Street Fighter V Servers Shutting Down Tuesday to Address Ibuki Air Throw Glitch

With Ibuki’s addition to Street Fighter V so close to Evo 2016, the viability of the character for competition at the tournament (along with Balrog, added at the same time) has been a controversial topic. Fears seemed to have been confirmed with the discovery of a glitch granting the nimble ninja six frames of invincibility upon landing after a whiffed air throw.

However, Capcom has announced through the SFV Server Twitter feed that we’ll be seeing a brief shutdown of the Street Fighter V servers on July 12 to deal with the potential exploit, along with some other V-Skill bugs.

Looks like anyone that might have been hoping to take advantage of this particular glitch will need to reconsider their strategy before diving into Evo’s SFV pools, starting on Friday, July 15.

Source: SFV Server

Fight for the Future: What Cinematic Story Mode Brings to Street Fighter V

Editor’s note: The views expressed in this article are solely those of the writer and do not reflect Shoryuken as a whole.

Assurance: minimal spoilers for the new story mode follow.

On July 1st, Street Fighter V got the biggest upgrade to date: two more of the promised six new fighters, many new stages and costumes available, the Zenny currency thrown in the bin–and the long-promised and much-anticipated Cinematic Story Mode: “A Shadow Falls”. In the main menu, it’s now dubbed the “General Story,” versus the “Character Story” that now covers the individual story segments we’re already familiar with. This new story DLC is intended to make SFV to a more complete package, buffing the single-player content and giving us the full overview of SFV’s world and storyline. Does it meet those criteria? In my view, “A Shadow Falls” does not completely deliver on what was promised–instead, it delivers more promise, more potential than finished product.

As for the “cinematic” part of this new story mode: I loved it. The story is perfectly in tune with Street Fighter anime, or the UDON comics–cheesy, predictable maybe, over the top certainly, following its own ridiculous Street Fighter logic. It fleshes out the Street Fighter V world and characters well, while setting up for events to come in Street Fighter’s timeline (i.e. Street Fighter III). The animated in-game models are impressive to see in this format–when untimely clipping/physics bugs don’t wreck the effect–and some of the cinematography is outright spectacular. The voice acting is usually excellent, and the characterizations are absolutely on-point; F.A.N.G in particular steals the show as the thoroughly despicable and hilarious sycophant he is. As a new method of storytelling in a Street Fighter game, I’d call it a complete success.

Click to view slideshow.

When you aren’t watching these cutscenes, however, you’re fighting–and here is where the new mode stumbles. I found it jarring to shift between enjoying the visual storytelling to actively fighting, worsened by constantly switching characters depending on the scene. Now, difficulty isn’t a significant issue: for most of the regular playthrough the AI is comparable to the Character Story mode: presenting no challenge, and boring. It ramps up near the end, closer to the higher end of Survival mode’s “Normal” difficulty. But it does share Survival Mode’s unpredictability, and toughness can suddenly jump up unexpectedly. On the second (“Extra”) playthrough, it seemed to me the difficulty stayed at around that upper level–and fights often became frustrating, being stuck using characters I’m not as comfortable with.

Admittedly, sometimes fights at crucial story moments do still feel satisfying to win in the context–but overall, frustration is the strongest feeling I took away from this aspect of the mode. I found very little “fun” in these fights. They can be skipped–but that begs the question: what is the point of the fights if you can jump right past them? Why include them at all? Because there’s a wealth of new content to show in these fights, that’s why: areas of existing stages we can’t see in regular play yet, entirely new and detailed environments, and enemy fighters with what appear to be full, interesting movesets–particularly the Dolls. (And of course, we get to try out Juri and Urien as well in a few bouts.) This contrast left me torn–there was so much new, interesting material, but I still didn’t enjoy it here.

