Got a great Capcom gameplay clip? Email us!


Here on Capcom Unity, the team and I have been whipping up an experimental new biweekly video feature which will recap recent Capcom news, as well as highlight impressive, informative, fun, and/or hilarious gameplay videos captured by Capcom's awesome fans. 

We feel Capcom's games, many of which have a prominent exhibitionist element (fighting games, Devil May Cry) as well as a prominent community element (Monster Hunter, Lost Planet, fighting games again), are perfect for this type of recurring feature.

With that said, if you've captured a clip of something cool, crazy, interesting, or funny in a Capcom game (old or recent!) and you'd like to be featured on the show, please send an email to  recap@capcom.com  with the following:

-A link to the video--preferably YouTube or Twitch. 720p or 1080p also  highly  preferred when possible.   
-Your name or nickname (however you want us to credit you).
-A description of why you feel the video is noteworthy, including any relevant timestamps. 

Don't forget that the new-gen consoles let you capture and upload gameplay footage with just a few button-presses, but footage from other consoles is of course welcome! 

And that's the rundown. Can't wait to see what you guys show us!

Announcing the Return of Nash and the Street Fighter V Online Beta Program

Hey everyone!

We are happy to announce two huge pieces of news for the upcoming Street Fighter V… the return of Nash, and the online beta program!

Charlie Nash has been a fan favorite character in the Street Fighter series for years and finally makes his comeback in Street Fighter V, although noticeably a little... different. For those who are unfamiliar with him, continue on for a quick history lesson.

 

First mentioned in Street Fighter II: The World Warrior (1991) by Guile during his quest for revenge; Nash was a lieutenant in the U.S. Air Force and one of Guile’s best friends. Although it was hinted that M.Bison was involved in Charlie’s disappearance in the past, it was never really fully explained...

...Until the Street Fighter Alpha series that is. In Street Fighter Alpha II (1996) we see firsthand that a helicopter controlled by M.Bison’s forces make quick work of Nash as M.Bison gets away. Initially presumed to be dead by both friends and foes alike, Nash’s return shows that his story is far from over.

While the mysteries surrounding his return will become clear later on, for now we’re pleased to announce that the originator of the Sonic Boom is back with quite a few new tricks that you can see in the photos below.

Nash takes to the air and comes down toward the opponents with a sharp flip kick.

Nash grabs the opponent and slams them to the ground before infusing their face with more force than he uses to throw a sonic boom.

Nash slices through the air with a sharp kick that knocks the opponent away!

What is Nash’s goal in SFV? You will have to wait and see.

The second piece of news is perhaps the most exciting of all. Also announced today, we will be performing the largest and most ambitious online beta program in franchise history with Street Fighter V on PS4 and PC!  These tests will be essential to collect your feedback and to ensure that Street Fighter V is the best iteration yet.  In North America , players who pre-order the game will automatically be enrolled into the beta program. 

More details, including timing on the beta program will be revealed in the future so stay tuned for updates. Until then, SONIC BOOM!

Announcing Capcom Pro Tour 2015

Hello World Warriors! We are excited to announce the details of 2015 Capcom Pro Tour circuit. Our inaugural season last year was a great success, with record breaking numbers all over the globe that helped pushed the fighting game community to new heights. Capcom and Twitch both learned a ton of things throughout the season, and with Sony now on board to lend their support, we are all committed to making this season bigger, better, and more epic than before. Thanks goes out to the passionate fans who provided feedback on the tour and we’ve gone at lengths to help integrate those comments into the tour structure this year in order to create something that everyone can get hype for.

First things first: the game of the tour will be Ultra Street Fighter IV for this season.

Now down to the details! We had 3 main goals coming into this season:

  1. Give fans more Street Fighter content to enjoy and look forward to.
  2. More evenly distribute the tournaments and point totals across the different world regions.
  3. Increase tournament prize pools across the board, and incentivize more players to get involved with the tour.

