stone

Greg “GregaMan” Moore – Former Capcom Community Manager

Yeah, I think we can all agree that steam locomotives are cool, but what if you made one that replaced those inefficient wheels with big, meaty legs, and gave it thrice as many cow pushers? Why, then you’d have Charge Man.

Now Charge Man is a pretty burly dude, so rather than devise some clever strategy to take out the Blue Bomber, he’s content to just “charge” at you full-force, striving ceaselessly to occupy the space you’re in. This can make for a frustrating fight, but carefully timed jumping and sliding will see you through it. Just watch out for when he spews flaming hot coals from his smokestack.

Weapon:  Crystal Eye

Weakness:  Gyro Attack

Greg “GregaMan” Moore – Former Capcom Community Manager

Every robot serves a purpose (yes, even Adhering Suzy), and Crystal Man is the financier of Dr. Wily’s nefarious operation, using his unique ability to generate artificial crystals. By the time Mega Man gets to him, however, he’s been designated for combat, just like all the others.

Once you’ve made it through Crystal Man’s eerily beautiful lair, a battle with the fiendish financier awaits. He will attack with volleys of crystal balls which bounce off surfaces. These can be tricky to dodge, but try to stay close to him to make evasion more manageable. Use Gyro Man’s Gyro Attack to make the going a little less tough.

Upon victory, Crystal Man’s mystical Crystal Eye weapon will be yours! Use it to shoot stuff.

David Oxford – The Mega Man Network
Part of Crystal Man’s entire reason for being is to help fund Dr. Wily’s ambitions by manufacturing artificial crystals. How cool would it have been, then, if you could put a damper on Wily’s entire operation by taking Crystal Man out first? Sort of a reverse-DuckTales ending scenario.

Then again, given how bouncy the gems produced by the Crystal Eye are and the fact they disappear after a few moments, maybe that’s why Wily sent him off into battle instead of keeping him safe?

That aside, Crystal Man’s appearance is pretty neat, with all the rounded crystals adorning his armor, including the two found on each of his forearms. While the mask makes him look like another ninja-styled robot, perhaps the intent was to evoke the appearance of a mysterious fortune teller, seeing as that’s one of his hobbies?

Weapon:  Centaur Flash

Weakness:  Knight Crusher

A robot based on the mythical creature. Try to fight him from the center of the arena as much as possible. If you stand to the sides, you’ll be hit by his spread shot.

Greg “GregaMan” Moore – Former Capcom Community Manager

Centaur Man! Centaur Man bears the noble distinction of being the only quadrupedal Robot Master evah. Yes, as the name indicates, Centaur Man is half centaur, half man, which I believe makes him three quarters man, one quarter horse. Actually, in the Rockman 6 manga, Centaur Man is revealed to be a woman. Not the point!

As told in myth of yore, Centaur Man bears the formidable power to distort space and time, and wields an arm cannon that shoots scattering, ricocheting blasts. Centaur Man’s quadruped design grants a notable increase in agility, but also makes Centaur Man one of the few Robot Masters unable to jump.

Kellen Haney, Community Manager

Centaur Man’s fight always struck me as that sort of “easy when you know how” fights. Centaur Man’s biggest problem is their inability to jump – as long as you stay towards the center of the arena and learn the patterns, it’s not too difficult of a fight. You just have to take the time to watch when this Robot Master is about to charge!

Calling back to earlier weapons such as Time Stopper from Mega Man 2, defeating Centuar Man gives you the powerful Centaur Flash, throwing away the laws of physics for a moment and bringing time to a stop. Sweetening the deal, you’ll also deal damage to nearby enemies when you use it, so be sure to time it carefully!

Weapon:  Knight Crusher

Weakness:  Yamato Spear

Designed with a medieval knight motif. His strong shield can block most attacks. Only the weapon that plays on his weakness can pierce it!

Greg “GregaMan” Moore – Former Capcom Community Manager

Knight Man, true to his name, is a chivalrous knight-bot who fights with a spiked flail. He also has a mohawk. 

There’s something so expressive to me about Knight Man’s valiant jumping sprite. You can’t help but feel like he’s fighting by some noble code. Were it not for a slight twist of fate, we might have been allies, Knight Man.  

Use Yamato Man’s spear to run Knight Man through and steal his flail.