For the most part, I would have much rather seen more of the dramatic, stylized combat we see in the cutscenes, and saved the new assets for playable modes we could really dig into. The story mode fights are still single rounds, often with doctored gauges and V-Trigger states to tip the scales one way or the other. Prior Street Fighter bosses were often overpowered too, of course–but your fight against them came after beating other CPU opponents on “even” terms, allowing you to get into a groove with the fighter of your choice. These fights are fleeting, and don’t provide enough time with a single fighter to feel a sense of accomplishment from a play perspective. I imagine some of the “casual” market might not mind, and might be OK mashing (or skipping) their way through the fights; but it seems like clumsily shoehorning gameplay into the storytelling for the sake of having interactivity–any interactivity.

This interlacing of playable fights with cutscenes is arguably an evolution of arcade structure–but it doesn’t substitute for it. Arcade Modes have provided a much meatier gameplay experience. While covering the storytelling well, in terms of single player gameplay this new mode does not provide comparable satisfaction. It would have been better to separate the two outright: I would much rather have the story scenes cut into watchable vignettes, and the new fighters and stages built into some new challenge modes; it would suit them much better, and give us more opportunity to appreciate them. We still don’t have a means in this game to fight the CPU 2/3 rounds, or more–SFV’s fixation on single-round structure is tiresome.

And yet, maybe this DLC is really right in character for this strange experiment that is Street Fighter V. I absolutely want a new experience from SFV, and this mode is indeed something new–even if the execution is rough around the edges. While I still don’t think SFV needs an Arcade Mode specifically, this does not fully deliver the single player content the game needs. I feel this mode should have been part of the game at launch; it would make more sense to preview all six of the upcoming DLC fighters, rather than just the currently remaining two. It still feels like Capcom is playing catch-up with SFV, patching and building bit by bit–again, a “service”, not a static product.

So it goes with Street Fighter V: brilliant and flawed, simultaneously pushing the envelope while coming up short. This “General Story” fills some of the gaps, but leaves me wanting more. Waiting for this game to be “finished” is futile, and maybe we’re a bit closer to “complete”… but I think there’s still a fight ahead for this game to secure the future it deserves. If Capcom goes on to effectively utilize the potential content teased in this update, this game’s future could be very bright; for now, the shadow lingers.

Capcom Confirms Intent to Provide More Options to Unlock Costume Colors in Street Fighter V

Many Street Fighter V players have voiced frustration with Survival Mode: the twitchy AI, the unfair randomized health recovery, and the massive amount of time required to complete the higher levels–all for the incentive of unlocking the full set of costume colors for your favorite fighter(s). But Capcom Digital Media Director “haunts” has indicated on reddit that Capcom still plans to implement additional means of unlocking those colors, though they have not said exactly what form those other options may take. His reply (edited for clarity) states:

I can’t get into the details right now, but we are working on additional methods to unlock colors in the game outside of Survival Mode. I’ll update on specifics once I get more info.

VesperArcade spoke at length on this matter in his latest video, pointing out that while more options to get those colors would be welcomed (at least by PlayStation 4 players, as on PC there are cheats to unlock them much more easily), it would spell the practical death of the unenjoyable Survival Mode in its current state, as the colors and Fight Money are the only motivators to play the frustrating mode. He suggests fixing Survival Mode should be a priority in Street Fighter V–a game already much too lean on quality single player content.

Speaking of colors: check out the costume color selection for Juri, Urien and others here.

Source: VesperArcade; /r/StreetFighter

Even More Colors and Premium Costumes Revealed for Street Fighter V

VesperArcade has uploaded new images of the colors and costumes we can expect to see in Street Fighter V’s future. Following up on the reveals of premium “Summer” outfits for many of the cast (and after the official release of Karin’s swimwear), here’s an expanded look at Cammy’s “utility bikini”, Chun-Li’s swishy & stylish swimsuit, and Ibuki’s Strider Hiryu-inspired garb.

Click to view slideshow.

We also get a closer look at the “elegant” outfits for Cammy and Chun-Li.

Click to view slideshow.

The colors that we can look forward to unlocking for Juri and Urien are also shown in detail.

Click to view slideshow.

Still no information as to when Capcom plans to release these premium costumes, or if new outfits will be offered for only the female side of the roster–surely the men will also class it up, or strut their stuff on the beach? Stay tuned.

