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

Street Fighter V: Arcade Edition is now available for MSRP $39.99 on PlayStation 4 in North America and PC, with access to new content such as Arcade Mode, Extra Battle Mode, Team Battle Mode, Gallery, V-Trigger IIs and more! SFV: Arcade Edition disc owners must connect to the internet to receive the latest update, which includes Extra Battle Mode, Team Battle Mode and new balance changes. They’ll also be able to redeem the code that comes with the disc to unlock Character Pass 1 and 2 content.

Current owners of Street Fighter V will also need to download the patch in order to update to SFV: Arcade Edition. Once the download is complete, all the aforementioned modes and changes will be present when booting up the game. Both players who already own SFV and those who start with SFV: AE will all play together as part of the same pool.

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

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

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

NEW MAJOR FEATURES

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

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

A SCHOOLGIRL’S JOURNEY

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

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

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

THE RETURN OF THE TRUE DEMON

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

Special Challenge

Name

Date

Cost

Reward

The Invasion of Shin Akuma

1/16-1/21

1,000 FM

Man-Eating Fiend Title

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

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

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

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

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

HENSHIN-A-GO-GO, BABY

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

Viewtiful Joe

Name

Date

Cost

Reward

Challenge 1

1/16-1/25

2,500 FM

Challenge 2

1/26-2/01

2,500 FM

Challenge 3

2/02-2/08

2,500 FM

Challenge 4

2/09-2/15

2,500 FM

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

THE ETERNAL GODDESS DESCENDS

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

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

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

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

Are you ready to fight?

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

When Street Fighter V transforms into Street Fighter V: Arcade Edition on January 16 in North America, players will notice a certain Exuberant Youth waiting for them on the character select screen! From launch day through 10am PT 1/23, all SFV owners can try out our first Season 3 character for free!

In this time you’ll be able to play her story, use her costumes and play through all the modes found in SFV: AE. But once 1/23 comes around, this free trial will come to an end. Be sure to make her a permanent addition to your roster before then!

Sakura is the first character of Season 3 and has undergone a change in design to reflect her current place in SFV: AE. She retains her passion for street fighting and is working several part-time jobs, including one in an arcade, to save up money so she can travel the world. Sakura continues to look for Ryu, who she idolizes, and spars with her rival Karin. However, she realizes that she now needs to think about her future instead of merely obsessing over something or someone. Now that she has graduated high school, she has ditched her sailor uniform for a more mature look.

Sakura first appeared in Street Fighter Alpha 2 as a schoolgirl with an intense admiration of Ryu, and emulated his fighting technique in order to prove herself – though she didn’t understand the “heart” of the fight at this time. She skipped school in order to search for him as she wanted desperately to become his student. When she finally finds Ryu, he dismisses her as a mere schoolgirl who he has no time for since he needs to continue his own training. As he leaves, Sakura asks him for a keepsake to remember their meeting, and he gives her a picture of himself.

In Street Fighter Alpha 3, she continues the search for Ryu with her sensei, Dan, meeting Blanka during their travels. She eventually finds him under the control of M. Bison who seeks to unleash the “Hado of Murderous Intent.” As M. Bison is about to attack Sakura, Ryu snaps out of it and destroys him temporarily. No longer seeing her as a nuisance, Ryu decides to part ways without fighting Sakura as he still believes he has training to do. Sakura agrees to this and promises the next time they meet, she’ll become ten times stronger.

In Street Fighter IV, she is still under Dan’s training as she boards a cruise ship with him and Blanka to attend the second World Warrior tournament in search of Ryu. She finally finds him and the two spar. After the tournament, the two part ways under great terms and wish each other luck in the future.

As previously mentioned, Sakura will be free to play starting on 1/16 to 1/23 at around 10am PT.

Important Notice: Any EXP and Fight Money you earn with Sakura during this time will disappear on January 23 when the free period ends. However, if you purchase Sakura any time afterwards, the earned EXP and Fight Money will automatically be credited towards your account. If you purchase the Season 3 Character Pass during this free period, the EXP and Fight Money will not disappear. Sakura will be purchasable individually after the trial ends.

Sakura will be available for purchase individually or as part of the Season 3 Character Pass, which will include Blanka, Falke, Cody, G, and Sagat, when they join the fight later this year. Character Pass holders will also receive Sakura’s Battle Costume with colors 3-10 and default costume colors 3-10 unlocked. If Sakura is purchased individually with real money, you will get the same Battle Costume and colors as the Season Pass.

Sakura’s stage from Street Fighter Alpha 2 returns on January 16, featuring her little brother Tsukushi, who just can’t put down that controller. Can you blame him?

If you pre-order Street Fighter V: Arcade Edition at select retailers in North America ( Best Buy , GameStop , EB Games in Canada , and Amazon ), you’ll receive a bonus of the nine costumes below. Additionally, if you purchase the Season 3 Character Pass OR the digital version of Arcade Edition in the Americas and Asia (Japan not included) from 1/16 to 1/30, you’ll also receive the same costumes. For European promotions, please check relevant retailers.

