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Everything we know about SoulCalibur VI — from a tournament player’s perspective
Hi. I’m Crow, a dedicated SoulCalibur tournament player since around 2002. I want to tell you about my hopes for SoulCalibur VI.

In the middle of 2017’s The Game Awards, legendary Bandai Namco producer Katsuhiro Harada marched out on stage with a man I did not recognize. I had a lot of anxiety about Harada’s appearance, because of the various Calibur rumors floating around before the show. My first thought upon seeing Harada: “Can these rumors even be true? Is this Calibur-related?” My second came when I saw he was accompanying someone: “Who is this man, and what is he (very clearly) about to sell me?”
Based on past experience, I wasn’t sure who would be tapped to lead a theoretical new SoulCalibur game. Before Harada’s counterpart spoke, I only knew who this new man wasn’t: Pokkén Tournament producer Masaaki Hoshino, the man I had been expecting to see. Hoshino has worked on multiple Calibur games in the past as a programmer, and proved to be a successful producer with the very experimental Pokémon title. He was also SoulCalibur V‘s head producer post-launch, after Hisaharu Tago stepped down. He was the safest bet to announce a new Calibur, and there’s still the possibility he’s involved with Project Soul.
Anyone that has followed SoulCalibur’s trajectory over the years knows that Namco can’t be accused of playing it safe. For better or worse, everything is subject to change, and that can (and almost always does) include staff and leadership. There’s little to say about the resume of the gentleman with Mr. Harada: this stranger, Motohiro Okubo, worked as a producer for Tekken 7, and has received special thanks in credits for various odd titles at Namco.
Mr. Okubo taking over as lead producer for Soul Calibur VI indicates a fresh start for Project Soul, at least on the surface. With little to go on other than his few credits and a trailer, we have virtually no indication of his vision or intentions for the new title.
I want to tell you about my hopes.
But to do that, I also have to tell you about my fears.
If you somehow haven’t seen the first trailer yet, here you go!
What do we know right now? In SoulCalibur VI‘s premiere trailer, Mitsurugi and Sophitia clash in an exciting spectacle of parries that’s impressive looking, on first glance. There’s also this bizarre moment where Mitsurugi blocks the 2nd hit of Sophitia’s 4AAA string without crouching:
This move has hit low for over a decade, but Mitsu ain’t duckin’ for NOBODY.
This was an immediate worry. Compare the above with this snippit of game info dropped over at Gematsu:
■ New System: Reversal Edge
In SoulCalibur VI, “Reversal Edge” is a new battle system that integrates both offense and defense. Once a Reversal Edge is activated, you can continuously defend against the opponent’s techniques to clash against each other and follow-up with powerful counterattacks based on the opponent’s actions. When a Reversal Edge hits, you can enjoy a powerful production like a scene from an action movie highlighted by a dynamic camera.
While trying to parse out what this exactly means, PSX gameplay surfaced that, frankly, left me even more confused:
Here, we know that meter is back, since we get to see supers, a new “Powered Up” state, and what looks almost like SCV’s riff on EX moves, the “Brave Edge” mechanic. There’s a particularly odd exchange where Sophie is clearly in the “Reversal Edge” state and uses it to block what looks like a low (despite clearly standing), but then gets guard-broken immediately afterwards into a cinematic. Mitsu uses that to go into Relic stance. (Also, Mitsu has both of his stances back, by the way.)
I finally think I’ve started to piece together what’s going on with Reversal Edge after reviewing Mr. Okuba’s interview at PSX:
After doing my best insane Charlie Day impression with this footage, I believe I have a better grip on what’s happening with “Reversal Edge.” Please check out this timestamp: we see Mitsurugi’s Reversal Edge whiff, then hit. This is what it looks like without any of the odd parry aspects we’ve seen from the trailers. Now compare that with the Reversal Edge here. Mitsurugi parries Sophie’s BB during the startup, but is sort of frozen in a parry animation while doing so. Sophie only gets hit by the RE because she followed up her BB with what looks like her old 3A+B. Why point this out? Because she could have just blocked.
So, basically, “Reversal Edge” is to Soul Calibur as “Power Crush” is to Tekken. It’s an auto-parry attack that you can bait it out with fast, safe pokes, it would seem, and there’s no telling what the frame data of REs are on block. On re-review of the original PSX trailer, we can also see that the “Reversal Edge” cannot parry Guard Breaks.
Mr. Okuba looks to be well-rehearsed at giving interviews that speak directly to Calibur players:
And going a little more in-depth, what we wanted to recreate was some of that fast responsiveness that you would see in SoulCalibur II, as well as what we believe is kind of the completed form of balance in character interactions and mechanics that you saw in SoulCalibur V.
Wisely sidestepping any discussion of SC3 and SC4’s gameplay, Mr. Okuba directly points out SCII’s movement and SCV’s refinement as inspirations. That’s a very straightforward, unbiased takeaway of both titles mechanically, and is the most optimistic moment for me in these very early advertisements.
This is also by far the most enlightening footage of SCVI we have. Guard Impacting has returned to a meterless state, but whiffing it does reduce your guard gauge. (Also, yeah. SCV’s guard crush system is back.) Movement seems very fast a la SCII speeds, but to what extent it truly borrows from SCII remains to be seen. These decisions indicate a developer that has paid attention to tournament play. I’m concerned about tying GI to the guard gauge (is whiffing a GI not enough of a punishment?) but it’s certainly a better decision than tying it to your super meter.
“Soul Charge” returns in an unexpected form:- it now costs one bar to perform, and you enter a powered-up state until the bar drains. That’s certainly an interesting take on this classic mechanic. It also appears to cause a damage-less hitbox to push the opponent away. That should sound familiar to anyone that’s played Pokkén Tournament.
