To prepare for the Street Fighter V April Update going live later today at 7pm PT/10pm ET, Capcom will be taking the SFV servers offline for ten hours from 8am PT/11am PT until 6pm PT/9pm ET.
Once the servers are back up and the update is deployed, Guile will be added as a free trial to all players until the in-game Zenny shop launches later this year. Once that real currency shop is opened, you’ll have to purchase Guile with Fight Money or Zenny.
The April Update also includes the Air Force Base stage for 70,000 Fight Money (Season Pass owners get it for free), punishment for players who frequently disconnect from matches, and improvements to matchmaking that help find an opponent faster and simplifies the process of creating and connecting to Battle Lounges.
Capcom also adjusted these moves and scenarios:
Ryu/M. Bison/Vega (no claw)
- Bug: After dishing out Ryu & Vega’s (no claw) C. LP or M. Bisions C. LK, while doing a light attack rapid cancel at the absolite latest timing possible, if you input another action (V-Skill, Special Move, etc.) at the same time, if the opponent does an attack the “other action” will come out, and when the opponent does nothing, the rapid cancel attack will come out, creating a special option select.
- Fix: Made the rapid cancel timing of said moves 1F shorter.
Ryu
- Bug: In the guard animation branch of Ryu’s C. HK, there was a counter box that was present up to the 13th frame. Therefore, during this time it was possible to eat counter damage.
- Fix: Adjusted the counter box on Ryu’s C. HK so that it is no longer present afterter the hitbox is not longer active.
Ken
- Bug: In Ken’s C. LP (including rapid cancels), for the 3 frames that it takes for the hitbox to become active, there wasn’t a crouching state set to the move. This allowed moves that are only intended to hit standing opponents to hit Ken.
- Fix: Adjusted the first 3 frames of Ken’s C. LP (including rapid cancels) so that Ken is in crouching state.
- Bug: In Ken’s M. Tatsumaki Senpukyaku, the feint box that causes the opponent to go into a guarding standby state was not functioning correctly. The V-Trigger M. Tatsumaki Senpukyaku also caused the same phenomenon.
- Fix: Corrected the feint box on Ken’s M. Tatsumaki Senpukyaku so that it functions correctly, forcing the opponent to guard when used from a certain distance.
- Bug: When a portion of Ken’s EX Shoryuken (V-Trigger ver. included) hits as a ground counter hit, the hit real animation of the opponent continues when knocked into the air, which is an unnatural behavior.
- Fix: Adjusted that specific portion of the EX Shoryuken (V-Trigger ver. included) so that when it hits as grounded counter hit, the correct knock up mottion occurs.
Chun-Li
- Bug: In Chun-Li’s EX Hyakuretsukyaku, after the moves has completely ended (freeze state finished), she was unable to perform mobility actions (move forward/back or jump).
- Fix: Adjusted EX Hyakuretsukyaku so that she is moveable after the move has completely ended.
- Bug: In Chun-Li’s J. MP, she can follow up with Yosokyaku to EX Airborne Hyakuretsukyaku on counter hit.
- (There is an unintentional difference between the number of continuous airborne hit limiter values between when this hits as a normal and and when it hits as a counter hit)
- Fix: Adjusted the juggle potential of Chun-Li’s J. MP so that it is the same whether or not it is a normal hit or a counter hit.
Cammy
- Bug: Cammy’s S. HK’s hit box is no longer active, she was throw invincible.
- Fix: Added a throw box to Cammy’s S. HK & Lift Combination while the move is active.
- Bug: While Cammy’s EX Razer Edge Slicer is active, she was throw invincible.
- Fix: Added a throw box to Cammy’s EX Razer Edge Slicer while it is active.
Dhalsim
- Bug: During C. MK, Dhalsim was throw invincible.
- Fix: Added a throw box to Dhalsim’s C. MK.
Karin
- Bug: When the fourth hit of Karin’s EX Mujinkyaku hits an airborne opponent, the opponent’s float is differed from when it is a normal hit and when it is a counter hit.
- Fix: Made it so that the 4th hit of EX Mujinkyaku would cause the same float on counter hit as it does on normal hit.
- Bug: There were 2 bugs in Karin’s EX Ressenha.
- ①When the second hit hits as a counter hit, the opponents Critical Gauge increase would be “0”
②On counter hit, EX Ressenha’s starting juggle potential would be “0” for each hit.- Fix: Adjusted EX Ressenha on counter so that the opponent’s gauge increase and starting juggle potential are the same as when it is a normal hit.
