Falke, the Guardian Hawk, Vaults into Street Fighter V: Arcade Edition on April 24!

Falke, the third character of Season 3, will officially join Street Fighter V: Arcade Edition on April 24! As a brand new character to the series, swoop in and watch her gameplay trailer below!

Falke was built to be an alternative clone for M. Bison. She was heavily experimented on by Shadaloo and was forced to train day in, day out to achieve perfection. Falke has the unique ability to infuse Psycho Power into objects and release it through them, mainly through her staff, which she named Harmony. Years of harsh training went by, causing Falke to spiral deep into despair, wishing for it all to end. Finally, Ed came to her rescue and they both were able to escape Shadaloo. Now, the two have a sibling-like bond and are searching for others like them in need of help.

Falke utilizes her staff in battle to keep opponents at range, but it also serves as her conduit for Psycho Power. By holding down any punch button, Falke can charge up and store Psycho Power until the button is released in one of three different ways:

  • Standing (Psycho Kugel) – Falke releases the Psycho Power through her staff like a shotgun
  • Air (Psycho Feder) – Falke shoots a projectile at a diagonal angle downwards from the air
  • Crouching (Psycho Kanonen) – Falke lays on the ground and shoots a projectile at the opponent’s feet. She can avoid projectiles while using Psycho Kanonen.

Like Ed, some of Falke’s special moves only require either two punch or two kick buttons – no special inputs required. Pressing two punches will result in Psycho Schneide, which is her version of an uppercut. Pressing two kicks is Katapult, which sees Falke pole vaulting towards the opponent in a kick motion.

V-Skill: Psycho Trombe

Falke extends one arm and spins her staff in front of her. Psycho Trombe on its own can be cancelled into by a variety of normal moves and can also be used to absorb projectiles.

V-Trigger I: Staerken

In this two-block V-Trigger, Falke powers up her ability to infuse and release Psycho Power from her staff and will allow her to use additional versions of her special moves without needing to charge up in advance.

Pressing HP+HK again during this V-Trigger will cause Falke to use Psycho Shrot, a powered up version of Psycho Kugel that emits three bullets and travels further. Pressing down and HP+HK will see Falke using Psycho Panzer, a powered up version of Psycho Kanonen that deals more damage. Finally, pressing HP+HK in the air will cause Falke to use Psycho Jaeger, a stronger Psycho Feder that can ricochet off the ground. Psycho Shrot and Kanonen can be cancelled into each other and can leave the opponent prone to a Critical Art.

V-Trigger II: Psycho Angriff

In this three-block V-Trigger, Falke increases her ability to utilize her staff in various ways. Upon activation, Falke will immediately twirl around hitting the opponent into the air, which she then follows up with a surge of Psycho Power.

Pressing HP+HK during this V-Trigger will result in Falke using Psycho Sturm, a sweeping hit with her staff that can be cancelled into to extend combos. Pressing down and HP+HK will see Falke using Psycho Klinge, where she jumps diagonally into the air before slamming her staff down on the opponent and can be followed up with normal moves. Falke’s V-Skill, Psycho Trombe, can also reflect projectiles during Psycho Angriff.

Finally, each of the new moves Falke gains during Psycho Angriff can be cancelled into from special moves like Psycho Schneide and Katapult, increasing her combo potential and damage.

Critical Art: Psycho Fluegel

With a Psycho Power-charged staff, Falke launches opponents into the air. She then pole vaults up to meet her opponent, whacks them sideways with her staff, then slams them down with a final overhead swing.

Falke is available individually for MSRP $5.99 or 100,000 Fight Money OR as part of the Season 3 Character Pass for MSRP $29.99, which unlocks Sakura, Blanka, Falke, Cody, G, and Sagat as they become available. If you purchase Falke as part of the Season 3 Character Pass or with real money, you will also get her Battle Costume with colors 3-10 and default costume colors 3-10. Take a look at Falke’s Battle Costume and Story Costume below!

A dashing ex-convict is waiting for his time to break free, but until then, we hope you enjoy fighting with Falke. Make sure to follow us on  Twitter  and like us on  Facebook  to stay up to date! Street Fighter V: Arcade Edition is available now for PlayStation 4 and PC!

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

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!

