Capcom's the cream of the crop it seems.
Street Fighter V
-
-
Eh, the new angle is better. I just wish they'd be a bit more consistent with what they're censoring. Don't half ass it. If you're going to bother, go all the way.
-
All those censors don't make sense, cause in game you see all those parts anyway, so why bother with angle change during one CA and ending or intro cutscenes.
-
It's almost as if it's not censorship and Capcom just decided they didn't like the way it looked before and were to lazy to make a new animation so just played with the camera angles to "fix" it.
-
I'm pretty sure one person high up at Capcom saw Mika's slap, and said "pls change", so they did the bare minimum effort and just moved the camera. That person was then kept away from the Street Fighter team, and has no further input on the direction of the game, and they continued like they pleased - tits, ass, abs, and biceps. The stuff about Cammy and Chun is unrelated camera changes for a better angle on the character.
-
New trailer for the upcoming live action series Street Fighter: Resurrection. The story of this mini-series takes place before the events of street fighter 5 and it's made by the same people who made that awesome Street Fighter: Assassin's Fist series! :D
-
Some interesting early concept images from the official Japanese SFV artbook have surfaced online. Included are early character concept art, plus a prototype screenshot of what SFV might've looked like under a different art direction. In fact, Capcom's Koichi Sugiyama recently told Game Spark that an early build of SFV featured "photo-realistic graphics". Sugiyama further explained the design process behind SFV's visuals…
[hide]
[/hide]Below is the interview with SFV producer, Koichi Sugiyama.
Game Spark: To kick things off, please briefly introduce yourself.
Koichi Sugiyama: Hi, my name is Koichi Sugiyama, and I'm the Producer for Street Fighter 5 at Capcom. What that actually means is that, for the most part I'm in charge of promotions and operations for the title, and that includes taking care of the project's financials.
Although the actual Street Fighter 5 creative work is overseen mostly by the game's director, as I do need to know everything about the game for promotional and operational purposes, I'm nonetheless quite well-versed on the subject.
Game Spark: When were you first involved with the Street Fighter series?
Koichi Sugiyama: Previously I was also Producer on Ultra Street Fighter 4 [and that's about it]. This is fairly rare, I think, but prior to being involved with Ultra Street Fighter 4's production, I was actually someone on the management side of the company, handling administrative and enterprise projects.
Game Spark: When did Street Fighter 5's development first begin?
Koichi Sugiyama: The actual development work first began in the summer of 2013. But the idea for Street Fighter 5 itself, however, was something we've been kicking around since 2011. At the time we thought that we should work on an Ultra Street Fighter 4 first, as it would allow us to foster a much stronger Street Fighter community that would lead into SF5.
Game Spark: Since there was an 8-year gap between the development of Street Fighter 4 and 5, were there any difficulties you faced in making the sequel?
Koichi Sugiyama: Well, we really had to work very hard on the game's visuals.
Up until SF3, the series had been rendered in dot-matrix pixel sprites. But for SF4, the graphics were all done with 3D models, and so we had to go through many phases of trial and error in order to nail the same sort of visual impact that the series is known for.
For SF5, as this time around we were working with Unreal Engine 4, which is known for being particularly good at rendering photorealistic visuals, we had to work really hard to try and recreate that same anime-esque look for the game – so once again we did a lot of experiments, before finally settling on adding "oil painting-esque touches".
In fact, in the very early stages of development, we actually put together a build of SF5 that was rendered in photorealistic graphics. But when we did, we realized that it just wouldn't be Street Fighter without the bold, anime-esque look and feel to the game, so we decided to shelve the whole photorealism idea altogether.
Game Spark: Street Fighter 5 with photorealistic visuals? I'd love to see that.
Koichi Sugiyama: Actually, you can. In the booklet that comes with Street Fighter 5 if you ordered from the e-Capcom store, you can see a single screenshot of that photorealistic build we were running at the time. At this point in time, Ryu had just gotten back from training in seclusion in the mountains, so he's grown a beard and is covered with all these cuts and bruises. The idea to make a "Hot Ryu" battle costume came from this photo-realistic build of SF5.