SCII had some fancy Soul Charge cancel states, such as Kilik’s 6AA SCC and Raph’s FC 3A SCC — I wonder if this will be cleverly implemented to allow new ways to combo? As a big fan of Soul Charging in SCII, this is an interesting new twist on the concept. Do I like it more than the old form of SCC? Not yet, but I’m excited to see what they do with it. There seem to be a lot of possibilities with this “new” mechanic, but we won’t know without more time.
A feature I can’t imagine anyone wanted to return from SCV is back: “Reverse Rage.” When you get your opponent low on health, “chip” moves that deal less then a certain amount of damage suffer additional damage scaling,making them basically worthless. This forces a winning player to take even bigger risks with stronger moves in order to win at the end of a round, and it’s one of SCV’s most disparaged mechanics — both within and outside its community. SCVI is still very early in development, and a lot of what is in the engine right now probably is just directly ported over from SCV; I am more then happy to use this space to denounce this mechanic while there’s still time. This was a bad idea conceptually, and it needn’t ruin another game.
Outside of the mechanical breakdown above? We know this:
The first new character is aaparently Purple Darth Maul.
…
I’m kidding, please stop emailing me and my family.
What we know about the game’s mechanics thus far is very promising, excluding the baggage of “Reverse Rage.” There’s still something very important to talk about, and it’s likely going to make me a punching bag for a few of you.
The SoulCalibur series, beloved as it is, has been battered critically both as a casual experience and as a tournament title. As someone deeply entrenched in the scene of the latter, I say the following with a certain sense of grief: it has deserved everything negative that’s been thrown its way over the years. I don’t want that to be true of my favorite fighting game series of all time, but it is. I’m not in the business of denying reality.
From a casual standpoint, SoulCalibur V was a bad misstep. It offered a comically small cast, axed some characters (and their movesets), and offered a dry and bland single player experience. Tekken Tag Tournament 2 came out a few months before SCV, and looked like it was made with three times the budget, both visually and in terms of content offered. It didn’t help any that insipid, amateur designs like Pyrrha, Alpha Patroklos, and Natsu were (rightfully) panned by the gaming community at large.
Which is why SCVI’s initial trailer is very interesting. If Mr. Okubo wanted to make a statement about the place of legacy characters in SCVI, then having Sophitia appear was the wisest choice. He wasn’t content with just that: we also get to see an apparent Young Mitsurugi, which raises a wild amount of questions: is this a prequel? A reboot? Alternate timeline? Based on some the details already dropped, it is almost certainly the former: Sophitia’s bio, for example, lacks information on Patroklos and Pyrrha, her controversial children that served as protagonists of the maligned SCV.
But the negative connotation with the Calibur name wasn’t just because of the single-player experience of SCV. Frankly, if that were the only problem with SCV, the tone of this section would be very different. But the real problems that have plagued Calibur for years, and the problems readers within the FGC need to be aware of, predate SCV.
I don’t think it’s necessary, or fair to Project Soul, to give you an exhaustive, detailed history of every bug and misstep that the series has suffered. I say this for a couple of reasons:
- I don’t want this to be a 10,000-word rant about past glitches, particularly over a few short trailers. That probably deserves its own article.
- The entire fighting game genre was founded on combos, which was famously the result of a bug in Street Fighter.
- It would be wildly dishonest of me, considering I already have written an article that was almost exclusively about how SoulCalibur II was made better by a bug.
But that won’t stop me from pointing out SCIII as the start of Calibur’s decay as a conceptually-sound fighting game. It is, also, directly relevant to SCVI’s fate to do so, as they both share a frightening similarity.
I am calling out SCIII because this is the game where Namco altered their development cycle for the series. Gone was the two-year, sculpture-like process of arcade development. (A process that most recently, I’d like to note, Tekken 7 and Pokkén Tournament both enjoyed, and a process of which absolutely resulted in superior games then their original releases.) For whatever reason, ever since SCIII, Namco has decided the Calibur series doesn’t deserve the same careful touch and feedback that their other fighters get. It baffles me, because everything I dreaded was revealed at the end of the first trailer:
Dear readers. Help me out here. SCIII was released in 2005. It has been over a decade, and the same horrifically short scheduling that marred three games in a row is being used again. I cannot, in good faith, tell you that this bodes well for SCVI when we have demonstrable evidence to the contrary.
I know you want your new SoulCalibur right now. So do I.
I also want it to be a good game.
All of the worst stuff in the last few iterations’ competitive meta (SCIII VC, SCIV Hilde, SCV Alpha Pat/Viola balance as just a few examples) were found instantly by the player base, and should have been caught in development by anyone that knows the pace and mental game of a Calibur match. This isn’t an argument about arcades being dead in the US or anywhere else — it’s about the fact that Project Soul (and Namco) had a formula that worked, and discarded it for one that hasn’t yet. And they are stubbornly sticking with it, even after all these years.
