THE STREET FIGHTER ISSUE
APRIL 2016 ISSUE 001
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STREET FIGHTER
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EXCLUSIVE COMPLETE CHARACTER PROFILES AND MOVE LIST INSIDE | T H E LO CA L ‘ S T R E E T F I G H T I N G ’ S C E N E | T H R O U G H 2 9 Y E A R S O F S T R E E T F I G H T E R | P L AY S TAT I O N 4 ’ S B ES T T EC H FO R S F V
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THE GUILD OF GAMEHUBS CEO, EDITOR-IN-CHIEF Justin Chee justin@gamehubs.com EDITOR Aiman Maulana aiman@gamehubs.com DESIGNER Donna Sharmila donna.sharmila@gamehubs.com DESIGNER Denny Gunawan denny@gamehubs.com WRITERS
Rul MK,Aiman Azri, Ivan Cheong, Tetradact, Rodney Aeria, Melvyn Tan, Nicholas King Gamehubs Magazine is published by Gamehubs Sdn Bhd (1053045-A) 7.08A&B 1 Tech Park Tanjung Bandar Utama 47800 Petaling Jaya, Selangor Web: www.gamehubs.com Email: info@gamehubs.com Editorial: editor@gamehubs.com Facebook: facebook.com/gamehubs Twitter: twitter.com/gamehubs Printed By
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AND THIS IS MY VERSION OF FIGHTING. Shinku Hadoken! Although I am nowhere near being able to launch energy projectiles from my hands, the recent release of Street Fighter V made that distant dream one pixel closer in reality. I’ve been a long-time follower of the fighting genre having started my first digital brawls with the early versions of Street Fighter, Darkstalkers, The King of Fighters, Art of Fighting, X-Men: Children of the Atom and super cool hybrids such as X-Men vs. Street Fighter, Marvel vs. Capcom and SNK vs. Capcom. At the same time, I vividly recall dishing out fireballs in 3D fighting games back in the early 90s with awesome but underrated titles such as FX Fighter Turbo, Rival Schools, Virtua Fighter, Power Stones and Soul Calibur. I had certainly wasted enough childhood credits at the local arcades surrounded by the company of like-minded gamers for the glory of being good at something beyond the confines of academics. Then again, I was never a pro, I just love picking ‘fights’, show off some snappy executions and play a fun and well-made game at that time. Having experienced thousands of victory and defeat in the world of fighting games, I have never forsaken the genre even with my pretty solid migrations of the console and PC systems through the decades - the retirement from arcade machines never quelled that yearning for good fight it seems. Years later, Street Fighter IV emerged, which had a tight grasp over my gaming habits for several years and over its numerous iterations for the PlayStation 3. I’ve participated in tournaments, made connections in the local communities and seen first hand the unfolding of dramas just because we were all too passionate about Shoryukens and Whirlwind Kicks. I am also a huge fan of C. Viper and Blanka, them being my best characters in Street Fighter IV. Although I am not a competitive player, I was really hoping that they would make a comeback in the initial roster of Street Fighter V. But I am not too worried as SFV does have some really awesome new characters such as Laura, who had become my instant favourite (until C. Viper makes a return hopefully). And thus with the release of Street Fighter’s latest installment, I had the idea to debut Gamehubs’ first issue as a tribute to the Street Fighter franchise and to celebrate one my favourite video games of all time. In this issue, you will be reading up on a gamer’s profound adventures in the local Street Fighter scene from way back, the Street Fighter franchise through 29 years of existence, an interview with Malaysian games developer Streamline Studios and their works on Street Fighter V, the review of the game itself, and PlayStation 4 technologies you should acquire if you’re planning to go hardcore. Lastly, I’ve formulated a complete guide of all 16 initial characters of Street Fighter V, which includes some tacky but informative introductions and their comprehensive move lists for those who would like and appreciate a physical reference. Thank you again for picking up Gamehubs 001: The Street Fighter Issue and please do not hesitate to drop us a mail if you wish to connect with the Gamehubs team! Sure You Can! (Just an overly bad pun for ‘Shoryuken!’)
JUSTIN CHEE CEO, Editor-in-Chief
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Now Playing: Street Fighter V, Overwatch Closed Beta. Twitter: juztion Battle.net: juztion#1795
NEWS& UPDATES
“ I T H A S B E E N FA N TAS T I C W O R K I N G WITH CAPCOM AND AN HONOUR TO W O R K O N S U C H A N I C O N I C I N T E L L E C T UA L PROPERTY AS STREET FIGHTER”
FISTS AND WHIRLWIND KICKS MARKING 29 YEARS OF HADOUKENS WITH THE LAUNCH OF STREET FIGHTER V by Aiman Maulana
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t’s been 29 years of fun-filled, adrenaline pumping, and controllerbreaking madness with Street Fighter but it looks like Capcom doesn’t plan to end it there. With an official Street Fighter V launch party hosted by PLAY Interactive, over 380 eager fans waited in line until midnight of February 16th to finally get their hands on the new instalment of the critically-acclaimed fighting game series. Prior to the midnight launch, fans were given the opportunity to fully experience the game first-hand, with several Playstation 4 consoles and TV units being set up inside APW Bangsar. Fans duked it out with each other for fun, with a total of 64 people trying their luck at the tournament to win some extra goodies. Aside from the tournament, fans had more opportunities to win great prizes, including a lucky draw contest, a cosplay competition, and a quiz by the host. With prizes ranging from free tickets to Tokyo Game Show 2016 all the way Street Fighter merchandise worth up to RM2,000, fans were eager to try their luck throughout the night in order to bag a prize.
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G a r y C h o n g , C E O o f P L AY Interactive, said: “We love opportunities to give back to our end-users, which are the local gamers. Our team at Play Interactive organised the Street Fighter V Malaysia Launch Party to create a space for gamers to gather and enjoy all the Street Fighter activities and the wonderful prizes we’ve arranged for them. It’s our way o f s a y i n g T h a n k Yo u t o t h e g a m i n g c o m m u n i t y. ”
MINI TOURNAMENT: CHAMPION: Quah Ban Chuan 1ST RUNNER UP: Tan Choon Aik 2ND RUNNER UP: Lim Chin Siang 3RD RUNNER UP: Keane Hi Wing Keen COSPLAY CONTEST WINNER: Quist Chan FIRST PERSON IN MALAYSIA TO RECEIVE STREET FIGHTER V PLAYSTATION 4 COPY: Hendra Wardi MIDNIGHT LAUNCH FINALE LUCKY DRAW GRAND PRIZE WINNER: Desmond Hoh
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By the end of the party, there were a total of 7 winners, which includes: The Street Fighter V launch party is a joint effort from partners and
sponsors, including video game retailer Gamers Hideout, Telekom Malaysia, Multimedia Development Corporation (MDeC), international video games
developer Streamline Studios, gaming accessorymanufacturer Mad Catz, toy manufacturer Bigboystoys HK, and us from Gamehubs.