To that end, we are implementing several important changes to the way the tour operates this year:

  • Instead of 16 spots for Capcom Cup, we are doubling the numbers of players to 32 spots.
    • In order to accomplish this, we are increasing the number of Premier events to 16, and are taking the top 15 players from the point leaderboards. The final spot will automatically go to the previous season’s Capcom Cup Champion (in this case, EG Momochi).
       
  • The standard rule set for CPT events will be: 2/3 games until Top 8, and 3/5 games after that.
     
    • This allows for more matches between top players on finals day, which are what everyone wants to see! So in the example of a two day tournament, the entire Saturday would be 2/3 and players would qualify for Top 8, then Sunday would be 3/5 all the way through for Top 8.
       
    • We will be revealing the format for Capcom Cup and other event details at a later date, so keep an eye out for that!
  • We divided the world into four major “regions” in order to equalize the point distribution and provide a fair environment for every player to be able to qualify for the Capcom Cup. The four regions are: North America, Europe, Asia, and Wild Card. Here is the full list of Premier events for the 2015 season:
     
    • North America
      • i. Final Round – Atlanta, GA, USA
      • ii. NorCal Regionals – Sacramento, CA, USA
      • iii. SoCal Regionals – Orange, CA, USA
      • iv. Community Effort Orlando – Orlando, FL, USA
    • Europe
      • i. Hypespotting 4 – Scotland, UK
      • ii. Stunfest – Rennes, France
      • iii. Milan Games Week – Milan, Italy
      • iv. Dreamhack Winter – Jönköping, Sweden
    • Asia
      • i.South East Asia Major – Bangkok, Thailand
      • ii. Mad Catz Tokyo Game Show – Tokyo, Japan
      • iii. Capcom Pro Tour Asia Finals – Singapore
      • iv. TBD Japan Tournament
    • Wild Card
      • i. Evolution – Las Vegas, NV, USA
      • ii. Canada Cup – Canada
      • iii. Brazil Game Show – Sao Paulo, Brazil
      • iv. KO Fighting Game Festival – Kuwait
        • You can see we put Evolution and Canada Cup as a Wild Card events. Given the large amount of international competition at these tournaments, we felt that they could be considered multinational events instead of just North American events.

Here is the same breakdown of Premier events, this time in chronological order:

Date

Event Name

Type

Region

Country

Mar

20 - 22

Final Round

Premier

NA

USA

Apr

03 - 05

NorCal Regionals

Premier

NA

USA

Apr

04 - 05

Hypespotting 4

Premier

EU

Scotland

May

01 - 03

Socal Regionals

Premier

NA

USA

May

22 - 24

Stunfest

Premier

EU

France

Jun

19 - 21

South East Asia Major

Premier

ASIA

Thailand

Jun

26 - 28

CEO

Premier

NA

USA

Jul

17 - 19

Evolution

Premier

WILD

USA

Sep

17 - 20

Mad Catz Tokyo Game Show

Premier

ASIA

Japan

Sep

24 - 26

KO Fighting Game Festival

Premier

WILD

Kuwait

Oct

TBD

Canada Cup

Premier

WILD

Canada

Oct

08 - 12

Brazil Game Show

Premier

WILD

Brazil

Oct

23 - 25

Milan Games Week

Premier

EU

Italy

Nov

13 - 15

Capcom Pro Tour Asia Finals

Premier

ASIA

Singapore

Nov

26 - 29

Dreamhack Winter

Premier

EU

Sweden

TBD

TBD

Japan Premier Event

Premier

ASIA

Japan

 

Information regarding online tournaments will be shared at a later date.

