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Post by Nyu Nozomi Hyuga on Jul 26, 2016 21:41:47 GMT -5
Alex Myers shows off the latest build of Juri in Street Fighter 5 from the Comic-Con floor We saw her briefly in Street Fighter 5's story, and some PC users hacked their way into playing the early build of Juri, but we're now seeing gameplay of what's likely the character's final build at Comic-Con. RN|Alex Myers jumped on one of the Comic-Con SF5 set ups to explore the sadistic fighter for himself, and he recorded five short videos so that we could share in his findings. www.eventhubs.com/images/2016/jul/23/juri-comic-con/We've included all Myers' footage below. Those of you who are familiar with Juri's early build, please feel free to shout out any differences you notice in the comments. Source: eventhubs
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Post by Nyu Nozomi Hyuga on Jul 26, 2016 21:47:37 GMT -5
Stops Devil Reverse, gets through projectiles, and more Juri is set to hit Street Fighter 5 as DLC this coming Tuesday. So, in order to help you prepare, we thought we'd share this video from exceptional player / lab monster Alioune. Using the PC modded version of Juri, Alioune shows us some of the utility that her V-Skill can have when it is fully charged. For those who don't know, Juri can charge her V-Skill and cancel it with a forward or back dash, which will allow her to store the dash attack and use it whenever she sees fit. A recent Capcom Unity blog confirmed that Juri's V-Skill will work in the same manner that it did in the story mode expansion, meaning this video will serve helpful for when she is officially released. In the GIF below, you can see Juri's V-Skill beating Bison's Devil Reverse clean, as well as stopping Birdie during his V-Skill. www.eventhubs.com/images/2016/jul/22/aliounes-charged-v-skill-demonstration-juri/Source: eventhubs
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Post by Nyu Nozomi Hyuga on Jul 26, 2016 21:52:52 GMT -5
Haunts speaks to the community on both clarifying plans for the Pro Tour DLC and the process behind communication with Capcom In the wake of Capcom announcing their special Pro Tour DLC package last weekend at EVO, many fans were left feeling miffed over the whole ordeal. Many say that the content is overpriced, and more importantly, that Capcom should be more transparent about how they plan to handle the funds from the proceeds. Capcom's Haunts has taken to NeoGAF this time around to speak directly to the community and bring some clarity to the situation. www.neogaf.com/forum/showpost.php?p=210852087&postcount=2698www.neogaf.com/forum/showpost.php?p=210857322&postcount=2734According to him, a majority of the revenue from the DLC package will be invested right back into the Capcom Pro Tour. "We didn't create this content with the intention of making a profit for ourselves, it's to support the community," says Haunts. He also speaks on the reason behind the lack of transparency on the Pro Tour DLC proceeds. "It would be easy if it was just going into the prize pool, but we also want to invest into the 2017 season as well..." Haunts states. Haunts goes on to state that he takes full responsibility for communication being vague thus far, and that more context and updates on the matter are coming soon. Beyond the NeoGAF responses, Haunts also chimed in on a Reddit thread centered around making sure that the player base is eventually heard by Capcom. Here, he makes an effort in clearing up the process behind handling concerns from fans. The main resources for their player feedback are the places that the community gathers, like the /r/streetfighter subreddit for example. Fan feedback is regularly organized, translated, discussed, and shipped off to the development team. www.reddit.com/r/StreetFighter/comments/4tguf7/as_a_community_translator_for_another_jp_game/d5i7ebk?st=iqxwm1p5&sh=74c1d8d7"To be honest, a lot of the major things you guys are concerned about, the dev team is fully aware of. At the end of the day though, game development takes time..." Haunts says. Capcom's goal when it comes to fleshing out Street Fighter 5 is still to offer "a game as a service." The game will be seeing its share of major changes as time goes on, and communication with the fan base can help things along the way. Source: eventhubs
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Post by Nyu Nozomi Hyuga on Jul 26, 2016 22:06:41 GMT -5
She likes spiders almost as much as she likes breaking you; check out Juri's Street Fighter 5 stats and theme song Just ahead of her release tomorrow, the official Japanese Street Fighter 5 website was updated with Juri's stats, attributes, and theme song. We've got the english speakers covered here so that the little details don't fall through the cracks. Attributes Height - 5' 5" (165cm) Weight - 126lbs (57kg) Nationality - Korean Job - One of the original S.I.N. members Likes - Spicy food, spiders Stats Source: eventhubs
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Post by Nyu Nozomi Hyuga on Jul 26, 2016 22:16:30 GMT -5
Get Ready for Street Fighter 5 update with this Juri roundup and new shots of Laura, Cammy and Ibuki in their beach attire We've included part one of TheRedGambit's very extensive Juri tutorial along with a few more Comic-Con matches from RN|Alex Myers. See the ins and outs of the character, then see her in action before you get your hands on her tomorrow. We've also found some new images of Laura, Cammy and Ibuki's summer costumes over at Capcom Japan. Source: eventhubs
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Post by Nyu Nozomi Hyuga on Jul 26, 2016 22:22:54 GMT -5
Introducing Juri – Capcom Character Introduction Series for Street Fighter V
One of the best looking and most anticipated Street Fighter V characters is without a doubt Juri Han. After her teaser with the Balrog reveal, fans have been aching to get their hands on her. In respect to that, Capcom’s official YouTube channel had posted an introduction to the character.