Game Spark: Another unique visual aspect in SF5 is the "fluid trails" visual effects (that appears during the V-Trigger activation animation). What was the process that led to the visual effect's inclusion?
Koichi Sugiyama: In Street Fighter X Tekken, we had this "water" effects motif. In Street Fighter 4, it was "ink". So when we began making Street Fighter 5, we thought about what sort of motif we could replace this with.
We tried various different effects, such as "powder" or "light". But everything we tried either made things too difficult to see, or too plain, so we couldn't really find something apt. At this point, we began examining why we even wanted to implement these visual effects in the first place.
And the result was that, we realized that we wanted to, for instance, have these rainbow effects appear in Rainbow Mika's case.
We realized that we wanted to bring out the characters' individual image colors and use it as a representation of each fighter's unique aura. That led us to settle on the "fluid trails" visual effect. By the way, since the effects are a representation of the characters' aura, even if you pick a different costume color, the fluid trails do not change colors.Game Spark: Was it decided from the very beginning that Street Fighter 5 would be developed using the Unreal Engine 4?
Koichi Sugiyama: No, we were considering a number of different engines at the time. As the Unreal Engine 4 was also still under development at the time, and their team was looking for help on extending the engine's possibilities, we ended up forming a tag-team with Epic Games to help one another out.
-
Seems the folks who came up with Nash's B design was watching too much Winter Soldier.
But dat Chun-Li B design tho.
-
Really glad they had the foresight to ditch the "photo real" look.
-
I actually would have liked a total reimagining of sf in a new style, instead of just taking sf4 visuals and change them slightly. :ninja:
-
I much more liked how it originally looked. Chun-Li actually looked Chinese. Now, everyone looks like each other.
I can live with it, but meh.
-
You can call me a big dreamer, but you know what I wanted to see Capcom doing ? When they release the patch with the full stories, they would sell copies of SFV for half the price and for everyone who stayed with the copy since release date, the players would get in-game points or "skins".
I know, I know…I am being too gullible.
-
Played a Dhalsim online for the first time last night. For a supposed top-3 character, there sure aren't many people playing him. I got rekt, of course. No experience against SFV 'sim.
-
Played a Dhalsim online for the first time last night. For a supposed top-3 character, there sure aren't many people playing him. I got rekt, of course. No experience against SFV 'sim.
Have you seen videos of Sabin (Arturo Sanchez) or Filipino Champ playing Sim? Talk about frustrating…
-
Have you seen videos of Sabin (Arturo Sanchez) or Filipino Champ playing Sim? Talk about frustrating…
Oh yeah, those guys are on another level. I feel like the chances of an American winning EVO are the best they've ever been.
-
[hide]
[/hide] -
[hide]
http://im.ziffdavisinternational.com/t/ign_br/news/f/first-look/first-look-at-street-fighter-5s-alex_pkqj.640.jpg
http://assets1.ignimgs.com/2016/03/10/alexsfv0jpg-19d50d_765w.jpg[/hide]Liked his face paint, looking nice.
EDIT:
In Street Fighter V, Alex returns as a powerful grappler that can inflict big damage with his close range Power Bomb command grab and his long limbs to fight from midrange distances. The threat doesn't end there however, as Alex has a variety of special attacks that can cover a large portion of the screen for those times when the opponent keeps him out. Players looking for a methodical grappler who can do big burst damage up close, yet still do well at midrange, will find themselves perfectly at home with Alex.V-Skill: Overhaul - Alex stretches and gets ready to land the next killer blow. Once Alex finishes his animation, the very next attack he pulls off will count as a hard hit and damage the opponent as if they were counter attacked. If that attack misses or is blocked however, he loses the hard hit bonus.
V-Trigger: Rage Shift - Alex channels his wrestling training and gains access to a brand new clothesline attack. This attack can be charged and during that time, it can parry an attack. Upon full charge, if Alex makes contact with a blocking opponent, he will break their guard, leaving them open to an immediate attack.