It’s worth noting that the Netherlands-based Streamline Studios, a
video game developer with a base of operations right here in Malaysia,
collaborated with Capcom for Street Fighter V and provided creative
visuals, artwork, and other designs for the game. This marks yet another milestone for video game developers in Malaysia. The CEO of Streamline
Studios, Alexander Fernanzez, said “It has been fantastic working with
Capcom and an honour to work on such an iconic intellectual property as Street Fighter. We’ve enjoyed every second of our collaboration”
Hendra Wardi, the first person to get a copy of Street Fighter V, said
“I’m so happy to finally add Street Fighter V into my library of games. I’ve
waited for hours and now I can finally spend more time happily gaming in front of my TV”. At the end of the party, everyone had something to
bring back home…memories, merchandise, and a new fighting game to sink their teeth in.
LOCAL FEATURE
by Aiman Azri
ABUGET! It all began with Street Fighter 2, both the most popular fighting game of all time and my introduction to the world of fighting and arcade games. As a young kid with no home video game console at the time, Street Fighter 2 fascinated me, with its flashy graphics and characters that could do over-the-top moves that were unique, imaginative and brutal. Ryu and Ken could shoot “Abugets,” Guile could do a Flash Kick, Dhalsim could stretch his limbs! Everything was wonderful, exciting, amazing and fun…so long as I spent my time at the arcades.
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ROWING UP A STREET FIGHTER
LOCAL FEATURE
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s a consequence my dad had to chaperone me across various malls in KL, most notably the eighth floor of Sogo which housed an arcade that allowed underaged patrons entry into the fighting game section – as long as I was accompanied by a guardian. At the time, video games at home were not a cheap hobby. Sure, back then a game cost 20 to 40 cents per credit, and the first few computer opponents were easy to beat, so you could have a good time for little money...except for all the people who would challenge you as soon as you sat down. Unless you went at a time where few players were there, the Street Fighter II machines would always be occupied, throughout its entire arcade lifespan – starting from the original all the way to Super Street Fighter II Turbo. The only way to really play the game a lot in the arcades was to get good. And that’s how a lot of people, yours truly included, became proficient in the game. No internet, home console practice if possible, prove yourself at the arcade cabinet. No excuses. If the version in the arcade was different than the one at home, you just had to deal with it the best you could.I wasn’t the best player. I was a passable
player, and better than average at the time. I had to be, because I wanted to make sure that my allowance lasted at least an hour in the arcades, and I think many others had a set “budget” they took to arcade outing. Players would set aside a few Ringgit’s worth of coins and if that ran out, they were out. If a machine had a line forming, people would stack coins to say that they got next, indicating the order of challengers as the winner tried to stay on as long as possible. This happened no matter if it was the Street Fighter II, the upgraded Super version or even the final Super Street Fighter II Turbo edition.
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The Street Fighter II craze died down around the mid-90s, as arcade goers moved on to favour the King of Fighters series instead. There was still a dedicated following for Street Fighter fans in Sungai Wang though, which hosted about half a dozen arcades, including one almost entirely dedicated to Capcom fighting games. The best players showed up on the weekends and challenged each other to games from the classic Street Fighter II all the way to the latest iteration at the time, Street Fighter 3: Third Strike. Alas, all those eventually died out too and that was the end of Street Fighter for the most part.
A S P E C I A L T H A N K S TO T H E F O L LO W I N G W E B S I T E S A N D I N D I V I D UA L S F O R T H E U S E O F I M A G E S F E AT U R E D I N T H I S A R T I L E : www.redbull.com and Malaysia Cyber Games, flashvisiontv.tumblr.com, forum.lowyat.net/topic/941248/all, www.facebook.com/groups/myfgc, www.facebook.com/groups/BruFGC, www.facebook. com/insertcoin.my/photos_stream, www.youtube.com/user/teamFlashVisionTV, Screencap from https://www.youtube.com/ watch?v=D87JpXncEtc, Facebook IDs: FV Tkc Johnny Tan, John Dogra
Until Capcom announced Street Fighter IV set to release in 2009 for the arcades, PS3 and the Xbox 360. Street Fighter was back, in a big way, and every gamer worldwide knew it. Even Malaysia knew it, holding a Street Fighter IV tournament the very weekend it opened (Feb 28 – Mar 1 2009). With only a week to practice, players came to Cineleisure (now called e@Curve) and battled it out in the concourse area. Yours truly came in at fourth place on this day, but I didn’t own a console and only managed to practice at gatherings, okay?!
techniques that became prevalent in the community. This is a very far cry from the heyday of Street Fighter II. There, lone wolves gathered to be the best, and had to figure out for themselves any advanced strategies that their rivals employed. The local gatherings instead were a tight-knit bunch of players who got together and welcomed everyone no matter what their skill level. We shared strategies, gave advice, provided resources on how and where to study. If in doubt, we could always check with the internet. A far cry from the arcade days, but no less fun or exciting.
With Street Fighter IV bringing the series back into the spotlight, players started meeting up to play again, only this time round as console gatherings instead of at the arcade. Out of the many communities that were built around fighting games, I attended the one that eventually became Insert-Coin, which met every Saturday at Suncomic café in Cineleisure.
Around 2012 or so, Insert-Coin started to become less active, and then another community, Flash Vision, came up to be the number one place to go to when it comes to Street Fighter in the Klang Valley. Their gatherings were held on Friday nights in Bangsar, set in a private room at Victoria Club, which accommodated more consoles and players than the original Suncomic gathering ever could. In recent years, they became the most active Street Fighter group and spearheaded some tournaments, some with our neighbouring Street Fighters from Singapore and Thailand even. Most recently, they managed the FV Cup 2015, which was considered as part of the Capcom Cup tour.
Players would bring their own TVs and consoles and play with each other. Depending on the day, there could be a small tournament, players could compete in firstto-10s, or even an arcade style “winner stays on” could happen. Sometimes there would be in-depth discussion over certain matchups, demonstrations of advanced strategies or brainstorming on how to overcome strong
Gatherings like these were what built up the Malaysian Street Fighter competitive scene. Besides playing the game,
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LOCAL FEATURE
LOCAL FEATURE the players would discuss strategies, tips, how to win, what gives them trouble, and even point out the flaws in each other’s gameplan. We even had gatherings to watch some of the world’s biggest fighting game tournaments together and before we knew it, the Insert-Coin community hosted some of the strongest Street Fighter players in Malaysia, and certainly the Klang Valley. That said, we can’t claim to be the best Street Fighter players in Malaysia, as there were other communities too. Just like how Insert-Coin and Flash Vision attracted the Klang Valley players, other states had their own regulars meeting up to get good, most notably in Penang and in Sabah… and we always felt the pressure when their representatives came down to participate in tournaments. The biggest Malaysian fighting game tournament happens at Malaysia’s own yearly anime and manga convention, Comic Fiesta, normally featuring the two Capcom heavyweights this past console generation, Street Fighter IV and Marvel vs Capcom 3. If you wanted to prove that you were the best, you had to compete here and prove it by taking grand finals.So just who is the strongest player in Malaysia? Appropriately enough, the last person to be crowned champion at Comic Fiesta has consistently been playing at the highest level of Street Fighter IV for years – the patient, strategic Chuan. He is best known for being the toughest Guile in Malaysia, using Guile’s long range normals to force you
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to make mistakes, and is uncharacteristically offensive compared to other Guile players. His strategic ability is also top notch, baiting you into overcommitting and making bad decisions while he plays it safe as he chips your life away. Chuan also plays other characters, most notably Fei Long which he used to take the Comic Fiesta championship in the grand finals.