This intro briefly goes over Juri’s personality, background, and gameplay. Some of her useful normals and specials are summarized, and her overall game plan is laid out for us. Check the video to see what our favorite Femme Fatale is working with this time around.
Source: shoryuken
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Post by Nyu Nozomi Hyuga on Jul 26, 2016 22:26:46 GMT -5
Let me hear your sweet scream... check out Juri's character select animation, colors, titles and the post-EVO Ring of Destiny here Are we a little too excited for Juri? Who cares!? We've come across more in-game content for her, courtesy of SF5 Mods, including her character select animation, colors and in-game titles. "Instinctive Insanity", "The Joy of Annihilation", "True Face of a Sadist"... taking a look at her titles, we further cement the fact that she's definitely that woman that everyone wants, yet no one can handle: As mentioned during the Capcom panel at EVO, the Ring of Destiny stage will be updated periodically so that the background signs highlight different events. We see the post-EVO version of this stage coming in today's update. Source: eventhubs
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Post by Nyu Nozomi Hyuga on Jul 26, 2016 22:30:41 GMT -5
Juri officially released for Street Fighter 5
It's just under two hours before the projected time, but Capcom has already gone live with the game's latest update and brought Juri to the character select screen.
You can now officially play through her story, take on her trials or test your luck online with the slick vixen.
Be sure to take a look at her official character introduction as well as our game play round and tutorial .
Along with Juri, players will be able to get their hands on Juri's story mode and premium costumes, as well as new Summer outfits for Laura, Cammy, and Ibuki. Each premium costume will run $3.99 USD, and Juri's story alternate outfit will run you 40,000 Fight Money.
Unfortunately, for some players in European territories, Juri will only be purchaseable with fight money due to a submission error on Capcom's end. Season pass owners and Steam users will not be affected by this error.
For those who are affected by this issue, Juri will be purchasable on the 1st of August.
Source: eventhubs
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Jul 27, 2016 2:00:00 GMT -5
I ran into someone using her last week. The game will be crawling with her right now.
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Post by Nyu Nozomi Hyuga on Jul 30, 2016 23:57:35 GMT -5
Capcom Has Shipped Fewer Copies of Street Fighter V Than Originally Projected www.capcom.co.jp/ir/english/finance/million.htmlCapcom’s quarterly earnings report has indicated that over the last three months, the publisher has shipped fewer than 100,000 copies of Street Fighter V. Additionally, sales figures compiled by Japanese gaming magazine Famitsu have revealed that only 81,854 copies of Street Fighter V for PlayStation 4 have sold in Japan during the period of December 28, 2015 to June 26, 2016–while placing it at #43 out of Japan’s top fifty sellers, this is still far short of Capcom’s desired projections. It certainly seems that Capcom is still reaping the whirlwind of Street Fighter V’s shaky launch and ongoing negative perception of being an “incomplete” product; while the addition of the expanded Story Mode, new fighters, and other add-on content are helping fight that perception, it still has a ways to go. Street Fighter V’s competitive reception has been much more positive, however–the increased exposure from large events such as Evo 2016, particularly ESPN2’s coverage, may yet still help put Street Fighter V on a smoother course. Source: shoryuken
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Jul 31, 2016 0:23:31 GMT -5
Is this why they have been pumping out so much DLC?
