Capcom at WonderCon 2017

Heads up, Capcom fans! We’re on our way to Anaheim, California to set up shop at WonderCon 2017 this weekend. Check out the full list of games and activities below:

First off, you gotta find us. That’s the easy part: our booth is pretty big, and if you have a map of the show floor, just look for #1137.

Now let’s bump up the difficulty a little more: look for the side of the booth that screams ‘90s nostalgia and you’ll see our stylin’ play area for The Disney Afternoon Collection. There, you can play two of the six games featured in the upcoming collection: the original 8-bit DuckTales or Chip ‘n Dale Rescue Rangers (bring a buddy for co-op!) and walk away with the most radical giveaway ever:

Remember, you can also use our nifty Rewind feature to undo any unfortunate missed jumps. Just no blaming the controller, please!

Moving right along, let’s talk about Street Fighter. The renowned fighting game series where you fight other human opponents mano a mano in a battle of endurance, mind games, and lots of smack talk, is celebrating its 30th anniversary this year! To celebrate such a momentous achievement, we will be hosting the Street Fighter: 30th Anniversary Panel, on Saturday, April 1st (2:30pm – 3:30pm) in Room 300DE. We’ll be talking about the latest news surrounding this year-long celebration as well as updates on current and upcoming games, the Capcom Pro Tour, and more.

Come accept friendly fighting challenges at our booth and go hands-on with the upcoming Ultra Street Fighter II on Nintendo Switch, Ultimate Marvel vs. Capcom 3, and Street Fighter V. We recommend spending some time practicing at home with that last one before the show, as we’re hosting tournaments on Saturday and Sunday with some awesome prizes! More details will be available at the booth.

Only one winner per tournament will walk away with one of these.

Speaking of competition, here’s a crazy twist on an already insane experience: throughout each day of the event, we will be collecting players’ scores from our Resident Evil 7 biohazard demo stations, where attendees can try the Nightmare mode from Banned Footage Vol. 1 DLC. In this mode, players must use their wits and skill to survive a night locked in the basement of the Baker Mansion, unlocking upgrades and blasting the monstrous Molded to earn the high score. The top score of each day will go home with a highly coveted Collector’s Edition of the game! For more details, stop by our booth.

To wrap everything up, the Capcom Store will be featuring a wide selection of T-shirts, collectibles, plushies, and more. I just heard some old favorites will make a return, and if you like Felynes, I’d say... bring a big bag!

WonderCon 2017 starts this Friday, March 31st and goes until Sunday, April 2nd, at the Anaheim Convention Center. Our booth number is #1137 . See you there!

REMINDER-The New CFN PC Beta Test Starts Today!

STEAM PAGE IS NOW UP! 

store.steampowered.com/app/593880

Hello again Online World Warriors!

This is a reminder that today marks the beginning of the new Capcom Fighters Network PC Beta Test. Players will be able to help test out the new CFN servers and get a preview of the upcoming Season 2 Balance Updates. For full details on both, check out our previous blogposts here and here . Once again, this new beta test will be limited to Steam users only, but will be completely FREE to play for both current and new players.

Please note, we had previously announced that settings would carryover between Training Mode sessions. This feature is still planned for when the new CFN launches, but will be disabled during the PC Beta. Since the PC beta will only feature online modes, Training Mode will not be testable at this time. We apologize for any confusion. After the jump you will find the full beta schedule.

Several times during the beta test, there will be scheduled server maintenance to ensure everything is running smoothly and so we can apply hotfixes as needed. We appreciate your patience and understanding as we put the new CFN through its paces. Below is a full schedule of when the servers are open for play. All times are listed as Pacific Time (PT) and are subject to change.

3/28 1PM-11:59PM: PC Beta starts and servers open for play

3/29 1PM-11:59PM: Servers open for play

3/30 1PM – 4/3 12:59PM: Servers open for play

4/3 1PM: PC Beta concludes

Be sure to follow @SFVServer on Twitter for the most up-to-date news on the server status during the new CFN PC Beta. For the latest updates on Street Fighter V, follow us on  Facebook  and  Twitter .

A New CFN Is Coming Your Way!

Hello Online World Warriors!

We mentioned back in January that the team had been hard at work for several months to improve Capcom Fighters Network (CFN) and we are very happy to share with you more details on the improved CFN system.

We understand that Street Fighter V’s server performance has been a less than optimal experience for many of our players. The improved CFN experience is the result of rebuilding it from the ground up to address the most pressing issues that will ultimately result in a better online experience.

That said, we want to collect feedback and ensure everything is optimized for launch. We will be giving PC players a sneak peek of what’s to come while putting the new CFN through its paces with an official PC Beta Test. Hit the jump for all the information.

The new CFN PC Beta Test will start on 3/28 at 1pm PDT and will end on 4/3 at 1pm PDT. It will be limited to Steam users only, but will be completely FREE to play for both current and new players.

Since this beta is to test our new online infrastructure, it will only feature Online Modes. The beta is entirely separate from the base PC client but players’ current CFN username, rank, standing and other details will carry over to the beta client. For new players, they will be able to download the PC client for free and set up a new CFN profile to play for the duration of the test. All data recorded during the beta is for testing purposes only and once the beta has concluded, all replays, Fight Money earned, progress and player data will be deleted. To encourage players to participate in the beta test, all released characters, including Kolin will be unlocked for play.

