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Posted by Joystiq Dec 23 2011 21:15 GMT
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We've all been there -- you just owned C. Viper with Ryu and you think to yourself, "Dang. I could really pick up some drunk chicks with these awesome moves." Capcom just answered that thought with, "Wanna bet?"

Capcom has partnered with Pasela, a karaoke-bar chain based in Japan, to open a Capcom-themed entertainment bar in Shinjuku, Tokyo, called Cap Bar. Cap Bar is scheduled to open in January on the first floor of Shinjuku's Pasela Resort and will have game-demo kiosks, merch, and Capcom-themed food and drink menus, as well as serving as the filming location for Capcom's webshow, Hagi Toko.

Personally, we can't wait to sip on a "Chun-Li Chugger" and watch the carnage unfold.

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Posted by Kotaku Oct 03 2011 20:00 GMT
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#streetfighter Could you obliterate legendary competitive Street Fighter player Daigo "The Beast" Umehara? Could you perfect him in Super Street Fighter IV, keeping him from laying a finger on you? More »

Posted by Kotaku Aug 08 2011 15:20 GMT
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#speakuponkotaku In today's award-winning edition of Speak Up on Kotaku, cold-hearted commenter Monsieur.Froid wonders if other gamers are beginning to catch on to this whole Game of the Year trend. More »

Posted by Kotaku Aug 01 2011 12:30 GMT
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#streetfighter Street Fighter IV was released in 2010. This year, in 2011, Super Street Fighter Arcade Edition was release. What about next year? More »

Posted by Kotaku Jul 27 2011 12:30 GMT
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#lookatthis I've never seen a PS3 controller broken in two parts. Then again, I've never destroyed mine in a fit of Super Street Fighter 4 rage after losing, like this Japanese gamer did. More »

Posted by Kotaku May 27 2011 03:00 GMT
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#buyerbewaresituation Super Street Fighter IV: Arcade Edition will use Games For Windows Live to administer the game's DRM, says Capcom's Christian Svensson, and while the game will not require an always-on Internet connection to be played, it'll have a "limited offline" mode for those with no uplink. More »

Posted by Joystiq May 17 2011 00:52 GMT
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With the release of the Super Street Fighter 4 "Arcade Edition" DLC upgrade less than a month away -- the retail version will follow on June 28 -- there are some burning questions that must be answered. Capcom has heard the call and clarified several details in a new FAQ.

First and foremost, the full Arcade Edition update will comprise several downloads. Beginning on June 7, an an automatic update will be released to prepare your console or PC for the new content. Then, players choose between purchasing the Arcade add-on or installing the free "Update Kit." The Update Kit will allow vanilla SSF4 players to participate in matchmaking with Arcade Edition owners and will also allow them to spectate Arcade Edition matches. However, those using the Update Kit will not be able to play as or against any of the new characters, and all matches played will default to the original SSF4 character balance.

Additionally, Arcade Edition purchasers will have the option to play with the original character balance, though doing so will disable the new fighters. Head over to Capcom-Unity for more answers.

Posted by Joystiq May 06 2011 16:30 GMT
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Good ol' video games came through for Capcom over the twelve months ending March 31, 2011. The company reported "a history-making milestone" of five million-seller titles in the period, with Monster Hunter Freedom 3 (4.6 million units shipped) leading the pack. Additionally, Dead Rising 2 (2.2M units), Marvel vs. Capcom 3 (2M units), Super Street Fighter IV (1.6M units) and Lost Planet 2 (1.5M units) racked up high shipment numbers, and each surpassed the million-mark in pure sales.

In all, net sales in Capcom's "Consumer Online Games" division increased 60.8 percent over the previous fiscal year to ¥70.3 billion (about $873 million). But the sales success of so-called "major titles" wasn't the only contributing factor in Capcom's record bottom line for a fiscal year, which showed a net income increase of 257.6 percent over the previous year to ¥7.75 billion -- roughly $96.3 million in profit!