Let all your friends know that Sakura will be free to play from January 16 to January 23!

Here’s the timeline for release in various regions, including for existing users and different platforms.

North America:

  • SFV: AE physical copy, digital copy, and patch for existing users on PS4 and Steam: January 16

Europe & Australia:

  • SFV:AE physical and digital copy on PS4: January 19
  • Patch for existing users: January 16 for EU and January 17 for Australia
  • SFV:AE on Steam: January 16

As always, follow us on Twitter and like us on Facebook for all the latest news!

Patch Notes for Street Fighter V: Arcade Edition

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

UPDATING STREET FIGHTER V

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

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

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

GENERAL

Training Mode Options

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

Fighter ID and Home Change

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

Grand Master Rank

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

Overall Balancing

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

CHARACTERS

Ryu

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

Ken

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

Chun-Li

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

Cammy

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

Nash

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

M. Bison

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

Vega

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

Dhalsim

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

Zangief

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

Karin

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

R. Mika

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

Birdie

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

Necalli

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

Rashid

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

Laura

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

F.A.N.G.

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

Alex

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

Guile

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

Ibuki

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

Balrog

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

Juri

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

Urien

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

Akuma

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

Kolin

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

Ed

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

Abigail

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

Menat

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

Zeku

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

Capcom at PAX South 2018

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

Demos

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

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

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

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

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

Capcom Store

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

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

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

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

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

ARCADE MODE

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

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

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

TEAM BATTLE MODE

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

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

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

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

EXTRA BATTLE MODE SCHEDULE

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

THE TURBULENT WIND BECOMES A MOVIE HERO

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

Viewtiful Joe

Name

Date

Cost

Reward

Challenge 1

1/16-1/25

2,500 FM

Challenge 2

1/26-2/01

2,500 FM

Challenge 3

2/02-2/08

2,500 FM

Challenge 4

2/09-2/15

2,500 FM

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

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

SPECIAL CHALLENGES, SPECIAL TITLES

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

Special Challenges

Name

Date

Cost

Reward

Ghost of Shadaloo

2/09-2/11

1,000 FM

Ghost of Shadaloo Title

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

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

GOLDEN SOLDIERS BRING REWARDS

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

Golden Shadaloo Soldiers

Name

Date

Cost

Reward

No. of Plays

Slightly Wealthy Low-Rank Shadaloo Soldier

1/26-1/28

500 FM

2500 FM

3

Rapidly Growing Low-Rank Shadaloo Soldier

2/02-2/04

500 FM

10,000 EXP

3

Newly Wealthy Mid-Rank Shadaloo Soldier

2/16-2/18

1,000 FM

5,000 FM

3

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

V-TRIGGER II

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

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

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

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

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

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

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

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

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

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

GALLERY

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

HOW DOES EXTRA BATTLE WORK?

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

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

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

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

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

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

LOOK OUT FOR SHADALOO SOLDIER CHALLENGES


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

CHANGE IN WAYS TO EARN FIGHT MONEY

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

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

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

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

COSTUME PREVIEW

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

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

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

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

After our huge announcements during Capcom Cup 2017, we’re certain you need a recap! We revealed all six characters coming to Season 3 of Street Fighter V by showing the beautiful cinematic opening of the upcoming Street Fighter V: Arcade Edition. There’s no more gym class for Sakura, who will join the cast as the first character of Season 3, which starts on January 16, the same day Street Fighter V: Arcade Edition launches. Continue reading for more information on Sakura, as well as a few important notices about Season 3.

First appearing in Street Fighter Alpha 2, Ryu’s number one fan returns to the series with a new outlook on life. After graduating high school, Sakura now works part-time at an arcade, but wonders what decisions she needs to make in order to be satisfied with her future.

This time, Sakura has a new move, Tengyo Hadoken, where she fires a fireball diagonally into the air that can act as an anti-air. In addition, her V-System that is detailed below gives her more tools to open up opponents. Overall, Sakura’s fighting style remains similar to her past appearances as she pummels opponents with flurries of quick attacks along with her trademark Hadoken, Shouoken, and Shunpukyaku.

V-Skill: Haru Kaze

Sakura leaps into the air towards the opponent, which can then be followed up by three different options. Hitting punch will result in one of her signature moves, Sakura Otoshi, which can be pressed up to three times to continue the combo. Following up with a kick will trigger Oukakyaku, a forward flip that can act as a divekick. Finally, pressing throw (LP+LK) after Haru Kaze will result in Kashinfu, a command grab that that sees Sakura using her opponent as a spring board to jump back.

