Street Fighter V - the best fighting game now even better!

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Re: Street Fighter V - PS4 and PC only

Post by Candy Arse »

Just signed up for the SF V beta on PS4. Will do so on PC once I can pre-order it.
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Re: Street Fighter V - PS4 and PC only

Post by Jasper »

Who needs Street Fighter V when you can play as Ryu (in Street Fighter themed levels) in Super Smash Bros. U (and with game controls identical to playing an actual Street Fighter game)? 8)
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Ryu's moveset in Super Smash Bros. U includes...

Hadoken
A projectile from a world-class fighting game. Hold down the button to vary how fast it travels. It’ll disappear after a set distance.

Hadoken
Input the commands from the original series to increase the Hadoken’s power. Use it in midair to make Ryu glide slightly.

Hadoken
Quickly input down, down-forward, forward for 1.25x power. You might have to practice a bit to really figure out how to do a Hadoken.

Hadoken
Input back, down-back, down, down-forward, forward to unleash a fiery Shakunetsu Hadoken that can deal multiple hits.

Shoryuken
When you enter the original commands, Ryu is momentarily invincible, the move is stronger and looks different…and his shout even changes!

Shoryuken
Input the commands from the original series to become invincible until the move is complete. The move needs no recovery time after landing.

Shoryuken
Input forward, down, down-forward for 1.2x attack power. Think you can pull it off? SURE YOU CAN!

Tatsumaki Senpukyaku
Ryu will float up slightly when using this move after a jump, making this spinning side kick great for recovering.

Tatsumaki Senpukyaku
Input the commands from the original series to power up the attack. One thing to remember: you can’t use it repeatedly in midair.

Tatsumaki Senpukyaku
Enter down, down-back, back for 1.16x power. Increasing the strength also increases the move’s speed and travel distance.

Focus Attack
Ryu will hold his stance until you release the button or a certain amount of time has passed. Then he’ll unleash the punch.

Focus Attack
By turning the opposite way the moment Ryu punches, he will strike in that direction instead.

Focus Attack
Hitting an opponent with the fully charged version of this move will make them slowly crumple. Time for a follow-up attack!

Focus Attack
You can cancel this move by pressing left or right twice quickly, either while charging or right after the punch connects.

Focus Attack
Ryu can take one hit while readying for this move. This is true until right before he attacks, even when charging the move to maximum power.

Side Smash Attack
Ryu steps forward and unleashes his Joudan Sokutogeri. The tip of his foot is the strongest part, but it won’t hit a small crouching enemy.

Strong Down Attack (Strong)
You might have seen this kick in the original games. Just like in those, you can cancel the move after striking by going straight into a special.

Strong Down Attack (Strong)
Hold down the attack button while crouching to use this move. You can cancel it into a special even if the foe is shielding, but only if you hit.

Strong Down Attack (Weak)
Use this attack by crouching and tapping the attack button. If you hit a downed opponent with it, you’ll knock them back to their feet.

Strong Side Attack (Strong)
Keep up the pressure on a guarding enemy with Ryu’s Collarbone Breaker, a double hit that’s good for shield breaking.

Up Air Attack
This uppercut hits the enemy twice and has a deceptively large range. It’s fairly easy to hit enemies directly over you.

Front Air Attack
Hitting an enemy with Ryu’s foot has higher launch power, while his upper leg is perfect for shield breaking. It’s a good move for combos.

Down Air Attack
This is the only attack in Ryu’s arsenal that has a meteor effect. If it hits, your victim will fly diagonally downward.

Upward Throw
This move kicks a grabbed opponent straight upward. As Ryu brings his leg back down, he’ll hit anyone else unlucky enough to be in the way.
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Re: Street Fighter V - PS4 and PC only

Post by Candy Arse »

huh. It actually does appear the 360 command isn't going to happen in SFV. 360s will now be half-circle command instead.

Lowering some execution requirements it seems. Combined with no focus attack, no crouch teching, big damage so far...more and more this game is becoming more about honest wins and no mindless spamming of option selects etc

I like where they're heading, but I really hope charge characters happen.
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Re: Street Fighter V - PS4 and PC only

Post by lestat »

Cammy toes outfit. :o
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Re: Street Fighter V - PS4 and PC only

Post by GameHED »

Do you think it's time capcom finally gave us Haggar for this game and ditched Zangief?