CHECK OUT THESE ONLINE COMMUNITIES AND SEE IF THERE'S A STREET FIGHTER EVENT GOING ON: Malaysia Fighting Game Community: https://www.facebook.com/groups/myfgc Penang Fighters Union: https://www.facebook.com/groups/PenangFighterUnion Kuching Fighting Game Community: https://www.facebook.com/groups/KuchingFGC Flash Vision: http://flashvisiontv.tumblr.com/ Insert-Coin.My http://flashvisiontv.tumblr.com/ At the time of writing, there were not many active Street Fighter gatherings.
Interest in Street Fighter has waned in the last year, so much so that even Comic Fiesta didn’t hold a Street Fighter tournament. There weren’t many regular gatherings for the game, at least not in the Klang Valley, and overall, people were tired of playing Street Fighter IV for six years straight. It’s about time for a change. And in 2016, there is Street Fighter V. If you want to be part of the Street Fighter scene, don’t just challenge other players online, but add them and talk to them. Find out if they’re up for more games, and if they live nearby, do meet up for some face to face Shoryukens. Ask them if they’re already part of a group, pull the V-Trigger, and ask if you can join them the next time they meet up.
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A RETROSPECTIVE TRIBUTE TO ALL STREET FIGHTER GAMES EVER MADE by Tetradact
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STREET FIGHTER:THE BEGINNING
In the fighting game genre, no one title is more influential than Street Fighter. It is not an exaggeration to say that almost all modern day fighting games were, in one form or another, influenced by Street Fighter. Being one of the earliest games ever released, this franchise help brought to life the competitive fighting game scene singlehandedly. In February, the latest instalment in this franchise,
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Street Fighter V, will be released, and you’ll see fighting game specific forums go into a frenzy, analysing every character’s movement in aframe-byframe basis. But before that happens, we would like to take a trip down memory lane to revisit the birth of Street Fighter, and with it, the birth of an entire competitive gaming scene.
T he Man In A Whit e Gi – St re e t Fight e r The story of Street Fighter begins with Capcom wanting to outdo the competition. Back in the early 80s, Data East released a basic fighting game called Karate Champ. In 1984, Konami delivered to the world Yie-Ar Kung Fu, the company’s own take on the fighting game genre. Capcom saw both games and naturally decided to make their own fighting game. In order to do so, Capcom needed a team. Former Konami employee Yoshiki Okamoto was involved in Capcom’s R&D department and decided to rope in two individuals to lead the project. The first was “Piston” Takashi Nishiyama, the second was “Finish” Hiroshi Matsumoto. Both of them were responsible for Capcom’s
beat-‘em-up and as such, they would know how to translate their skills into making a fighting game. Assisting them in crafting Street Fighter was a 22-year-old graphic designer by the name of Keiji Inafune. With the team in place, they begun working on the game. 3 years after Yie-Ar Kung Fu was released, Capcom debuted Street Fighter across the Japanese arcades in 1987.The premise of Street Fighter is simple: you’re a martial arts warrior that travels around world sparring with various other fighters to prove that you’re the best. Where Street Fighter differs For the first time in a fighting game, the character has access Street Fighter cabinet comes Ryu vs Kazuya in Street Fighter X Tekken. One of the many iterations of Street Fighter collaborating with other fighting games.
phenomenon in USA. Street Fighter was indeed so popular in the US that Capcom USA would request a follow-up to the game.
with punch pads that would detect how hard and fast you mashed it, resulting in the on-screen character doing a light, medium or heavy attack. However, this input method is highly susceptible to breakdowns and the eight-direction joystick isn’t exactly responsive either. To remedy this, Capcom had an alternative six button option that helped with the punch pad issue, but the joystick still remains largely unreliable. Despite the technical problems, Street Fighter would become a success in Japan and a
Street Fighter is a highly successful fighting game series with countless of sequels and installments over its 29 years of existence. Capcom has been extremely critical over its gameplay mechanics which had evolved through the years to become one of the world’s leading titles in the e-sports scene. Besides, Street Fighter has also been featured in numerous Capcom titles such as Gem Fighters and also cross-series like Marvel VS Capcom .
A proper sequel to the original Street Fighter would not arrive for at least another 4 years, but when Street Fighter II – The World Warrior debuted in 1991, it instantly turned the fighting game genre on its head. For the first time ever, you’re allowed to choose between various other fighters that have separate move sets and tactics to go with it. Capcom retained the six button layout despite worries from Capcom executives that it would make the game too complicated. However, this decision paid off as the complexity of the game fostered something else: competitive gaming. Hardcore Street Fighter players would study their character’s moveset to find an edge that would result in their win. Just like that, the game wasn’t just about mashing buttons; it’s about strategizing and reacting to what the opponent on the other side of the screen was throwing at you. One of the earliest bugs that players discovered was that by interrupting the strike animations at certain frames, you could actually chain
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T he World Warriors – S treet Fight e r II and it s it e rati ons
FEATURE
Street Fighter’s many characters make the entire franchise an even more exciting video game where players can choose to master one or many characters and create their lineup of best characters.
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attacks, forming a combo. Yes, the original combo mechanic was a bug, and it was a bug that the programming team knew about but thought that the timing and precision required to pull it off meant that players wouldn’t go out of their way to abuse the bug. They were wrong of course, as the first ‘expansion’ for Street Fighter II would officially make ‘combos’ a proper gameplay mechanic. Street Fighter II’s success was beyond anything Capcom could have possibly imagined, and as such, they worked on this one title for the next three years, adding complexity and characters to each version. The penultimate version of Street Fighter II, called Super Street Fighter II Turbo, is widely considered to be one of the best fighting games of all time, even up till today. If you need any further proof that SSFIITurbo was a huge hit, we would like to point out that as of the time of writing, SSFIITurbo is the only game in the Street Fighter franchise that has received a HD Remix in the new millennium.
B ran ch i n g O u t – Z e ro , E X , an d MvC After the phenomenal success of Street Fighter II, Street Fighter became a proper franchise with spin off games, cartoons and even a (by all accounts) bad movie starring
Street Fighter features a comprehensive yet complex move list that differs between every character. In short, there’s a learning curve to play Street Fighter well. This is also why the game is worthy as an e-Sports title as it requires a lot of skill to be good.
Jean-Claude Van Damme. But despite the franchise’s break out into other forms of media, what Street Fighter fans wanted was a sequel to Super Street Fighter II Turbo. Capcom now has the unenviable job of creating a new Street Fighter game that would meet the fans’ expectation. The next few entries into the Street Fighter franchise can only be considered as divisive. The first title to be released after Turbo was Street Fighter Zero (or Alpha if you’re in the US). As a game, Zero introduced a few new interesting elements such as levelled Super Gauges as well as Gauge Types (A-ism, V-ism and X-ism). The series also marked the debut of Final Fight characters in the Street Fighter saga such as Cody, Guy and Sodom. In general, Zero 3 was considered one of the better Street Fighter instalments, although there are some that would disagree to that statement. Another Street Fighter game that was
released when Street Fighter Zero was still active was Street Fighter EX. Unlike the other games in the franchise, this one was developed not by Capcom, but by a game company called Arika instead. While the core gameplay is still mostly the same, EX utilises 3D graphics instead of the cartoony art style of Zero. As 3D technology was still in its infancy when EX was launched in 1996, the game characters were blocky, much like other 3D fighting games such as Virtua Fighter.However, something special happened in 1998. During that time, Capcom somehow managed to gain access to Marvel’s catalogue of superheroes, and proceeded to develop Marvel vs Capcom: Clash of Super Heroes. While the game isn’t strictly a Street Fighter game, it does feature Ryu, Chun-Li and Zangief in it. MvC would also lay the foundations for other franchise crossovers in the future.