This is what happens when you release a half finished product lol.
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Post by Nyu Nozomi Hyuga on Aug 1, 2016 21:39:03 GMT -5
ESPN2’s Coverage of Evo 2016 Was Seen By Almost 2 Million Unique Viewers
Joey Cuellar has happily reported on his Twitter feed that ESPN2’s broadcast of the Street Fighter V Grand Finals for Evo 2016, from the Mandalay Bay Event Center, reached the eyes of 1,946,000 individual viewers.
He also clarified how the previously reported 201K figure refers to the average viewership, not unique viewers.
Manny Anekal offered congratulations for the popularity of the event, and some comparative perspective on how successful the Street Fighter V broadcast was:
Source: shoryuken
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Aug 2, 2016 7:29:41 GMT -5
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Post by azik21 on Aug 2, 2016 14:51:11 GMT -5
Its not the anti air. I'm pretty sure its the jump in hurtboxes
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Aug 2, 2016 15:10:20 GMT -5
If I'm not mistaken he did time the jump in attack a bit early, but this game has some really wonky stuff. Ryu's j. lk is pretty much a free jump in against characters with no DP.
How do you guys feel about SFV gameplay wise? I was going to do a comprehensive list of the pros and cons of it from a gameplay perspective.
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Post by JACK-2 on Aug 3, 2016 23:25:42 GMT -5
Is this why they have been pumping out so much DLC? This is what happens when you release a half finished product lol. Indeed, had SF5 been free to play they would have made much more money. But, they rushed to get it out and slapped a 59.99 price tag on it.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Aug 4, 2016 2:11:09 GMT -5
Yea, it would have been better FTP. It's even more expensive costume wise than DOA5 and that game is all about selling content to thirsty mofos. Lol.
Capcom wanted to have its cake and eat it too. A half finished game that is overpriced. I have lost my trust at this point.
Even gameplay wise this game can be annoying. For a vanilla version of a game it's not bad (it's had a year of beta testing though). It rewards too much mashing, randomness, and luck. I get annoyed having to outplay my opponent the entire round only to lose to a 50/50 guess or some mashed nonsense. Hopefully they tone down the stupidity a lot next year.
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Post by JACK-2 on Aug 4, 2016 2:55:49 GMT -5
When you say mashed nonsense. Do you mean because of the high damage?
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Aug 4, 2016 3:28:02 GMT -5
The reward for random dumb play is too high. It's because of the damage and the lag and the way the offense is set up to be a bunch of 50/50 nonsense in many cases which is what SFV was supposed to leave behind. R. Mika is a perfect example of this.
It's even worse when you use someone like Cammy who has low health and stun and no mixup potential. My damage comes from frame traps, whiff punishing, and conditioning my opponent to make mistakes. The way the game is set up my opponent can simply mash in between pressure or during mid range with things like Crush Counters and get lucky, securing 40% or more damage just by taking dumb risks which I'm not allowed to take. Ken and Necalli are notorious offenders. These characters not only have 1000 health AND stun on top of their insane tools but they do insane damage every time they touch you. So what you end up with is that despite my character having fast and long range pokes with a good walk speed they can simply just mash at mid range with roundhouse and fish for huge damage. The lag makes whiff punishing feel very guess heavy as well. Not to mention these characters get stupid dashes for their slower walk speed to make defending against it feel very guess heavy. You see this a lot in high level play with jab mashing, dashing in and fishing, and just mashing roundhouse. Don't get me started on AA jabs.
It's also how much the game has an emphasis on "gotcha" moments and doing high amounts of random damage off of a single hit. It's a slightly milder problem of what I had with KoF XIII, too much damage off of random hits into derp combos. At least HD combos took some execution, but now many characters (especially top tier ones like Ryu) have no use for meter because of their tool set and they just add even more ridiculous damage onto a single confirm. So I can be outplaying my opponent then entire round and punishing their mistakes, only for them to derp an ABC combo and nail me for 60%+ damage. It's very annoying and I don't like low risk, high reward, low effort nonsense.
I don't have a problem with high damage per se, but its more to do with the situations you get rewarded for it in game. Many characters, especially grapplers get easy 50/50 offense that is not only highly damaging (plus high stun), but it just loops into itself over and over. Especially with a low health character you can have an 80% life advantage and die off of two guesses because you get stunned. Mika's passion press is the worst. Too much reward for too little risk. It's broken.