Source: VesperArcade

The Sounds of Story Mode: Street Fighter V’s New Battle Themes

In addition to its cinematic visuals, the new General Story mode for Street Fighter V–called “A Shadow Falls”–also contains a new musical score by Street Fighter IV and V composer Hideyuki Fukasawa. It features a wide range of pulse-pounding new battle themes and mood-setting atmospheric pieces.

XusesGB pulled the background music from the new battle scenes–there are many–and compiled them into this video for our listening pleasure.

VesperArcade has also uploaded versions of some of the tracks: giving us extended battle music from Decapre, Juri, Laura, Ryu, Ken, Karin, and Rashid, as well as the closing credits.

Street Fighter V’s Cinematic Story Mode–along with Ibuki, Balrog, and other new content–launched on July 1st.

Sources: XusesGB; VesperArcade

Street Fighter V Balrog Faces Off Against His Street Fighter IV Iteration in desk’s Combo Exhibition Match

As has become customary for desk when new characters are revealed, the time has come for the Balrog comparison video! This time skipping the individual normal and special moves, desk focuses on a side-by-side comparison of the dirty boxer’s combos from Street Fighter V against what he had available in Ultra Street Fighter IV. As expected, he finds many similarities.

Also: as per his usual quirky sense of humor, desk was apparently inspired by Games Done Quick to speedrun Ryu’s trials, setting a “world record” of just under 42 seconds.

Check out our Balrog combo roundup for for some hard-hitting tools for the Crazy Buffalo. desk has also spent time on Street Fighter V’s Ibuki since her arrival.

Source: desk

Street Fighter V Mod Roundup: Dolls, Decapre, Peter, and Juri & Urien Playable Online

Minor spoilers for the new General Story mode follow.

STREET FIGHTER V_20160705111853

Within the new Cinematic Story Mode, we get to battle a large number of new characters: Shadaloo soldiers, police officers, and the Dolls–particularly Decapre. Of course, PC modders wasted no time digging into these new files and pulling these fighters forth for a closer look. These CPU-controlled opponents are very detailed, and have highly varied and interesting (if incomplete) movesets.

Cammy’s psychotic clone from Ultra Street Fighter IV quite prominently returns with a number of familiar–but still different–attacks, courtesy of moddah.

While it seems they don’t quite make for fully bug-free playable fighters, in this mod you can try playing as the rest of the Dolls, as well as a variety of Shadaloo soldiers and minions.

A very enthusiastic police officer from Brazil is developing his own fan following: Peter! He’s an instrument of law and order and will not shirk his duty, even if he has to face off against the powerful Street Fighter V roster.

Last but not least: some modders are evidently unwilling to wait for Juri and Urien to get their official release, and have found means to make these characters playable in their own games–including online Battle Lounges, accessible from both PC and PS4.

Note that unlocking Juri and Urien for Battle Lounge use this way might be frowned upon by Capcom, so do so at your own game’s risk–there’s no telling if Capcom may take action against this in the future!

Learn how to install mods for your PC Street Fighter V game here.

Source: SFV Mods Street Fighter V Mods; /r/StreetFighterMods

Use This Necalli Safe Jump Set Up to Claim Powerful Souls in Street Fighter V

The arrival of Ibuki and Balrog is certainly stealing the spotlight, but with these strong warriors on the scene it’s inevitable that Necalli’s hunger will draw him to their powerful souls. Brian Foster hasn’t turned his attention away from this member of Street Fighter V’s original cast yet, and has uploaded this video detailing how to apply safe jumps after a crush-counter sweep knockdown. Proper timing will beat 4-frame reversals, leaving Necalli ready to punish with the combo of your choice. The video fully explains the set up and offers a number of deadly follow-up options.

Check out more Necalli tools with Brian Foster’s mid-screen rushdown combos.