If that wasn’t enough to get you to try it out, we are also going to give PC Beta Testers a sneak peek at our Season 2 Balance Adjustments. The full list of adjustments can be found in our previous blogpost here . Once the test is concluded, we’ll make further adjustments to optimize the new CFN and it will make its full release on both PS4 and PC shortly after.

Here is a list of improvements you can expect with the new CFN:

Rage Quit Penalty System

Back in December, we implemented an update to the Rage Quit System which displayed a special Player Profile Icon for the worst offenders and the most honorable players. These icons are working correctly now and matchmaking logic now takes into account your online behavior and frequent disconnectors will be matched with similar opponents.

Ranked and Casual Match Loading Times

We understand many players were not happy with the load times when entering online matches. There will now be a shorter transition when going into a Ranked or Casual Match.

Battle Lounge Country Flags

Country flags should now properly load in Battle Lounges, allowing players to locate competition in their region.

Training Mode – User Settings Saved

Training Mode settings are now saved and will carry over to the next time the mode is accessed.

“Since the PC beta will only feature online modes, Training Mode will not be testable at this time. Sorry for the confusion.”

Matchmaking Improvements

It should now take less time to find an opponent in online matches. We’ve also added logic which avoids frequently being matched with the same opponent repeatedly.

Fighter Profile Stats

More detailed stats will be tracked and presented on your Fighter Profile.

Country / League Based Rankings

Players will now be able to filter leaderboards based on Country or League.

Friend Management System

In addition to adding a player to your Favorites, you can now add Friends and follow them on CFN. You can now also Blacklist players.

Interactive Timeline

On the CFN home menu, a live feed of your Friends’ activities is presented on an interactive Timeline. Using the Timeline, you can immediately add a recent match to your Replay List, view a Fighter Profile, manage your Friends, and adjust Timeline display settings.

In-Game Announcer Voice

The in-game announcer will give you stats on both you and your opponent using data pulled from the server.

The new CFN server updates mark a new beginning for playing SFV online and we encourage our players to participate in the PC Beta Test to see what improvements we have in store. For the latest updates on Street Fighter V, follow us on  Facebook  and  Twitter .

Street Fighter V Season 2 Balance Update

Hey everyone – I hope you’ve all been enjoying Season 2 and Kolin!

As you may all know, the Street Fighter V Season 2 update has been out now for a few months. During that time, we at Capcom have been analyzing match data to see how characters were faring and if any additional changes were needed.

Although we are mostly pleased with the results of that data, we do feel that some further adjustments need to be made to ensure the cast feels that much more balanced.

As you’ll see, our goal is not to weaken the stronger cast members, but to strengthen those who we felt weren’t faring as well as would like to see.

We feel that with these adjustments, we should see a lot more variety as players will be able to specialize in the characters they feel are fun, while also feeling empowered. That said, expect matches to be a bit more challenging as the balance between the cast will become that much tighter.

Also, I’m happy to announce these balance updates will be coming at the end of April.

As always, for the latest updates on Street Fighter V, follow us on  Facebook  and  Twitter . Continue on to see what the balance changes are and the rationale behind them!

I’ll get into the individual changes shortly but first I wanted to cover some of the larger changes and system changes present in this patch.

System Changes

V-Reversal

  • V-Reversal input delay on crouching block has been shortened by 1F.

Developer Comments: When the V-Reversal command was input from a crouch block, it took one frame longer to activate than when standing. This change makes it so that once a V-Reversal is input, whether a character is standing or crouching, it activates at the same time.

Throw Escape

  • It is no longer possible to escape throws while inputting up during the throw escape.

Developer Comments: Correctly guessing an opponent's next move is one of the hallmarks of Street Fighter. Option selects, which allow multiple options to be covered with overlapping commands, directly conflict with this idea, as the guesswork is removed, leading to a positive result quite frequently. This low risk, high reward scenario can be frustrating to fight as it seems that the opponent is always guessing right.

One such option select in Street Fighter V is the "jump back, throw select" in which the back jump command is input simultaneously with the throw input. This allows a player to cover two options on wake-up. If the opponent attempts a throw, they’ll tech it. If not, the player will jump away and reset the spacing between characters, all with very minimal risk.

With the new change introduced here, players will now have to make the proper read against their opponent to get the desired result, resulting in much more interesting matches.

Hold frames for charge moves

  • The number of frames necessary to complete a charge has been increased from 6F to 10F.

Developer Comments: The initial change, where we reduced the total number of frames needed to perform a charge move, was made to keep unintentional attacks from coming out. Unfortunately this has made those same charge moves all that much harder to pull off.

To fix this, we’ve increased the number of frames needed to perform a charge move, but have still kept that number of frames lower than Season 1. We think that this will ensure that the charge moves will come out much more reliably, while feeling that much easier to perform.

Invincible “Shoryuken” Attacks

  • Shoryuken type attacks have seen a change across the board. The changes are as follows below.
    • L Shoryuken attacks – maintain throw invincibility
    • M Shoryuken attacks – added airborne invincibility
    • H Shoryuken attacks – added attack and projectile invincibility
  • This change affects Ryu, Ken, Akuma, Cammy, and Juri. Please refer to each character’s individual adjustment list for specifics.