I'd rather the game reward more intelligent play like it's supposed to.
Also the top tiers seem to just have better everything with little to no downsides, it's like they were designed for a different game or something. It is a vanilla game, but it did have a year of testing. Many characters feel really limited. I understand this isn't supposed to be Marvel and over the top but they steadily toned them down over the betas. Cammy for instance is very linear and many characters have missing moves a la Kof XIII. I don't necessarily mind a more conservative approach but it's like they scared of designing the system out and then they introduce derpy stuff like Mika so it feels like the approach is all over the place. Everyone is designed around offense, even defense characters. Some like Chun have top tier defense and offense.
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Post by Nyu Nozomi Hyuga on Aug 5, 2016 1:04:33 GMT -5
Capcom hasn't forgotten about Street Fighter 5's Daily Challenges; Haunts says blog update with details is on its way For some time now, fans have been anticipating the arrival of Street Fighter 5's Daily Challenges -- a set of small accomplishments that can be completed during matches to earn Fight Money. Unfortunately, we haven't seen or really heard anything about them in a while. The lack of information has left players wondering where the challenges are at and when they'll be integrated into Street Fighter 5. A recent /r/StreetFighter post asked about the challenges, and Capcom's own Haunts chimed in to give the community a quick update. www.reddit.com/r/StreetFighter/comments/4vz25o/friendly_reminder_that_last_time_we_heard_about/d62n12z"We'll have a blog update on Daily Challenges, among other things, in the coming weeks so stay tuned," Haunts said. Additionally, Haunts is currently working on a general FAQ to share with the community that will touch upon several of the community's concerns about the game. Though the FAQ took a backseat to the recent Capcom Pro Tour DLC proceeds explanation, the Capcom representative assures Reddit users that it is still on the way. "Still working on the FAQ, haven't forgotten," Haunts said. "Just taking longer than expected, but should be up soon. "I was going to do a full FAQ around all things SF5, but decided to focus on the CPT DLC and the general SF5 FAQ will come later when I have more time." It is likely that we'll be seeing more information on Daily Challenges alongside details about Urien -- Street Fighter 5's next DLC fighter -- later this month. Source: eventhubs
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Aug 5, 2016 3:57:03 GMT -5
If they weren't busy censoring left and right and pumping out DLC this crap would already be done.
Maybe on season 2 we will get a full game.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Aug 15, 2016 12:52:01 GMT -5
www.capcom-unity.com/haunts/blog/2016/08/15/street-fighter-v-development-update-vol-3Hey Street Fighters! We are back with another developer update blog for Street Fighter V. The big news in August is that we have another update focusing on Rage Quitters to help further reduce the amount of players who disconnect before a match has concluded. Beyond that, we will be introducing Double Fight Money days along with a slew of additional feature updates in September. We would like to share these details with you today, so hit the jump button to check it out! SERVER MAINTENANCEServer maintenance will be performed on 8/16 from 1PM PT to 7PM PT. During this time online features of Street Fighter V will not be available. Thank you for your patience. AUGUST UPDATE Rage Quitting PenaltyWe are aware of the Rage Quitting issue, and this update will continue our efforts toward resolving it. We will make a second update to the existing Rage Quitting system with stricter guidelines for players who disconnect before the match is over. Players who are penalized will lose League Points and be locked out of online matching for a set time. The update will be implemented after the maintenance on 8/16. Since the initial Rage Quitting system rollout, we have seen a rapid decrease in rage quitting players, and we believe that this new update will reduce that number even further. That being said, we’re still working on implementing a new, more robust system that will address the issue more completely by early next year. SEPTEMBER UPDATE PREVIEW:We have another big update containing new features in the pipeline for next month, so we wanted to give you a sneak preview of all the cool things to come in September! Double FM EventDouble Fight Money is happening! We appreciate your support for Street Fighter V, so we’re giving you the chance to double your FM earnings in Ranked Match! We will hold our first Double FM Event on the weekend of September 2-4th. Please stay tuned for more details! Additional FeaturesThe next September update will include: VS CPU Option Daily Targets Daily challenges with Fight Money rewards! Fighter Profile Updates! Free colors for Season Pass holders Colors 3-10 for Default and Battle costumes of the 6 DLC characters Premium costumes will now include colors! Colors 3-10 of the purchased premium costume Color bundles available for purchase via FM or Real Money All 22 Characters’ Default & Story Costumes Color Pack 3-10 And more to be announced! That’s all the news we have for you today, but be sure to stay tuned as we have even more detailed info in our next blog. For the latest updates follow us at @streetfighter on Facebook and Twitter. Until next time!