  • With Sony’s help, the total prize pool for the 2015 season has been increased to a whopping half a million dollars. That’s $500,000  up for grabs throughout the year. The prize pool distribution is as follows:
     
    • Premier Tournaments (excluding EVO, Japan-based events and Brazil-based events) Prize Pool Bonus: Total $15,000 split between top 8
      • i. 1 st Place: $7,000
      • ii. 2 nd Place: $3,000
      • iii. 3 rd Place: $1,500
      • iv. 4 th Place: $1,000
      • v. 5 th~6th Place: $750 (each)
      • vi. 7 th~8th Place: $500 (each) 
    • Evolution Prize Pool Bonus: Total $50,000 split between top 8
      • i. 1 st Place: $20,000
      • ii. 2 nd Place: $10,000
      • iii. 3 rd Place: $7,000
      • iv. 4 th Place: $5,000
      • v. 5 th~6th Place: $2,500 (each)
      • vi. 7 th~8th Place: $1,500 (each)
    • Capcom Cup Prize Pool: Total $250,000 split between top 8
      • i. 1 st Place: $120,000 (yes, you read that correctly)
      • ii. 2 nd Place: $60,000 (not bad for 2 nd place we would say)
      • iii. 3 rd Place: $25,000
      • iv. 4 th Place: $15,000
      • v. 5 th~6th Place: $10,000 (each)
      • vi. 7 th~8th Place: $5,000 (each)

Phew! That’s a lot of updates, but hopefully all you out there are as hype for this year as we are. As always, the Capcom Fighters Twitch.tv channel will be the home destination for all the Premier tournament action this year, so be sure to follow the stream to receive updates on when it goes live. In addition, we have renewed our official website, CapcomProTour.com , with all the above information, plus information on the various Ranking tournaments that will be going on weekly around the world. The official website will be going through some renovations this year with more consistent content updates and special features for Pro Tour fans to enjoy, so make sure to bookmark it and check back frequently for new updates.

Good luck to all our competitors this year and be sure to read up, practice up, and get ready to grab part of that $500k! It’s going to be a wild one ;)

Street Fighter 2010: The Final Fight out now on Wii U Virtual Console

NES retro-futurist action romp  Street Fighter 2010 : The Final Fight is available on the North American Wii U eShop for five bucks as of today, and you should pick it up! Pay no attention to the silly name--this is actually one of the coolest, most challenging, most mechanicsy retro 2D action games EVAH. 

Need some tips on how to enjoy it? I've got ya covered !

Pick up classic Capcom titles for cheap on PlayStation's Anniversary Sale

PlayStation's having a huge 20th Anniversary Sale, with huge discounts on games that have helped define PlayStation's twenty-year legacy. Naturally, this includes a slew of terrific Capcom titles, so be sure to check it out. PS+ members save extra, but this sale is open to all.

Devil May Cry HD Collection - 50% | PS+   60%
Resident Evil 4 HD - 50% | PS+  60%
Ultra Street Fighter IV - 50% | PS+  60%
Monster Hunter Freedom Unite - 50% | PS+  60%
Street Fighter Alpha 3 Max - 40% | PS+  50%
Dragon's Dogma: Dark Arisen - 60% |  PS+  66%
Okami HD - 40% | PS+  50%
Super Puzzle Fighter II Turbo HD Remix - 30% | PS+  40% 


MvC2's Take You For a Ride done a capella by Triforcefilms

Ah, we all remember that classic catchy tune that played as we carefully crafted a team of 3 out of a whopping 56 character list, right...? Now thanks to Triforcefilms , we can  finally hear it in  a  capella form! Check it out:

Oh man... all this a capella jazz is just too much. But my favorite part was definitely him mimicking the announcer in the beginning of the fight. lol

(via Capcom Unity Brasil )

Steam Holiday Sale is here

Steam's legendary Holiday Sale has kicked off, and you can pick up a wide range of Capcom PC titles for cheap as chips! 2009's  Bionic Commando  for two bucks?!  Come on.

Go get 'em.