Developer Comments: Invincibility on Shoryuken attacks has been a polarizing topic. For players who learned how to use these attacks in Season 1 as an anti-air or counter attack, this change has severely affected their success with their favorite character. Conversely, those who have had to fight against these attacks, completely praise the changes as they felt meterless reversals were far too strong.

After analyzing player data, we felt that the change to invincible Shoryuken attacks resulted in a risk/reward ratio that has become risk intensive, yet yields little reward. Additionally, as Shoryuken attacks now occasionally trade with jump-in attacks, players who use characters with Shoryuken attacks are no longer confident in using this attack as an anti-air as intended.

We feel that with the changes made to Shoryuken attacks, the attack now yields the right risk versus reward. Players who utilize these attacks will still have to exercise proper timing and a bit more decision making to be effective, but now they will be rewarded accordingly. For the opponent fighting against these Shoryuken attacks, they will have to exercise a little more caution, but shouldn’t feel as frustrated as they did in Season 1.  

Individual Character Adjustments

Alex

  • Hurtbox
    • Fixed an issue where Alex's collision boxes would shrink in the reverse direction of other characters if Alex turned around while crouching. This led to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
  • Vitality
    • Increased from 1000 to 1025
  • Standing MP
    • Move recovery changed from 14F to 12F
    • Note: No changes to advantage/disadvantage
  • Standing MK
    • Startup reduced from 9F to 8F
    • Note: The entire move has been reduced by 1F
  • Crouching MK
    • Startup reduced from 10F to 9F
    • Note: The entire move has been reduced by 1F
  • V-Skill – Overhaul
    • The entire move has been reduced from 55F to 52F
  • EX Air Knee Smash
    • Timing of the hurtbox activation has been restored to the Season 1 version
  • L Slash Elbow
    • Disadvantage on block has been reduced from -4F to -2F

Developer Comments: In Season 2, the start up on some of Alex's longer range attacks were modified as we believed moves with relatively fast startup and reach would be strong.  Unfortunately, these changes lessened his overall effectiveness against some of the cast as his attacks were now taking that much longer to connect.  

With the increase in speed to the start-up of his key ranged attacks, Alex should be able to fight against the entire cast that much better. Additionally, as Alex has to take considerable risks closing in on the opponent to really land damage, his vitality has been slightly increased.

Akuma

  • Vitality
    • Increased from 875 to 900
  • M Goshoryuken
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
    • Increased the knockback distance for the first hit
    • Slightly expanded the forward hitbox during rising animation
  • H Goshoryuken
    • Added attack and projectile invincibility for frames 3-6F

Developer Comments: Akuma has very high potential.  That potential however, comes with low health. What we noticed is that due to his low health, Akuma players were playing much more conservatively than anticipated and not really exploring his options as much as they could be.

We hope that with the change to his vitality, Akuma players will be able to approach matches more confidently and fully explore new strategies with him without the fear of losing the round quickly.

Balrog

  • Hurtbox
    • Fixed an issue where Balrog's collision boxes would shrink in the reverse direction of other characters if Balrog turned around while crouching. This lead to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
  • Vitality
    • Reduced from 1025 to 1000 

Developer Comments: Initially, Balrog's vitality was increased as we viewed him to be a very straight forward character who has to take risks to get in and do damage. After reviewing his other adjustments granted in Season 2, which have increased his options and in effect made him that much stronger , we feel that his increased vitality is unnecessary.

Even with bringing his vitality back to the 1000, we feel that Balrog will still be a force to be reckoned with in the hands of the right players.

Birdie

  • Crouching MP
    • Expanded the hitbox upwards for active frames 4-5F
  • Crouching MK
    • Startup reduced from 11F to 10F
  • EX Bull Head (Normal/V-Trigger)
    • Disadvatange on block increased from -2F to -5F
  • EX Bull Horn
    • Armor startup and duration changed from 3F-20F, to 1F-20F

Developer Comments: The initial design concept for Birdie is that he is supposed to be quite powerful in neutral, which he deviated away from in Season 2. The changes made to Birdie in Season 2 left him in a slightly less optimal place in both his neutral and defense game, but much stronger place in the offensive game.

Although the adjustments made were beneficial in their own right, his core design is still that of a strong neutral character. To bring him more in line with that vision, we've reverted some changes, allowing Birdie to establish and compete at neutral a bit better.

Cammy

  • L Cannon Spike
    • Added a hurtbox for frames 3-6F
    • Added throw invincibility for frames 1F to 6F
    • Limited the follow-up attacks after a hit at the base
  • M Cannon Spike
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
    • Limited the follow-up attacks after a hit at the base
  • H Cannon Spike
    • Added attack and projectile invincibility for frames 3-6F
  • EX Cannon Spike
    • Expanded the downwards hitbox
  • Neck Spiral
    • Added an air throw (press LP+LK during a jump)

Developer Comments: Overall, we think Cammy is faring quite well against the cast in Season 2. That said, we did notice that Cammy’s EX Canon Spike sometimes missed in combos, thereby causing frustration for Cammy players. With this adjustment, players will now be able to use it more confidently in combos.

The addition of Cammy’s airthrow was made as we felt her move set was not quite complete. With the changes to her Canon Spike an addition of an airthrow, she should now feel a bit more robust.