Adam “Heat Man” Anania – Formerly of The Mega Man Network
With Quick Man, I talked about the “cool” Robot Masters of Mega Man. To be honest, with how the designs got increasingly detailed after Mega Man 4, it gets harder to distinguish who that “cool” guy is in the later games. But for Mega Man 6, I think it could be Knight Man. But cool in more of a stoic sense.

Here’s a Robot Master modeled after, well, a traditional, valiant knight. Carrying both a weapon and a shield, he seems more prepared for battle than the rest of his companions. And that shield makes him a bit tricky to face head on, unless you have his weakness weapon of course. Then he gets pretty easy.

Want to know something embarrassing? For years and years, I had no idea Knight Crusher was multi-directional! I didn’t know until I saw it on YouTube!

***

That’s all for today, but we’ll be covering Mega Man 7 through Mega Man 10 next time, highlighting the evolution and retro revolution of the series. Join us in celebrating the 30 th anniversary of Mega Man with games and activities throughout the year, including bringing Mega Man Legacy Collection 1 and 2 to Switch on May 14 th , all eight Mega Man X titles to Nintendo Switch, PlayStation 4, Xbox One, and PC later this year, and the Blue Bomber’s triumphant return with Mega Man 11 in late 2018! Stay tuned for more info, and keep an eye on Mega Man on Twitter and Facebook for all the latest news.

For part one of our Robot Recap, click here !

Until next time!

EN

Cloak Yourself in Darkness with Darkstalkers Costumes for Menat, Juri, and Urien in Street Fighter V: Arcade Edition on April 3!

Mar 27, 2018 // Andy Wong

The mist has crept in, the bats have emerged, and darkness has arrived in Street Fighter V: Arcade Edition to welcome three Darkstalkers costumes for Menat, Juri, and Urien!

Starting April 3, the Khaibit Costume for Menat, Lilith Costume for Juri, and Donovan Costume for Urien will be available for purchase for MSRP $3.99 each on PlayStation and Steam. These three sinister costumes are inspired by characters from Capcom’s own Darkstalkers series, a fighting game series set in a horror universe featuring characters inspired by various monsters.

Khaibit Costume (Menat) Darkstalkers fans may be wondering what a Khaibit is as it’s not the name of any playable character. If you guessed it draws inspiration from the mummy Anakaris, you’d be correct!

The Khaibit first appeared in Darkstalkers 3 as Anakaris’ partner who can be seen in certain animations, especially during Pharaoh Decoration. Later, Khaibit became a secret character in Capcom Fighting Jam Midnight Bliss.

Lilith Costume (Juri) – A portion of energy that was split from Morrigan by Belial and sealed. After 300 years, the separated energy formed another consciousness called Lilith. Being a cheerful succubus, Lilith’s goal was to reunite with Morrigan in order to continue her existence.

Donovan Costume (Urien) – Donovan Baine is half-vampire and half-human. Following a horrific event, which caused his vampire side to take control and drink the blood of everyone in his village, he devoted himself to Buddhism. In the Darkstalkers series, he travels with a little girl called Anita, who wields mysterious supernatural powers.

Both Juri and Urien are available in the Season 1 Character Pass while Menat is available in the Season 2 Character Pass. All three characters can also be purchased individually for MSRP $5.99 or 100,000 Fight Money. If any of the Character Passes or individual characters are purchased with real money, you’ll automatically receive their Battle Costumes with colors 3-10 and Default Costume colors 3-10 unlocked!

Prepare for the incoming mummy, succubus, and vampire madness when these Darkstalkers costumes appear on April 3!

EN

Deviljho has arrived in the New World – new Monster Hunter: World content now live

Mar 22, 2018 // Yuri Araujo

The first major title update for Monster Hunter: World is now live, and with it comes the terrifying Deviljho!

I hope you’ve been gearing up for this hunt with such an insatiable and relentless beast. No one is safe from the deadly jaws of the Deviljho; not even other monsters. But this is something you have to see for yourself to truly grasp the gravity of his arrival, so go download the latest Monster Hunter: World update and… good luck!

———-

As mentioned in last week’s blog, we’re also making various adjustments to game systems and weapon balance. Here are the full patch notes for this update:

WEAPON BALANCE UDPATES

Great Sword

  • Charged Slash II — Damage increased.
  • Charged Slash III — Damage increased.
  • Strong Charged Slash II — Damage increased.
  • Strong Charged Slash III — Damage increased.

