Bandai Namco has officially revealed the return of three SoulCalibur mainstays to the upcoming SoulCalibur VI: in the trailer below, you can see Nightmare, Xianghua, and Kilik show off both familiar moves — and some new surprises. We also meet new challenger Grøh, the “Agent in Black,” who eliminates his targets using two linked blades.
Three Street Fighters jump into the hunt next month with these new Crossover Costumes!
To surely ride the wave of excitement for Capcom’s upcoming title Monster Hunter: World, the Monster Hunter franchise provides the next batch of Crossover Costumes that players can unlock in Street Fighter V: Arcade Edition‘s Extra Battle mode. These new outfits are sets of armor based on iconic monsters from the world of Monster Hunter; luckily for them, these warriors don’t need to do the slaying themselves to craft these armors. The responsibility falls to you instead, to earn the parts by completing the time-sensitive challenges in Extra Battle.
Ken can don an armor set from the fearsome wyvern Rathalos; R. Mika’s armor is made from the canine beast Zinogre; Ibuki gains access to armor from the Elder Dragon, Kirin.
The challenges begin on February 27th, and run throughout March and part of April; note the dates in the tables below to ensure you don’t miss a challenge, as they overlap! Just like with Rashid’s Viewtiful Joe outfit, you need to drop 2,500 Fight Money for each challenge attempt — and you need to complete all four challenges to earn the respective costume. (Note that the dates/times are still subject to change.)
Okizeme 起き攻め joins the Tournament of Power with this weekend’s big new release!
If you’re in Vancouver this weekend, you won’t want to miss the second installment of the new “Okizeme 起き攻め” monthly fighting game event, presented by Kenny “Air” Lam and Vancouver Street Battle! This time, tournaments will be held for the following titles:
Street Fighter V: Arcade Edition
Tekken 7
Dragon Ball FighterZ
Guilty Gear Xrd REV 2
BlazBlue: Central Fiction
Under Night In-Birth EXE:Late[st]
January’s event runs on the 27th and 28th. Head over to the Okizeme 起き攻め #2 event page on smash.gg to pre-register, or for more event details!
Get ready for another Miramar Mix-Up, brought to you by ZOWIE and the City of Miramar!
The Miramar Mix-Up is coming back to Florida on February 18th, courtesy of organizer Ryan Mejia of Smashing Good Times and the City of Miramar. This time the event will feature tournaments for Street Fighter V: Arcade Edition, Tekken 7, Injustice 2, and Dragon Ball FighterZ!
Head over to the Miramar Mix-Up IV page on smash.gg to register, or for more information.
Street Fighter V: Arcade Edition is a gem — but it’s still in the rough.
We’ve had a week to get acquainted with the big upgrade to Street Fighter V: the long-anticipated Arcade Edition. This is the reality that followed the rumors and speculation that there would be a “Super Street Fighter V” upgrade to polish up the game and reignite interest through what would essentially be a relaunch of the title — and the truth isn’t far off from what was expected, based on the SSFV anticipation. A lot of what was leaked has actually arrived in-game, although a lot of hopes for improvements have been dashed as well.
As a title that Capcom described up-front as a “service” over two years ago, we have seen it grow from the bare-bones retail release (almost a direct rollover in terms of content from the beta test!) to a significantly expanded package. For players completely new to Street Fighter V, this is by far the most complete version of the game to date, and the best-bang-for-your-buck in the title’s history: picking up the game now gives you access to all Season 1 and Season 2 DLC fighters — as well as some bonus Premium costumes — for only slightly more than a Season Pass. Late adopters are getting a good deal here! For those of us that picked up and stuck with the Street Fighter V saga from day one, the changes are still fairly expansive — and as promised, they arrived as a free upgrade, not a update/sequel in the Turbo/Super/Ultra-iteration style.
Let’s look at a quick breakdown of what is new to SFVAE, and what has remained the same:
Changes/New Content in Street Fighter V: Arcade Edition
Balance changes to all characters.
A second V-Trigger II selectable for each character.
Menu backgrounds, music, and SFX changed throughout the title.
Added new three significant game modes: Extra Battle, Team Battle, and Arcade Mode.
Gallery added to view SFV-related visual and audio content (much of which is unlocked in Arcade Mode).
New cinematic movie opening (both original and new opening can be viewed in the Gallery).
In Versus Mode, player two now has a the option to choose a rematch or return to character select.