I feel like if there were a tournament-level Calibur player consulted in any way during this development process (and I have also felt this way about all previous Caliburs) then someone would have said something to Project Soul or Namco about this. Tekken has MarkMan and Michael Murray. Capcom has had a list of players in that capacity, from Seth Killian to Combofiend. As it stands, any fear I possess right now about SCVI is only because of past mistakes, and I have no idea what outreach Namco has ever attempted for Calibur. Namco has a wonderful opportunity from here on out to make the best Calibur ever, but as someone that has seen Namco try to cram a game out three times in a row with a formula that just doesn’t seem to work, “Coming 2018” is a giant red flag.
But — this is pure speculation on my part — I have to point this out because I want to believe:
We are working very hard to get this game out, and I would like to say “As soon as we can.” “Within the 2018 year” is the best answer I can give you right now.
This came from Mr. Okuba at the trailing end of his PSX interview, when asked when players would get to buy SCVI. This fills me with hope that they perhaps realize that the release date they have is a little absurd given the history of the franchise. I have never wished for a game to be delayed more until this very moment. I see too much good potential here for it to be ruined by bad habits.
And to a certain extent, I know that’s a point of view not shared by most consumers. It has been about five seconds since the trailer came out, and Mr. Okuba has had a brutally short amount of time to show what his vision is about. All system mechanic breakdowns above, while done with the best of intentions, must be taken with a grain of salt since things can change during development. We don’t know what frame data on lows will be like (if that makes no sense to you, check out my breakdown of Raph’s 2K over the years.) There’s so much still up in the air. All we really know is: this exists. It’s certainly a thing that will happen now. And Mr. Okuba is at least playing the part of someone that has looked into tournament Calibur.
My hope? My hope is that Calibur is a great game for everyone, but that it’s a great game first. We don’t know enough about the game as it stands now to say much else, though the PSX footage is certainly optimistic.
My fear? My fear is that history will repeat itself. That Calibur’s battle engine won’t be given enough time to develop or breath in the hands of players. No one wants to go back to vanilla Tekken 7 in the arcades when they have the superior game at home, if you know what I mean. But we also have a new producer involved, someone of whom is likely hungry to prove themselves with this project. He can still surprise us.
However, I will not give this game a free pass just because it’s Calibur, or just because it’s Namco. I will, also, not try to judge it on the mistakes of its predecessors. I want SCVI to succeed, but I (and many others from the splintered Calibur community) have been burned before. SCVI will have to prove itself. Here’s hoping it can do just that.
SCVI’s tagline says that it “marks a new era of the historic franchise.” I really hope that’s true, and will be the first to point it out, if I see evidence of it.
Dragon Ball Super’s Beerus, Hit, and Goku Black potentially leaked for Dragon Ball FighterZ, ahead of Jump Festa
With Dragon Ball FighterZ only about six weeks away from release, fan anticipation is reaching fever pitch. After receiving character trailers for the Buu Saga trio of Gotenks, Ultimate Gohan, and Kid Buu, the roster’s really beginning to fill up with Z Warriors.
Now our eyes are turned towards Jump Festa 2018 — taking place this weekend, December 15-17 at the Makuhari Messe in Chiba, Japan… where we’re confirmed to be seeing a new trailer for the game. A tournament is even being held on Sunday, the 17th, at 20:00 JST, though it is unknown if they will be using the closed beta/Gamescom build that’s been brought to past public events, or if it will be an updated build with all of the currently-announced characters.
With speculation rising that their could only be four slots remaining on the base roster, (one of which would likely belong to a playable version of Android 21) one portion of the franchise has yet to receive direct representation, despite the title’s story clearly taking place within its bounds: Dragon Ball Super.
During the last V-Jump reveals, the article talked a bit about DBFZ‘s Arcade Mode, which in contrast to most modern fighters will take a non-linear path: your Team’s direction — and opponents — will change depending upon whether you win or lose each battle. Enemy squads are represented by character portraits, as if they were pieces on a game board — a nice callback to Dragon Ball Z: Budokai 2‘s Dragon World. However, the screenshot provided appears to be from a later build of the game, featuring a trio of characters who have not yet been announced.
Recently, the V-Jump Archives Twitter account was able to clean up the image — which, as pointed out by Dragon Ball YouTuber Rhymestyle — appears to reveal the faces of Universe 7’s God of Destruction Beerus, Universe 6’s Legendary Assassin Hit, and the darkly sadistic Goku Black, in his Super Saiyan Rosé transformation. To further add to the intrigue, Bandai Namco Entertainment removed these three slots from the much-clearer image they added to the DBFZ Official Japanese Website, as if they were deliberately trying to cover their tracks… You can see the full video and tweet below.
C'est bien qui je crois …?
![]()
(close-up de #DBFighterZ dans le V-Jump 01-2018) pic.twitter.com/2KLFA52AHq— VJump Archives (@VJump_Archives) December 8, 2017
In the meantime, why not check out IKevinX’s character concept videos for the trio here? Dragon Ball FighterZ will be released in most countries on January 26th, 2018, on PlayStation 4, Xbox One and PC, with a Japanese release following on February 1st.
Sources: Rhymestyle; VJump_Archives (Twitter)
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Left Behind? The Tokyo Street Fighter V experience
Past the ticket gate, your eyes meet the neon lights from the alleyway as you emerge from the station. With each step, curious sounds ring louder and louder in your ears. You arrive at the building, and descend the staircase. The doors open, and the sound envelopes you in a deafening explosion, as the tobacco haze begins to wear on your eyes. You have arrived. This is your paradise. This is your mecca.