Character Artwork
[hide][/hide]
Critical Art: Heavy Hammer - Alex hits the opponent with a thunderous chop that knocks the opponent around. He then grabs them and takes them up to the highest of heights in a crucifix hold, only to viciously drop them down on their heads at the fastest of speeds.Alex will become available when the update is scheduled to go live later this month. Remember, by playing through all Character Story Mode content, you will earn more than enough Fight Money to buy Alex for free! The update also comes with a slew of new modes and content, as well as bug fixes that are designed to improve the overall gameplay experience. Check out all the new modes and content below!
CHALLENGE MODE
Demonstrations: Learn the ins and outs of Street Fighter Vthrough helpful demonstration and tutorial content. Contains content for each of the 16 characters, as well as advice geared towards players of all skill levels:
Beginner Tutorials: 12 lessons covering, movement, normal attacks, special attacks, V-System, throws, counter hits, chip/recoverable damage, etc.
Intermediate Tutorials: 11 lessons covering projectiles, invincibility frames, armor and armor break, recovery, cross-up attacks, anti-air options, etc.
Advanced Tutorials: 4 lessons covering back dashing, frame advantage/disadvantage, combo potential, button priority, etc.
Character Tutorials: 16 lessons covering each individual character.
Trials: Put your skills to the ultimate test with combo trials for all 16 characters, ranging from basic to pro combos. Completing Trials will also earn you some extra Fight Money.IN-GAME SHOP
Fight Money Expenditure: Spend your hard earned Fight Money to purchase extra game content, such as DLC characters and the Story Mode Costumes.
ONLINE REMATCH OPTION
Salty from a close loss online? Want revenge? Players can now play a 2/3 set in Ranked Match, provided both players accept the rematch.
Battle Lounge Improvements
Enjoy up to 8 person lobbies, complete with match spectating.
In addition to all of this new content, the following bugs will be fixed in the update:Bug: Sometimes you don't get EXP from casual matches
Bug: On a rare occurrence, if you restart the game after you unlock colors, the colors you unlocked will disappearCHARACTER BALANCE / GAMEPLAY CHANGES:
Vega:
If you hit V-Trigger Bloody Kiss (anti-air) in certain situations, Vega will no longer continue to rise off the top of the screen.M. Bison:
If M. Bison is interrupted by an opponent's V-Trigger or Critical Art during his invisible frames of Double Knee Press in V-Trigger mode, M. Bison will no longer remain invisible until his next move.Rashid:
Rashid will no longer float in the air for a moment if you perform his V-Trigger after he touches the ground upon a missed Eagle Spike.Chun-Li:
During V-Trigger activation, the hit stop and block stop has been made the same for multi-hitting moves (medium or heavy attacks for both normal and special moves).
She was previously able to perform option selects involving standing HP into Houyokusen, so this has been removed.
Vertical and Back Jump Frames:
All characters except Birdie and Zangief: Vertical jump and back jump frames have changed from 3f->4f.Birdie: Vertical jump and back jump frames have changed from 4f->5f.
Zangief: No changes to jump frames.
These changes reduce the effectiveness of throw tech option selects involving jumping (also known as "jump grab"). Changing forward jump frames would affect the game balance too much so those remain unchanged.
Throw Escape Change:
If you push buttons during the normal throw delayed tech window you are unable to escape throws for 2 frames.
Prevents using light attacks to option select with throw escapes.
If you execute specific special moves during the normal throw delayed tech window you are unable to immediately escape throws. Each characters V-skills, V-triggers, V-reversals, critical arts, and moves have been set individually.
Prevents throw escape option selects involving specific moves such as Shoryuken, etc.Machinima posted the second official trailer for the upcoming live-action series, Street Fighter: Resurrection. The new trailer introduces some new support characters, most of which are Interpol agents (brand new to the Street Fighter storyline). Ultra Street Fighter IV's Decapre also debuts in the trailer and she will be involved in some of the fight scenes. Street Fighter: Resurrection launches next Tuesday, March 15th.
-
Here's a behind the scenes look at the upcoming live action series, Street Fighter: Resurrection.