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Post by Nyu Nozomi Hyuga on Aug 16, 2016 20:05:32 GMT -5
Urien is slated for a September release; Capcom clears up the recent Street Fighter 5 confusion
Yesterday, information on Street Fighter 5's September update was released by Capcom. Among the details about double Fight Money events and a new punishment system for rage quitters (which is actually rolling out later today), a note about colors for the DLC characters seemed to cause confusion for fans.
The Capcom Unity blog entry states that Street Fighter 5 season pass owners will be receiving colors 3-10 for the default and battle costumes on all six of the DLC fighters free of charge. This perplexed many fans, since only five of the six DLC fighters are currently available and the update blog did not mention Urien's release at all.
FGC members began wondering: Is Urien going to be released in August before the September update drops? Though the blog entry seemed to suggest something along those lines, it look as though a release for Urien this month isn't the case.
We reached out to Capcom to get the lowdown, and they confirmed with us that Urien will be seeing a release sometime in September. "Urien is still planned to be released in September and we’ll have more details to share next month," Capcom said.
Whether the next DLC character is going to be released alongside the September update or if he'll drop sometime before or after it is still unknown.
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Aug 16, 2016 20:15:57 GMT -5
Street Fighter 5's character win ratios put Ryu and Chun-Li in the middle of the pack We wanted to revisit some data Capcom released a ways back during EVO 2016. Capcom told us in an interview that when they looked at their online data, the character win ratios were about even across the board, and even released a slide later on which showed how the various fighters hold up, and who the most popular fighters are. Some fairly eye popping things stand out there, notably that Chun-Li and Ryu, two characters who are generally considered to be at the very top of the SF5 tier rankings, actually fall into the lower half of the list for win ratios. Street Fighter 5 character win ratios from July 2016 1. M. Bison 56.1% 2. Birdie 53.9% 3. Vega 53.2% 4. Dhalsim 52.9% 5. Necalli 52.3% 6. Nash 51.4% 7. Laura 51.2% 8. Karin 50.6% 9. R. Mika 50.4% 10. F.A.N.G. 50.1% 11. Chun-Li 49.9% 12. Ryu 49.2% 13. Zangief 48.7% 14. Balrog 48.6% 15. Rashid 48.4% 16. Ken 48.3% 17. Guile 48.3% 18. Alex 47.8% 19. Cammy 46.8% 20. Ibuki 39.9% There could be a number of things at work here, but it's hard to say that many people would argue the Ryu and Chun-Li fall into the lower middle half of the pack, and are right next to Zangief in overall ability. While this data definitely represents the online community as a whole, it appears to be pulling in players at skill levels which heavily skew the data. This isn't the only thing Capcom looks at though, as they noted they follow tournament results, which are definitely a strong representation of the highest levels of play, and they feel that the character usage there is fairly varied. Capcom told us that the meta in SF5 is still developing, and characters are evolving, and they're watching it closely to see how things shape up. Source: eventhubs
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Aug 16, 2016 20:36:25 GMT -5
I guess it goes to show that super easy "braindead" characters like Cammy aren't that easy if she has pretty much the lowest win rate on the roster. Ibuki is new and she is trickier so she'll adjust with the time.
Other characters who are picked even more often have higher win rates than Cammy even though she's considered popular (people like to use the "more common" means more scrubs, which is true to an extent), but nowadays I see more Nash, Mika, Karin, Ryu, Ken, Laura, and even Bison than I do Cammy. Many people who use her just end up playing someone else even though they thought she was easy on paper.
This is because she has a low threshold for mistakes and her damage comes from whiff punishing and frame trapping which requires good reads on the opponent. Gimmicks won't take her as far as other characters.
Dhalsim a "hard" character has one of the highest win rates of all despite having a very low health and stun like Cammy. This is because he has a ton of gimmicks that are hard for lower skilled players to deal with which means a Dhalsim can get an easy Platinum just by abusing teleport gimmicks.