Source: Brian_F

Combos, Kunai and Resets Abound in This Ibuki Roundup for Street Fighter V

We’re seeing lots of crazy combos surfacing as Street Fighter V’s Ibuki spends more time in the wild, most involving a lot of kunai-flinging and bomb-throwing, mixed with expertly timed jump-ins and dashes. She’s shaping up to be in top ninja form.

In the words of Naruto Shippuden’s Deidara: art is an explosion! Doopliss runs with this theme to demonstrate the many explosive applications of Ibuki’s potent V-Trigger–including full screen length kunai juggles!

Following up on his shorter initial videos, desk brings us his first full combo video for the spunky kunoichi, pushing her to her limits.

MrBshock shows off this (obviously not infinite) looping kunai sequence:

Masterstabbity took some time to compile a huge collection of resets for the returning kunoichi. Many of these can result in a kill, though the practicality of landing the hit following the reset itself will depend largely on the opponent in question. Even so, these are a great start down the path to bringing back the polarizing spirit of Ibuki.

If plain old resets just aren’t enough, how about some vortex options? A player by the name of jorge0531 has discovered a vortex for Ibuki’s newest appearance that gets back to the heart of her Street Fighter IV play. This vortex requires meter, so it can’t loop into itself forever–perhaps bringing into question its “vortex” status–but if the stars align, it can result in a stun in only a couple of reps, meaning that it doesn’t really have to go on forever in order to secure a victory.

If you’re looking to add some longer combos to your arsenal, this collection from Brian Kasugano may be just what you need to get started!

On Twitter, Martel@ストV has been showing off the interesting (and amusing) games of hot-potato that can be played with the Horokudama.

To close things out today, we have a reel of basic combos from Evil Pixel. If you’re looking for a practical path to victory, or are just getting started with Ibuki, this video will help make sure you’re headed in the right direction.

Check out our prior Ibuki roundup for even more ninja action, or check out her official character introduction from Capcom.

Sources: Doopliss, desk, MrBshock, Masterstabbity, Brian Kasugano, jorge0531, XusesGB, Martel@ストV,  Evil Pixel

Combos, Kunai and Resets Abound in This Ibuki Roundup for Street Fighter V

We’re seeing lots of crazy combos surfacing as Street Fighter V’s Ibuki spends more time in the wild, most involving a lot of kunai-flinging and bomb-throwing, mixed with expertly timed jump-ins and dashes. She’s shaping up to be in top ninja form.

In the words of Naruto Shippuden’s Deidara: art is an explosion! Doopliss runs with this theme to demonstrate the many explosive applications of Ibuki’s potent V-Trigger–including full screen length kunai juggles!

Following up on his shorter initial videos, desk brings us his first full combo video for the spunky kunoichi, pushing her to her limits.

MrBshock shows off this (obviously not infinite) looping kunai sequence:

Masterstabbity took some time to compile a huge collection of resets for the returning kunoichi. Many of these can result in a kill, though the practicality of landing the hit following the reset itself will depend largely on the opponent in question. Even so, these are a great start down the path to bringing back the polarizing spirit of Ibuki.

If plain old resets just aren’t enough, how about some vortex options? A player by the name of jorge0531 has discovered a vortex for Ibuki’s newest appearance that gets back to the heart of her Street Fighter IV play. This vortex requires meter, so it can’t loop into itself forever–perhaps bringing into question its “vortex” status–but if the stars align, it can result in a stun in only a couple of reps, meaning that it doesn’t really have to go on forever in order to secure a victory.

If you’re looking to add some longer combos to your arsenal, this collection from Brian Kasugano may be just what you need to get started!

On Twitter, Martel@ストV has been showing off the interesting (and amusing) games of hot-potato that can be played with the Horokudama.

To close things out today, we have a reel of basic combos from Evil Pixel. If you’re looking for a practical path to victory, or are just getting started with Ibuki, this video will help make sure you’re headed in the right direction.

Check out our prior Ibuki roundup for even more ninja action, or check out her official character introduction from Capcom.

Sources: Doopliss, desk, MrBshock, Masterstabbity, Brian Kasugano, jorge0531, XusesGB, Martel@ストV,  Evil Pixel