Chun-Li

  • Hyakuretsukyaku (Normal/V-Trigger)
    • Changed the number of necessary inputs when rapidly pressing K from 4 to 5

Developer Comments: The initial change to Hyakuretsukyaku was made so that both legacy players and new players could input the command for this attack as they saw fit. Unfortunately, for some players who press buttons repeatedly either in block stun, hit stun or during combos, this sometimes led to accidental inputs. To alleviate this issue, the number of K inputs has been increased.

Dhalsim

  • Thrust Kick
    • Added a new normal move (down-forward + MK)

Developer Comments: In Season 2, Dhalsim is in a much stronger place overall. For all his improvements however, he was still lacking a low attack that did not leave him severely disadvantaged. With the addition of this attack, we feel Dhalsim now has the complete set of tools to do well in the right hands.

F.A.N.G

  • Standing LP
    • Reduced the advantage on hit from +6F to +5F
    • Reduced the advantage on block from +3F to +2F
    • Increased the hitbox on the second active frame
    • Increased the hit hold from the second and third active frames by 1F
  • Standing MK
    • Reduced the startup from 6F to 5F
  • Standing HP
    • Reduced the startup from 8F to 7F
    • Reduced the hitbox
    • Slightly increased the hurtbox
  • Standing HK
    • Reduced the startup from 14F to 12F
    • Note: The entire movement is reduced by 2F
    • Advantage on hit reduced from +7F to +6F
  • Crouching MP
    • Reduced the startup from 7F to 6F
  • Nirenko
    • Reduced the pushback on hit for the first hit

Developer Comments: Although the changes made to the start-up of F.A.N.G's attacks were done to keep him in line with the rest of the cast, these changes made it quite difficult for F.A.N.G to land combos or punishes of substantial damage and also keep faster opponents at bay.

With the reduction to the startup of a few key attacks contained in this list, in addition to the other improvements given to F.A.N.G in Season 2, it should result in F.A.N.G feeling that much stronger and competitive overall.

Guile

  • Forward Throw
    • Recovery after a successful throw increased by 3F
  • Reverse Spin Kick
    • Advantage on hit reduced from +6F to +4F
  • M Somersault Kick
    • Added a hurtbox to the attack/projectile invincibility for frames 3 to 8F
    • Added invincibility for airborne attacks for frames 1 to 8F
  • V-Trigger – Solid Puncher
    • Number of V-Gauge blocks increased from 2 to 3
  • Sonic Breaker
    • V-Timer gauge consumption restored to Season 1
  • EX Sonic Break
    • V-Timer gauge consumption restored to Season 1

Developer Comments: Guile's initial concept has him as the opposite of Nash, in that he has all the tools to be strong defensively. That said, the adjustments made to Guile in Season 2 have also left him extremely strong offensively as well, deviating a bit from his concept.

We feel that with these new adjustments, Guile will move closer to his initial concept, while still leaving players feeling quite strong.

Ibuki

  • Kunai Hoju
    • Placed lower in the command priority than Kazekiri

Developer Comments: In the heat of battle, we noticed that Ibuki players sometimes performed Kunai Hoju when they meant to perform Kazekiri. This happened either when performed against a cross up or if the command wasn't precisely input.

Unfortunately, this resulted in not only missed damage, but it also left Ibuki open to counter attack as well. With this change, Ibuki players should now get Kazekiri much more consistently.

Juri

  • Standing LP
    • Decreased the size of the upwards hitbox
    • Increased the horizontal knockback distance on mid-air hit
  • L Tensenrin
    • Added throw invincibility for frames 1F to 8F
  • M Tensenrin
    • Added a hurtbox for frames 3 to 6F
    • Added invincibility for airborne attacks for frames 1 to 6F
  • H Tensenrin
    • Changed the 1F to 8F throw invincibility frames to attack/projectile invincibility from 3F to 7F

Developer Comments: The change to Juri's light punch was made to bring her more in line with the general philosophy of reducing the over effectiveness of light attack anti-airs introduced in Season 2.

Ken

  • Thunder Kick
    • Changed the recovery on block from -2F to -4F
  • M Shoryuken
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
    • Increased the knockback distance for the first hit
  • H Shoryuken
    • Added attack and projectile invincibility for frames 3-6F

Developer Comments: Ken's Season 2 Thunder Kick change added a layer to Ken's offensive options that we feel is quite interesting. That said, the reward for it is extremely high, while the risk is rather low. The change made to this attack will give the attack a more balanced mix of risk versus reward.

Laura

  • L Bolt Charge (Normal/V-Trigger)
    • Reduced the active frames from 4F to 3F
  • Crouching LK
    • Reduced the advantage on block from +1 to 0

Developer Comments: Laura is a character who has seen quite a bit of a climb since the introduction of the Season 2 update. We are quite happy with her current performance and don't think much needs to be changed.

That said, we did notice that she can feel a bit overwhelming once her offense gets started. We think that by ever so slightly reducing the effectiveness of a few of her attacks, which are used in her continuous pressure strings, players will now have more chances to move around, rather than feel overwhelmed. This also has the benefit of encouraging Laura players to develop even newer strategies against what counters may develop.