Long Sword

  • Foresight Slash — Time window to successfully trigger increased.
  • Foresight Slash — Hitbox to successfully trigger increased.
  • Foresight Slash — Damage hitbox increased.
  • Foresight Slash — Increased the angle that the player can control the direction of the attack.
  • Spirit Helm Breaker — (Bug Fix) After use, you should now properly be immune to knockbacks until you land on the ground.

Sword & Shield

  • Roundslash — Damage increased.
  • Wedge beetles can now be used when using the slinger with your weapon drawn.

Dual Blades

  • Demon Gauge — Can now be increased by Demon Mode roundslashes and Demon Flurry Rush.
  • Demon Mode — Fixed a bug where you could not cancel Demon Mode when transitioning from a Demon Dodge.

Hammer

  • Charge Tier 2 — Charged Upswing stun values increased.
  • Charge Tier 2 — Charged Brutal Upswing stun values increased.
  • Charge Tier 3 — Charged Big Bang stun values increased.

Hunting Horn

  • The Encore effect for the Self-Improvement melody now also increases your attack power (the effect is now “Attack Up + Deflected Attack Prevention”).

Lance

  • Counter-thrust — Temporary knockback negation during a successful counter-thrust.

Gunlance

  • Shelling — Damage parameters increased when sharpness is yellow or worse.
  • Sharpness loss alleviated for all Wyrmstake Cannon and Wyvern’s Fire attacks.
  • Wyrmstake Cannon — Damage increased.
  • Wyvern’s Fire — Damage increased.

Switch Axe

  • Zero Sum Discharge — Level 4 Earplugs effect during use.
  • It is now possible to chain the beginning of Sword: Jumping Element Discharge into Zero Sum Discharge.
  • Zero Sum Discharge Finisher — Damaged increased.
  • Mounted Discharge Finisher — No longer causes sharpness loss.
  • Zero Sum Discharge — (Bug Fix) After use, you should now properly be immune to knockbacks until you land on the ground.

Charge Blade

  • Impact Phials — Attack power bonuses from effects other than that of the Artillery skill (for the explosions) were decreased.
  • Axe: Super Amped Element Discharge — Stun values decreased for Impact Phials.
  • Phial stun values increased for all attacks other than Axe: Super Amped Element Discharge.
  • Elemental values increased for Power Element Phials.
  • Axe: Super Amped Element Discharge — Power Element Phial explosions spaced closer together to make them easier to hit.

Insect Glaive

  • Improved the effect of the attack power increase for red/white and red/white/orange extract hybrid effects.
  • Extract effect times increased overall.
  • Extract effect times no longer decrease while mounting a monster.

Bow

  • Dashing Shot — Fixed a bug where the Spread/Power Shots skill effect was applied twice.
  • Dragon Piercer — Fixed a bug where you could shoot past the attack’s angle limitations. Now shoots straight ahead of the player, regardless of the camera angle, when shot with the camera angle past the attack’s angle limitations.

Light Bowgun and Heavy Bowgun

  • No adjustments were made.

———-

GAME SYSTEM ADDITIONAL AND CHANGES

  • Optimized data processing to reduce loading times.
  • Added the feature “Kick from Online Session” to the player list.
  • Added “Return to Gathering Hub” (single player) and “Disband & Return to Gathering Hub” (multiplayer) to the options for “Select Return Destination” after a quest.
  • Added the “Text Size” setting for changing subtitle text size, under Start Menu > Options Game Settings.
  • In the “Online Session” menu, the name for the menu command “Squad Session Search” was changed to “Create/Search for a Squad Session” (the functionality is unchanged).
  • Attacks from allies no longer interrupt you during the carving animation. Additionally, players are now immune to all hit reactions, including bombs, during carving animations after quest completion.
  • Slightly reduced the amount that the Scoutfly Level (which is tied to monster research levels) gauge decreases after each quest.
  • Added the game version number to the game’s title screen (for this update—PS4: 2.00; Xbox One: 2.0.0.0).

———-

And remember to mark your calendars and join in the Spring Blossom Fest celebration in just about 2 weeks! Event starts on April 5 th at 5pm PT and ends on April 19 th at 5pm PT .

EN

Street Fighter 30th Anniversary Collection Is Coming May 29, 2018! Pre-order for a Free Copy of Ultra Street Fighter IV!