New Season 3 Demonstrations and Trials added (only 4 trials per character this time).
Frame data is now viewable in Training Mode.
In the Shop, costumes can be previewed before purchase.
Offline modes no longer award Fight Money for completion.
Unchanged from Street Fighter V (Season 2)
Fight Money, player level/character levels, and League Points accumulated all are retained between versions.
Online play modes (Ranked Match/Casual Match/Battle Lounge) and CFN functions are unchanged.
All previously purchased/unlocked content remains so between versions.
Story Mode for both the individual characters and the General Story are unchanged (except for removal of FM rewards).
Prior Demonstrations and Trials from earlier Seasons are still available (note removal of FM rewards).
Survival Mode operation/progression unchanged (except for removal of FM rewards; now part of “Challenges” menu).
Missions can still be completed (but the FM rewards are reduced).
Trophy/achievement list and tracking unchanged.
New subtitle, new look.
Arcade Edition wants you to know that it’s the new and shiny update to SFV in a big way. The new opening cinematic is nothing short of spectacular, and it sets the theme of the new presentation for SFVAE very, very well.
Ryu’s dream/vision is the context for the opening movie, but the design throughout presents us a “studio” theme, like something staged for entertainment — or competition. This aesthetic is retained throughout the new look of SFVAE itself, within the new character select screen and pre-fight sequences: showing us today’s date before the stadium/stage lights burst on to illuminate the spectacle about to unfold. As opposed to immersing the player in a fictional in-game world, in SFVAE, we’re reminded by the game itself that we are in fact playing a game — because its own presentation breaks the fourth wall before every fight.
This new flashy, gold-dripping UI is a bit overbearing and gaudy — but it also gives us far more personality than the bare-bones UI from Seasons 1 and 2. While I got to appreciate the old no-nonsense look over time, AE’s shiny overhaul feels like the game has actually started to find its thematic footing.
The long-awaited Arcade Mode arrives.
The lack of a “traditional” arcade mode in the original Street Fighter V was a nasty point of contention for many players, and seen as a huge slight toward the casual audience that wanted more to do offline than play the very-unfun Survival Mode. Back in 2016, I shared my opinion on the subject — as SFV was the first game in the series to lack an actual arcade release, I didn’t want an arcade mode in the same form as prior games; I personally wanted Capcom to deliver a new, creative take on offline content. Well, here we are — Arcade Mode has arrived, and whether it delivers what the fanbase wanted is open to interpretation.
Arcade Mode works to integrate some of the prior franchise history into Street Fighter V: Arcade Edition.
Street Fighter V will not provide a story-based arcade crawl in the form that Street Fighter III and Street Fighter IV did; Capcom has made that very clear. If you want story in SFV, there’s a mode for that. What this Arcade Mode provides is something different, in a way more of a callback to the Street Fighter II feel. It brings back the arcade-style ladder climb against CPU opponents — including throwing in surprise boss encounters, watch out for that Shin Akuma — along with a nod to the series’ history. It offers six different paths to choose from, each based on an iteration of the Street Fighter franchise, and limiting your playable fighters and opponents to who was part of that game’s cast (or at least can act as a reasonable stand-in from SFV’s roster). This is an interesting variation on the theme, and provides a bit of enjoyable nostalgia. The opponents’ costumes and the stages you fight on are selected to help match the look of the game path you’ve chosen to play, and the music before and after each fight is based on the tunes from the game in question, adding to the overall theme well. (It’s also worth noting that Fight Request can be set to look for online matches while you play Arcade Mode, like in the Street Fighter IV titles.)
What you won’t see: pre-fight dialogue, Rival battles, unique match-up pre-fight animations. It’s a straight ladder climb to the last opponent, except if you get those perfects and CA finishes you can expect Shin Akuma to come and menace you before you’re done. (Some paths do include a new barrel-busting bonus round, however.) Finish your run and you’ll be rewarded with some art panels (provided by UDON Entertainment) that are actually pretty cool; they often provide a glimpse into the older titles’ storylines, and there is additional art to unlock if you complete arcade run-throughs with specific characters, or fulfill specific win conditions. Overall, Arcade Mode is a fun diversion in terms of offline play — something Survival Mode never was — and unlocking artwork is an entertaining way to encourage replay value.
Zeku dreams big in his Street Fighter V series Arcade Mode ending.