While there are various Street Fighter games being released after 1994, many note that a ‘true sequel’ to Street Fighter II has yet to be created. As such, Capcom decided to unveil Street Fighter III: New Generation in 1997. Reactions to SFIII at the beginning were less than positive. This can mostly be attributed to the fact that Capcom basically axed almost 90% of the roster for the game, deciding to feature only Ryu and Ken while creating a whole new cast of characters. Whatever the case, SFIII did bring some interesting mechanics to the game and is debatably one of the most solid entries of the franchise. The first one was selectable Super Arts, allowing players to choose which Super Move they would like to perform during the match. The second was the Parry system, which allows players to block the opponents move without taking chip damage. Overall, it was a solid entry in the series with Third Strike being consider as one of the better Street Fighter games like Zero 3.
A New Age – Street Fight e r IV
Ti. Grae maximorum ommorio vides intilicae nu crum, nosto menis ficuper viverum ad clernihica ivivis. Ela diiste aucerissus bon
After the release of Street Fighter III: Third Strike, the franchise went on a hiatus. The people in charge of Street Fighter II would leave Capcom one by one, leaving the franchise in uncertain waters. While most of the team have since move on from Street Fighter, one man wanted to develop an all new Street Fighter game. That man was Yoshinori Ono.Ono pitched his idea to the head of Capcom R&D, Keiji Inafune, and stated
that he wanted to create a new Street Fighter game. Inafune greenlighted the project, and Ono went straight to work. For Street Fighter IV, Ono wanted to go back to the franchise’s basic. As such, the man took inspiration from Turbo, while introducing new mechanics like Focus Attacks to the game. In 2008, nine years after Third Strike was released, Street Fighter IV hit arcades in Japan and the craze begun anew. Street Fighter IV became the hottest game in the arcade scene, with players constantly streaming in to have a go with it. Famitsu awarded the Street Fighter IV with its Game of the Year award. On the other side of the ocean, gaming websites and magazines alike gave Street Fighter IV huge amounts of praise. The stagnant competitive fighting scene was rejuvenated with SFIV’s release, and just like that, Street Fighter has made a grand return into the fray.
A N e w C halle nge r Await s – St re e t Fight er V Street Fighter IV would, of course, receive various instalments just like the other games in the franchise, with the penultimate instalment being 2014’s Ultra Street Fighter IV. That said, it has been eight years since Street Fighter IV was first released and gamers are hungering for a new game in the franchise. In February, Capcom has release Street Fighter V, one of the most highly anticipated games of 2016. Based on the short-stint experience that we’ve acquired so far, SFV has the potential to surpass SFIV, but whether or not it will do so remains a question that can’t be answered just yet. Watch this space as we continue to unpack what SFV has to offer in this couple of weeks.
Some of the many Street Fighter iterations that had been developed, collaborating with companies like SNK.
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Th e Third – Street Fight e r III
INTERVIEW
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StreamlineReveals
STREAMLINE REVEALS
A CHAT WITH STEFAN BAIER FROM MALAYSIAN TRIPLE-A VIDEO GAMES DEVELOPER STREAMLINE STUDIOS ABOUT THEIR WORKS ON STREET FIGHTER V. WITH STREET FIGHTER V OFFICIALLY RELEASED IN MALAYSIA, S T R E A M L I N E S T U D I O S SHARES ABOUT THEIR INVOLVEMENTS IN THE MASSIVE FIGHTING GAME AND THEIR PLANS IN 2016 AND BEYOND. by Justin Chee
Tell us more about yourself and your role in Streamline Studios and how you came about deciding to build your career with the company. To finish our first game, Gunman Chronicles, we collaborated with Valve Software, where we also made friends with several other developers. Speaking to studios in the area, it was clear that even large companies will have to find reliable partners to work with on nextgen projects. Hence we opened our studio to be both a developer and long-term partner for our favourite developers :)
ion design and costumes. Our Art Directors, Art Leads, Producers and QA team would be in daily contact with their Art & Game Directors, discussing the large amount of upcoming works. We collaborate together on technical approaches and problem solving and talk every day – in Japanese no less. Leveraging Streamframe, our technology platform designed for game development, we were able to directly integrate into Capcom’s development process, which was the only way to handle the large amount of work going on.
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Would you mind sharing with us some of previous projects you’ve worked with Streamline Studios? What about any current projects worth sharing?
How many people in Streamline Studios were involved in the Street Fighter V development? How do you segregate the job scopes?
Some projects we have worked on would be the Unreal Tournament & Gears of War Series, Bioshock & Bioshock Infinite, and we touched Star Wars, Terminator and James Cameron’s Avatar IPs as well. Being one of the contacts of our partners, I tend to be involved in all projects in some shape or form. In regards to current project, we almost exclusively work on high-end games and not mobile, and focus a lot on PlayStation 4 and Xbox One.
I’d imagine over 30-40 people worked on the project so far, and it’s still ongoing. We have different departments working on different aspects of the production, from Pre-Production concept art for characters, costumes & levels to the actual 3D creation of characters & levels, to the integration and technical works done on the levels. There is plenty of overlap of course, and through our internal management platform Streamframe, teams can still see what other people are doing, even if they are sitting on one of the other floors at our studio.
Since this is a Street Fighter special issue, can you elaborate more about your works with Streamline Studios on Street Fighter V? As a whole, what is the percentage of work done on Street Fighter V in its initial release by Streamline Studios? Capcom has a sophisticated content strategy, so I couldn’t comment on details of what’s still to come, but our involvement has been significant. We maintained a close relationship with Capcom’s in-house art and game directors on a large-scale collaboration on design, concept art, creation and integration of content, ranging from fighting stages and characters to fash-
What was the biggest challenge faced by yourself and the team in Streamline Studios in the development of Street Fighter V? I don’t think there were any serious challenges during production, as the engine is based on Unreal4 and so quite familiar. It’s a great learning experience to understand this much more about Japanese game development after such a deep integration. Initially we had much to learn on how to scale up our Japanese speaking capacity at the studio. At this point it’s become second nature.