Street Fighter V: Arcade Edition - Season 3 Balance Update

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 MP and 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 that these 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 (25x3) 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 .

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

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!

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

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, you’ll receive the code one to two weeks 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!

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

CPT 2018 Stage Sakura vs Akuma

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!

Report in for the Captain Commando Crossover Costume for Nash in Street Fighter V: Arcade Edition!

Did everyone get into the rhythm to obtain the June Crossover Costume for Chun-Li? We hope you did because we just received intelligence that the Extra Battle Challenges for the Captain Commando Crossover Costume for Nash will begin on March 15!

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.

Captain Commando first appeared in the side-scrolling beat ‘em up game, Captain Commando (1991), as the leader of the Commando Team. Along with the other three playable characters - Mack the Knife, Ginzu the Ninja, and Baby Head - Captain Commando must protect Planet Earth from a group of criminals with superhuman powers. With blond hair, glasses, and a dutiful drive, Nash is the perfect character to embody what Captain Commando stands for.

Captain Commando


Name

Date

(Starts 9pm-Ends 8pm PT)

Cost

Reward

Challenge 1

3/15-3/22

2,500 FM

Challenge 2

3/22-3/29

2,500 FM

Challenge 3

3/29-4/05

2,500 FM

Challenge 4

4/05-4/12

2,500 FM

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.

*All dates and times may change unexpectedly.

The challenges for the Captain Commando Crossover Costume overlap with all three Monster Hunter Crossover Costumes, so form a strategy and execute, especially if you’re aiming to collect them all. In addition, a monstrous Special Challenge in Extra Battle Mode will also begin on 2/27. You only need to complete this Special Challenge once to gain the reward, but subsequent completions will still provide you with EXP.

Mark of a Hero

Name

Date

(Starts 9pm-Ends 8pm PT)

Cost

Reward

Mark of a Hero

2/27-4/12

1,000 FM

“Proof of a Hero” Background Music from the Monster Hunter series

Extra Battle Mode will continue to bring unique challenges every week throughout the year. Now that the Viewtiful Joe, June, Captain Commando, and Monster Hunter Crossover Costumes have been announced, we can’t wait to reveal the next one!

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

Get Ready for the New Season of Capcom Pro Tour!

Capcom Pro Tour 2018

Hello World Warriors! We’re excited for another hype year of competition with  Street Fighter V: Arcade Edition  and Season 3 of the Capcom Pro Tour! You’ve been training for this moment and we’re happy to share the Capcom Pro Tour 2018 details and  schedule  with you today!

As a quick overview –  Street Fighter V  players will compete for a prize pool worth over $600,000 this year. We’ve made some changes to further streamline the Capcom Cup qualification process, while maintaining the prestige of winning Premier Events.

Check out all the Capcom Pro Tour 2018 details below and be sure to follow @CapcomFighters on  Twitter  and like CapcomFighters on  Facebook  for all the latest updates on the Capcom Pro Tour.

How to Qualify for Capcom Cup 2018

Capcom Cup will once again feature 32 of the best Street Fighter players from around the world. These players will secure their places at Capcom Cup by competing in Capcom Pro Tour events throughout the year.

Please note that after carefully reviewing last year’s qualification process, we’ve made some changes to the  rules  this year to further streamline the process of qualifying for Capcom Cup and to make the competition more accessible. Below are the ways players can qualify for Capcom Cup 2018 and we’ll have more details to share on the finals at Capcom Cup 2018 later this year.

The  Capcom Cup 2017  Champion Returns to Defend the Title

As the reigning Capcom Cup champion, Mena RD earns the only automatic qualifying spot in Capcom Cup 2018 to defend his title. The Capcom Cup champion will need to compete throughout the year for   seeding at Capcom Cup and to win their share of cash prizing distributed amongst Premier Events and Regional Finals.

Win the Capcom Cup 2018 Last Chance Qualifier

For the first time ever, we held a Last Chance Qualifier at  Capcom Cup 2017 . Over 150 players from around the globe competed for a shot at the very last spot in Capcom Cup, far exceeding our expectations for the event.

The Last Chance Qualifier will return for Capcom Cup 2018 and will be open to anyone who wants to compete and is not already qualified for the finals, regardless of which region he or she is from. The winner of this tournament will be the last player to qualify for Capcom Cup 2018.