Bison is the ultimate scrub killer. Glad to see I was vindicated.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Aug 17, 2016 4:25:20 GMT -5
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Post by Nyu Nozomi Hyuga on Aug 17, 2016 15:21:09 GMT -5
September is going to be a great month for buying Street Fighter 5's content with Fight Money
As many know, Street Fighter 5's in-game shop gives players two options to purchase most of its content: Fight Money and real money. Characters, costumes, and more can be unlocked by using the built-in currency, which is earned by playing the game's various modes.
What some may have noticed early on is the fact that the prices for Street Fighter 5's most coveted content are quite high. Though that isn't really an issue in and of itself, the rate at which Fight Money is earned from the most frequently played modes, such as ranked, are low in comparison.
Thankfully, Street Fighter 5's September update is looking extremely promising as it is set to grant players easier access to content they've been clamoring for since February.
In Capcom's latest update blog over on Capcom Unity, we learned that a number of different measures are being taken to ultimately help players earn more Fight Money and at a quicker pace. In early September, Capcom is introducing Double Fight Money Events. Just like it sounds, players will be given the opportunity to earn twice as much Fight Money for playing ranked matches, and the first event will take place from September 2nd through the 4th.
Winning a ranked match rewards players with 50 FM, meaning that if you were to win 10 games during a Double FM Event, you'd net 1,000 FM instead of the regular 500. While that might not seem like a lot, grinding for a few hours will help you get the money in the bank, especially if this multiplier extends to character level ups -- which normally nets 1,000 FM per level.
Later in the month, we'll be seeing the implementation of Daily Targets -- challenges that players can complete during matches to earn extra Fight Money. In the past, we've heard that challenges will be in the vein of performing general tasks throughout a battle, meaning that they shouldn't be too difficult to complete. Rolling this into playing ranked matches increases the amount of potential Fight Money that can be earned.
At long last, Street Fighter 5's colors will be purchasable in the shop. No longer will players have to endure the notoriously difficult Survival Mode in order to earn the final colors for their favorite characters.
Once the September update rolls around, fans will be able to use their hard-earned Fight Money to buy bundles that include colors 3-10 for default and Story Mode costumes. But if character colors aren't an exciting enough reason for you to spend Fight Money, this next bit might pique your interest.
We were able to confirm the September release window for Urien by contacting Capcom. So, players looking to unlock the next DLC fighter via Fight Money should be able to do so more quickly with the aforementioned implementations.
September is not only bringing new and improved ways of earning Fight Money, it is also giving players some excellent content to purchase with their in-game currency. And these are only the additions we are aware of at this time.
Capcom may have more in store for the September update.
Source: eventhubs
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Aug 18, 2016 9:18:53 GMT -5
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Post by Nyu Nozomi Hyuga on Aug 18, 2016 18:42:25 GMT -5
Red Bull Proving Grounds looks to give amateur Street Fighter 5 players a shot at the spotlight, see how you can participate here
As the fighting game community continues down the path of eSports with Street Fighter 5 heading the charge, Red Bull has decided to get in on the action in a pretty big way.
In an effort to promote the excitement and competition of the Capcom Pro Tour, Red Bull has developed their own mini-circuit of events in the Red Bull Proving Grounds. What sets RBPG tourneys apart from otherwise similar events is that they are looking to provide opportunities directly to more amateur players.
To do this, Red Bull has made these tournaments only open to players who have less than 100 Pro Tour points. We've already seen a few of these events play out, but there are still nine left before the CPT North American Finals in November.
- Atlanta - Aug. 27, Sept. 24
- Los Angeles - Aug. 20, Sept. 17
- Chicago - Aug. 28, Sept. 25
- Seattle - Sept. 10
- Philadelphia - Sept. 10
- Toronto - Sept. 10
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Aug 18, 2016 18:44:57 GMT -5
Red Bull Announces Online Proving Grounds Events for Street Fighter V Potential Street Fighter V competitors unable to make it any of the upcoming Red Bull Proving Grounds events in North America have another shot at making it in: Red Bull eSports has announced there will be three online events, giving fighters a chance to win an expense-paid trip to compete in Seattle’s 512-player Street Fighter V bracket. The three events will take place August 29-30, September 26-27, and October 24-25. Details and registration for these online qualifying events can be found at smash.gg. smash.gg/tournament/proving-grounds-online-august-1/detailsSource: shoryuken
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