Ultra Street Fighter IV - $29.99 | $22.49
Resident Evil 4 - $19.99 | $11.99
Resident Evil 5 - $19.99 | $6.79
Resident Evil 6 - $39.99 | $19.99
Resident Evil 6 Complete Pack - $49.99 | $24.99
Resident Evil Revelations - $49.99 | $24.99
Resident Evil Revelations Complete Pack - $59.99 | $29.99
Dead Rising 2 - $19.99 | $6.79
Dead Rising 2 Off the Record - $29.99 | $10.19
Dead Rising 2 Complete Pack - $39.99 | $13.59
Dead Rising 3 - $49.99 | $37.49
Devil May Cry 3 Special Edition - $19.99 | $4.99
Devil May Cry 4 - $19.99 | $4.99
Devil May Cry 3&4 Bundle - $29.99 | $7.49
DmC Devil May Cry - $49.99 | $24.99
DmC Devil May Cry Complete Pack - $59.99 | $29.99
Lost Planet - $14.99 | $2.99
Lost Planet 3  - $49.99 | $24.99
Bionic Commando $9.99 | $1.99
Bionic Commando Rearmed - $9.99 | $1.99
Bionic Commando Pack - $19.99 | $3.99
Strider - $14.99 | $7.49
Remember Me - $29.99 | $7.49
Onimusha 3 - $19.99 | $3.99
DuckTales Remastered   $14.99  | $7.49
Dungeons & Dragons: Chronicles of Mystara  -  $14.99  | $7.49
Dungeons & Dragons: Chronicles of Mystara – 4-Pack  -  $44.99  | $22.49
Dark Void Zero - $4.99  | $0.99
Dark Void   $9.99  | $1.99
Age of Booty   $4.99  | $0.99


Pianist turns classic Capcom tunes into tingly musical bliss

Sonya Belousova is a composer and pianist who has, to put it in gaming terms, Platinumed the piano. She can basically make it do anything she wants, as evidenced in these incredible videos.

First, she made and performed this beautiful arrangement of Guile's Theme. It really does  go with everything! 

Then she played a bunch of NES tunes she learned right there on the spot,  including the Mega Man 2 theme and DuckTales'  ever-popular Moon Theme. 

Like...that's what she's capable of putting together in like two minutes. Holy hell. 

Luckily, she and director/producer Tom Grey are using the crowdfunding platform IndieGogo so that we who love these videos can help them make more of 'em. If you're so inclined, go ahead and chip in so they can keep bestowing this musical magic upon the world.

USFIV Wild Costumes Out Now

Balrog as a dirty bull, E.Honda as a turtle and Adon as a...chameleon? Is this real life?! As of today, yes, yes it is. The wild costumes are now available in various packs highlighted in the video above. With Omega Edition just released as well as the 1.04 balance changes, now's the perfect time to go Wild!

USFIV Version 1.04 Adjustments

By now I'm sure you're all aware that patch 1.04 is live and with it has come a few adjustments to the Ultra balance. After receiving feedback from the community since Ultra has dropped, we've went and added in the most highly requested changes.  

Continue on to see the latest changes to USFIV as well as a list of the bug fixes that have been included in this update as well.

                                           BUG FIXES

 

                                                E.HONDA 

LP/MP/HP Sumo Smash

The opponent character will only be able to perform a quick stand on the second hit for airborne hits and airborne counter hits. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                  BLANKA 

Shout of Earth (Anti Air)

Fixed the issue where Yun and Yang would lose their after-image effects, even if they performed Genei Jin/Seiei Enbu, if Blanka hit them.

 

                                                  ZANGIEF

EX Banishing Flat

The opponent character will only be able to perform a quick stand for grounded counter hits, mid-air hits, and mid-air counter hits. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                     VEGA

Flying Barcelona Special

Fixed the issue where the Vega and the opponent freeze if the claw attack trades with the opponent's attack.

 

                                                    RUFUS

Messiah Kick --> Mid Attack

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                  EL FUERTE

Tostada Press

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                   DEE JAY 

Crouching HK

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits for the upper portion of the hitbox. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                     IBUKI 

MK/HK Tsumuji

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits for the third low follow-up attack. Delayed standing will not be possible.
This issue only affected the training dummy.

EX Tsumuji

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits for the second, third, and fourth low follow-up attack. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                    ADON

EX Jaguar Kick
EX Airborne Jaguar Kick

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits for the second hit. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                    YUN

Taunt 10

Fixed the issue where Yun performed a LK instead of a taunt when inputting the taunt command for a particular costume.

