The legendary fighting franchise returns with STREET FIGHTER® V! Stunning visuals depict the next generation of World Warriors in unprecedented detail, while exciting and accessible battle mechanics deliver endless fighting fun that both beginners and veterans can enjoy.
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SFV: Guile Release and April Update Details
Guile, one of the most iconic characters in franchise history, is reporting for duty in Street Fighter V starting tomorrow at 7PM PT! He retains his classic fighting style that allows him to keep his opponents at bay with Sonic Booms and Somersault Kicks while adding a handful of new weapons to his arsenal through the Variable System.
Other big ticket items such as the Air Force Base and the introduction of our "Rage Quit" penalty system are also part of this April update.
Just like Alex, Guile will be available for FREE to all players until the in-game shop that uses real currency is launched. Once the shop launches, the free trial period for these characters will end and players will have to use Fight Money or real currency to purchase them.
Joining Guile’s release is the first new stage to be added to Street Fighter V post launch. Guile’s Air Force Base returns with a shiny new jet, a next-gen boom box and some familiar background characters that fans may recognize from their Street Fighter II days. This stage is available beginning today in the In-Game Shop for 70,000 Fight Money. Season Pass holders will receive this stage for free as a thank you for their continued support of Street Fighter V.
Also included in this Street Fighter V update is the first implementation of a system to punish players who frequently disconnect during matches (aka 'rage quitters'). The system will continue to be refined over time and more enhancements will be implemented in the future. Additionally, a number of improvements to the matchmaking system have been made, which speeds up the time it takes to find an opponent and simplifies the process of creating and connecting to Battle Lounges.
Lastly, there are a few bug fixes involving certain moves and scenarios that have not been behaving as intended. These have been fixed in the April update.
Ryu/M. Bison/Vega(no claw)
Bug: After dishing out Ryu & Vega's (no claw) C. LP or M. Bisions C. LK, while doing a light attack rapid cancel at the absolite latest timing possible, if you input another action (V-Skill, Special Move, etc.) at the same time, if the opponent does an attack the "other action" will come out, and when the opponent does nothing, the rapid cancel attack will come out, creating a special option select.
Fix: Made the rapid cancel timing of said moves 1F shorter.
Bug: In the guard animation branch of Ryu's C. HK, there was a counter box that was present up to the 13th frame. Therefore, during this time it was possible to eat counter damage.
Fix: Adjusted the counter box on Ryu's C. HK so that it is no longer present afterter the hitbox is not longer active.
Bug: In Ken's C. LP (including rapid cancels), for the 3 frames that it takes for the hitbox to become active, there wasn't a crouching state set to the move. This allowed moves that are only intended to hit standing opponents to hit Ken.
Fix: Adjusted the first 3 frames of Ken's C. LP (including rapid cancels) so that Ken is in crouching state.
Bug: In Ken's M. Tatsumaki Senpukyaku, the feint box that causes the opponent to go into a guarding standby state was not functioning correctly. The V-Trigger M. Tatsumaki Senpukyaku also caused the same phenomenon.
Fix: Corrected the feint box on Ken's M. Tatsumaki Senpukyaku so that it functions correctly, forcing the opponent to guard when used from a certain distance.
Bug: When a portion of Ken's EX Shoryuken (V-Trigger ver. included) hits as a ground counter hit, the hit real animation of the opponent continues when knocked into the air, which is an unnatural behavior.
Fix: Adjusted that specific portion of the EX Shoryuken (V-Trigger ver. included) so that when it hits as grounded counter hit, the correct knock up mottion occurs.
Bug: In Chun-Li's EX Hyakuretsukyaku, after the moves has completely ended (freeze state finished), she was unable to perform mobility actions (move forward/back or jump).
Fix: Adjusted EX Hyakuretsukyaku so that she is moveable after the move has completely ended.
Bug: In Chun-Li's J. MP, she can follow up with Yosokyaku to EX Airborne Hyakuretsukyaku on counter hit.
(There is an unintentional difference between the number of continuous airborne hit limiter values between when this hits as a normal and and when it hits as a counter hit)
Fix: Adjusted the juggle potential of Chun-Li's J. MP so that it is the same whether or not it is a normal hit or a counter hit.
Bug: Cammy's S. HK's hit box is no longer active, she was throw invincible.
Fix: Added a throw box to Cammy's S. HK & Lift Combination while the move is active.
Bug: While Cammy's EX Razer Edge Slicer is active, she was throw invincible.
Fix: Added a throw box to Cammy's EX Razer Edge Slicer while it is active.
Bug: During C. MK, Dhalsim was throw invincible.