End of an Era
For years, the FGC has pondered why the Japanese scene was so dominant in arcade-based titles. When strong talent lives in close proximity to — and practice or train regularly with — other top players, it makes sense how this environment would produce the players it has over the years.
Of course, there are some nuances to the success of the arcade business model in Japan that Westerners often overlook (some of these reasons naturally elude people who don’t have experience living in Asia). For starters, consider the differences in daily life between the average Westerner and the average Japanese person. Between school, work, and extracurricular activities, people generally spend more time outside the home than inside. Also recognize that on average, adults in Japan don’t move out of their parents’ home until much later, compared to Westerners. Space in Japan is a commodity, and it isn’t cheap. Personal space is highly valued and is something people are more conscious of. Thanks to this, when it comes to gatherings or meeting friends, it is much more common to meet at an outside location. For young people in particular, you can imagine this being the case, especially when it comes to offline sessions. Compared to the West, the average Japanese parent is not going to be as accepting of a 20-year-old’s fourteen friends coming over and staying until 5:00 AM mashing on Marvel.

Now, you might have a better perspective on why game centers work for people in Japan. Even in rural areas, when you spend so much time on public transportation, it’s natural to stop by the game center near the station exit and play 4 or 5 dollars’ worth of games before heading home (to do either homework and go to sleep immediately, or get yelled at by your mom/dad/wife/husband for not working hard enough…). With game centers being so plentiful, it isn’t a major concern finding one somewhere on your route home. As a result, the scene, nationwide, trains on a regular basis in offline settings. This is one major reason why arcade culture in this country has produced a player population with a relatively high average skill level.
However, we must also recognize that four of the past five Capcom-produced fighting games have not had arcade releases. Even then, we must also consider that Street Fighter IV featured multiple, extremely expensive arcade releases, which put strain on independent arcades compared to chain arcades like Taito Station or Club Sega. Though there can be no doubt that arcades have been in decline in Japan, the scene is far from dead here. In fact, rival companies like Bandai Namco and Arc System Works have seen great success time after time through the arcade (and console, ironically), while Capcom has essentially walked away from the arcade business, seemingly. While it is implied Sony exclusivity clauses played a major role in the nature of SFV’s release, we are now approaching the 2-year mark for SFV. Even after an announcement for PC-outfitted arcade units at Capcom Cup 2016, SFV cab setups shown at Toushinsai, and the name of SFV Season 3 being “Arcade Edition,” we haven’t heard any news about the game properly moving to actual arcades. As a result, there are many players in the Japanese FGC that outright reject the game, still insisting on playing the arcade version of USFIV.