Laura
- Bug: Under specific circumstances, how S. MP hits changes from when on the right corner or on the left corner.
- Fix: Expanded S. MP’s hit box downward so that the move yields the same results in both corners.
Necalli
- Bug: When rapid canceling Necalli’s C. LP during V-Trigger, the advantage after hit would be plus 1F more than the normal version.
- Fix: Unified Necalli’s V-Trigger C. LP to the normal version.
M. Bison
- Bug: When throwing an oponent with Psycho Fall, depending on M. Bison’s position and the side he is facing, the distance the opponent is thrown greatly changes, which was unintended.
- Fix: Adjusted the behavior of Pyscho Fall so that the distance the opponent is thrown is fixed.
- Bug: When M. Bison takes damage in the middle of performing and EX Double Knee press, the opposing character’s behavior would be irregular after the hit.
- Fix: Changed the behavior after hit on the EX Double Knee Press.
R. Mika
- Bug: In R. Mika’s C. HK, there wasn’t a throw box in place.. Even though the move is visually performed on the ground, it was throw invincible.
- Fix: Added a throw box to R. Mika’s C. HK while the move is active.
Alex
- Bug: The the time frame of the stop theatrics applied to an opponent hit by Sledge Hammer differs from when Sledge Hammer is used on its own and when it is used in a combo canceling from another move. Due to this, the circumstances are different after Sledge Hammer hits as part of a combo.
- Fix: Made it so that the time frame of the stop theatrics of the Sledge Hammer (when cancled into) is the same as when it is used on its own.
Will you be playing as Guile today?
[Source: Capcom Unity]
7 Dormant PS Franchises in Need of Revival
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Ready to Indulge in Some Wishful Thinking?
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Jak & Daxter
It’s the obvious choice, really, considering that both Jak & Daxter and Ratchet & Clank peaked alongside one another during an era when mascot platformers were all the rage. That’s all changed now, particularly when you consider that Naughty Dog, fresh off The Last of Us and soon Uncharted 4: A Thief’s End, have doubled down on mature storytelling.
That’s not to say that Jak & Daxter will remain on the proverbial shelf in perpetuity, though ND recently conceded that, for now, the prospect of returning to the series “just doesn’t look right. It just doesn’t feel right. The types of stories we’re telling right now really are grounded in realism.”
Supposing that Naughty Dog will circle back to the fantastical well, this is arguably the one title that could emulate Ratchet & Clank’s formula almost beat for beat, overhauling Jak and Daxter: The Precursor Legacy for PS4 replete with new features to test and areas to explore. It was considered one of the best-looking games of its time, and we have no doubt that, should a reimagining ever materialize, Naughty Dog could reclaim that title for the new generation.
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Medievil
Arise, Sir Daniel? Not since PlayStation All-Stars Battle Royale have we seen Sony’s clumsy undead knight brandishing his signature sword, and considering that Guerrilla Cambridge — formerly known as Sony Cambridge — is currently knee-deep in virtual reality with RIGS, that doesn’t look to change anything soon.
But what would it take to resurrect PlayStation’s Daniel Fortesque? Although a recent fan-made project did offer some indication of how a current-gen Medievil would appear, running in buttery smooth fashion thanks to Unreal Engine 4, signs of a bona fide franchise revival are fleeting at best.
Truth be told, unlike our other candidates for the Ratchet & Clank treatment, Sony’s Medievil franchise doesn’t stand the test of time. Clunky controls and a frustrating camera have always hampered the series from the get-go, and as longtime PlayStation fans, we often look back at Sir Daniel’s escapades with rose-tinted glasses.
That means that, should the opportunity ever arise, a total overhaul of the Medievil series would require significant development resources to catapult Mr. Fortesque onto PlayStation 4, and most if not all of Sony’s studios currently have their hands full.
Wishful thinking? You bet it is. But as 3D platformers slowly but surely begin to pervade the mainstream once again, we’ll harbor an inkling of hope for a Medievil revival.
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Resistance
From the Fall of Man to a heart-wrenching pilgrimage to the Big Apple, Insomniac’s Resistance franchise acted as a cornerstone of the PS3 generation from day one, and that’s despite it never attracting the player base it arguably deserved.
Retaining the studio’s knack for an insane arsenal, Resistance had players go up against the deadly Chimera, an alien race that descended on planet earth during the early 1930s. As the sombre voiceover from Fall of Man notes: “We feared the Russians had developed a weapon of unparalleled power. The truth was far worse.”