What did Streamline Studios experienced in the process of acquiring Street Fighter V as an intellectual property to work on? We are used to working on sensitive properties and high-end IP’s, so this wasn’t that unusual for our team. Today we might work on products slated for release in 2018 or 2020, so we’re used to focusing on the future, and the future potential of many IPs. How does the development of Street Fighter V translate towards cultivating Malaysia’s video games artists and developers? There is a tremendous amount of talent in Malaysia so it should come as no surprise that Malaysian developers are also working on some of the world’s best games. I think, if anything, Malaysian developers underestimate their potential and reputation as being a friendly and easy-going community that still has its brightest time ahead. As for Street Fighter V specifically, it further confirms Malaysia’s rightful place as a global gaming hub. Are there any ongoing plans and developments that Streamline Studios will be working on for Street Fighter V? We continue to work with Capcom on Street Fighter V as well as another unannounced title, in addition to several other major AAA franchises which will be revealed at a later date. How has Street Fighter V contributed to the learning curve of Streamline Studio’s skillsets? Every creative IP and project has its own unique characteristic, and of course our team absorbs DNA from every project we touch. Over the past two years we’ve been able to refine our pre-production, design and game departments in part because we’ve been developing deep
INTERVIEW
21
A FAMILIAR SCENE? THE PICTURE ABOVE IS ONE OF THE MANY WORKS THAT STREAMLINE STUDIOS HAD DONE FOR STREET FIGHTER V. THIS SHOWS THAT MALAYSIA DOES HAVE TALENTED GAME DEVELOPERS AND DESIGNERS. WHO ARE ALREADY WORKING ON MASSIVE IPS.
relationships with new developers and publishers. For SFV and similar projects, our character and concept art team in particular has grown a lot. By having Street Fighter V as part of Streamline Studio’s portfolio, will your company ever embark on other fighting games development in near future? We’ve worked on Street Fighter, Mortal Kombat and Killer Instinct, amongst others. It seems working on fighting games has become a natural extension of our work. What is the single, most important element Street Fighter V possess that will change the local gaming landscape?
I think the Street Fighter V team has some great ideas for community building, new content, and great ideas for global championships and competitions which will reinvigorate e-sports for fighting games. How do you scout for talents? And how can a Malaysian video games enthusiast connect with Streamline Studios to explore video games development locally? WE’RE OVER 100 PEOPLE NOW AND GROWING ON 3 FLOORS. FEEL FREE TO CHECK OUT OUR PAGE AT www.Streamline-Studios.com or contact us directly at recruitment@streamline-studios.com.
REVIEW
STREET FIGHTER FIVE by Nick King
22
RISING UP TO THE OCCASION Before we get into the good and bad it’s best to forget what you know of SFIV, as outside sharing the same namesake, some returning characters, and the Street Fighter base mechanic gameplay, the two are close to having a completely different feel altogether. The game boasts a new and unique fighting mechanic that differs in function from the previous installments.
REVIEW
“The new V-modes are extremely personalised and perhaps one of the main motivators for you to stick to the character you’re most familiar with”
You still have a super meter but gone is SFIV’s Focus Attack and Ultra Arts mechanic. In its place are the V-Trigger and V-Skill – activated with hard punch + kick, and medium punch + kick respectively, both of which have no correlation with the Alpha/Zero series’ V-ism Mode. The new V-modes are extremely personalised and perhaps one of the main motivators for you to stick to the character you’re going to be most familiar with. That’s because how they function depends on the character you’re using as no two characters shares the exact same skill. For example: Ryu’s V-Skill allows him to parry (a la Street Fighter III) a single move; Ken gets a run (yes a running dash) that when combined with his other moves gives him a greater offensive edge; Chun-Li gets a forwardcornered or to reposition herself behind the enemy, and Nash gets to absorb projectiles negating the need to block while filling up his V-Trigger meter. Once this new meter is filled players will have access to the characters’ V-Trigger. Activating it leads to, again, a variety of effects depending on the character of your choice. Such as Ryu getting an electric charge that
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boosts his speed and damage, and the same for Ken although he performs a surprise dash at the start with all his specials now covered in flames. Chun-Li’s V-Trigger gives her increased speed with each normal attack delivering two hits. Its activation can last anywhere in an instant to seconds
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diagonal air dash to escape being
REVIEW REVIEW
24
“SFV is fresh and new without sacrificing what is traditional to the franchise. It’s a great evolution that will appeal to both new and old gamers”
into a match.Adding to that I have to say this is by far the most diverse cast yet and for the first time everything feels ‘new’. Familiar faces like R.Mika, Karin and Birdie might have finally returned to the scene since their Alpha/Zero stint but there’s a lot that’s new with them thanks to the game’s new mechanics and gameplay. New faces such as Necalli, Rashid and Laura definitely adds colour to the line-up too and holds up well against the rest of the cast with their unique style of play.
Even the staple retuning characters have undergone some degree of an overhaul. Ryu, Ken and Chun Li in summary have some added moves or tweak in command to really flesh out their role in adjustment to everything else that is new. In short, all the characters have either gotten new or additional moves, have undergone an overhaul in their command input, or simply have the physics of their moves entirely altered.
REVIEW
OVERALL 7/10 GREAT With a good mixture of new and old, Street Fighter and fighting game fans as well as newcomers to both the genre and series will be able to find something to love about SFV. Those who have heavily invested in previous Street Fighters and find it hard to make
gameplay the game is, essentially a Street
the switch however may be
Fighter game so if you've never been a fan
disappointed to find that
there is little to appeal. In terms of modes
the characters have now
all you get is your standard Story, Versus,
extremely distinct gameplay
Practice and Training modes aside numerous
mechanics to work with,
online matching options - though experience
potentially forcing players
and points earned in matches to unlock
to stick to a character.
things in the game are a nice incentive.
Also, while it does provide
That said I personally feel all the little changes made and what stayed in the series for so long works extremely well here and both newcomers and veterans should at least give it a go once. It makes a familiar game feel fresh. Generally SFV is fresh and new without sacrificing what is traditional to the
a solid fighting game experience with sufficient in-game modes to work with those who never fancied the series nor the genre will find little appeal to change your mind.
THE GOOD * Solid Fighting Gameplay
franchise. It’s a great evolution that will
* New And Updated Gameplay
appeal to both new and old to the series as
Mechanics Brings Freshness
far as gameplay and aesthetics go. SFV will
Into Tradition
also have updates as time passes after its
* Graphics Are Both Vibrant
release but till then we can only guess what
And Detailed
to expect of Capcom
*Extremely Diverse
As a fighting game fan who grew up on
Characters
the series I got a quick sense that Street
THE BAD
Fighter V has a lot that’s new, which was
* Non-fighting Game Fans
enough to distant itself from Street Fighter
Will Find Little Appeal Here
IV (or even previous Street Fighters). Yet
* Very Basic Game Modes
at the same time it feels right at home,
* Characters Over-diversity
like what a Street Fighter game should and
May Turn Away Those Too
has always been.
Accustomed To Previous Street Fighter Games.
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Also, outside from the graphics and
TECHNOLOGY
PLAYSTATION 4 PERIPHERALS FOR STREET FIGHTER V by Rodney Aeria
Ever since the launch of the first Street Fighter in 1987 by Capcom, there was a boost in popularity for fighting games with further introduction of Mortal Kombat, Tekken, and the King of Fighters in the 90’s. But no matter what fighting game you play, whether in the classic arcade or just at home with your console / PC, gamers will often opt to go for more traditional fighting game controllers called Arcade Sticks. Come 2016, with the upcoming release of Capcom’s Street Fighter V on the PlayStation 4, we will be looking at the fighting game controllers and Arcade Sticks available from various sources that are compatible with Sony’s latest console of the generation and also the PlayStation 3. One of the main contributors of fighting game controllers would be Madcatz, a pioneer in gaming controllers and peripherals since 1989 and has been going strong with quality and innovative products. Another great company that manufactures fighting game controllers would be Hori. With over 30 years of manufacturing high quality products, controllers for them are definitely one to be looked at. Now without further ado, let’s get to the exciting part, the controllers!