Nash

  • Forward Dash
    • Total movement frames changed from 19F to 18F
  • Standing HP
    • Increased the forward hitbox for the first active frame
    • Expanded the hitbox downward for frames 2F to 3F, and reduced the upwards hitbox
  • Crouching MK
    • Quickened the timing for V-Trigger cancel by 1F
    • Note: After the change, Nash will go from +4F to +5F advantage from cancelling into V-Trigger (Sonic Move - Hide)
  • M Sonic Scythe
    • Increased the pushback distance on block
  • EX Sonic Scythe
    • Added throw invincibility for frames 1F to 6F
    • Expanded the upwards hitbox for the first and second active frames

Developer Comments: The initial concept behind Nash's Season 2 adjustments were to encourage players to explore his large array of attacks to begin offense, rather than the same few that were always used, stifling strategy. Additionally the adjustments to his defensive options were made so that there would be a clear distinction between Nash, who is more offensive, and Guile, who is more defensive.

Unfortunately, the adjustments to some of his attacks resulted in his offense becoming a bit weaker, leaving Nash in a place where he didn't feel strong on offense, defense nor in neutral. With the adjustments made here, we believe that Nash will end up with a slightly stronger neutral game and stronger offensive game, leaving him in an overall better position amongst the cast.

Necalli

  • The Disc’s Guidance (V-Trigger)
    • Disadvantage on block increased from -4F to -6F

Developer Comments: Overall, we believe Necalli is in a good place in Season 2. We did notice however that the pushback on Necalli's L Disc's Guidance was quite far while in V-Trigger, which in effect, made it extremely hard to punish by most of the cast.

As this attack leads to great positioning and continued offense for Necalli, with minimal risk, the disadvantage on block was increased to more evenly balance the risk versus reward.

Rashid

  • Hurtbox
    • Fixed an issue where Rashid's collision boxes would shrink in the reverse direction of other characters if Rashid turned around while crouching. This lead to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
  • Standing LK
    • Reduced the upwards hitbox
    • Increased the horizontal knockback distance on mid-air hit
  • EX Eagle Spike (V-Skill)
    • If Rashid KO's the opponent with EX Airborne Eagle Spike during his V-Skill, he will get the EX flashing screen finish

Developer Comments: The change to Rashid's light kick was made to bring him more in line with the general philosophy of reducing the over effectiveness of light attack anti-airs introduced in Season 2.

Ryu

  • Standing LK
    • Expanded the forward hitbox
  • Standing MP (Normal/V-Trigger)
    • Expanded the forward hitbox
  • M Shoryuken
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
  • H Shoryuken
    • Added attack and projectile invincibility for frames 3 - 6F
  • Crouching HP
    • Changed the move animation

Developer Comments: The concept behind Ryu's initial Season 2 adjustments were that we wanted to encourage players to engage in closer combat by giving Ryu stronger in close tools, while in return, his midrange was weakened a little. Although his tools in close were strengthened, due to the shrinkage of a few hitboxes and increased attack startup, he now had a bit more trouble than anticipated fighting from the midrange. This, in turn, made it harder to get in close, making it more difficult for Ryu players to experience his Season 2 adjustments.

We hope with the additional adjustments made, Ryu will be more well-rounded than he was in Season 1, while also feeling that much stronger.

Urien

  • Vitality
    • Reduced from 1025 to 1000
  • Crouching MK
    • Advantage on block changed from +2F to -2F
  • Jumping LK
    • Expanded the hitbox downwards
  • EX Dangerous Headbutt
    • Increased the recovery on whiff from 15F to 25F
  • EX Chariot Tackle
    • Increased the disadvantage on block from 0F to -2F
    • Reduced the pushback distance on block

Developer Comments: Urien has seen a significant climb in the ranks since the Season 2 update went into effect. That said, we noticed a few key attacks that have very minimal risk, yet high reward associated with them being used more than his other attacks, reducing his overall strategy.

We think with these new adjustments, players will be motivated to use his other attacks and figure out newer strategies to defeat the competition. However, the increased risk on a few of these attacks will require players to properly weigh the risk versus reward of using said attack, especially with Urien’s vitality returning to the former value that is was in Season 1.

Vega (Claw)

  • Standing HP (claw)
    • Advantage on hit increased from +6F to +7F
    • Pushback on hit slightly decreased
    • Pushback on block slightly decreased
  • Crouching HP (claw)
    • Advantage on hit changed from -2F to +5F
    • Advantage on block changed from -5F to +3F
  • V-Trigger: Bloody Kiss – Azul
    • Changed so that Vega will be fully invincible from the first frame after hit
  • Flying Barcelona Attack (claw)
    • Damage increased from 90 to 120.
    • Advantage on block increased from 0F to 3F
    • Relaxed the restrictions on mid-air juggles after hit
    • Note: Increased follow-up options
  • Flying Barcelona Attack (no claw)
    • Damage increased from 60-80
  • EX Crimson Terror
    • Increased the movement distance
    • Note: Is now between Season 1 and original Season 2 changes

Developer Comments: Vega is an interesting character in that he has two distinctive styles. What we noticed, however, was that due to the damage output that's possible with the non-claw version, players had less incentive to use his claw form.

With the adjustments made to Vega's claw form, Vega players can now alternate between the two styles and develop different strategies for both, while not having to worry about a substantial damage differential between the two.

Additionally, the changes to his V-Trigger and EX Crimson Terror will ensure that Vega players will consistently get their damage without fear of the opponent dropping out of their combos.