It isn’t all bad, of course. Because of this departure from the norm, the Street Fighter scene in Japan has put a special focus on building up the next generation. We have seen projects like Shinobism — organized by Momochi and Chocoblanka — which rears young talent like Haku, Yamaguchi, and Johnny. The Japanese scene has also run other mentoring programs to help encourage and train young players like John Takeuchi, Moke, Nauman, and Tachikawa. While in the past, much of this growth would be facilitated indirectly in the wilds of the arcade, the lack of an arcade version has forced the Japanese scene to think outside the box to come up with ways to keep the scene growing. Though it has been rare, we have also seen players who were primarily online entities make big impacts on competitive stages, like Kichipa-mu.
Thus, over the past few years the Japanese scene has had to change the venues they play at, the way they train, and the times at which they do. Specifically, this decade has seen the rise of the “game bar” business model in Japan. This is what the SFV experience in Tokyo area is like at the moment. If you are coming to Tokyo and want to train in SFV, consider stopping by some of these training grounds.
e–sports square AKIHABARA
Located a short walk from JR Akihabara Station, E-sports Square is a game bar and premier venue for fighting game events in the Tokyo area.

This is a major venue for offline FGC events in general, but is best known abroad as the venue for Fighter’s Crossover Akiba. Fighter’s Crossover Akiba (FCA) is the main offline gathering for Street Fighter V in Tokyo, run by Kagecchi. Every Wednesday from 7:00 PM until 11:00 PM, players are free to battle on 19 setups. One cool thing about the setting is that different stations are separated by online rank, and have different rotation set counts. For example, one station is reserved for Silver league players, sets played in first-to-2, another is for Gold league, sets played in first-to-3, etc.


This is a great venue for getting casual matches with players of all levels, even top players. Some of the best players in Japan come to this venue every week to sharpen their skills, and like the arcade, you will find they are quite approachable in this setting. There are usually tournaments held here, and before big events (such as Japan Cup) it isn’t strange for them to open on Wednesday and Thursday.

There is a pay system based on how long you intend to stay. You receive a name badge and drink voucher with paid entry. You hold on to your badge, and when you leave, pay based on your time package.


You can find more information on their official Twitter page here, and their official website, here.
Studio Sky
The other major venue for SFV in Tokyo is called Studio Sky. Tucked away on a side street a short walk from JR Otsuka station on the Yamanote Line, this is another major offline gathering spot for SFV and other console-based games.



Organized by Momochi, Chocoblanka, and Gama no Abura (For the uninitiated, Gama is the voice behind this famous clip), these sessions are open to anyone on Friday evenings. For a small fee, players are free to play on multiple setups. Like E-sports Square, setups are separated into categories based on set length and online rank, making it easier to meet or network with other players around your skill level.

Stay updated about info regarding this venue by following them on twitter, here.
Tokiwasou, The Heiwajima Gaming House
Tokiwasou is the name of the now famous “Heiwajima gaming house” in Tokyo area. While this is not a public gathering spot, it has become an important training place for top players and aspiring pros.