Mar 21, 2018 // Andy Wong

Celebrate 30 years of fighting game history with the Street Fighter 30 th Anniversary Collection, coming on May 29, 2018 to PlayStation 4, Xbox One, Nintendo Switch, and Steam! Continue reading for a reminder of the 12 iconic titles and various modes this collection contains, as well as an exclusive bonus for the Nintendo Switch.

The Street Fighter 30th Anniversary Collection contains 12 iconic titles in the series that each have their place in Street Fighter history. Four of these titles will include online play as noted below:

  • Street Fighter
  • Street Fighter II
  • Street Fighter II: Champion Edition
  • Street Fighter II: Hyper Fighting – Online Play
  • Super Street Fighter II
  • Super Street Fighter II: Turbo – Online Play
  • Street Fighter Alpha
  • Street Fighter Alpha 2
  • Street Fighter Alpha 3 – Online Play
  • Street Fighter III
  • Street Fighter III: 2nd Impact
  • Street Fighter III: 3rd Strike – Online Play

The four games that offer online play also feature a recreation of the classic arcade experience as opponents can challenge you in real time as you play through arcade mode! Once the match with another player ends, you’ll be sent straight back to Arcade Mode. You can adjust the frequency of these online challenges or turn them off completely. Online play also features rollback technology that provides low-latency matches with the ability to adjust your own input latency via the in-game menu.

Whether you’re currently playing Street Fighter V: Arcade Edition or have only experienced the classic Street Fighter II, this collection is for all fans throughout the spectrum. Dive into the Interactive Timeline, Museum, and Music Player to sift through a rich collection of Street Fighter history. For more information on each of these features, visit our announcement blog: Celebrate 30 Years of Street Fighter with the Street Fighter 30 th Anniversary Collection.

PRE-ORDER BONUS OF ULTRA STREET FIGHTER IV

Complete the collection with a free copy of Ultra Street Fighter IV by pre-ordering the Street Fighter 30 th Anniversary Collection at participating retailers on PlayStation 4, Xbox One, and Steam before it officially launches on May 29! Learn more about this offer after the jump!

The Street Fighter 30 th Anniversary Collection contains 12 titles that have each shaped the history of the Street Fighter series by introducing new concepts, gameplay features, and characters. In terms of release date, Street Fighter III: 3 rd Strike launched way back in 1999 before it was followed by the series’ triumphant return with Street Fighter IV. This is where the pre-order bonus steps in with Street Fighter IV, which revitalized the series with its release and continued the legacy into the millennium! When you pre-order the Street Fighter 30 th Anniversary Collection on PlayStation 4, Xbox One, and Steam, you’ll receive Ultra Street Fighter IV to complete the series!

Each platform’s pre-order bonus has its own redemption instructions, so make sure you read carefully.

PlayStation 4 – Pre-order the Street Fighter 30 th Anniversary Collection on PlayStation 4 to receive Ultra Street Fighter IV, the final updated version of the original Street Fighter IV. If you pre-order the physical copy, you’ll receive the game as a digital code on the receipt in North America. For European physical pre-orders, please check with participating retailers for details. If you pre-order the digital copy, the game will automatically appear in your library within 14 days after May 29.

Xbox One – Pre-order the physical or digital copy to receive two separate codes: one for Super Street Fighter IV: Arcade Edition and the other for Ultra Street Fighter IV, which is playable due to backwards compatibility. The codes will be on the receipt during in-store pickup of the physical copy in North America. For European physical pre-orders, please check with participating retailers for details. For digital pre-orders, codes will be delivered to the Message Center 7-10 days after launch.

Steam – Pre-order on Steam to receive a digital copy of Ultra Street Fighter IV! The game will automatically appear in your library on launch day, the same time the Street Fighter 30 th Anniversary Collection appears.

Nintendo Switch – While there is no pre-order bonus for the Nintendo Switch, it is also the only system that will contain Super Street Fighter II: The Tournament Battle, which allows up to eight players to partake in a local ranked tournament together. More information on this exclusive below!