The whole reason we didn't get him is the excuse that he is too much like Zangief already. (even though SF games have million different shotos and Alpha games had both charlie nash and guile in the same fucking game)

With Haggar in it the final fight trio will be complete.

They could put in a sub boss when you play as haggar. Belger: The first fighting game character in a wheelchair for capcom.
His movement speed on the floor will be awesome and he can exit his chair and hop around the screen like crazy and be virtually ungrabable because he hops all the time. His crossbow attack hits at all angles but he can't anti-air. This is a genuine boss fight so you feel weak compared to him. ie lot of health, moves quickly across the screen, and like dhalsim it's all about hitting from distance. There is delay after each crossbow bolt shot to reload his weapon so it's fair. (you can't just spam it. Even Cable on did only a 3 burst shot with his pistol in Marvel Vs Capcom 2 and had limits)

With Haggar the goal is to pin him down with swan dive. Do sudden dash forward (he can run in Final Fight 3) to avoid crossbow bolts hitting you so you go behind him, then piledrive him. He has all the moves from Final Fight 3. This is not the slow haggar you knew from the original final fight. This is FF3 Haggar with beefy leg muscles who goes on the offensive! No need for corner trapping or any of that. He can pick up his Pipe and similar to Sodom his special moves involve smacking people in the head to make them dizzy and then finishing them with a wreslting move while they are punch drunk and vulnerable. Zangief can be pure wrestler while Haggar is better "out of the ring" street smart wrestler who take advantage of tools.

Also wouldn't mind seeing Maki (from final fight 2) in this in place of Guy. Or perhaps Guy's master. (you saw him in the SF alpha games but I think he died in a death match against guy at the end) The rule is they should always have one ninja in the game.
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Re: Street Fighter V - PS4 and PC only

Post by GreyWizzard »

Grappler will be Birdie.

I'm telling you, no charge moves.
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Re: Street Fighter V - PS4 and PC only

Post by Candy Arse »

We'll find out as more characters are released! I've watched a lot of E3 footage with the pro player tournaments, this game is closer to 3rd Strike and Capcom vs SNK 2 than it is SF4. More about being up close and less on zoning and vortex shit. Looking good.

It's up for pre-order on Steam now. Payed for mine so now I'll be in the PC beta test as well :lol:
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Re: Street Fighter V - PS4 and PC only

Post by cloud »

If Capcom had any fucken braincells left they would port over Cap vs SNK series over to Steam/XBL/PSN..
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Re: Street Fighter V - PS4 and PC only

Post by lestat »

I think the rights have elapsed like the marvel games.
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Re: Street Fighter V - PS4 and PC only

Post by Candy Arse »

Capcom don't need to do anything other than ensure SFV is excellent.
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Re: Street Fighter V - PS4 and PC only

Post by Candy Arse »

Ken looks fucking awesome in SFV, pure rushdown with his run V-Skill!
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Re: Street Fighter V - PS4 and PC only

Post by cloud »

Wooooohoooo!
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Re: Street Fighter V - PS4 and PC only

Post by lestat »

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Re: Street Fighter V - PS4 and PC only

Post by GameHED »

Candy Arse wrote:Capcom don't need to do anything other than ensure SFV is excellent.
change the jump physics like KOF with multiple heights.

For example:

LOW HEIGHT JUMPS
-------------------------
forward directed:

I jump forward, then push down-back immediately afterwards will do a short range jump of low height.

I jump forward, then push down immediately afterwards will do a medium range jump of low height.

I jump forward, then push down-forward immediately afterwards will do a long range jump of low height.

backwards directed:
I jump backward, then push down-forward immediately afterwards will do a short range backward jump of low height.

I jump backward, then push down immediately afterwards will do a medium range backward jump of low height.

I jump backward, then push down-back immediately afterwards will do a long range backward jump of low height.

non-directed:
I jump straight up, then push down-back immediately afterwards will let me drift a short distance backward as I ascend at low height.

I jump straight up, then push down immediately afterwards will cause no change in direction as I ascend at low height.