Rooted in a dark alternate history, the Resistance franchise evolved into a fascinating web of science fiction, spanning mooted conspiracies with the Cloven and the elusive Dr. Malikov. Indeed there’s plenty of stories still to be told in the Resistance universe, and if Insomniac replicated its revival of Ratchet & Clank with the studio’s dormant sci-fi gem, it could result in the series’ PS4 debut.
Alas, as one of the most consistent devs in the business, the team at Insomniac are busy bees, presiding over three intriguing VR titles — Edge of Nowhere, The Unspoken and Feral Rites — along with July’s maritime adventure, Song of the Deep.
Nevertheless, we’re retaining a flicker of cautious optimism that the studio will one day return to a world ravaged by the Chimeran virus.
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Ape Escape
Ten years after the release of Ape Escape 3, Spike and those pesky band of chimps are still no closer to their PlayStation 4 debut. But could that be about to change over the course of the next few years?
Of course, reports suggest that the cult series will make its bow on current-gen hardware thanks to Sony’s recent PS4 emulation, even still, fans have been crying out for a new installment for years. Could PlayStation VR be the answer?
Ape Escape may be known for its third-person perspective, lending players full view of the Stun Gun and Time Net, but if the platform series was overhauled as a PSVR title it could lend the franchise the revival it so needs. Let’s not forget either that Ape Escape was the first game to make the DualShock controller mandatory thanks to its rumble features. Could Sony’s Japan Studio be bringing Spike and Co. to virtual reality? It is, after all, the Year of the Monkey, according to the Chinese zodiac.
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WipEout
It was the electrifying poster child for 3D graphics all the way back in ’95 and since then, Sony’s blistering, futuristic racer has spent the past few years collecting dust on the shelf. Much of that can be traced back to the closure of Studio Liverpool in 2012, soon after WipEout 2048 lit up the PS Vita during its formative years on the market.
When quizzed about the possibility of a comeback, Head of Worldwide Studios Shuhei Yoshida hinted that the PlayStation faithful should “never say never.”
“Because our resources are limited – the number of teams we can have working on titles are limited – we have to make choices. In the future there might be a chance for us to come back to WipEout.”
An all-new and revamped WipEout that harnesses the power of the PlayStation 4 is an enticing prospect indeed and at least for now, we’ll keep our fingers crossed that a franchise revival could well be on the horizon.
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Twisted Metal
PlayStation’s iconic car combat series displayed a flicker of life late last year when Twisted Metal: Black premiered on PS4 thanks to the system’s PS2 emulation but beyond that, there’s been nary a mention of a new entry into the series since the launch of Twisted Metal four years ago.
Plus, now that series stalwart David Jaffe currently has his hands tied up with the punk cocktail that is Drawn to Death, Eat Sleep Play are the developers attached to the vehicular series. But since the most recent game arrived in 2012, Eat Sleep Play has since moved into mobile development, which doesn’t necessarily bode well for the future of Twisted Metal. Reflecting on the uncertainty, Jaffe recently conceded that: “Hope the TM fans out there have dug some of the 'what could have been' stuff from what I am fairly certain will be the last Twisted Metal game made. At least for a very, very long time!”
Looks like Sweet Tooth, Mr. Grimm and Dollface have been placed firmly on the back-burner for the foreseeable future. But considering Twisted Metal stands as the longest-serving PlayStation-exclusive franchise, it’d be foolish to completely write off Sony’s cult series.
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Crash Bandicoot
Perhaps the biggest curveball on the list, a potential reboot of Crash Bandicoot also happens to be the one rumor that just won’t go away. After nurturing the anthropomorphic bandicoot into a bona fide PlayStation mascot, Naughty Dog has since moved on to pastures anew, and despite several middling reboot attempts over at Activision — the current license holders — talk of a franchise revival is wishful thinking at best.
If the stars aligned and opened up the path for Sony’s wayward marsupial to make his debut on PlayStation 4, it’s more likely another developer would be drafted in to reboot the dormant series. After all, ND capped off its Crash trilogy with the release of Crash Team Racing in ’99, admitting that it had no desire to continue the franchise if it meant rehashing what has come before.
With that in mind, a studio in the vein of Sumo Digital would be a fine candidate to introduce Crash Bandicoot to the PlayStation 4 audience, be it a new iteration or a cut-price slice of fan service that revamped the beloved original. Whether it’s Rare’s crowdfunded Yooka-Laylee or Insomanic’s adorned Ratchet & Clank, there’s still a remarkable demand for 3D platformers in 2016. Could it be time to welcome a blast from the past?