 

                                                   EVIL RYU

Close Standing LP

Fixed the issue where he could not cancel special moves, EX Focus/EX Red Focus from this attack.

 

ONI

EX Sekisei Jiraiken

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits for the first hit. Delayed standing will not be possible.
This issue only affected the training dummy.

                                                    POISON

EX Whip of Love (Final Hit)

The opponent character will only be able to perform a quick stand. Delayed standing will not be possible.
This issue only affected the training dummy.

LP/MP/HP Whip of Love (1st/2nd Hit)
EX Whip of Love (Hits 1-3)

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits. Delayed standing will not be possible.
This issue only affected the training dummy.

                                     


                                       ULTRA CHANGES

RYU

Close Standing HK

・ Recovery from 15F to 17F.
・ Extra 3F of block/hit stun when it connects on a standing opponent.
・ Extra 2F of block/hit stun when it connects on a crouching opponent.
・The second hit can be EX Focus/Red Focus/Super cancelled.

LP Hadoken

Projectile speed slightly decreased.

HP Hadoken

Projectile speed slightly increased.

 

KEN 

Crouching MK

Hitboxes and hurtboxes returned to the 2012 version.

LK/MK/HK Airborne Tatsumaki Senpukyaku

Can no longer cancel an attack into the Airborne Tatsumaki to fly away.

 

E.HONDA 

Crouching LP

Damage increased from 40 to 50.

Crouching LK

Damage increased from 30 to 40.

EX Hundred Hand Slap

He will automatically move forward regardless of stick input.

LP/MP/HP Super Killer Head Ram

Fixed the issue where the opponent could not perform a delayed standing after the first hit only.

Orochi Breaker

・ Inputs changed from 720 + PPP to HCB x 2 + PPP.
・ Damage increased from 450 to 500.

 

BLANKA

Close Standing MK

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

Crouching MK

・ Startup time reduced from 5F to 4F
・ Frame advantage on hit reduced from +5 to +4. 
・ Slightly reduced the pushback distance on block/hit.

 

 ZANGIEF

LP Banishing Flat

・Reduced the forward travel distance.
・ Increased the pushback on hit.

EX Banishing Flat

Causes the opponent to stand on hit.

 

GUILE 

Flash Explosion

Invincibility frames increased from 1-6F, to 1-9F.

 

DHALSIM 

←+ LK

・ Recovery reduced from 8F to 7F.
・ Advantage on hit increased from +2F to +3F.

 

BALROG 

Crazy Buffalo
Violent Buffalo

Fixed the issue where the opponent could not perform delayed standing after all hits except for the final hit in the juggle state.

Dirty Bull

・ Inputs changed from 720 + PPP to HCB x 2 + PPP.

 

VEGA 

LP/MP/HP Rolling Crystal Flash

・ Fixed the issue where the final hit on counter hit did not invoke the counter hit properties.
・ Fixed the issue where the final hit granted twice the meter gain.

EX Rolling Crystal Flash

・Fixed the issue where the final hit on counter hit did not invoke the counter hit properties.
・ Fixed the issue where SC meter increased without the claw.

 

 SAGAT

Front/Neutral Throw

Increased the throw escape window by one frame, making it consistent with the other throw windows in the game.

Tiger Cannon

Damage increase on mid-air hit from 255 to 303.

 

M.BISON 

Front/Neutral/Back Throw

Decreased the throw escape window by one frame, making it consistent with the other throw windows in the game.

MK Double Knee Press

Reduced the pushback on hit for the first hit, making it easier to combo from an EX Red Focus attack.

 

C.VIPER

Emergency Combination

・ Inputs changed from QCB x 2 + P to QCF x 2 + P
・ Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.

Burst Time

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.

 

EL FUERTE 

LK/MK/HK Guacamole Leg Throw

Fixed the issue where the opponent could not perform delayed standing if the first hit traded.

 

ABEL

Close Standing HK

・ Damage on the overhead hit changed from 30 to 70.
・ Stun on the overhead hit changed from 50 to 100.
・ Hit advantage on the overhead hit changed from +5F to +2F.