No Decapre ? Oh…:sideways: -
Laura is a total beast, but I miss el fuego :(
-
-
-
http://www.capcom-unity.com/haunts/blog/2016/03/24/sfv-march-update–-release-date-and-new-details
Info on the next patch. Tutorials, trials, online rematch and best of three, 8 player lobbies and bug fixes for minor issues will be implemented. No permanent rage quitter solution yet, though it's in the works. No info on VS CPU or a traditional arcade mode.
Patch launches 28/29th, with Alex on the 30th. Since the Zenny shop isn't ready to be implemented yet, Alex will be a free trial for all players until it launches. The same goes for subsequent DLC characters until the store launches. Ryu's and Chun's story mode costumes will automatically be made free for all players as well. Furthermore, season pass buyers will have instant access to Alex' premium outfit, while other players have to wait until the store launches, and they will receive an new stage in the future as well.
-
I remember reading something about colors being on the shop, but it wasn't made clear if those were the Survival colors, or another set. It's not mentioned at all in the most recent information dump, oddly.
-
As Capcom has started rolling out the long-awaited SFV March update, a few players have (somehow) gotten access to Alex early (and thankfully uploaded some footage on Youtube). In addition, PC data-miners have discovered a slew of new alternate costumes for the entire cast.
Tonight's 6 GB update adds Alex to the SFV character select screen, although he won't be playable until March 30th. Until then, have a listen to Alex's SFV theme, a remix of his Jazzy NYC theme from the SF3 series.
-
What the hell? That isn't Jazzy enough.
-
Zangief is somewhere between Ultimate Warrior and Hulkamania! Ken still doesn't look like Ken tho. Mika's is phenomenal!
-
Making my way through the trials. Nash was fine, but he's my main and none of those combos were worth using. I'd hoped they would have at least been optimal, if not practical. Ryu's #10 was kicking my ass for a long time, otherwise not that hard. Zangief, Birdie, and Dhalsim were quite easy. I eventually did all of Karen's but #6, holy fuck that is just not gonna happen I'm afraid. (all the ones I've done so far)
Also, make sure you watch all the tutorial videos - they're garbage, so just skip through them, but you earn some FM for it.
-
-
^I'm glad I'm not the only one who also thought that.
-
Making my way through the trials. Nash was fine, but he's my main and none of those combos were worth using. I'd hoped they would have at least been optimal, if not practical.
I felt the same about most of Chun's trial combos.
-
So, Alex is out (for free, for now)! I was never a fan of alex, but I admit doing flash chops into back drops is badass.
Also, he confirmed something I'd been suspecting for a while - each new character will provide a "rebate" of sorts. Doing his story, trials, and Easy survival, I got 22500 FM. That effectively lowers the price of a character to 77.5k, or to put it another way, gives you plenty of cash back to pick up a few costumes or colors. neat!
Also, I am LOVING the runback feature online. I played a few people who were more than happy to let me body them twice, and there's a certain delicious feeling of losing to someone, kicking their ass on the rematch, and then they run away rather than risk another loss. Knowing that I was able to transfer my salt to someone else is great.
-
With only 1 day of March left to spare… Capcom has finally released the official trailer for Alex in Street Fighter V. The even better news is that Alex and the long-awaited Shop are now live in SFV. New characters, costumes, colors, titles, and profile designs can currently be purchased from the in-game Shop. Colors cost between 2000-10000 Fight Money, Story costumes cost 40,000 Fight Money, new characters are 100,000 Fight Money, and titles & profile designs cost 5000 each.
.
-
Street Fighter was never my type of fighting game (prefer the faster movability of Tekken), but my brother has it and my favorite character thus far is Rashid. Prolly cut he moves fast.
-
Capcom recently unveiled 41 concept artworks of characters from the Street Fighter universe, most of whom currently don't appear in SFV. These include classics from SF1: Eagle, Retsu, Geki, Lee, Mike & Joe; SFA: Rose, Gen & Sodom; and others who haven't yet been playable in a Street Fighter game: Haggar, Delta Red, Go Hibiki; and even the SF2 intro guys: Scott & Max.