I jump straight up, then push down-forward immediately afterwards will let me drift a short distance forward as I ascend at low height.

MEDIUM HEIGHT JUMPS
----------------------------
forward directed:

I jump forward, then push back immediately afterwards will do a short range jump of medium height.

I jump forward, then leave the joystick neutral position will do a medium range jump of medium height.

I jump forward, then push forward immediately afterwards will result in a slightly longer range jump than normal of medium height.

backwards directed:
I jump backwards, then push back immediately afterwards will do a long range backwards jump of medium height.

I jump backwards, then leave joystick neutral immediately afterwards will do a short-range backwards jump of medium height.

I jump backwards, then push forward immediately afterwards will do a short range backwards jump of medium height.

non-directed:
I jump straight up, then push back immediately afterwards will cause my character to drift a small distance backwards as I ascend at medium height.

I jump straight up, then leave joystick in neutral immediately afterwards will cause no change in direction as I ascend at medium height.

I jump straight up, then push forward immediately afterwards will cause my character to drift a small distance forward as I ascend at medium height.

HIGH HEIGHT JUMPS
-------------------------
forward directed:

I jump forward, then push up-back immediately afterwards will do a short range jump of high height.

I jump forward, then push up immediately afterwards will do a medium range jump of high height.

I jump forward, then push up-forward immediately afterwards will do a long range jump of high height.

backwards directed:
I jump backward, then push up-forward immediately afterwards will do a short range backward jump of high height.

I jump backward, then push up immediately afterwards will do a medium range backward jump of high height.

I jump backward, then push up-back immediately afterwards will do a long range backward jump of high height.

non-directed:
I jump straight up, then push up-back immediately afterwards will let me drift a short distance backward as I ascend at high height.

I jump straight up, then push up immediately afterwards will cause no change in direction as I ascend at high height.

I jump straight up, then push up-forward immediately afterwards will let me drift a short distance forward as I ascend at high height.


Controlling the range and height of an ordinary jump will mean more variation in how you approach the opponent. So if you are fighting shorter characters with good anti-air moves and you are a floaty character you can minimise your vulnerability by doing low height variations of the ordinary jump so they can't easily predict when to start the anti-air move and spam the same move over and over again everytime.

I got this idea from final fight.
In final fight if you are using a character you push jump then immediately afterwards move the joystick in the direction you wish to jump. So for a backwards jump you press jump then push back on the joystick to do a backflip.

I thought to myself "what if this was applied to street fighter but instead of using jump button you use the joystick direction instead? "

This way you can take characters like vega who always land quickly and make him do a longer and more high version of his jump? Or characters like guile who float in the air a long time can have a tiny jump of low height and short distance to keep his character close to the ground more often against short character who always manages to squeeze underneath his jumps?

On top of this you could add the street fighter super jumping mechanic so that you can variations of height and length of a super jump simply moving the joystick in the 8 directions (plus neutral) of the joystick you want to slightly change how you land? This will give you more options in the SF games to fight. If you like to grapple you can do low jumps to land earlier, backdash/backstep to avoid sweep, then cancel a backstep with a long range forward jump of medium height to get as close to the opponent as you can to grab them before they escape throw range?

I think SF air movement is too neglected. Changing the arc of your jumps is needed to give us players more freedom in how we land. Characters like cammy and akuma have things like the dive kick to make anti-air more hard but I think a better thing to do is make jump arcs more unpredictable so that people like ken with strong anti-air moves like the dragon punch don't have such easy time and must rely on other strategies. The problem with Street Fighter 2 for me is that just the act of jumping is risky. They need to let us choose how far and how high we want to jump so fireballs are not able to be abused so much. (in the original vanilla SF characters like zangief could barely jump over fireballs. Instead of giving him one height and length to jump he should have more options on how to jump because he is a big guy that is easy to hit.)

On top of super jumping a dash jump can be done.
So you push forward twice to dash, then jump (UP or BACK or DOWN) to further increase the length of a super range jump.

Super *height* jump would be DOWN-UP, or DOWN-BACK, or DOWN-FORWARD to perform a high height super jump, followed immediately after by the direction you push on the joystick (or neither for medium length and medium height). ie you would have 9 variations of each of the 3 super jumps.