 

SETH 

Vitality

Vitality increased from 800 to 850.

Forward/Backwards

Jumping MK

Fixed the issue that applied counter hit damage and stun values if he was hit during the animation.

 

AKUMA

LP/MP/HP Gohadoken

Startup changed from 14F to 13F.

 

GOUKEN 

Forbidden Shoryoken

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.

Denjin Hadoken

・ The correction on the amount of stun it does as W Ultra is increased from 65% to 75%.
・ Fixed the bug where, as W Ultra but under certain conditions, it did 100% of it's usual U2 stun.

 

CAMMY 

MK Spin Drive Smasher

Fixed the bug where the opponent couldn't perform delayed standing if the final hit caused a counter hit on the ground.

 

FEI LONG 

Rekkashingeki

Damage for the final hit non-animation version is reduced from 165 to 140.

 

SAKURA

EX Shunpukyaku

・ Hits 1-3 will cause the opponent to stand.
・ Increased the lower collision box so that she doesn't go over the opponent.

EX Hadoken

・ She can now change the projectile speed based on the button used (only for the non-charged Hadoken).
・ Reduced the recovery frames by 4, going from 48F to 44F.

 

 

ROSE

EX Soul Spiral

Chip damage increased from 30 to 33.

 

GEN (MANTIS STYLE)

Crouching MP

Damage increased from 60 to 70.

LP/MP/HP Hyakurenko

Recovery decreased from 18F to 17F.

Zan'ei

Damage increased from 250 to 300.

Shinketsu

・ If the first hit connects on an airborne opponent it will go into animation lock.
・ Fixed the issue where the move properties changed if done as a reversal or canceled from a jumping motion.

 

 DAN

LP/MP/HP Gadoken

Startup reduced from 14F to 13F.

 

T.HAWK

Front/Neutral Throw

Increased the throw escape window by three frames, making it consistent with the other throw windows in the game.

LP Condor Spire

Startup increased from 11F to 15F.

MP Condor Spire

Startup increased from 14F to 17F.

MP Tomahawk Buster

・ Increased the number of hits from 1 to 2. The first hit causes little pushback and puts the opponent in a standing state.
・ Damage is adjusted from 150, to 90 -> 60.
・ Stun is adjusted from 200, to 150 -> 50.
・ The first hit can be EX Focus/EX Red Focus/Super cancelled.

 

DEE JAY

Far Standing HP

Counter hit against crouching opponent now causes flying knockdown similar to standing or mid-air opponents.

LK Double Rolling Sobat

・ Area from the knees below is invincible during all active frames.
・ Increase the recovery on block from -3F to -4F.

EX Jackknife Maximum

Increased the downward hitbox for the first hit, making it easier to hit opponents with a low profile.

EX Machinegun Upper

Decreased the distance the opponent flies backwards upon hit.

 

CODY

Crack Kick

Startup reduced from 15F to 14F.

Zonk Knuckle

・ The level charge times have been adjusted from 60/90/120F to 60/120/180F.
・ Levels 2 and 3 are now throw invincible for all active frames.
・ Level 3: Can now land juggle hits on the airborne opponent after hit.
・ Level 3: Reduced the height at which the opponent flies back after hit.

EX Criminal Upper

Increased hit invincibility from 1-6F to 1-7F.

MP/HP Dead End Irony

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.

 

 

IBUKI

Backhand Punch

Fixed the issue where she could cancel the move on whiff.

Yoroitoshi

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected, from mid-air non-animation lock.

 

MAKOTO 

→+ HK

Fixed the issue where the opponent could not perform delayed standing.

Abare Tosanami

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected from mid-air.

 

ADON

Close Standing MK

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

Far Standing HK

Only the second hit will connect when used as part of a mid-air juggle combo.

Jaguar Varied Assualt

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected from mid-air.

 

HAKAN

Crouching LP

・ Recovery reduced from 8F to 6F.
・ Advantage on block increased from +0F to +2F.
・ Advantage on hit increased from +3F to +5F.
・ Can perform chain cancels while oiled.