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Going back in time, fighting games have always been a huge scene in the arcade gaming scene. Gamers would be having a bag full of tokens, their left hand gripping on the joystick and the right hand ever ready to bust a move / combo using their favorite character.
STREET FIGHTER®V FIGHTPAD™ PRO FOR PS4 & PS3 First, we will be looking at the Street Fighter V FightPad Pro™ for the PS4 & PS3. This particular product is a hybrid of an arcade stick with the usual controller you get with your console. The button layout is similar to an arcade stick where the six buttons line up on the right side of the controller which enables different settings for the type of player you are. The left joystick is also a unique design which has both the analog stick and the D pad for players who are more used to playing with a PS4 or PS3 controller. With a price tag of USD$59.99 and many unique design to choose from, this would be the perfect controller for a gamer who is trying to transition from a regular console controller to a fighting game controller. The Street Fighter V FightPad Pro™ for the PS4 & PS3. Price: USD59.99 More info: www.madcatz.com
STREET FIGHTER®V ARCADE FIGHTSTICK™ TOURNAMENT EDITION S+ FOR PS4 & PS3
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For players who are more serious in their game, there is the Tournament Edition S+. With a full 8-button layout and a Sanwa JLF ball-top stick for ultimate precision character control, you’ll definitely see more of these fight sticks around during tournaments. A Vewlix-style layout on this fight stick provides players with classic ergonomic and comfort when they’re bustin’ their moves hours upon hours. Priced at USD$199.99, this fight stick will definitely be a popular pick by those who are serious about the quality that they play at. Street Fighter®V Arcade FightStick™ Tournament Edition S+ for PS4 & PS3. Price: USD199.99 More info: www.madcatz.com
STREET FIGHTER®V ARCADE FIGHTSTICK™ TOURNAMENT EDITION 2+ FOR PS4 & PS3 For more advanced players, and those who are more used to the usual arcade style fight stick, we will be looking at Madcatz’s Street Fighter V Arcade Fight Stick™ Tournament Edition 2+ for the PS4 and PS3. Made with premium quality Sanwa Denshi parts - creates a fight stick that is durable with a genuine arcade style layout for maximum comfort and to fully replicate an arcade experience. The Tournament Edition 2+ also includes a removable bezel and top panel that will allow players to create their very own custom arcade stick as well as inner storage and compartments for players to keep their extra tools and parts. Priced at USD$ 229, it’s the perfect controller that suits all playing styles and a great fit for the fighting gaming genre. Street Fighter®V Arcade FightStick™ Tournament Edition 2+ for PS4 & PS3. Price: USD229 More info: www.Madcatz.com
STREET FIGHTER®V ARCADE FIGHTSTICK™ ALPHA FOR PS4 & PS3
TECHNOLOGY
For the final product from Madcatz, we will be looking at the Street Fighter V Arcade FightStick™ Alpha for PS4 & PS3. Catered for gamers who are looking for a fight stick which is more compact and more convenient for travelling. The FightStick™ Alpha is the definition of “Big things come in small packages”. Equipped with a fully sized arcade stick and well-spaced buttons to ensure the perfect gaming comfort. Priced at USD$79.99, this is definitely one for the gamers who are always on the go and wants only the best every time they play. Street Fighter®V Arcade FightStick™ Alpha for PS4& PS3. Price: USD79.99 More info: www.madcatz.com
FIGHTING STICK MINI 4 FOR PLAYSTATION ®4 BY HORI Moving past the controllers from Madcatz, we now will turn our attention to Hori and to be specific, the Fighting Stick Mini for the PS4. Similar to the Arcade Fightstick™ Alpha from Madcatz, the Fighting Stick Mini is meant for players who are mobile. A simple design, with it being smaller in length is comparison with a notebook. The Fighting Stick Mini also weighs in at only 0.5kg and is suitable for either beginners or advanced players, making it an absolute choice for many gamers. Priced significantly lower than most arcade sticks at only USD$39.99, it should definitely be categorized under “Best-Buy”.
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Fighting Stick MINI 4 for PlayStation 4 by HORI. Price: USD39.99 More info: www.store.horiusa.com
REAL ARCADE PRO. 4 PREMIUM VLX FOR PLAYSTATION 4 BY HORI Saving the best for last, the Real Arcade Pro. 4 Premium VLX for Playstation 4 by HORI is designed for ultimate control, precision and quality to ensure gamers at the highest level perform how they should. Designed to replicate the “VEWLIX” arcade cabinet and equipped with HORI’s Hayabusa Joystick which cuts input load by 15% and also HORI’s Kuro buttons which reduces the wear and tear of the buttons by 60% or more, it creates excellent quality and durability for hardcore players. Priced at USD$299.99, this is by far the most expensive product on this list but for the players who play at the very best of their competition, this is definitely one to invest in. Real Arcade Pro. 4 Premium VLX for PlayStation 4 by HORI. Price: USD299.99 More info: www.store.horiusa.com With all these controllers ranging from beginner to expert, a compact design or a full tournament-designed arcade fight stick, there will definitely be split opinions on which is the best. Choose the right controller that suits your playing style and enjoy the fighting gaming genre at its finest with Street Fighter V.
1p 000320
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GAMEHUBS EXCLUSIVE: COMPLETE STREET FIGHTER V CHARACTER GUIDE by Ivan Cheong and Justin Chee
31
2p 000430
GUIDE GETTING
STRATED
AT THE VERY START
The first time you start the game a screen will prompt you to set up your Fighter’s ID and region. Your Fighter’s ID is the name that will be used when interacting with the other players around the world and in rankings. This name is linked to the account of your Online ID and cannot be changed.
MENU EXPLANATION Battle Setting You can change your Title, wireless controller settings, and the default cursor position of your favourite character and stage. “The character and stage you use in Ranked Match and Casual Match will reflect your pre-selected favourites, so make sure to check your configuration before hopping into battle.
Ranked Match Have online battles with players around the world, and compete for the highest ranking via League Points. League Point (LP) Rankings can be viewed from Main Menu > CFN > Ranking. Casual Match Have online battles with players around the world. League Points are not impacted by the outcome of these battles.
Options You can change sound and screen settings, as well as view the credits.
32
Training You can play a battle without time limits, loaded with various training functions. CFN In the Capcom Fighters Network, you can search for other Fighter Profiles and view rankings.
Message Log Past Notices, News and the tutorial can be viewed once again. 1
4
3
2
5
6
BATTLE HUD 7
1
Health Gauge - Current amount of heath.
2
Stun Gauge - Increases as you take damage, and once the gauge reaches MAX, you will be stunned (dizzled)
3
Win Mark - When winning a Round, a mark that corresponds to how the match was won is displayed
4
Time Counter - Amount of Time left in the Round.
5
Character - Character currently being used.