Qualify through the Capcom Pro Tour Global Leaderboard

Players who compete in Capcom Pro Tour 2018 Ranking and Global Premier Events will gain points towards their Global Leaderboard standing. At the end of the year, we’ll be taking the top players from the Global Leaderboard and Regional Finalists to fill out the remaining spots in Capcom Cup 2018. Players and fans can see who is in the running for Capcom Cup at any time by going to the  CPT leaderboards  on this site.

As far as the points system, we’ve adjusted the CPT point values this year to better streamline and balance the point distribution after evaluating last year’s results. Similar to last year, the overall goal is to have more logical weighting around events, the amount of points rewarded, and the number of players that receive points. As such, for 2018, more significance will be placed on winning Global Premier Events. We’ve also reduced the amount of players who are eligible for Capcom Pro Tour points.

CPT 2018 Points Distribution

Capcom Pro Tour Event Season

We’ve covered how to qualify for Capcom Cup so let’s talk about what’s new with the structure of the Capcom Pro Tour. While the structure remains mostly the same, there are some key differences to the points distribution and Regional Finals for the 2018 season.

Premier Events Structure

This year will feature Evolution, 14 Premier Events, and four Regional Finals. Winners of Premier Events will be awarded with a substantial amount of CPT points on the Global Leaderboard to help them secure a spot in Capcom Cup.

This was done to ensure players earn a significant advantage for winning Premier Events and increase their chances to qualify for Capcom Cup at the end of the year.

Ranking Events Structure

Ranking Events tournaments will again take place in four different regions – North America (NA), Europe (EU), Latin America (LATAM), and Asia. Players in each region will compete in online and offline tournaments all over the world to gain points towards Regional Leaderboard standing. Once the Ranking Event season concludes, the top players on the Regional Leaderboard will compete for a spot in Capcom Cup at the Regional Finals.

The amount of awarded CPT points for Ranking Events and the amount of players the points will be distributed to have been slightly reduced for 2018.

CPT Regional Qualification

Regional Finals Structure

Regional Finals will see a bit of a change from last year. Previously, in an effort to ensure players competing in their own respective regions would qualify for Capcom Cup, an existing rule prevented players from competing in a Regional Finals outside of their own region.

This year, the Regional Finals will include an open tournament, allowing a player from any region to compete for Global Leaderboard points, prizing, and Regional Leaderboard points (only for players in that region.) The Regional Finals Top 8 is restricted to only the top players from the respective region.

Top 8 Finals participants and seeding will be decided based on Regional Leaderboard points after the Regional Open Premier tournament and will take place the following day. The winner of the Regional Finals Top 8 will automatically qualify for Capcom Cup.

If the winner is already qualified, the automatic qualifier goes to a player on the Global Leaderboard from that respective region based on the final placements at the end of the regular season.

Online Events Update

Online Ranking events return for CPT 2018. There will be a total of four Online Ranking Events per region and they will follow the same point structure as Ranking Events.

Tournament  Schedule

Below is a list of events currently confirmed for the 2018 Season of the Capcom Pro Tour. We’ll be updating the  schedule  with the remaining dates for Ranking Events, Regional Finals, and Online Ranking Events in the coming months.

Please see each event’s website or social media accounts for venue locations, dates, and additional information.