Diagonal Jumping MK

Only while oiled: Increased the hitbox backwards, making it easier for him to perform cross-ups.

 

JURI 

Close Standing LP

Hitbox during Feng Shui Engine will be the same size as it is during regular use.

Close Standing MK

・ The first hit will cause the opponent to stand.
・ 1-6F will be grounded, throw invincible.

HK Fuhajin

Projectile will not connect on crouching opponents.

LK/MK/MK Fuhajin

・ Meter gain on the kick-charge portion is reduced from 20 to 10.
・ Meter gain on the projectile increased from 20 to 10 on hit, and from 10 to 15 on block.

 

YUN

Far Standing LP

If Yun connects with a counter hit in mid-air during Genei Jin, the opponent will no long be able to recover in the air and go into a knockdown state.

LP Tetsuzanko

・ Stun is reduced from 200 to 100.
・ Reduction of the amount of meter gained. From 30 to 20 on startup, 60 to 30 on hit, and 30 to 15 on block.

EX Zesshou Hohou

Advantage on block changed from +1F to -1F.

 

YANG 

Crouching MK

Fixed the bug where the pushback time on counter hit was the same as a regular hit.

 

EVIL RYU

Vitality

Reduced his vitality from 950 to 900.

 

ONI 

EX Goshoryuken

Can EX Focus/Red Focus cancel the second hit on block as well.

LK Rakan Dantojin

・ Increased damage from 110 to 120.
・ Increased stun from 130 to 150.

Airborne Raging Demon

Fixed the issue where the opponent could not perform delayed standing if the first hit traded.

 

ELENA

Hurtboxes

Increased her general crouching, crouch neutral, and crouch block hurtboxes.

Jumping Motions

Fixed the issue where certain special moves could not be performed during jumping movement motions.

Special Move Priority

If the inputs for Lynx Tail and Scratch Wheel overlap, Elena will perform Scratch Wheel, not Lynx Tail.

Crouching LP

Increased the size of the hitbox for the attacking leg up to her thighs.

Crouching MK

Increased the size of her hitbox and hurtbox down to her toes.

Jump HK

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

LK Scratch Wheel

Startup reduced from 6F to 3F.

HK Scratch Wheel

Increased the downward hitbox for the 3rd hit.

LK/MK Scratch Wheel

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

LK/MK/HK Scratch Wheel

The first hit will cause the opponent to stand.

MK Lynx Tail

The first attack draws the opponent closer on hit and block.

HK Lynx Tail

・ Hits 1-3 draw the opponent closer on hit and block.
・ Fixed the issue where the opponent could not perform delayed standing if the attack hit them while grounded.

LK/MK/HK Lynx Tail

Increased the forward and upper hitbox size.

MK Rhino Horn

Fixed the issue where she wouldn't take a counter hit and was in a grounded crouching state if she was hit out of the move.

LK/MK/HK/EX Rhino Horn

The first hit only will connect against crouching opponents.

EX Mallet Smash

Disadvantage on block is increased from -4F to -5F.

LK/MK/HK/EX Spin Scythe

Fixed the issue where an opponent could dash through her if forward dashing from behind during the move.

 

ROLENTO

Close Standing HK

Stun reduced from 200 to 150.

Far Standing MP

Increased active frames from 3F to 5F.

Far Standing FP

・ Slight increase of the upper hitbox for the second hit.
・ Meter gain on hit decreases from 60 -> 60 to 30 -> 30, on block from 30 -> 30 to 15 -> 15

Diagonal Jump FP

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

EX Patriot Circle

Slightly moved the hitbox for the first hit backwards on startup.

LP/MP/HP/EX Patriot Circle

Fixed the issue where Rolento's Patriot Circle beat out certain counters.

LK/MK/HK Stinger (Follow-up Attack)

Increased the lower hitbox for the first frame.

LP/MP/HP Mekong Delta Attack. (Follow-up Attack)

・ Changed from a flying knockdown to a grounded hit on counter hit.
・ Changed recovery on hit from -2F to +2F.