6
V-Gauge - This fills as you take hits from your opponent or land your V-Skill against your opponent. This gauge grants you access to your V-Trigger and V-Reversal. The number of V-Gauge stocks varies from character to charater. Unused gauge does not carry over to the next round of a match.
7
Crictical Gauge- Increases when your attacks hit the opponent. Once the gauge reaches MAX, you gain access to extremely powerful Critical Arts. Unlike the V-Gauge, unused gauge carries over to the next round of match.
CONTROLS *Commands written here are for characters facing right. All commands are reversed when facing left.
Options Buttons R2 Buttons R1 Buttons
L2 Buttons / L2 Buttons WIRELESS CONTROLLER
Buttons
Vertical Jump
ë ë
Diagonal Jump
ë
ë ë
back / high guard
Diagonal Jump
ë ë
ë
crouch low guard
Forward
crouch
PUNCH BUTTON
crouch
M
L
Directional Buttons
R1
L1
H
ALL THREE
R2
L2
Left Stick
KICK BUTTON
Directional Buttons, Left Stick Button Button Options Button
Select a Mode, select items in Options and Mode menus Cancel Confirm Pressing this during a battle will Pause the game and open the Pause Menu. Pressing this again will close the Pause Menu. (Pause is disabled during online VS)
1
M
AT THE SAME TIME
2
H
AT THE SAME TIME
3
2 . V-Tr i g g e r s Pressing Hard Punch and Hard Kick at the same time when your V-Gauge is at MAX will unleash a character specific action. Whether it is a teleport or a timed power up, this trump card can greatly change the course of a match. 3 . V- R e ve r s a l Press Forward and all 3 Punch OR Kick buttons while guarding your opponents attacks to
LMH
LMH
AT THE SAME TIME 4
THROW CLOSE TO OPPONENT
5
1. V SKILL Pressing Medium Punch and Medium Kick at the same time will perform an action that is unique to the character.The effects of this action differs between characters.
(DURING GUARD)
L
THROW ESCAPE WHEN BEING THROWN
BACK RECOVERY:
OR
same time
NEUTRAL RECOVERY:
OR
same time
spend 1 Stock of V-Gauge and release a counterattack. 4 . Th r o w & Th r o w E s c a p e Pressing Light Punch and Light Kick at the same time when close to your opponent will perform a Throw. Also, when it seems like your opponent will Throw you, by pressing Light Punch and Light Kick at the same time with good timing, you can perform a Throw Escape. 5 . R e co ve r y After being knocked down by an oppenent’s attack, you can recover by inputting a direction (see right) OR by pressing 2 or more Punch or Kick buttons at the same time with good timing.
33
*Diagonal inputs are performed by pressing two adjacent Directional Buttons at the same time (eg. left + down, right+down, etc.)
‘HEADBUTT HAPPY GLUTTON’ Before Birdie’s criminal career in Shadaloo, he was a professional wrestler with the occasional rival Titanic Tim (Saturday Night Slam Master series) as the “500 Million Trillion Powers”. When his wrestling career came to an end, he turned to a life of crime and street fighting to earn a living. He was also a night club bouncer for a period of time.
BIRDIE Birth place: United Kingdom Occupation: Freeloader Height: 7'1" (213 cm) Weight: 507 lbs (230 kg) Fighting style: Bar room brawling/pro wrestling, attacks focused on headbutts and chains Skills: Overheating, headbutts Likes: Beer, donuts, beef jerky, making money Dislikes: Children, police
“i am birdie! the most rotten villain in the world... i hope!”
PLAYER 1
NORMAL THROWS BAD SKULL
(CLOSE TO OPPONENT)
BAD CHAIN
(CLOSE TO OPPONENT)
or
V- S K I L L BREAK TIME BANANA TIME DRINK TIME
V- T R I G G E R E N J OY T I M E
V- R E V E R S A L PEPPER POT
(DURING GUARD)
U N I Q U E AT TA C K S
35
BULL DROP BULL CHARGE BULL SLIDER BAD HAMMER
SPECIAL MOVES EX
BULL HEAD
or
BULL HORN
(HOLD AND RELEASE)
EX
HANGING CHAIN CHAIN TWIRL : HOLD BUTTON CANCEL : PRESS
KILLING HEAD
DURING CHAIN TWIRL
(CLOSE TO OPPONENT)
BULL REVENGER
EX EX EX
CRITICAL ART SKIP TO MY CHAIN : CHARGE
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘EMPEROR OF EVIL’ M.Bison is the founder and leader of Shadaloo, an enigmatic criminal and military organisation. Bison uses a mysterious energy called “Psycho Power” that vastly increases his fighting abilities. He tests the limits of his powers by holding numerous world tournaments to attract the strongest fighters to defeat.
M.BISON
Birth place: Unknown Occupation: Commander of Shadaloo Height: 5’10” (177.5 cm) Weight: 247 lbs (112 kg) Fighting style: PsychoPower Skills: Hypnosis Likes: World domination Dislikes: Weak people, incompetent underlings
“bow down before my psycho power!”
PLAYER 2
NORMAL THROWS P S YC H O I M PA C T (CLOSE TO OPPONENT) P S YC H O FA L L
or
(CLOSE TO OPPONENT)
V- S K I L L P S YC H O R E F L E C T
HOLD BUTTONS TO ABSORB THE OPPONENT’S PROJECTILE AND SHOOT IT BACK
V- T R I G G E R P S YC H O P O W E R
V- R E V E R S A L (DURING GUARD)
P S YC H O B U R S T
U N I Q U E AT TA C K S IN AIR
37
H E L L AT TA C K P S YC H O A X E
SPECIAL MOVES P S YC H O B L A S T
EX
DOUBLE KNEE PRESS
EX
HEAD PRESS S O M E R S A U LT S K U L L D I V E R (AFTER HEAD PRESS HITS) DEVIL REVERSE
EX EX
(BEFORE HEAD PRESS HITS)
P S YC H O I N F E R N O
EX
CRITICAL ART U LT I M AT E P S YC H O C R U S H E R : CHARGE
CAN BE DONE IN AIR
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘TECHNIQUES OF INCOMPARABLE PRECISION’ Originally a “Shadaloo Doll”, Cammy was once controlled by Shadaloo using M. Bison’s DNA. She then breaks free from the control and defeats M.Bison and Shadaloo only to fall unconscious and waking up with amnesia. She then joined a British elite government organisation called Delta Red where she regained all her fighting capabilities and uses them for good and to combat Shadaloo.
CAMMY WHITE
Birth place: United Kingdom Occupation: Delta Red Operative Height: 5’4” (152 cm) Weight: 134 lbs (61 kg) Fighting style: Special Forces training Skills: Knife-throwing, assassination Likes: Cats, Sakura, Chun-Li Dislikes: Soups, M. Bison, crimes
“target acquired... beginning mission!”