It is important to note that this is an actual residence, where many top players (both from Japan and abroad) have stayed for a chance to grind out practice long term. Though this isn’t open to the public, it isn’t strange to find some of the strongest players in Southeast Asia gathered here before major events.


Thoughts from MOV on Japan & Street Fighter V

Jazz: For tournaments in the past (like Cooperation Cup or SBO/Tougeki) you primarily trained in the arcade, but how did you practice or prepare for big events? Now that you main SFV — which is a console title — please tell me how your practice has changed.
MOV: During the SBO/Tougeki era, for better or worse, I think I was a lot more casual [with my training] than I am now. Of course, at that time, I also intended to do my best and train hard. However, thinking on it now, all I really did was just go to the arcade and have fun. [laughs]
Now there are a number of factors to consider. Since we get version changes much faster and I don’t get the same kind of casual match experience against rival players, a player’s rate of improvement, practice efficiency and the quality of goals players aim for has become severe. There are a lot of elements a player has to deal with while they think about these things.
Jazz: During the SFIV period, there were still big 3rd Strike tourneys in Japan, so many 3S veterans stuck with 3S. What made so many 3S veterans start picking up SFV?
MOV: While the question kind of answers itself, from the last SBO/Tougeki in 2012 until SFV’s release, you could say 3S players were jealous of the attention and hype the SFIV scene garnered (this was around the time when the Capcom Pro Tour started to develop). It got to the point where it was difficult to just hop into SFIV, so not only 3S players, but players from a variety of game scenes decided if an SFV released, they would play and do their best in it. It seems like many players felt this way.
Jazz: Since there is no arcade version for SFV, the environment is much different than before. As an arcade player, how do you think the nature of this release has affected the fighting game scene in Japan?
MOV: While the rest of the world is primarily console-based, arcades still have a large influence in Japan. It is unfortunate, but as far as I can see, if someone wants to get together with other players to play SFV offline in Japan, there are not many options to do so outside of Tokyo.
Jazz: For the Japanese FGC, if an arcade version were released, do you think people in the Japanese FGC would rally around it? Which would you prefer?
MOV: I think if a new version or an arcade version was released, I have no doubt strong players outside Tokyo region would increase, so it would be a lot of fun. Personally, I’m fine to play in either setting. However, if I could settle down and play in a cozy arcade, I would spend a lot of time there, I think. [laughs]
Jazz: For the upcoming AE update, are there any particular changes you want to see? What about system changes? For the upcoming Capcom Pro Tour and point system, are there any changes you would like to see?
MOV: I want this to be a game where I can say, “this game is fun, so let’s play together!” For example, I can’t recommend the game because a character like Zangief in his present state is in the game, so let’s delete him.
Regarding the Pro Tour, since most players aren’t able to go to so many tournaments, I think having a few Capcom Cup auto-qualification tournaments would be hype for the scene. At present, even if you win the biggest tournament in Japan, it isn’t connected to the Capcom Pro Tour. Given this, I feel like it is too difficult to have big dreams for a lot of players.
MOV: To all my supporters: There will be so many veterans and strong players at the Last Chance Qualifier for Capcom Cup 2017. I have no idea if I can break through or not, but I think I should be able to play with no regrets as we close out Season 2.
Left Behind?
For better or worse (or maybe a mix of both?), SFV and the nature of its release has forced an awkward evolution on the Japanese FGC. In the end, the venues and hot spots for Street Fighter in Japan have changed. By sharing these venues and describing the offline JP SFV experience for you, hopefully you have a better understanding of how different the JP scene is and how the situation is there regarding recent Capcom titles. If you are a serious Street Fighter V player, I hope you take the time to visit some of these venues and play during your visit for Evolution Japan or another event. I also hope it encourages people who have never been to an arcade before to go to one (preferably, a non-chain), just for a taste of what all these old people can’t stop talking about.
The Capcom Pro Tour has closed out another successful year at the PlayStation Experience, and fans and fanboys alike have enjoyed this year’s big closing announcements. Likewise, on the other side of the Pacific, there was a collective of players that anticipated announcements of their own — while some players hoped for a new V-Skill, V-Trigger, or frame data tweaks, others were watching Capcom Cup with hopes for a version of the game that would simply allow them to play in the home of Street Fighter: the arcade.