EX Mekong Delta Attack. (Follow-up Attack)

・ Changed the recovery on block from -10F to -5F.
・ Changed the properties of all hits except for the last one, so that it causes flying knockdown rather than grounded hit.

EX Mekong Delta Air Raid

・Changed the first 1-10F after startup from projectile invincible, to hit and projectile invincible.
・ If the follow-up attack is blocked, recovery time changes from -3F to -5F.

Mine Sweeper

Fixed the issue where the early inputs were not recorded upon reversal.

 

POISON

Vitality

Vitality reduced from 1000 to 950.

Hurtboxes

Increased the size of her standing and crouching hurtboxes.

Jumping Motions

Fixed the issue where certain special moves could not be performed during jumping movement motions.

Back Throw

Fixed the issue where she could perform a back throw using negative edge (releasing the button).

Close Standing HP

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

Far Standing MP

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

EX Aeolus Edge

Made it easier to hit opponents in very close range.

LP/MP/HP/EX Aeolus Edge

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

LP/MP/HP/EX Whip of Love

Increased the size of the hitbox.

LK/MK/HK Love Me Tender

・Reduced the damage from 90 -> 100 to 70 -> 80.
・ Increased the recovery on whiff from 16F to 19F.

EX Kissed by a Goddess

Increased the hitbox for the first hit.

Poison Kiss

Increased the throw range.

 

HUGO

Dizzy Motion

Hugo will be vulnerable to attack at the same timing for a normal wakeup.

Standing LP

・ Recovery reduced from 11F to 7F.
・ Advantage on hit increased from +2F to +6F.
・ Recovery on block changed from -2F to +2F.

Standing MP

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

Crouching HK

Pushback hitbox moved backwards.

H Moonsault Press

・ Damage increased from 220 to 250.
・ Stun increased from 150 to 200.

LP/MP/HP Moonsault Press

Removed the counter hit properties if he is hit before the throw frames become active.

LP/MP/HP/EX Giant Palm Bomber

・ For all active frames, the hurtbox on his hands from the wrists to the fingertips will be projectile invincible.
・ Changed Hugo's hurtboxes while the move is active.
・ Slightly increased the pushback on hit.
・ Attack frames will still be active even when he cancels out a projectile.

EX Shootdown Back Breaker

・ Damage decreased from 180 to 160.
・ Decreased the distance he moves horizontally while falling.

LK/MK/HK/EX Shootdown Back Breaker

Changed input window for the command to be similar to others to reduce accidental inputs

LK/MK/HK/EX Ultra Throw

Removed the counter hit properties if he is hit before the throw frames become active.

LK/MK/HK/EX Meat Squasher

Removed the counter hit properties if he is hit before the throw frames become active.

Hammer Mountain

The first hit is completely invincible for all active frames.

 

DECAPRE 

Far Standing LP
Crouching LP

Can be cancelled into Rapid Dagger from a whiff or a chain cancel.

Far Standing MP

Shortened the startup time from 7F to 5F.

Crouching HP

Can now be EX Focus/Red Focus/Super cancelled.

EX Psycho Sting

・ Increased the distance she moves forward while performing the move.
・ Increased the opponent's recovery on block by 4F, she will be at a -1F disadvantage after a forward FADC.

LP/MP/HP/EX Psycho Sting

Invincibility time for each increased from 1-5F to 1-8F.

LP/MP/HP/EX Rapid Dagger

・Increase the hitstun and blockstun for the hit before the last hit by 4F.
・ Increased the guardstun for the chain cancel part for the opponent, making it easier to continuously block it.

EX Spiral Arrow

Damage reduced from 160 to 120.

EX Scramble (LK+MK)

The timing for when she disappears and when the variation move comes out has been reduced from 13F to 7F.

EX Razor Edge Slicer

Projectile invincible for all active attack frames.

DCM Anti-Ground
DCM Anti-Air

If the inputs overlap, Anti-Air will take priority over Anti-Ground.

                                             

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