Fix: Added a throw box to Dhalsim's C. MK.
Bug: When the fourth hit of Karin's EX Mujinkyaku hits an airborne opponent, the opponent's float is differed from when it is a normal hit and when it is a counter hit.
Fix: Made it so that the 4th hit of EX Mujinkyaku would cause the same float on counter hit as it does on normal hit.
Bug: There were 2 bugs in Karin's EX Ressenha.
①When the second hit hits as a counter hit, the opponents Critical Gauge increase would be "0"
②On counter hit, EX Ressenha's starting juggle potential would be "0" for each hit.
Fix: Adjusted EX Ressenha on counter so that the opponent's gauge increase and starting juggle potential are the same as when it is a normal hit.
Bug: Under specific circumstances, how S. MP hits changes from when on the right corner or on the left corner.
Fix: Expanded S. MP's hit box downward so that the move yields the same results in both corners.
Bug: When rapid canceling Necalli's C. LP during V-Trigger, the advantage after hit would be plus 1F more than the normal version.
Fix: Unified Necalli's V-Trigger C. LP to the normal version.
Bug: When throwing an oponent with Psycho Fall, depending on M. Bison's position and the side he is facing, the distance the opponent is thrown greatly changes, which was unintended.
Fix: Adjusted the behavior of Pyscho Fall so that the distance the opponent is thrown is fixed.
Bug: When M. Bison takes damage in the middle of performing and EX Double Knee press, the opposing character's behavior would be irregular after the hit.
Fix: Changed the behavior after hit on the EX Double Knee Press.
Bug: In R. Mika's C. HK, there wasn't a throw box in place.. Even though the move is visually performed on the ground, it was throw invincible.
Fix: Added a throw box to R. Mika's C. HK while the move is active.
Bug: The the time frame of the stop theatrics applied to an opponent hit by Sledge Hammer differs from when Sledge Hammer is used on its own and when it is used in a combo canceling from another move. Due to this, the circumstances are different after Sledge Hammer hits as part of a combo.
Fix: Made it so that the time frame of the stop theatrics of the Sledge Hammer (when cancled into) is the same as when it is used on its own.
Need a full rundown of Guile? Check out the Guile announcement post here which includes his moves and his new stage with screenshots! You can also watch his trailer on our YouTube Channel.
Please note that in preparation for the Guile update we will be taking down the Street Fighter V servers for maintenance starting at 8AM PT until 6PM PT. Additionally, you can follow @SFVServer on Twitter for the latest server status updates.
That's it for today! As always, follow us on Twitter @StreetFighter for the latest news and updates!
Street Fighter V
Praise Allah! Capcom may redeem themselves this weekend... Praise Odin!
Apparently Capcom has a special announcement planned at the Combo Breaker event this weekend. Do you think they will reveal anything more than what has been planned?
Hi, with all the talk about the input lag I thought it would be interesting to see how many people play without the vsync.
You may have deactivated it because you exclusively play on PC, but for some people playing at locals on PS4 it may be hard adapt to...
Sorry Capcom but for my opinon you failed hard with SFV. For me USF4 was much better.
And iam not the only one how is thinking this. Watch: http://steamcharts.com/app/310950#All
The Graph is falling from the begining to now. Only 1500 people playing on ...
i was wanting to have a fighting game that would replace the street fighter iv series as my most played since street fighter ii. sad to say, street fighter v is not it.
for starters, the mechanics have been, shall we say, streamlined. i understand their intention here, to ease more players into the game, to have beginners have a much better fighting chance against veteran players. downside is that it makes a lot of the characters, for the bread-and-butter combos at least, handle similarly. i can say that there's more than a handful characters where you can use the medium punch > medium punch > special move string very often and effectively.
but the thing is, they have indirectly drove players away from getting this. why? you've heard it - the lack of content.
i've been a long-time fighting game fan. i may not be as good as the pros, but i can say i'm an average to an above average player who can still rack up a decent win streak any time of day. i never thought this lack of content would affect me as much, because i only care about playing with human opponents. but then again, you can have the tightest gameplay and prettiest graphics (which this game both has), but if you can't bring in people to play your intentions for the game are moot.
the game is not a total wreck. it's netcode is better than ultra sf iv and the patches have made noticeable improvements (i can get opponents faster now). but i think it has suffered enough setbacks for it to not succeed. it did not make the splash it was supposed to do, and it was overshadowed by its well-documented issues. you also have to figure in the other current and upcoming fighting games (guilty gear xrd, kof xiv) that get a huge chunk of the attention pie. at this point, even if they manage to cram in more characters and an arcade or a proper story mode in there, it wouldn't do much. people may have already moved on. and we probably will be stuck by the same people that we get to play with online.
it's a game that is letdown by it's publisher's strategy rather than it's quality.