Zangief

  • Head Butt
    • Reduced the amount of CA meter gain upon use to cancel a projectile attack
    • Note: From 50 to 30
  • Double Lariat
    • Reduced the downwards hitbox on his arms while spinning (1st revolution)
    • Changed so that the hitbox on his arms while spinning (2nd and 3rd revolutions) will not hit crouching opponents
    • Expanded the hurtbox to the same position as his hitbox
  • Harasho Choke Slam
    • New neutral/forward normal throw (LP+LK) that is triggered against crouching opponents
  • Flying Head Butt
    • New move: press up + HK during a neutral jump
  • Tundra Storm
    • New move: F, D, DF + P - perform a counter (only works against horizontally-angled kick attacks)

Developer Comments: Zangief is one of the characters who has seen a big jump in the rankings since the beginning of Season 2. Although we are quite happy with his progression, we have noticed that his lariat is a large source of frustration for his opponents in that it's extremely hard to punish.

We feel that with the adjustment made to Zangief's lariat, he will still maintain his strength, yet players will have to utilize a bit more strategy to be effective with him.

Lastly, we felt that Zangief's moveset could use more options. To that effect, we have added a few more moves to his arsenal, which should make him a bit more entertaining for those who play him
.

Also, when Kolin was released, there were a number of bug fixes that went into her patch that I’d like to officially confirm. The full list is below:

Chun-Li

  • Bug – EX Kikoken granted meter gain on hit or block
  • Fix – No longer grants meter on hit or block
  • Bug – Because her hurtbox was so low when crouching, there were times when opponents at certain distances could not hit or force Chun-Li to block attack
  • Fix - Slightly expanded her crouching hurtbox

Necalli

  • Bug – H Raging Light did not have a counter hitbox on startup
  • Fix – Added a counter hitbox on startup

Alex

  • Bug – Unintended delay on Power Drop startup when going from H Flash Chop
  • Fix - Delayed Power Drop startup so that it does not connect when H Flash Chop is blocked
  • Bug – Certain combos were unintentionally not possible against this character
  • Fix – Slightly increased hurtboxes during knockback, as well as hurtboxes when standing for consistency.

F.A.N.G

  • Bug – When doing Nikankyaku to Senpukuga against an opponent in the corner, Senpukuga would sometimes face in the opposite direction of the opponent
  • Fix - Slightly increased the time to change direction facing when switching places

Karin

  • Bug – EX Ressenha – Could not immediately perform jumps or other basic movements post-recovery
  • Fix - EX Ressenha – Adjusted the landing animation so Karin can now immediately perform jumps and other basic movements post-recovery

Akuma

  • Bug – Jumping LP – Unintended input priority
  • Fix - Jumping LP – Adjusted input priority to match that of other characters
  • Bug – Couching LP – The window to chain cancel this normal is longer than that of other characters. This allowed players to input a light attack by chain cancelling at the last possible moment while simultaneously inputting another action (V-Skill, special moves, etc.). If the opponent attacked at the same moment, the other action would be performed; if not, crouching LP would be performed.
  • Fix – Crouching LP – Shortened the window to chain cancel this attack by 1F

Ibuki

  • Bug – In Trial 7, an unnecessary “neutral” symbol is displayed in the command for Airborne M Kunai
  • Fix – Removed the unnecessary “neutral” symbol

Balrog

  • Bug – Certain combos were unintentionally not possible against this character
  • Fix – Slightly increased hurtboxes during knockback, as well as hurtboxes when standing for consistency.

Dhalsim

  • Bug – When performing Crouching LP ⇒ normal grab on Balrog in the corner, whether or not it hit varied between whether Dhalsim was on the 1P side or 2P side
  • Fix - Slightly increased normal throw box forward to ensure hit consistency between 1P and 2P sides

Ken

  • Bug –EX Tatsumaki Senpukyaku – Could not immediately perform jumps or other basic movements post-recovery
  • Fix - EX Tatsumaki Senpukyaku – Adjusted the landing animation so Ken can now immediately perform jumps and other basic movements post-recovery

Birdie

  • Bug – EX Bull Head – Because Birdie’s collision box was placed somewhat behind his presence box, opponents could slip behind Birdie when he whiffs this attack
  • Fix – EX Bull Head - Increased collision box and hurtbox backwards

Ultimate Marvel vs. Capcom 3 - Digital Versions (Xbox One, Steam) and Physical Versions (PS4, Xbox One) OUT NOW!

Attention Marvel and Capcom fans!

Ultimate Marvel vs. Capcom 3 continues to blast its way onto current generation hardware as digital versions on both Xbox One and Steam now join the digital version on PlayStation 4 for $24.99. Also just released, limited edition physical versions of Ultimate Marvel vs. Capcom 3   are now available for PlayStation 4 and Xbox One for $29.99 at GameStop  and  EB Games . You can click on any of the above hyperlinks to purchase at the respective retailer. In addition to featuring everything included in the standard digital release, the physical versions have updated cover art and include an exclusive 10-page comic featuring original art from Marvel’s own Sean Chen and Gerardo Sandoval. Check out our earlier blogpost interviewing the artists on their experience with the Marvel vs. Capcom series and working on the comic. Relive the rivalry today in Ultimate Marvel vs. Capcom 3!