- Abel
- Abel (Soldier)
- Adon
- Azam
- Azam (Wrestler)
- Ken Masters (Biker)
- Birdie (Young)
- Mel Masters
- Delta Red
- Lita Luwanda
- Keith Wolfman
- Matthew Mccoy
- Dorai (Chun-Li dad)
- El Fuerte
- Gen
- Go Hibiki
- Gorbachev
- Gouken
- Goutetsu
- Haggar
- Joe
- Lee
- Max
- Scott
- Retsu
- Eagle
- Mike
- Geki
- Nadeshiko
- Nadeshiko (heel)
- George Ginzu
- Patricia (tom's daughter)
- Rose
- Rufus
- Sagat
- Oni
- Eliza Masters
- Tom
- Sodom
- Unknown
- Unknown (2)[/hide]
-
I would assume that by showing us these concepts, they're saying "these aren't coming as DLC". Otherwise it would ruin the surprise, right? But then again, it's clear these aren't all "rejected characters" anyway, some of them are just there to be in a Story Mode. And then we still have concepts for characters that we already see in-game, like Azam and the Masters family. Yet we don't see concepts for other cameo characters like Oro or C. Viper?
I guess the moral of the story is this doesn't tell us anything! :P
-
I would assume that by showing us these concepts, they're saying "these aren't coming as DLC". Otherwise it would ruin the surprise, right? But then again, it's clear these aren't all "rejected characters" anyway, some of them are just there to be in a Story Mode. And then we still have concepts for characters that we already see in-game, like Azam and the Masters family. Yet we don't see concepts for other cameo characters like Oro or C. Viper?
I guess the moral of the story is this doesn't tell us anything! :P
They wouldn't tease us with a Gorbachev artwork and not make him playable, would they? :(
-
16 characters of colors
A Steam Community member (洋娃娃) has compiled images of every selectable Street Fighter V character's in-game colors & costumes available in the game thus far. Each character color is also conveniently numbered as they are in the game. Here's the link to view all of the images.
-
Guess who will be the next DLC character ?
http://blog.us.playstation.com/2016/04/18/guile-joins-street-fighter-v-roster-this-month-april-update-details/[hide]
[/hide]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!
Guile in Street Fighter V: V-SkillGuile in Street Fighter V: V-SkillV-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 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.
Guile in Street Fighter V: Guile's Stage
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 F-16 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 70,000 FM. Season Pass holders will receive this stage for free as a thank you for supporting Street Fighter V.I liked his new outfit.
-
Someone went home and got his formal wear…...and his stage from Street Fighter 2.
-
The real question is: Will his theme goes with everthing?
-
Official trailer for Guile.
And his theme.
-
Booooooo that extension loops too early.
-
The hell? That doesn't go with everything at all.
-
Theme sounds sick, can't wait for the full version. I'm not a fan of Guile's playstyle (the Playstuile), but I know a mother fucking JAM when I hear it.
I guess this really confirms they're just going in the order of that original image, huh? Making me wait til the back end for the characters I was the most excited for, I see how it is.
-
Theme sounds sick, can't wait for the full version. I'm not a fan of Guile's playstyle (the Playstuile), but I know a mother fucking JAM when I hear it.
I guess this really confirms they're just going in the order of that original image, huh? Making me wait til the back end for the characters I was the most excited for, I see how it is.
It's possible Ibuki is next, going by this.
!
-
Still no Poison makes me a sad Rin…
-
Still no Poison makes me a sad Rin…
Well to be fair they only included Poison in 4 because the exclusive SF/Capcom characters on SFXTekken's roster were
essentially being wasted in a game the fighting community weren't big fans on. -
It's possible Ibuki is next, going by this.
Well damn, that would make me a happy camper.
I still kinda can't believe they would just flat-out list the character order, but then in the image put them as ??? as if it was still a secret, but whatever. I'll kinda laugh if next is Juri or someone, and then all bets are off.
-
Capcom announced that Guile, the newest DLC fighter for Street Fighter V, will make his debut on April 28th (7pm PST/10pm EST) in North America. Guile will Flash Kick his way to Europe a day later on April 29th (2am GMT).
-
Ibuki it is! Interesting that they focused on her ninja tools this time around - bombs and more kinds of kunai. I assume she'll be available in the coming days?