Participating Retailers:

Street Fighter IV first launched in North America in 2009, an entire decade after Street Fighter III: 3 rd Strike. Upon release, Street Fighter IV received universal acclaim from both players and the media who noted it as a familiar, yet innovative contribution to the series. In 2010, Super Street Fighter IV, was released in the first major update to the game, featuring new modes and characters, including the wildly popular Juri. In 2014, Ultra Street Fighter IV was released and was the final major update that included all previous modes, balance changes, and also introduced five new characters. In a span of five years, Street Fighter IV became a fighting game phenomenon in its own right.

EXCLUSIVE TOURNAMENTS FOR THE NINTENDO SWITCH

The Nintendo Switch version of the Street Fighter 30 th Anniversary Collection will contain an exclusive recreation of Super Street Fighter II: The Tournament Battle, a special arcade-only version of Super Street Fighter II that featured the networking of four arcade cabinets and allowed up to eight players to compete in a bracket-based tournament.

Using local wireless play, you will need four Nintendo Switch systems and eight controllers to start a tournament, which is perfect for a group gathering! In cases where you don’t have eight players, the CPU will take control of the remaining spots to give you the same tournament experience. Once each match begins, the winner and loser will be placed in their respective brackets, followed by a short period of time where players will switch “seats” to face their next opponent in the tournament bracket. This process will continue until a champion is crowned!

Super Street Fighter II: The Tournament Battle takes advantage of the Nintendo Switch, which allows players to bring their systems anywhere and play together. We hope to see you forming tournaments of your own come May 29!

Over the course of the next two months, we’ll be covering how each of these titles changed the Street Fighter series. Take this journey with us by following @StreetFighter on Twitter and liking /StreetFighter on Facebook!

EN

CPT 2018 DLC Brings New Costumes and All-New Dictator-Themed Stage to Street Fighter V: Arcade Edition

Mar 20, 2018 // Michael Martin

Hello Street Fighter fans! Capcom Pro Tour 2018 kicked off with a bang at Final Round and we look forward to seeing how the rest of the season plays out. Today, we are excited to reveal the return of CPT DLC for the 2018 season, featuring an all-new set of Capcom Pro Tour-themed content!

This year’s content once again includes new character costumes, character colors, an all-new stage, and more. And the best part is, 70% of all proceeds obtained from CPT 2018 DLC sales in North America and Europe will be contributed to the Capcom Cup 2018 prize pool.

For the last couple of years, CPT DLC has allowed fans to directly support Capcom Cup’s prize pool. With your support Saul “Mena RD” Segundo took home a massive $250,000 paycheck after winning Capcom Cup 2017!

For 2018, Akuma and Sakura are the recipients of all-new CPT costumes. The Champion’s Choice costume also returns with an original Birdie design inspired by the current Capcom Cup champion, Mena RD. We’ll have more on that soon.

But for now, check out the costumes below:

CPT 2018 DLC Akuma Costume

CPT 2018 DLC Sakura Costume

We’re very excited to offer a first look at the new CPT stage, which draws inspiration from classic Street Fighter II Shadaloo Headquarters. As you can see below, the stage’s imagery focuses on long-time Shadaloo boss M. Bison, including a massive statue paying homage to the dictator.

CPT 2018 Stage

In addition to the previously mentioned content, players who purchase the CPT 2018 Premier Pass will receive new EX colors (which are available to PC users for the first time), a bonus of 5,000 Fight Money, and access to nine exclusive special challenges (one per month) offering 65,000 Fight Money, throughout the CPT 2018 season.

The Sakura and Akuma costumes will be available starting April 3, and the Champion’s Choice costume and CPT stage will release at a later date.

You can see the full breakdown in pricing below:

Capcom Pro Tour Costumes

Capcom Pro Tour 2018 Costume: Akuma – $5.99/€5.99/£4.99
Capcom Pro Tour 2018 Costume: Sakura – $5.99/€5.99/£4.99
Capcom Pro Tour 2018 Costume: Champion’s Choice Costume – $5.99/€5.99/£4.99

Capcom Pro Tour Stage

CPT Stage – $9.99/€9.99/£7.99

Capcom Pro Tour Bundle

Capcom Pro Tour 2018 Premier Pass – $19.99/€19.99/£15.99

  • Capcom Pro Tour 2018 Costume: Akuma
  • Capcom Pro Tour 2018 Costume: Sakura
  • Capcom Pro Tour 2018 Costume: Champion’s Choice Costume
  • Capcom Pro Tour 2018 Stage

The following items are available with the CPT 2018 Premier Pass only:

  • Exclusive CPT-themed color option for all characters (includes Season 1, 2, and 3 DLC)
  • 5 Exclusive Titles
  • 2 Exclusive Fighter Profile Themes
  • Access to Exclusive Special Targets
  • A bonus of 5,000 Fight Money

CPT 2018 DLC sales will contribute to the Capcom Cup through November, when the bonus will be tallied.