For all the latest news on Ultimate Marvel vs. Capcom 3 and the Marvel vs. Capcom series, don’t forget to follow us on  Twitter Facebook  and  YouTube

Kolin, The Phantasm of Snow and Ice, joins Street Fighter V tomorrow!

Hey everybody!

We hope you’ve enjoyed learning about Kolin all this month. After server maintenance tomorrow, she will be finally joining Akuma and the rest of the Street Fighter V cast. To check out Kolin and her V-System moves, check out our reveal blogpost here .

Don’t forget, the Season 2 Character Pass is now available for $29.99 / €29.99 / £24.99 and will grant pass holders with Akuma, Kolin, in addition to 4 brand new fighters to be announced later this year. The pass comes with Premium Battle Costumes with colors 3-10 unlocked and default costume colors 3-10 for each character. Additionally, Season 2 Character Pass holders will receive an exclusive PS4 theme!

As always, for the latest updates on Street Fighter V, follow us on  Facebook  and  Twitter .

Brand-new "Way of the Hado" Mode Coming to Ultra Street Fighter II

Hey World Warriors!

We are just about two weeks away from the release of Nintendo Switch and we’re excited to reveal the brand-new “Way of the Hado” mode coming to Ultra Street Fighter II: The Final Challengers.

By holding the left and right Joy-Con in each hand respectively and utilizing the motion controls, you’ll be able to perform Ryu’s iconic special moves. Full descriptions and demonstrations are available in Training Mode, so you can practice your attacking and defending there. Once you’re ready to jump in, you can challenge yourself to obtain a high score in Beginner or Hard difficulty. And if you want a real test of endurance, try out endless mode where Shadaloo soldiers will continue to appear until you have been KO’d.

Hadoukens are performed by turning the Joy-Con controllers sideways and pushing forward with both hands. This is a great way to stop enemy projectiles and deal damage from a distance.

Shoryukens deal great damage to a single target and is your go-to special move when an enemy is up close. To perform a Shoryuken, keep one arm still while you punch the other into the air in an upward arc.

Tatsumaki Senpuu Kyaku’s allow you to hit multiple opponents up close, making it effective when several enemies try to swarm you. You perform it by holding both Joy-Con controllers upright in front of you and rotating your hips side to side.

The best way to deal massive damage to enemies close up and far away is by doing Ryu’s Shinku Hadouken. You’ll need to build up your Super Meter while playing, and once it’s full, hold down the SL and SR buttons while doing the same motion for a normal Hadouken.

After each stage in “Way of the Hado” mode, you’ll earn valuable experience points that you can invest in various stats such as Attack, Health, Speed, and Defense. Improving your stats are key to defeating soldiers quickly and obtaining a higher score. Once you’re ready for the ultimate test, fight M. Bison himself!

We hope you’ve enjoyed this preview of “Way of the Hado” mode, which will be coming to Ultra Street Fighter II on the Nintendo Switch. At a later date, we’ll share with you even more modes and features coming to the game, along with pricing and release timing. For the latest updates on everything Street Fighter, make sure to follow us on  Facebook  and  Twitter

The Phantasm of Snow and Ice, Kolin, Joins Street Fighter V!

Greetings Illuminati acolytes!

We are happy to announce the second Season 2 Street Fighter V character, Kolin, is coming February 28 th.

After working in the shadows for Gill and the secret Illuminati organization, Kolin makes her Street Fighter V debut. First appearing in Street Fighter III, Kolin works behind the scenes in order to fulfill the Prophecy of Miraha and stop any who dare stand in Gill’s way. She is typically calm and collected, but can suddenly fly into a rage when anybody threatens Gill and his plans. Spoiler-alert, she resurrects Nash and uses him as a pawn too, showing she will do anything to achieve her goals.

Kolin and Gill in Street Fighter III

Kolin excels in the Russian martial art of Systema, utilizing the opponent’s momentum against them and executing various slash-like attacks and knife hand strikes. Gill has bestowed upon her the power of ice, allowing her to augment her fight style with frigid blasts and deadly icicles. She is often heard speaking condescendingly towards her opponents, knowing they don’t stand a chance before her, let alone Gill.

Where did her hatred of Shadaloo come from and how did she originally become involved with Gill? Be sure to check out her character story to find out!

 

V-Skill: Inside Slash

Kolin’s unique counter allows her to deflect and automatically punish incoming moves with ease.

V-Trigger: Diamond Dust

With a full V-meter, Kolin can slam the ground twice with her foot, each time shooting out a path of sharp icicles across the floor. In addition to damage and stun, this move freezes the opponent’s stun gauge. While in this special state, the stun gauge will not deplete and if Kolin is successful in stunning the opponent, they will be frozen in place.

Critical Art: Frost Tower

Kolin dashes forward with a slice of her hand. If the attack connects, she’ll continue summoning large icicles from the ground, throwing the opponent into the air and shattering the ice to drop them to the ground.

Also coming alongside Kolin on February 28 th are her Story, Premium Battle and Nostalgia costumes.

Don’t forget, the Season 2 Character Pass is now available for $29.99 / €29.99 / £24.99 and will grant pass holders with Akuma, Kolin, in addition to 4 brand new fighters to be announced later this year. The pass comes with Premium Battle Costumes with colors 3-10 unlocked and default costume colors 3-10 for each character. Additionally, Season 2 Character Pass holders will receive an exclusive PS4 theme!