A super *length* jump would be dash forward, then cancel the dash into UP (high height super length jump) or BACK (medium height slightly shorter distance super length jump) or FORWARD (medium height slightly longer distance super length jump) or DOWN (low height medium distance super length jump) or NEUTRAL (medium hieght medium distance super length jump) or DOWN-BACK (low height short distance super length jump) or DOWN-FORWARD (low height long distance super lengthy jump) or UP-BACK (high height short distance super length jump) or UP-FORWARD (high height long distance super length jump.

With all these variations in how to move after a jump you can never predict all the time how the character will land and we no longer need to look at grid spaces on the ground to judge how to react. You just have to react as it happes rather then go into autopilot (ie every time he jumps i just do this move) Instead you see his character moving, you judge distance of the jump as it happens and react in realtime. You the opponent shouldn't know exactly where I land because I should be the one to choose the arc of my jumps. Absoolute control over how I approach various sized characters.
If you are a lighter character and have fast ground speed and I am a slow character I want to be able to jump small or fine tune how far into your body to begin my move. That's what this offers. Currently in all the SF games it is always a preset distance for a jump. That needs to change to allow more guidance so fights are not just dudes throwing fireballs followed by antiair moves to defeat everything like the old SFII series of games which we all know got boring. (and resulted in having to have some character altered a lot to compensate. (eg chun li who got her jump arc changed by the time alpha series began)

For a really tall boss character I might want to jump behind him instead of land in front of up so if I do a super jump or super long jump I can guarantee my guy will land right behind him instead of in front of him. For short characters I don't want to spend ages hanging in the air so I alter the distance of the jumps a little bit and rely on the reach of my arm to keep him from rushing me down. By making it easier to get around an opponent's back crossovers might be more easy for people and it's less about spamming one move as a 'get out of danger' button, and more about reacting to what the player is doing in realtime. Mike Haggar in Final fight has floaty jump physics in final fight 2 and normal weight in final fight 1. Why not let us choose how we want to drop kick people in the face by giving us control of in-air jump arcs?
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Re: Street Fighter V - PS4 and PC only

Post by Deef »

That hair, straight from a PS1 cutscene.
Still
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Re: Street Fighter V - PS4 and PC only

Post by Candy Arse »

It does look lifted from FFVII doesn't it...
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Re: Street Fighter V - PS4 and PC only

Post by Twiztid Elf »

Where's this no chargers bullshit coming from? It has to be a rumor right? Right?
Dictator is already confirmed...???

No Chargers = No SFV for me.
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Re: Street Fighter V - PS4 and PC only

Post by GameHED »

Noobs to SF seem not to know how to use them.

eg
http://arstechnica.com/civis/viewtopic. ... &t=1110508" onclick="window.open(this.href);return false;

They see the CPU do the moves instantly and think that is cheating so in their mind charge moves characters are not easy to learn. There are a lot of people that like SF but struggle with moves and think that it would be more fun if they could eliminate the skill needed to perform the inputs and all the attention was just tactics. (I am neutral on this - I think the difficulty to perform a move shouldn't have to be as hard as some moves in VF, but not too easy that you spam the shit out of it and abuse it as the only strategy which becomes boring - ie cable in mvc2)

I remember when I first used Zangief and tried to do SPD moves and I always faiiled until I could get used to properly buffering all the input inside other things. (alpha SF really made SPD easy because you had shortcut where you didn't need to do the full circle and the short attacks kept your character's feet on the floor for a while. (example birdie is slow striker so you can do spd while his arms/legs are still flung out to tick grapple)

Capcom needs to get these noobs money.. It's just like when they simplified normal moves in MVC2 by taking away things imo. Then it got worse when capcom vs tatsuoko came out where you had even less buttons.