Despite reported losses of ¥1.45 billion due to restructuring and another ¥105 million filed under "disaster" -- the Great East Japan Earthquake knocked out ten of Capcom's arcades -- all of the company's business units recorded operating income gains for the year. Notably, the "Mobile Contents" division enjoyed some highlights, with downloads of The Smurfs' Village Facebook game exceeding expectations "by far" and the Japan-only iPhone version of Ghost Trick faring "well."

Capcom tempered its jubilation, however, noting that the forecast for the current fiscal year (ending March 31, 2012) calls for "lower sales and earnings." The company anticipates "immeasurable economic losses" in Japan due to the earthquake and its aftermath, as well as a "downturn in consumer confidence" in the game industry at large -- not to mention Capcom's weaker offering of AAA titles this year. Dead Rising 2 ... again?

"We will focus more than ever before on our global operations as the environment surrounding the industry rapidly changes," Capcom said, observing that "the rise of social games [is] fueling the growth of new competitors in the industry."

Posted by Giant Bomb Apr 28 2011 19:55 GMT
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In the wake of the recent resurgence of fighting games as a thing people outside of the EVO scene are actually excited about, many have wondered aloud when Soul Calibur would get to join in all the fighting game fun and frolicking that Street Fighter, Marvel vs. Capcom and Mortal Kombat are currently hogging all to themselves, like giant fun and frolic hogs. Evidently, the answer is soon.

Odashima, Daishi - "Portrait of the Artist, with  Spreadsheet and Plastic Sword" - circa 2010 Though we've known for a while that a new Soul Calibur game of some fashion was currently being assembled at Namco Bandai Games, thanks in no small part to frequent and deeply excited tweets from project leader Daishi Odashima, one of which put an especially firm stamp on the notion, reading "SC is back!". 
However, the question of when we might learn anything about the title remained unanswered... until this week! Odashima recently stated rather flatly via Twitter that hopefully, he'd be able to start talking about the details project in earnest in mid-May.

That time frame would seem to be backed up by this Namco Bandai teaser site, which is currently counting down to May 11th for "The Beginning of a New Chapter" of something. After repeatedly checking my math, i can confirm that May 11th is, in fact, in mid-May, so this all seems to add up. Also, there is a giant sword on the teaser site. So there's that.

Go ahead and set your smart phone alerts for May 11th in rapt anticipation of a new Soul Calibur game announcement, and then we can all be super disappointed together when that countdown ends up revealing another Digimon game.

Posted by Kotaku Apr 26 2011 12:30 GMT
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The PlayStation Network's outage impacts more than PSN games and online play, it also holds up DLC. Capcom was planning to release a Super Street Fighter IV "Ultra Complete" costume pack today, but that's not happening, obviously! The pack is delayed. [via Capcom] More »

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Posted by Kotaku Apr 21 2011 09:20 GMT
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#ko It sucks. Well, unless you're really, really, really effing good. And even then... More »

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Posted by Giant Bomb Apr 12 2011 15:24 GMT
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The twins are coming to the home version of SSFIV: Arcade Edition.

Posted by Joystiq Apr 12 2011 14:09 GMT
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Although Capcom "has not made any announcements" regarding Super Street Fighter IV Arcade Edition for consoles, others seem to be doing the talking for the publisher. A leaked trailer suggested that Arcade Edition would be available as downloadable content -- now mega-retailer Amazon lists a $40 disc as well. It shows a June 28 release date for North America.

A couple weeks back the British Board of Film Classification gave the title a June 24 release date for Europe. We expect Capcom to officially announce the title shortly.

Update: Capcom has confirmed the Arcade Edition will be available June 7 as DLC on Xbox 360, PS3 and Windows PC for Super Street Fighter IV owners at $14.99 (1200 MSP). The retail version will be available on Xbox 360 and PS3 on June 24 and 28 in Europe and North America, respectively. The PC version will hit the streets in July.

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Posted by Giant Bomb Apr 12 2011 15:02 GMT
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More raging demons are coming to Super Street Fighter IV.