Remember, whether you purchase the CPT 2018 Premier Pass or individual pieces of content, you are contributing to an even bigger payday for the winner of Capcom Cup 2018!

Stay tuned for more details on the in-game targets, the Champion’s Choice costume, and the launch of the CPT 2018 Stage and be sure to follow CapcomFighters on Twitter and Facebook for updates on the Capcom Pro Tour!

EN

Capcom Recap: 03/03/2018 – 03/16/2018

Mar 17, 2018 // Yuri Araujo

New content updates for Monster Hunter: World, Puzzle Fighter and Street Fighter. Okami HD coming to Nintendo Switch, and more!

UPDATE: Streaming schedule has been updated.

Alastor joins Puzzle Fighter

Puzzle Fighter gets great new features in latest update

Mega Man Legacy Collection 1+2 Robot Recap vol. 1

Captain Commando crossover costume for Nash coming to Street Fighter V: Arcade Edition

Okami HD coming to Nintendo Switch this summer

Devil May Cry HD Collection now available on PC, PS4 and Xbox One

Monster Hunter: World x Devil May Cry collaboration announced

Monster Hunter: World first free major title update introduces Deviljho, Spring Blossom Fest and more

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[PAST]

Street Fighter V: Arcade Edition – James Chen (3/6), Viewer Challenges (3/13)

Puzzle Fighter – Update 2.3 Preview (3/7), PVP Events + Character Reveal (3/14)

Monster Hunter: World – Horizon Zero Dawn (3/8), Event Quests (3/15)

[FUTURE]

All times listed are Pacific Time:

  • Tuesday , March 20th @  3PM  – Street Fighter 30 th Anniversary Collection
  • Friday , March 23rd @ 2 PM  – Monster Hunter: World
  • Wednesday , March 28th @  1PM  – Puzzle Fighter
  • Thursday , March 29th @  3PM  – Monster Hunter: World
  • Friday , March 30th @  2 PM  – Mega Man Legacy Collection

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

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While our first major title update is just around the corner, we’re still committed to bringing fun you quests and challenges every week. Here’s the latest selection of Event Quests:

Keeper of the Otherworld – slay a Xeno’jiiva

Rollin’ With The Uragaan – hunt 2 Uragaan in the Elder’s Recess for some extra servings of Armor Spheres.

Ya-Ku With That? – hunt a Kulu-Ya-Ku and a Tzitzi-Ya-Ku in the Arena.

Challenge Quest 2: Beginner – hunt a Tobi-Kadachi and a Paolumu. This quest is available at the Arena Counter in the Gathering Hub and your fastest time will be uploaded to the global leaderboards.

Event Quests and Challenge Quests refresh every Thursday at 5pm PT / Friday at 12am GMT, so make sure to log into Monster Hunter: World every week and follow @MonsterHunter to stay up to date on the latest selection of quests.

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Up here at Capcom Vancouver the Puzzle Fighter team has been hard at work on bringing new features and new characters to the game. This was a big week as we released our 2.3 update, which included a brand new game mode called PVP Events.

PVP Events are an always changing selection of events that will offer new play experiences for players, and the chance to win big rewards! The first new game mode introduced will be Classic Mode!

Based off the original arcade edition of Puzzle Fighter Classic Mode offers fans of the original game a dose of nostalgia. In this mode Health Bars and super abilities are replaced with a very simple goal – Overstack your opponent!

Also new to Puzzle Fighter is our latest character Alastor. Hailing from the Underworld of Movieland, Alastor will be a challenge for any fighter to face including his arch-rival Viewtiful Joe.

If you’re not already playing the arcade classic, you can download it for free on iOS and Android now !

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YouTuber / guitar shredder Husybythegeek takes a stab at doing a Rock cover of the beloved Rotten Vale battle theme from Monster Hunter: World and the results are… well, I can’t stop listening to it. I’d say he totally nailed it. Check it out:

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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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Signing off,

-Yuri