Personally I believe SFIV doesn't need a sequel so early and capcom could have done a new powerstone game with online multi player. Then secretly give hints of SFV in powerstone. SF IV could have kept adding more and more characters over time and be ok. But then cynical people will get angry and say "I thought you said the last edition was the final version?" But when nintendo do it for smash bros people are quiet. lol

What SF games need is some kind of stamina bar so that a combo that would potentially be an infinite combo will hit a limit of how many times you do it because a character gets tired and the have a penalty like moving a bit more slow (your stamina recharges over time like the shield in halo) or the special move they spam does less damage the more times it hits in a combo. This means characters with less techniques and more power need to vary moves a bit or the damage they do gets lessened if they exploit one set of moves all the time. A turtle had the penalty of "guard crush" thing in SFA3, which I liked, so I think a combo-friendly character should be given a stamina depletion system if they try to redo the same combo over and over again all the time. (resulting in smaller damage if the bar is emptied and they blow their load all at once.) Each characters stamina bar is different. So an old guy might have a short one while a young guy has a bigger one, but the younger guy has less techniques so his moves are more predictable and easy to defend because you expect it to come.

What that will do is make fights last longer and cause players to mix up their moves more often so they use different moves in conjunction with other moves to give a more interesting fight instead of spamming the same shit over and over again. Repetition is what makes the combos boring. You want fights where a guy can use his character in intelligent ways rather than just exploit his best moves and ignore everything else. One of the reasons I liked guard crush in SFA 3 was it kept a defender constantly under pressure so he has to try to interrupt the attacker. The opposite of that would be making it so a combo-friendly character has to vary his moves if he doesn't want damage to be reduced. That way even if you have good moves that are easy and low risk to connect, you can't just exploit the easy and good moves ALL the time. Even if its scientific to only use the low risk move ALL the time, it's not interesting to watch. Any more than a turtle who sits in a corner in older SF games and just wins by time out.
You can still do a combo repetitively but you get tired if you reached your stamina limit and your character will move a tiny fraction slower and do less damage when he strikes for a short time before the bar refills again.

In real life you could use the stamina depletion thing as a tactic to win. If someone is guzzling up all their steam at once and their attacks all get blocked or parried or avoided with skill because the moves were predictable and their timing was obvious, the attacker might not have anything left to win by a knockout and have to waste time replenishing their stamina while the timer of the round ticks down. So it introduces a resource management side to fighting too. You can't keep fights going on forever. They have to win decisively and a guy who chooses to avoid being damaged by sucessfully avoiding getting hurt and tiring out his opponent is just as valid a form of winning as using stylish combos and finishers to win. Some characters like Dhalsim are supposed to be pacifists and this kind of thing might be non-violent way to defeat opponent by getting them to lose just by baiting them into wasting their energy and then skillfully teleporting out of the way at just the right time and hitting them in the bum with simple non-lethal moves to chip at health slowly using intelligence. And then as time ticks down the defender can win because they showed good defensive moves and cause the attacking aggressive guy to get impatient and make bad impulsive decisions through emotionally manipulating them to take the bait.
"A delayed game is eventually good, but a rushed game is forever bad." -Shigeru Miyamoto
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Re: Street Fighter V - PS4 and PC only

Post by Candy Arse »

Twiztid Elf wrote:Where's this no chargers bullshit coming from? It has to be a rumor right? Right?
Dictator is already confirmed...???

No Chargers = No SFV for me.
There are charge moves, the charge times has been reduced.
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Re: Street Fighter V - PS4 and PC only

Post by cloud »

Deef wrote:That hair, straight from a PS1 cutscene.
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Re: Street Fighter V - PS4 and PC only

Post by Candy Arse »

:lol: :lol: :lol:
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Re: Street Fighter V - PS4 and PC only

Post by cloud »

Capcom has confirmed that ALL DLC will be obtainable through playing the game!
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Re: Street Fighter V - PS4 and PC only

Post by Candy Arse »

Yep it's a platform - 1 disc forever. 16 characters on launch, 4 of them are brand new.

Bring it on, looking forward to beating down on dudes from GR while lestat and GameHED continue to dodge me.
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Re: Street Fighter V - PS4 and PC only

Post by GreyWizzard »

ZENNY!!!
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Re: Street Fighter V - PS4 and PC only

Post by lestat »

cloud wrote:Capcom has confirmed that ALL DLC will be obtainable through playing the game!
Kinda like most FTP games. ;)

They lost me at zenny, I'm too time poor and old for this shit.
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