Posted by Joystiq Apr 12 2011 14:09 GMT
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Although Capcom "has not made any announcements" regarding Super Street Fighter IV Arcade Edition for consoles, others seem to be doing the talking for the publisher. A leaked trailer suggested that Arcade Edition would be available as downloadable content -- now mega-retailer Amazon lists a $40 disc as well. It shows a June 28 release date for North America.

A couple weeks back the British Board of Film Classification gave the title a June 24 release date for Europe. We expect Capcom to officially announce the title shortly.

Posted by Joystiq Apr 08 2011 19:00 GMT
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After giving us a look at Evil Ryu for Super Street Fighter IV Arcade Edition, Capcom Japan has pulled back the curtain on the final hidden fighter: Oni. We've got screens and videos showing off his moves -- the perfect way to study up before the DLC eventually drops!

Posted by Kotaku Apr 07 2011 18:30 GMT
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#leakage The console version of Super Street Fighter IV catches up with its arcade counterpart with the Arcade Edition downloadable content, delivering four new challengers to Capcom's fight fest and a whole lot more. More »

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Posted by Joystiq Apr 07 2011 16:44 GMT
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The site ConsoleTECH has posted a trailer (presumably leaked from Capcom's Captivate event) for something that we probably all knew was coming anyway: Super Street Fighter IV Arcade Edition DLC for the PlayStation 3 and Xbox 360 versions of SSFIV.

According to the trailer, the new DLC adds not only the arcade-only Yun, Yang, Evil Ryu and Oni characters, but the changes in character balance made for the Japanese arcade release -- which contradicts a previous statement made by producer Yoshinori Ono.

Posted by Joystiq Mar 29 2011 16:36 GMT
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Super Street Fighter 4 Arcade Edition will apparently make its way to the UK in some form this June. Eurogamer has taken note of the British Board of Film Classification rating, which has the latest version of the fighter dated for June 24.

If the classification is for consoles, it goes against previous statements made by Street Fighter producer Yoshinori Ono, but would play into cryptic tweets he's made about Arcade Edition DLC. The new version would likely include the four new playable characters: Yun, Yang, Oni and Evil Ryu.

We've contacted Capcom to clarify exactly what's going on here. If the BBFC also classifies arcade machines, the DLC hints and classification could be two separate stories on parallel lines. However, if the classification is for consoles, it's still unclear if the new game will be a DLC code in a new retail box, or if current SSF4 owners will be able to buy it as a DLC expansion. Ono keeps using the term "DLC," so we'd lean toward it being the latter.

Posted by Joystiq Mar 29 2011 03:00 GMT
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Two fighting game streaming giants, iPlayWinner and Level | Up Series, are teaming up to help raise money for Japan the only way they know how: by kicking ass. Simultaneous tournaments in Union City and Irvine, California will be streamed online as one massive show. Fight for Relief will feature giveaways, interviews and competition in Super Street Fighter IV and Marvel vs Capcom 3 from some of the best in the scene, including EG Justin Wong, Alex Valle, John Choi and others.

The fundraiser kicks off this Sunday, April 3, with all tournament proceeds and donations being given to Japan through GlobalGiving.org, a site that facilitates the actual giving of the money. We imagine flying to Japan with a giant briefcase stuffed full of cash just isn't the most practical way to do it.

If you want to sign up for either tournament, there isn't any pre-registration; just show up to either the NorCal venue or the SoCal venue with some cash and your fight stick and throw down!

Posted by IGN Mar 25 2011 10:43 GMT
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You're not going to be able to use the latest Super Street Fighter IV roster addition unless you have access to an arcade. Well, for now at least...

Posted by Giant Bomb Mar 23 2011 19:51 GMT
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Platform: (3DS)

4 out of 5

 You can keep it classy in pro mode or assign supers and specials to the touch screen in lite mode. The Nintendo 3DS version of Super Street Fighter IV is a great portable version of a great fighting game. It also might be the most fully featured 3DS game available alongside the new handheld's launch, offering support for almost every major system-level item that the 3DS has to offer, like StreetPass, Play Coins, and online support. And though none of them are as successful as a joystick and two rows of three buttons, Capcom has included a lot of different control options in an attempt to cater to a large number of players of varying skill levels. The catch there is that some of the control options make not-so-welcome changes to the way the game plays, potentially impacting the quality of the versus experience.