11 of 13 people (85%) found this review helpful 2 people found this review funny
139.7 hrs on record
Posted: May 22
Alright lets face it.. Street Fighter V.. A Good game or Bad? Thats honestly how you find it..
The Good of the game- - Its easy to pick up and learn - Characters you remember from past games, along with some new - Classic feel at BASE level of other street fighter games - Music is actually good -Stages look nice, and have a good feel to them - Classic 1v1 Street Fighter -Decent tutorials for the game itself, and each character
The Inbetweens -Cross play while nice, causes problems as well - Both good and bad that you dont have an easy way to talk to someone. Really good so you dont hear stuff you dont want, but really bad when trying to find people, or ask questions. - Its not USFIV (I personally loved Super SFIV.. and AE and ultra kinda were eh to me..) - "Free DLC Characters" Not really free... but you can get with in game currency.. Wouldn't be too bad, but it seems to become hard to get more Fight money once you beat the few things you can do offline.. So.. have fun trying to play online to get them
The Bads of the game -Very Bare bone fighting game, especially for the price. I know DLC is coming to add story mode and such but still - No Arcade mode? - This is personal but.. I feel the game is wayyy to offensive of a fighter.. Even characters like Dhalsim, and Guile who are known as your defensive characters from games past, seem to have better skills suited for offensive gameplay style. - No true vs CPU mode- Granted you can do this in training mode - Automatic picking of your character in ranked matches.. Come on really? What if my favorite character is Chun Li, but I was trying out guile and wanted to play him in ranked.. I have to make sure to switch my favorite character? Why? - Friends list is pretty bad, along with trying to find games with them, I know this isnt steam or capcoms fault at all, but SFIV felt so much better at this.. - Roll back... DEAR GOD ROLL BACK.. Ive had this problem since the betas.. Again.. you have a fine example of how to do it, with Skullgirls.. and let us set network delays and show us pings.. but no.. Capcom loves its bar system. - Rematch in ranked? Seems nice right.. Well.. it auto gives you the same character again.. And its not an automatic best 2/3.. If you give someone a rematch in rank after beating them.. and they win.. They dont have to play the tie breaker if they dont want to. - This might just be me but visual looks of attacks.. I know everyone is on and on about "frame data" now, but some of these moves.. look unsafe as hell but are not, while others look safe and are not.. Chun Lis EX Legs being -2 (Mostly safe in the way this game works) is fine and all, but my god does it look like the move is punishable as hell
Look, if you love Street Fighter you most likely already bought this game. For what its worth, sure its an ok fighter, if you already enjoy other Street Fighters.. Overall though I would not recommend this game.. I may love Street Fighter, but I honestly can say I do not find SFV fun..
9 of 12 people (75%) found this review helpful 1 person found this review funny
1,123.9 hrs on record
Posted: May 22
Pros: Great graphics and well-balanced, intuitive gameplay.
Cons: Rife with errors, bugs, disconnects. In no universe should this game cost sixty dollars. Due to a lack of content, it should, at most, be worth 35, and I think that's being generous. I'm a massive fan of fighting games, and I was hoping to see our community and the fighting game market grow due to the potential success of this game. It is evident now that this will not happen, due to Capcom essentially fumbling with the FGC's most anticipated release since vanilla SF4 (also having a projected sales goal of selling 2 million copies and obtaining only 1.4 marks this as a financial failure, your potential purchase aside.)
If you're uncertain and want to try this game, I would suggest waiting a long, long time. Capcom simply cannot deliver currently. Sadness becomes me. *sigh*
i have about 800 - 1000 PL, but when i'm searching for a casual/ranked matches, i'm always against people who have about 2000 - 6000 PL, is this normal?
is there no people plays with 1000 PL or less? i'm alone?
Guile Joins Street Fighter V and April Update News
What’s up World Warriors!
We have a ton of new details to share with you today surrounding the next update for Street Fighter V, including the return of Guile along with his classic stage and some additional improvements to the online experience.
Check out more Guile screenshots at our Facebook page!
Guile is certainly one of the most iconic Street Fighter characters as he was one of the original eight World Warriors in Street Fighter II. His connection to Charlie Nash was revealed in his Street Fighter II ending as he prepares to finish off M. Bison once and for all for killing his friend and mentor but is stopped at the last moment by his wife Jane.