It’s not without some minor snags, however. It’s clear that as future characters are added, Arcade Mode will be adjusted later to accommodate their inclusion — because it would be a big shame if it wasn’t. The paths are still obviously missing characters that will be added as later DLC; of course Sagat should be the last fight in the Street Fighter run, for example. The pre-fight background graphics — displaying only the logo of the game path you’re currently playing, against a plain background — look like lazy corner-cutting compared to the rest of SFVAE’s new UI. The enemy AI suffers from the usual irregularity of SFV’s Story and Survival modes CPU behavior: when it’s easy, it’s stupidly easy, but when it gets hard, it becomes outright evil. There is an overall feeling that Arcade Mode is — like so much of SFV is, and has been — a work-in-progress. But it’s a good start.
(Aside: it is a bit hard to ignore that despite a moniker that is intended to call attention to the game’s new Arcade Mode, Street Fighter V: Arcade Edition is still a PlayStation 4/PC exclusive title with no actual arcade game out in the wild, only very few scattered test units. It would lend Street Fighter V more credibility if Capcom would actually sort that out once and for all, and the “Arcade Edition” name would feel more earned.)
Extra Battle: more battle, for your buck.
Extra Battle is an interesting addition, and what it offers will grab some players’ interest, while leaving others cold. Extra Battle provides limited-time challenges to gain rewards; attempting a challenge, however, costs you Fight Money. What you get for your FM will vary: a major selling point of the mode are the crossover costumes, the first of which is a Viewtiful Joe outfit for Rashid. To earn this costume, you must complete four separate events over a period of time — which, if the first event is any indication, will not be difficult. The game also launched with an event to fight Shin Akuma to unlock a title, a task that proved infuriating for many players, as Shin Akuma was an example of a classic broken Street Fighter CPU boss, maybe even a notch nastier — and it cost 1000 FM for every attempt at him. We can expect more crazy boss events like him in the future. The challenges also yield EXP for the character used, and future ones will award Fight Money as well.
Aside from the difficulty/investment/reward disparity, Extra Battle may be promising. The key will be in the Fight Money, as paying to play is a bitter pill when Capcom has removed the offline means of earning FM, and even reduced the FM earned from the Missions rewards. They seem confident that between FM-rewarding Extra Battle events, Missions, and online play we’ll have enough FM to go around, but it’s not a good look to be cutting back our means of earning an already-scarce in-game resource. There is some consolation that leveling up your fighters still awards FM, so playing offline modes like Story/Survival/Trials will still get you some FM, especially on new fighters.
The ongoing balancing act.
I’m not going to go into detail here on the balancing changes to SFVAE; for that, check out the patch notes, as well as some additional post-release discoveries. Suffice to say that all fighters got changed up a fair bit, and we can look forward to another season of figuring out the true impact of the rebalancing. It does appear that some of Season 2’s weaker fighters got buffed a little, but time will tell. Don’t get your hopes up that anti-air jabs are gone (they aren’t, but they are less effective, reportedly), and the general gameplay mechanics weren’t shaken up that much overall. Here are some other posts on SFVAE changes:
More significantly, the addition of the new V-Triggers makes a big change to the game that was absolutely necessary. Top players have long argued that the game lacked variety, a spark of creativity for players to express — Daigo Umehara named it as his most-requested change to SFV. V-Trigger IIs do exactly that by providing a new mechanic for every character, often very different than their V-Trigger I. The argument as to which V-Trigger is superior for any given fighter will rage, and that’s great. We have new combos, new options, and new strategy to work with for all of the cast — and undeniably, this provides more fun. This isn’t totally game-breaking, but it has injected some new vitality into SFV that was very, very needed.
Now, it should be stated that while the new V-Triggers do add variety, they don’t change the fundamental play mechanics or overall style of SFV. Street Fighter V is still a very offense-heavy, relatively slow, “low-execution” fighting game. While some V-Trigger IIs do add something usable as a defensive option (Karin got a parry for example, and some new V-Triggers can be used as anti-air attacks), the call for more defensive play options in SFV hasn’t really been answered here, and the new combo options from the new V-Triggers don’t raise the execution bar significantly for players that want more challenging combo routes. In fact, many V-Trigger IIs provide simpler, more-accessible play options for their respective characters than using V-Trigger I — which is good for players that want to pick up new fighters, as they will have some room to grow and explore as desired.