SSFIV on the Nintendo 3DS has almost all of the features found in the console versions of the game. There's a trial mode to let you bang out combos, you can set a player icon and title, you can fight through the arcade mode and get interrupted with online fight requests, and so on. Even the achievement system from the other versions make it over here via a custom list of medals that you can unlock. It has all 35 of the characters, and they even get a couple of the alternate costumes that required an extra purchase on the 360 and PS3. You can play through the arcade mode and get the same type of intro images and conclusions that you saw on consoles, and, well, you get the idea. The only missing features come on the online side, where you can match up against other players and fight them, but the tournament options and large lobbies found on consoles aren't here.

New features are also included, like 500 character figurines that you can unlock via a spinning wheel. Each of these figures has a level, number of hit points, and other statistics associated with them. It's your job to assemble a strong team of five figures, which make up your StreetPass team. Then, at least in theory, you just walk around your hometown with your 3DS in sleep mode, and whenever you encounter another player that's doing the same thing, you'll exchange team data and a completely passive battle will occur. When you launch the game, any StreetPass battles you've engaged in are posted to a log, and you'll earn additional figure points--which are used to purchase more figures--for winning those battles. You can also earn figure points by simply playing the game in any other mode, or you can exchange a Play Coin for one spin of the figure-unlocking wheel. It's a basic system, but it integrates quite nicely with the handheld's various passive features.

 There are 500 little figures to collect and use for StreetPass battles. Super Street Fighter IV is best played on a six-button controller, with all six buttons on the face of the device. The 3DS, by default, sets things up like they were on the Super Nintendo, with your hard punch and kick buttons on the shoulders. It's less than ideal, but usually works well enough. The game also puts four large buttons on the touch screen that can be assigned in a variety of ways. In the default "lite" control scheme, special moves are mapped to these buttons, so your super or ultra combo is always a button press away, as are two special moves. You can configure exactly what you want on those buttons, so if you'd rather have push-button access to all three speeds of Ryu's fireball, that's an option, as well. The configuration is saved on a per-character basis, letting you set up each fighter just the way you like. You can also enable auto-blocking, which works as advertised. If someone throws an attack in your direction and you're not in the middle of attacking or recovering, you'll block it. The catch is that the damage is temporarily shown on your life meter, almost as if you absorbed the blow with a focus attack. The life slowly restores to your meter, but if you're hit with an actual attack, all of that potential energy is drained. This helps keep players honest and prevents the auto-blocking from getting too powerful.

In the pro control setting, you can only place multi-button combinations onto those touch screen buttons. By default it'll let you pull off a focus attack or push all three punch or kick buttons simultaneously. But the rest of the game plays as it did on consoles. You'll have to execute all of the moves on your own, something that isn't too tough to do with the system's D-pad, though my big left hand certainly cramped up a bit after putting some serious time in with the game.

The big control problem in the 3DS version of this game is that the lite mode breaks the rules of the game, allowing for balance-changing situations that would be impossible under normal circumstances. Specifically, charge moves--Guile's flash kick, for example--can be executed without them charging first. Without the need to hold down for a moment before rising up into a flash kick, Guile can follow his sonic boom projectile in and, if the other player decides to jump over the projectile, Guile can flash kick them right out of the air, no questions asked. This gets frustrating when you take the game online.

When you attempt to find an online opponent, the default option lets players with either control scheme intermingle, and you don't know ahead of time if the other player is using auto-block or which attacks they have mapped to the touch screen. But it's easy to tell once a fight has begun, as players flash whenever an auto-block is performed. I've played quite a bit of Street Fighter over the years, but the way moves can come up without being charged is forcing me to unlearn the rules of the game, something that'll probably make me worse at playing the game on consoles in the long run. And even though dismantling these players isn't all that hard once you know what to expect, tt's just no fun to fight Guile after Guile, knowing that they just intend to execute standing flash kicks whenever possible. Now, you can filter your searches to ensure that you're only matched up with pro mode players, but in my experience, almost no one is playing that way. I found exactly one taker when searching specifically for pro mode players... and he quit after I beat him once. Frustrating. 