We also want to let you know too, expect to hear more from us about each of the remaining four characters every other month beginning in February. That said, in months where we won’t have any new character info, we will have new information and content to talk about. As previously mentioned, we have been analyzing player performance since the Season 2 balance changes. At this time, we can confirm additional changes are in the works to bring characters in-line with how we envision them to perform. We can’t share all of the details quite yet, but we are anticipating an announcement early March.

Kolin will be playable at the Lupe Fiasco DROGAS Light Album Launch Party on 2/15. Please note, the first 150 people in line will get a free event t-shirt. Also, although the event is open to ages 18-20, entry for these people will be very limited. Check out this blogpost for more details . In the coming weeks, you’ll learn even more about Kolin so for the latest updates on Street Fighter V, follow us on  Facebook  and  Twitter .

Street Fighter X Lupe Fiasco - DROGAS Light Album Launch Party 2/15

Hey everybody!

Last year, we kicked off Street Fighter V with a launch party featuring our good friend, Lupe Fiasco, challenging the legend, Daigo “The Beast” Umehara, to an exhibition match in San Francisco at the Folsom Street Foundry. This year, we’re returning to the same venue 1 year later to celebrate both the release of Lupe’s highly anticipated album, DROGAS Light, the Capcom Pro Tour and Street Fighter V Season 2’s newest character, coming later this month. Stay tuned for more details next week regarding the newest character.

For more details on the launch party hit the jump!

The event will also feature pre-season Capcom Pro Tour matches between some of the best Street Fighter V players and commentary by all-star duo Stephen “Sajam” Lyon and “Tasty Steve” Scott. Ryan “Gootecks” Guiterrez and Mike Ross from Cross Counter TV’s Excellent Adventures will be the on-stage emcees.

Main Event:

  • Capcom Cup 2016 Grand Finals rematch – Du “Nuckledu” Dang vs. Ricki Ortiz

Undercard:

  • Ryan “Filipino Champ” Ramirez vs. Daigo “The Beast” Umehara
  • Justin Wong vs. Darryl “Snake Eyez” Lewis

Special guests: Lupe Fiasco, Murs, Dan the Automator, DJ Qbert, Del the Funkee Homosapien and Domino of Hieroglyphics

Event Details:

  • Date: February 15, 2017
  • Time: 6pm-1am
  • Location: Folsom Street Foundry at 1425 Folsom St, San Francisco, CA 94103
  • Age: 18 and over
  • Cosplay contest
  • Free-to-enter 8-person SFV tournaments for prizes

This is a FREE event and first-come, first-served so be sure to line up early for your chance to get in!

DROGAS Light will be playing all night and we’ll have a photo booth and exclusive merchandise for sale. And lastly, if you aren’t able to attend in person, it all will be streamed on Capcom Fighters . For the latest updates on Street Fighter V, follow us on  Facebook  and  Twitter .

 

About Lupe Fiasco:

Influenced by Jay-Z, Common, and Nas, Lupe Fiasco broke onto the hip-hop scene in 2006 with his debut album Lupe Fiasco’s Food and Liquor. His hit single “Daydreaming” off of his debut album went on to win a Grammy in 2008, while he has received 12 Grammy nominations throughout his career. Powered by his proven lyrical prowess and remarkable artistic vision, Drogas Light is the latest chapter in Fiasco's impressive career since parting with Atlantic Records in 2014. 


Season 2 Balance Changelist Fixes and CFN Improvements

Hey everybody!

Hope you all have been enjoying Akuma and Season 2 of Street Fighter V.

We have a small update for you today regarding the Season 2 balance changes and Capcom Fighters Network (CFN).

First off, there were a few typos and changes that weren’t listed in the balance changelist we released back in December. Those have been fixed and added to the official list, which you can view here: game.capcom.com/cfn/sfv/adjust2017/en/1....

Changes not originally listed in the balance changelist:

Ibuki

Bonshogeri – Knockback on Crush counter extended by 3F

Juri

Crouching LP – Chain cancelling frames changed from 9F-10F ⇒ 10-11F

Ryodansatsu – Air hitbox and total frames adjusted slightly

Birdie

EX Bull Head – Changed recovery from 28F ⇒ 23F

Alex

Power Drop – Changed attack startup from 5F ⇒ 6F

Changes that were incorrectly listed in the balance changelist:

Ken

Incorrect: L Shoryuken (Normal/V-Trigger) – Removed throw invincibility

Correct: L Shoryuken (Normal/V-Trigger) – Did not remove throw invincibility

Karin

Incorrect: Standing MK – Slowed down timing of startup on V-Trigger cancel by 3F

Correct: Standing MK – Slowed down timing of startup on V-Trigger cancel by 5F

Additionally, we’ve been monitoring character performance since the release of Season 2 balance patch. We are currently analyzing this data to see what, if any, additional adjustments may be needed.

We’re also happy to announce that the team has been hard at work for several months to improve the network quality of CFN. We can’t share all of the details quite yet, but we are anticipating an update this Spring. We have more news to share on this in the coming months.

For all the latest updates on Street Fighter V, follow us on  Facebook  and  Twitter .

Capcom_at_WonderCon_2017

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