On the technical side, we also received a welcome addition to Training Mode in the form of real-time frame data display options. This is a great acknowledgement of how important it is for players to have access to this information, and a very useful in-game tool. Now, if only they’d just own up and show us the damn hitbox specs in-game — but as Capcom’s vague patch notes reiterated, that seems to be data they prefer users to not have easy access to.
The lag remains — online and off…
One of the biggest complaints about Street Fighter V is the online play, and sadly that hasn’t been addressed in any discernible way in the SFVAE update. Matchmaking and netcode still come together to make for a frustrating and potentially unplayable experience for many users. Online fights can still suffer from lag issues ranging from mildly annoying to hilariously broken, punctuated by an occasional smooth connection. I know for myself, limiting the matchmaking to five bars means waiting in excess of 20 minutes to half-an-hour or more between matches — which are still sometimes as laggy as “4-5” bar matches, which will connect with more frequency. (Three bars or less is just a disaster.) The online latancy issues in SFV are as bad as they’ve always been, if not worse.
Offline latency is under the microscope as well; many players were hopeful that Street Fighter V would follow Tekken 7‘s example of utilizing an Unreal Engine update to reduce the native lag by a few more frames, but this is not the case — at least not yet. Even worse, players are noting that dropping frame rates offline are common in SFVAE, causing visually-noticable stutters in all modes. Some have complained that the game feels “slower,” but that remains a subjective observation that hasn’t been chased to a specific cause, so far. It seems there are some technical bugs to still work out of SFVAE — aside from this frame rate oddity (and other bugs that are cropping up), Capcom already dropped a patch to prevent the game from crashing in Extra Battle and Arcade Mode — something that happened to myself the first time I took down Shin Akuma, in fact. (And then there’s stuff like this, of course!)
Is the the Street Fighter V we should have had at launch?
This is the hypothetical question that will inevitably arise at every major update to Street Fighter V; impossible to conclusively answer, but a natural result of Capcom’s game-as-a-service approach that has essentially made their customers party to a two-and-a-half year beta test. And as this is the most extensive update to SFV to date, it comes the closest to answering the question with a definitive “yes.”
Team Versus is a versatile and refreshing way to play Street Fighter V.
We’ve reached a point where the single-player content in Street Fighter V is actually fairly robust. While it isn’t implemented as effectively as other games have done, there is a fair amount to do in SFVAE aside from playing a human opponent. That said, the game still favors offline competition — and the new Team Versus variation adds a really great new way to play, both for actual teams or two players that want to mix up their approach a bit. Many quality-of-life problems have been addressed (though I will inexplicably miss the player two “thumbs up” process for some weird reason…). This is the deepest and most-polished SFV ever, as rough as it still is. It may sound familiar, but it’s still true: when SFVAE is good, it’s really, really good; when SFVAE is bad, it’s really, really bad. If you didn’t like SFV before, it’s hard to say that anything in SFVAE will be enough to win you over. If you were on the fence about picking up SFV, this version has the strongest chance to impress so far.
For new players: you’re getting into the best version of Street Fighter V there has ever been. A fresh new look, 29 playable characters, 24 stages, and a pretty strong variety of game modes to try out. For those of us that have been along for the ride, there’s a lot that has gotten better here, and enough indication here that Street Fighter V will continue to improve over the upcoming Seasons. It’s still a process, but it looks promising.
Mobile Fighter G Gundam arrives in Gundam Versus, along with some other familiar faces.
Seen by many as a glaring omission from Gundam Versus‘ launch roster, the Burning Gundam and Master Gundam mobile suits (and their respective pilots) have arrived in the US version of Gundam Versus today.
DOMON! Show me that you deserve to carry the title of King of Hearts! BURNING GUNDAM and MASTER GUNDAM are now available for download on #GUNDAMVERSUS!! https://t.co/NVsTshouSX
You can pick up these suits for $4.99 USD apiece on the PlayStation Store. A free Navi pack featuring three new navigators from Mobile Suit Gundam: Iron-Blooded Orphans — Orga, Atra, and Fumitan — is also available now as a free download.
Mark your you calendars to ensure you take Shadaloo for all the money they’re worth!
Fight Money rewards were removed from the offline modes in Street Fighter V: Arcade Edition, making what opportunities you can get to earn some FM even more precious! One of the features of the new Extra Battle mode are the limited-time chances to take on Golden Shadaloo Soldiers — and take their Fight Money (or EXP) for your own.