 The console version's achievement system comes over in the form of medals. Visually, SSFIV looks great and makes good use of the platform's 3D option. The backgrounds sink into the screen effectively, giving a great sense of depth while also not causing the same sort of swimmy stomach that some 3D games can. Of course, the impact of 3D on your constitution will vary, so if you don't want to deal with it at all, you can always disable it. While the backgrounds do look great, they're also completely static. All of that movement from the console versions of the game is gone, so the hippo won't walk up to you over the course of a match, and you can't dragon punch the wing off of that plane. Even without those animations, though, the game still looks great. In an attempt to emphasize the 3D capabilities of the display, Capcom has included a "3D view" option that gives you a sort of over-the-shoulder camera angle on the fight. In a game that places such value on knowing how much space is between you and the other fighter, playing around with the camera angle seems like a misguided feature that detracts from the experience. But it's optional and worth looking at once or twice, just to see how the 3D makes it all look.

Getting into online matches quickly and easily is probably Super Street Fighter IV's strongest component. It even seems to be faster and more reliable than its console counterparts, with none of the "unable to join session" errors that plague Capcom's other fighting games, but once a rush of domestic players get their hands on the system, it's anyone's guess about how that will change. It's just a bit disappointing that most of those online matches are slightly marred by the way the lite mode allows players to perform tasks that would be impossible under normal circumstances. But even with that caveat, the numerous features and options make Super Street Fighter IV one of the best games available at the launch of the 3DS.    

Posted by Joystiq Mar 03 2011 16:20 GMT
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Before the Super Turbo Hyper BBQ HD Ultra Mega Remixes there was just plain ol' Street Fighter 2, which celebrates its 20th anniversary this month. Capcom posted a birthday reminder for its classic fighter, which was born two decades ago in the arcades (remember those?).

Since 1991, Street Fighter 2 has seen six arcade iterations and near countless ports across consoles, PCs and handhelds (Tiger even!). Chances are you've played the game a time or two ... and had your pixelated butt unceremoniously handed to you.

Posted by Kotaku Feb 25 2011 08:00 GMT
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#superstreetfighteriv Nintendo is recommending players take breaks every fifteen minutes while playing the 3DS in 3D. Who plays video games for fifteen minutes? More »

Posted by Joystiq Feb 25 2011 06:15 GMT
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If you were looking forward to one day buying the "Arcade Edition" of Super Street Fighter IV on a PS3 or Xbox 360 disc (or even 3DS cartridge), you can go ahead and put that money toward something else. (Marvel vs. Capcom 3, maybe?) Producer Yoshinori Ono told Famitsu (via Andriasang) that Capcom has no plan to release the Arcade Edition for home consoles.

The reason lies in the game balance. The Arcade Edition includes characters who are deliberately unbalanced -- we're thinking Oni and Evil Ryu here -- in order to build "competitive spirit" among the people who hang out at arcades and play in short sessions. The home version of Super Street Fighter IV has been designed to better equalize the characters.

Of course, the absence of a standalone console release of the arcade version of the game doesn't preclude the release of Evil Ryu, Oni, Yun and Yang as Super Street Fighter IV DLC -- something Ono has proposed before.

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Posted by Kotaku Feb 24 2011 13:30 GMT
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#video This spring, the story of pro gamer Mike Ross is getting the feature-length documentary treatment. The film is a portrait of how Ross spent 2010, traveling around the country and competing in Street Fighter. More »

Posted by Kotaku Feb 24 2011 12:15 GMT
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Super Street Fighter IV Arcade Edition producer Yoshinori Ono says there are no plans for the game to appear on home consoles. Bummer! More »

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Posted by Kotaku Feb 15 2011 04:00 GMT
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#video We've already seen how dramatic, Street Fighter IV-style ultra combos look in real life. But Thousand Pounds' previous combo video was kind of a sausage fest. This time, the fairer sex shows off some ultra combo ass kicking. More »