It wasn’t until Street Fighter Alpha 3 however where we learn more details about Guile’s search for Nash who had gone missing during a secret mission. While Guile eventually found Nash at the Shadaloo base, their reunion was short lived as Nash held off M. Bison to allow Guile to escape and was the last time he saw the man who taught him how to throw Sonic Booms.
In Street Fighter IV, Guile’s search for Nash continues as his body was never recovered, and while unsuccessful in finding him, he does run into French MMA fighter Abel who is familiar with Guile’s fighting style. Guile knowing that Nash is the only other fighter that uses Sonic Booms presses Abel for more answers but is unable to get any new information.
While Guile has had a major role in most of the mainline Street Fighter games, he has also appeared in countless crossover titles such as Street Fighter x Tekken, Marvel vs Capcom series and Capcom vs SNK 2.
Guile will be available for free later this month to all players until the Zenny shop launches and will receive his own set of Trials and Character Story. His Battle Costume will be available for free to all Season Pass holders as well.
In Street Fighter V,Guile retains his ability to dominate both the ground and air with his solid normal attacks and special moves, such as Sonic Boom and Somersault Kick. He also now has the ability to enter a crouch walk state called Faultless Move which allows him to keep his charge while moving forward, giving him even more options in his kit to keep his opponents in line. Guile is a great choice for those of you who are looking for a charge character who can easily control the pace of the match.
V-Skill: Sonic Blade
Guile spins up sonic energy to create a Sonic Blade which acts as a stationary projectile that can also juice up his Sonic Booms. Sonic Blade can really help Guile pressure opponents on their wake-up or help him win projectile battles as it increases Sonic Boom durability!
V-Trigger: Solid Puncher
Guile powers up and tosses out continuous Sonic Booms! Each button throws a Sonic Boom at a different speed, so mixing up between buttons can create interesting Sonic Boom sequences. Depending on the sequence used, this can act as a great combo extender, be used to overwhelm opponents or easily push his opponents to the corner.
Critical Art: Sonic Hurricane
Guile’s most devastating attack, the Sonic Hurricane! Guile powers up and hits his opponent with a massive, multi-hit Sonic Boom. This Critical Art receives a damage and range boost while his V-Trigger is active.
AIR FORCE BASE STAGE
We’re also excited to announce our first DLC stage, which is a classic that you all know and love: Guile’s Air Force Base! The jet receives a new coat of paint and you’ll probably recognize some familiar faces cheering you on in the background. This stage will be available in the Shop for 70,000FM. Season Pass holders will receive this stage for free as a thank you for supporting Street Fighter V.
RAGE QUIT SYSTEM
We’re also happy to announce that we will be implementing a system to punish players who frequently disconnect during matches (aka rage quitters).
The way this will work is the system will identify players who have high disconnect rates during matches and will lock them out of matchmaking for a period of time. Players who have been identified as abusing the system will receive an in-game message notifying them they have been locked out of matchmaking. More additions and enhancements to this system will be implemented in the future.
We will also be making a number of improvements to Street Fighter V’s matchmaking. Many users should have an easier time creating and connecting to Battle Lounges and we are also loosening the restrictions on finding an opponent. We know users in Europe and other parts of the world have experienced some issues finding opponents and this should help increase the amount of battles coming their way.
That’s it for today! We’ll have details on the release date of the April update very soon so follow @StreetFighter for the latest news!
Street Fighter V
SFV: Alex and In-Game Shop Available Today
What’s up World Warriors!
Hope you all have been enjoying 8-player lobbies, the rematch option and all the other cool features included in Monday’s patch! As promised, we have another content drop today that includes everyone’s favorite Power Bombin’, Flash Choppin’ street grappler Alex! The Fight Money In-Game Shop also launches today which will allow you to purchase Story Mode costumes and other items as well.
The In-Game Shop for earned currency (aka Fight Money) will let you spend your hard earned Fight Money to purchase extra game content, such as new characters (100,000 FM each) and Story Mode Costumes (40,000 FM each). Guile, Ibuki, Balrog, Juri, and Urien will be releasing later this year and each will have a Story Mode costume available for purchase using Fight Money. Keep an eye out though because that’s just the beginning as we’ll have details on additional items in the future!
Check out more screenshots of Alex at our Facebook Page.
Since the In-Game Shop for real currency (aka Zenny) is not available just yet, we’re offering Alex as a free trial period to all players, until the Zenny shop launches. This also applies to any future DLC character that releases prior to the Zenny shop launching. Once the Zenny shop launches, the free trial for DLC characters that released prior to the Zenny shop opening will end, and you’ll need to use Fight Money, Zenny, or the Season Pass to access those characters.
That about does it for today! For more details on Alex and the March update check this post.