EVOLUTION

EVOLUTION 2018   - Las Vegas, NV, August 3-5

GLOBAL PREMIER EVENTS

FINAL ROUND 20  - Atlanta, GA, March 16-18

NORCAL REGIONALS 2018  - Sacramento, CA, March 30 - April 1

STUNFEST 2018  - Rennes, France, May 18-20

COMBO BREAKER 2018  - Chicago, IL, May 25-27

TW FIGHTER MAJOR  - Taipei, Taiwan, June 16-17

COMMUNITY EFFORT ORLANDO 2018  - Daytona Beach, FL, June 29 - July 1

VSFIGHTING 2018  - Birmingham, UK, July 20-22

ESPORTS FESTIVAL HONG KONG  - Hong Kong, August 25-26

CHINA PREMIER EVENT  - China, September 1-2

DREAMHACK MONTREAL  - Montreal, Canada, September 7-9

SOCAL REGIONALS 2018  - Los Angeles, CA September

JAPAN PREMIER at TOKYO GAME SHOW  - Tokyo, Japan, September

EGX - EU REGIONAL FINAL  - Birmingham, UK, September 20-23

SEAM 2018 - ASIA REGIONAL FINAL  - Singapore, October 13-14

CANADA CUP 2018  - Toronto, Canada, October 26-28

RED BULL NA REGIONAL FINAL  - November

LATAM REGIONAL FINAL  - Brazil, November 2-4

CAPCOM CUP 2018  - TBD

NA RANKING EVENTS

TEXAS SHOWDOWN  - Houston, TX, May 4-6

TORYUKEN  - Toronto, Canada, May 19-20

DREAMHACK AUSTIN  - Austin, TX, June 1-3

NORTH WEST MAJORS  - Des Moines, WA, June 22-24

DEFEND THE NORTH  - White Plains, NY, July 20-22

SUMMER JAM  - Philadelphia, PA, August 31 - September 2

EAST COAST THROWDOWN  - New Jersey, October 20-21

ASIA RANKING EVENTS

THAIGER UPPERCUT  - Bangkok, Thailand, March 24-25

FIGHTER'S SPIRIT  - Seoul, Korea, April 14-15

SAIGON CUP  - Ho Chi Minh, Vietnam, April 21-22

BATTLE ARENA MELBOURNE  - Melbourne, Australia, May 16-18

ABUGET CUP  - Jakarta, Indonesia, July 7-8

FV CUP 2018 -  Kuala Lumpur, Malaysia, July 14-15

EU RANKING EVENTS

BRUSSELS CHALLENGE  - Brussels, Belgium, April 7-8

SONIC BOOM  - Madrid, Spain, July 7-8

HEADSTOMPER  - Denmark, July 28-29

FIGHT CLUB NRW   - Cologne, Germany, August 11-12

CELTIC THROWDOWN  - Dublin, Ireland, August 25-26

ULTIMATE FIGHTING ARENA  - Lyon, France, August 31 - September 2

STREET GRAND BATTLE - France, September 7-9

LATAM RANKING EVENTS

GAME OVER  - Dominican Republic, April 28-29

THE FIGHT  - Columbia, June 8-10

FIGHT IN RIO  - Rio, Brazil, July 21-22

FURIA TICA 2018  - Costa Rica, August 11

LIMA SALTY  - Peru, August 26-27

FIRST ATTACK  - Puerto Rico, September 1-2

TRETA  - Curitiba, Brazil, September

NEVER GIVE UP  - Chile, September 22-23

FIGHTING FEST  - Dominican Republic, September 29-30

THUNDERSTRUCK  - Mexico, October 6-7

BUENOS AIRES TRUE SALT  - Argentina, October 13-14

JAM FESTIVAL 2018  - Brazil, October 19-21

Get into the Rhythm with the June Crossover Costume for Chun-Li in Street Fighter V: Arcade Edition!

We hope you completed all four Extra Battle Challenges to get the Viewtiful Joe Crossover Costume for Rashid because it’s time for another! The first challenge for the June Crossover Costume for Chun-Li will start on 2/15! June is a rhythmic gymnast and shares a similar tragedy with Chun-Li. Learn more about June below, including the schedule for all four pieces of the costume.


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.

June Lin Milliam

Name

Date

(Starts 8pm-Ends 7pm PT)

Cost

Reward

Challenge 1

2/15-2/22

2,500 FM

Challenge 2

2/22-3/01

2,500 FM

Challenge 3

3/01-3/08

2,500 FM

Challenge 4

3/08-3/15

2,500 FM

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

During this time, there will also be a number of Golden Shadaloo Soldiers appearing on weekends, which act as a way to potentially replenish your supply of Fight Money or quickly level up a character. Each soldier can only be challenged three times. Please see the schedule below for the upcoming soldiers.

Golden Shadaloo Soldiers

Name

Date

(Starts 8pm-Ends 7pm PT)

Cost

Reward

Max No. of Plays

Upper Class Shadaloo Soldier

2/15-2/18

1000 FM

5000 FM

3

Experienced Shadaloo Soldier

2/22-2/25

1000 FM

20,000 EXP

3

 *All dates and times may change unexpectedly.

In addition, a monstrous Special Challenge in Extra Battle Mode will also begin on 2/27. You only need to complete this Special Challenge once to gain the reward, but subsequent completions will still provide you with EXP.