V-Trigger I: Haru Arashi

Upon activation, Sakura’s fists are enveloped by blue energy that powers up Hadoken and Tengyo Hadoken, giving them both an additional hit. Landing a hit will also cause your opponent to be put into a juggle state giving you an opportunity to land additional attacks. She can also press HP+HK again to use Hogasho, a powerful palm thrust.

V-Trigger II: Sakura Senpu

This time, Sakura’s fists and feet become enveloped by blue energy that powers up Shouoken and Shunpukyaku. Landing a hit will send your opponent flying into the air where you can cancel into V-Skill to follow up with either Sakura Otoshi or Oukakyaku. Both moves are improvements to their EX version and can be performed up to four times before Sakura Senpu ends.

Critical Art: Sakura Rain

Sakura’s Critical Art draws inspiration from her past Super Combos. If used away from the opponent, it will only be a high-damaging Hadoken. However, if Sakura can land this Critical Art right next to the opponent, it’ll go into a special animation that deals significantly more damage.

Kasugano Residence

With as long as Sakura’s been around, there’s a great deal of nostalgia with her return to Street Fighter. We’ve decided to tug on those strings even more by adding her classic stage, Kasugano Residence, into Street Fighter V: Arcade Edition complete with her adorable dog and younger brother, Tsukushi .

SEASON 3 UNVEILED

We hope players across the world enjoyed the opening cinematic of Street Fighter V: Arcade Edition played because we revealed more than just Sakura! Fan favorites Blanka, Cody, and the “king” Sagat will return with new characters Falke and G to complete Season 3!

Sakura will be available in the Season 3 Character Pass for MSRP $29.99, which will include her Battle Costume with colors 3-10 and default costume colors 3-10 unlocked. The Season 3 Character Pass will be available on January 16, 2018! As usual, holders of the pass will automatically get Blanka, Falke, Cody, G, and Sagat when they arrive next year. Stay tuned for more information on the rest of the cast, including their stories and move sets! Beginning with Season 3, if you purchase each character individually with real money, you’ll also get the same Battle Costume and colors as you would if you have the Character Pass.

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

We wanted to blow the roof off of Capcom Cup this year with these announcements in order to continue the 30 th Anniversary Celebration! Coupled with the Street Fighter 30 th Anniversary Collection, 2018 will be an amazing year for all of us. We still have a lot to share about Street Fighter V: Arcade Edition, including a detailed look on Extra Battle Mode, the new V-Triggers, and more!

Make sure to follow us on Twitter and like us on Facebook to stay up to date on all things Street Fighter V: Arcade Edition!  

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

In 1987, the fighting game genre was forever changed when Street Fighter appeared in arcades around the world. Over 60 characters, 80 titles, 40 million units sold, and 30 years later, we’re celebrating this momentous feat with the Street Fighter 30 th Anniversary Collection for PlayStation 4, Xbox One, Nintendo Switch, and PC! Learn more about this ultimate tribute to Street Fighter after the jump!

The Street Fighter 30 th Anniversary Collection contains 12 iconic titles in the series that each have their place in Street Fighter history:

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

Online Play - Have the desire to duke it out against fighters around the world? Street Fighter II: Hyper Fighting, Super Street Fighter II: Turbo, Street Fighter Alpha 3, and Street Fighter III: 3 rd Strike are all playable online! In addition to Ranked and Casual Matches, up to four players can join a lobby where they can play against the CPU while waiting for their next match – a throwback to those days of waiting for a second player to challenge you in the arcades. Each of these titles will have their own global leaderboard to ensure bragging rights can be proved. Online play also features “rewind” technology that provides low-latency matches with the ability to adjust your own input latency via the in-game menu.

Museum - Bask in the nostalgic feels of Street Fighter in the Museum, a collection of stunning concept art, pitch documents, and little-known facts behind each game’s release.

Interactive Timeline – Who needs time travel when you have the Interactive Timeline where you can browse all 30 years of Street Fighter and see how the series has evolved.

Character Bios - Did you know Chun-Li likes crepes? See how your favorite characters have changed over time by reading up on their backgrounds, stories, and personal traits. You can even view each character’s sprites and animations in each title!

Music Player - You won’t just see the history, you’ll also be able to hear it through the Music Player, so sit back and let the retro notes of memorable Street Fighter tracks flow through your ears. Find out if Guile’s Theme really does go with everything (It does)!

Save States – Don’t worry about abandoning the fight in single-player modes! You can save your progress and resume at any time for any of the 12 titles.

The Street Fighter 30 th Anniversary Collection will be available in May 2018 for MSRP $39.99 on PlayStation 4, Xbox One, Nintendo Switch, and PC! We’ll be providing a more in-depth look in 2018 leading up to launch, so stay tuned by following us on Twitter and liking us on Facebook .

Let us know your favorite moments, music, and random piece of knowledge for Street Fighter in the comments below!

Street_Fighter_V_Arcade_Edition_Sakura_and_the_Season_3_Character_Pass_are_Now_Available_on_PlayStation_4_and_PC

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