The first such challenge was initially planned for this weekend, but it has since been bumped ahead a week by Capcom. In this post on Capcom-Unity — detailing a variety of new SFVAE features — they included the updated schedule for the Golden Shadaloo Soldier events. Check it out, and take note to ensure you don’t miss any rewards!
Unlike the challenges for the Viewtiful Joe crossover costume — or the infuriating Shin Akuma — you can only play the Golden Soldier challenges a limited number of times.
Welcome to the Rollback: a frame-by-frame look back at our past week’s most notable news — and our favorite SRK articles — from January 12 to January 18, 2018!
Shin Akuma is pretty nasty, but with these tips you’ll have what you need to knock him down with a minimal Fight Money investment. You can still take him on in Extra Battle until January 21st.
Hiding in plain sight is sometimes the best strategy. While it may have been a surprise for some, we’ve actually known about SNK Heroines: Tag Team Frenzy since last April, thanks to a fortnightly gag webcomic put out by SNK.
Platform fighters are getting into crossovers now! These special alternate costumes have Rivals of Aether‘s Maypul turning into Brawlhalla‘s Ragnir, while Brawlhalla‘s Wu Shang morphing into Rivals of Aether‘s Ranno.
DLC in fighting games is becoming an increasingly hot topic, but I think we can all agree that BlazBlue Cross Tag Battle’s approach has left us all baffled and disappointed. Our anime expert Woocash illustrates exactly why.
Every time I lay eyes on Dragon Ball FighterZ, I am again staggered by how remarkably beautiful the game is. I can absolutely believe that, on looks alone, DBFZ is set to become one of the most-viewed FGC titles around.
At any given moment, I am jonesing for more SCVI information. I’m dying to get my hands on it, and so am intensely jealous of Sajam, who has done just that. Thankfully, he’s put together some great info on the game as it stands, which is only stoking my excitement.
Here are your favorites from 2017, as decided by your own votes in our reader poll, and our own two cents as well, of course. Spoiler: Guilty Gear Xrd REV 2 is a pretty popular game right now!
Three deadly competitors add their muscle power to Altas Bear!
Atlas Bear is a new esports team from Indonesian entrepreneur, Kevin “Burung” Mintaraga; following his partnership with Benoit “Gunfight” Arquilla, they are proud to announce the signing of three players for their Street Fighter V roster: Kichipa-mu, StormKUBO, and Gunfight himself.
Mintaraga and Gunfight are aiming to establish a global e-sport team. According to Mintaraga: “We want to enlist players with big ambitions and huge potential, but are not yet exposed to the global e-sport scene. We want to give them a chance to gain worldwide recognition, and we’re excited for what they can do.”
Gunfight — well-known for his Alex play in SFV — states that the team decided to approach Kichipa-mu and StormKUBO because they fit the vision Mintaraga and Gunfight share for the future of Atlas Bear. “They are young, they’re growing at exponential rate, and they have gained recognizable experience in the last couple of years,” says Gunfight. “StormKUBO is one of the world’s best Abigail players, and Kichipa-mu is famous for his hard-read Zangief gameplay. More importantly, they share the same passion and ambition that Kevin and I have for the team. I am excited by this move, and I cannot wait to see the game they will bring to the FGC scene.”
Atlas Bear plans to bring their trio of big-body brawlers to Evo Japan, coming up on January 26-28. Watch for them there!
The Street Fighter V training resource levels up alongside Street Fighter V: Arcade Edition!
Following close on the heels of the release of Street Fighter V: Arcade Edition, r/StreetFighter’s Joe Munday has completed the third edition of his excellent Street Fighter V training guidebook, Gief’s Gym! The new edition features ten additional chapters and updated information throughout to bring the book up-to-date with the current build of Street Fighter V.
The book is now available on Amazon, available in paperback, Kindle, and Paperwhite versions. Purchases of the paperback version will include a digital copy as well, once Amazon has synced up that feature. (It is currently only available digitally on Amazon.ca, the paperback version will be available in Canada in about a month.) From Amazon.com’s description:
Welcome to Gief’s Gym! This guide has been crafted and honed by the dedicated community at r/StreetFighter to help players with absolutely no experience understand and practically improve at fighting games.
Numerous players have used this guide to quickly learn and execute on the core concepts having never played a fighting game. Gief’s Gym will provide the workouts and encouragement you need to become fluent in fighting games.
While the main draw of Gief’s Gym is to help beginners get started, this new edition features content that will help intermediate and advanced players continue to improve their Street Fighter game. Check it out!