Proof of a Hero

Name

Date

(Starts 8pm-Ends 7pm PT)

Cost

Reward

Proof of a Hero

2/27-4/12

1,000 FM

“Proof of a Hero” Background Music from the Monster Hunter series

Extra Battle Mode will continue to bring unique challenges every week throughout the year. We can’t wait to reveal more special costumes to you, but in the meantime, set your eyes on the June Crossover Costume for Chun-Li.

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

Blanka, the Warrior of the Amazon, Charges in to Street Fighter V: Arcade Edition on February 20!

Blanka, the second character of Season 3, will officially roll in to Street Fighter V: Arcade Edition on February 20! Watch his electrifying gameplay trailer below!

First appearing in Street Fighter II, Blanka (birth name, Jimmy), survived a plane crash over the Amazon and learned to fend for himself by fighting wild animals and developing survival skills. He eventually found his way to civilization where he met Sakura and Dan, and developed deep friendships with them over time. Blanka’s mother, Samantha, happened to see him on TV and tearfully reunited with him to bring him home.

In SFV: AE, Blanka is living peacefully with his mother, and has adapted well to being introduced back into society. One day, a suspicious salesman approaches him and offers a way to make Blanka famous by mass producing a doll made in Blanka’s likeness. Will it work? Find out in his character story mode!

Blanka’s gameplay remains animalistic in nature and sees him scratching, leaping, and pummeling opponents reflecting his time in the jungle. He retains his signature Electric Thunder attack that emits electrical currents around his entire body, which can be continuously performed by repeatedly pressing his punch buttons. Also returning are his multiple rolling attacks, which can be used to approach opponents from different angles or used as a combo ender.

New to Blanka’s arsenal is a command grab called Wild Hunt, where he leaps forward and viciously scratches the opponent before throwing them a set distance away from him. This addition to his move set opens up more opportunities for Blanka to be aggressive.

V-Skill: Coward Crouch

Blanka immediately ducks for cover for a short time before rising back up. His V-Skill can avoid many attacks, including fireballs. After performing Coward Crouch, Blanka can follow up with either Wild Lift (Punch Button) or Raid Jump (Kick Button). Wild Lift sees Blanka move forward while swinging his arms up to launch the opponent in the air and can be followed up by a normal, special move, or even a Critical Art. Using Raid Jump, Blanka swiftly jumps in the air where he can use any mid-air attack to advance.

V-Trigger I: Jungle Dynamo

Blanka’s V-Trigger I gives his special roll attacks more damage and can then be followed up by certain attacks, including his Critical Art. It also powers up his Electric Thunder and changes the animation so Blanka steps forward while unleashing the electric current. On hit, the opponent is launched slightly in the air and can be followed up with a rolling attack.

Finally, Jungle Dynamo unlocks Ground Shave Rolling (HP+HK), which can be used as a combo extender or a way to charge in. This move was a super move in previous games, but is now a special move in SFV: AE.

V-Trigger II: Lightning Beast

Lightning Beast unlocks a special move, Rolling Cannon (Direction + HP+HK), which can be performed after using Rolling Attack, Back Step Rolling, and Vertical Rolling. Rolling Cannon can be used in multiple ways, such as extending a combo for more damage or changing positions to surprise the opponent.

Critical Art: Dynamic Rolling

In this Critical Art, Blanka slams his opponent into the ground in a series of electrifying rolls that ends in a move reminiscent of Lightning Cannonball from Street Fighter IV.

Blanka is available individually for MSRP $5.99 or 100,000 Fight Money OR as part of the Season 3 Character Pass for MSRP $29.99, which unlocks Sakura, Falke, Cody, G, and Sagat as they become available. If you purchase Blanka as part of the Season 3 Character Pass or with real money, you will also get his Battle Costume with colors 3-10 and default costume colors 3-10. Take a look at Blanka’s Battle Costume, quirky Story Costume, and Nostalgia below!

Make sure to follow us on Twitter and like us on Facebook to stay up to date! Street Fighter V: Arcade Edition is available now for PlayStation 4 and PC!

Falke_the_Guardian_Hawk_Vaults_into_Street_Fighter_V_Arcade_Edition_on_April_24

Latest News