PLAYER 3
NORMAL THROWS GYRO CLIPPER
(CLOSE TO OPPONENT)
D E LTA T H R O U G H
or
(CLOSE TO OPPONENT)
V- S K I L L AXEL SPIN KNUCKLE
V- T R I G G E R D E LTA D R I V E
V- R E V E R S A L (DURING GUARD)
STRIKE BACK
U N I Q U E AT TA C K S KNEE BULLET LIFT UPPER
39
L I F T C O M B I N AT I O N
SPECIAL MOVES SPIRAL ARROW
EX
CANNON SPIKE
EX
CANNON STRIKE
(DURING FORWARD JUMP)
EX
H O O L I G A N C O M B I N AT I O N
(DURING)
EX
LAZER EDGE SLICER
NO INPUT
FATA L L E G T W I S T E R
CLOSE TO GROUND
EX
C R O S S S C I S S O R S P R E S S U R E CLOSE IN AIR CANNON STRIKE
EX
CRITICAL ART C R O S S S T I N G E R A S S A U LT : CHARGE
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘BLUE JADE’ Chun-Li joined Interpol to battle the evil organisation of Shadaloo and its leader M.Bison. After defeating Shadaloo numerous times, Chun-Li retires from detective work and street fighting. She now teaches young children martial arts and also to raise her adopted kids.
CHUN LI
Birth place: China Occupation: Investigator for the ICPO Height: 5’5” (165 cm) Weight: Secret Fighting style: Chinese Martial Arts Skills: Shooting, kicking Likes: Crepes, fruits, candy Dislikes: Crime, people who can’t get to the point, Shadaloo
“i am the strongest woman in the world!”
PLAYER 4
NORMAL THROWS KOSHUTO
(CLOSE TO OPPONENT)
TENSHIN SHUSHU
(CLOSE TO OPPONENT)
RY U S E I R A K U
IN AIR
or
V- S K I L L R A N K YA K U
V- T R I G G E R RENKIKO
V- R E V E R S A L (DURING GUARD)
SOHAKKEI
U N I Q U E AT TA C K S TSUITOTSUKEN
or
41
HAKKEI SENENSHU T E N K U K YA K U YO K U S E N K YA K U K A K U R A K U K YA K U YO S O K YA K U (DURING JUMP) WALL JUMP
or
UP TO 3 TIMES
(DURING JUMP NEAR WALL)
SPECIAL MOVES KIKOKEN
EX
H YA K U R E T S U K YA K U
EX
A I R B O R N E H YA K U R E T S U K YA K U (DURING VERTICAL OR FORWARD JUMP SPINNING BIRD KICK
EX EX
CRITICAL ART H OYO K U S E N : CHARGE
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘FLAME THAT LIGHTS THE WAY’ Hailing from Kerala, India, Dhalsim is a stoic, humble, and self-disciplined individual, but can also be serious and stern when the time calls for it. Master of the mysterious “Yoga” fighting style, hes uses his powers to fight for the poor and to protect his village.
DHALSIM
Birth place: India Occupation: Ascetic Monk Height: 5’9” (175 cm) Weight: 109 lbs (49 kg) Fighting style: Esoteric Yoga Skills: Sermons, stretching, fire-breathing Likes: Meditation, curry Dislikes: Sweets, meat, violence
“i’m not very fond of conflict.”
PLAYER 5
NORMAL THROWS YO G A R O C K E T
(CLOSE TO OPPONENT)
YO G A H O O P
(CLOSE TO OPPONENT)
V- S K I L L or
YO G A F L O AT
YO G A F L O AT ( A I R B O R N E ) (DURING JUMP)
V- T R I G G E R YO G A B U R N E R
V- R E V E R S A L (DURING GUARD)
YO G A M A L A
U N I Q U E AT TA C K S (DURING JUMP)
DRILL KICK
43
YO G A A N V I L YO G A U P P E R DIVINE KICK
SPECIAL MOVES YO G A F I R E
EX
YO G A F L A M E
EX
YO G A G A L E
(DURING VERTICAL OR FORWARD JUMP)
YO G A T E L E P O R T
or
or
EX CAN DONE IN AIR
CRITICAL ART YO G A S U N B U R S T : CHARGE
CAN DONE IN AIR
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘CUNNING TRICKSTER’ F.A.N.G. has a weird obsession towards the number 2 in general. He considers himself second in command of Shadaloo next to M.Bison, his smug threat that he’ll finish all his opponents in exactly two minutes, and even his metric height is 220cm. F.A.N.G. incorporates a traditional Chinese Kempo fighting style combining unscrupulous poison attacks to sabotage opponents.
F.A.N.G
Birth place: Unknown Occupation: Shadaloo Lieutenant Height: 7’3” (220 cm) Weight: Unknown Fighting style: Chinese Kempo Skills: Mixing toxins Likes: The number 2, experiments Dislikes: Unknown
”two minutes! i’ll finish you in two minutes!”
PLAYER 6
NORMAL THROWS SHIMONSHU
(CLOSE TO OPPONENT)
K YO S H I T S U G E K I
(CLOSE TO OPPONENT)
or
V- S K I L L NISHODOKU
V- T R I G G E R DOKUNOMU
V- R E V E R S A L (DURING GUARD)
NIKAIHO
U N I Q U E AT TA C K S SENPUKUGA
SPECIAL MOVES NISHIKYU
EX
SOTOJA
EX
R YO B E N D A
EX
N I K A N K YA K U
EX
CRITICAL ART SHISHIRUIRUI : CHARGE
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
45
NIRENKO
‘PERFECT VICTOR’ Born of the wealthy Kanzuki family, Karin is a skilled fighter that utilizes her very own family martial arts, Kanzuki-ryu Kakutojutsu. She was once defeated by Sakura and thereafter considers herself as the rival of Sakura and often challenges each other to fight.
KARIN
Birth place: Japan Occupation: Head of the Kanzuki Zaibatsu Height: 5’4” (162 cm) Weight: 130 lbs (59 kg) Fighting style: Kanzuki-ryu Kakutojutsu Skills: Esoteric Kanzuki Arts, upper-class manners Likes: Absolute victory Dislikes: Middle-class ideals
”i’ll show you the divide in our class!”
PLAYER 7
NORMAL THROWS HAJOTSUI
(CLOSE TO OPPONENT)
ARAKUMA INASHI
(CLOSE TO OPPONENT)
or
V- S K I L L MEIOKEN
HOLD BUTTONS TO CHANGE PROPERTIES
V- T R I G G E R K A N Z U K I - R Y U G U R E N N O K ATA
GUREN HOSHO
GUREN SENHA
GUREN CHOCHU
GUREN HOCHU
GUREN RESSHU
GUREN KUSABI
G U R E N K YO H O
47
GUREN KEN
V- R E V E R S A L YA S H A G A E S H I
(DURING GUARD)
U N I Q U E AT TA C K S TSUMUJIGARI
SPECIAL MOVES EX
K A N Z U K I - RY U H O KO J U T S U S A P P O
TENKO
PRESS
QUICKLY AFTER SAPPO TO CHANGE PROPERTIES
OROCHI
EX EX
M U J I N K YA K U
EX
RESSENHA
EX
SENHA KUSABI
SENHA RESSHU
CRITICAL ART K A N Z U K I - R Y U H A D O R O K U S H I K I H A S H A N O K ATA : CHARGE
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘THE FIRE BREATHING FIST’ Heir to the owner of a well known hotel chain, Ken’s father sent him to Japan to train under Gouken to teach him some discipline. From there, he grew and became a strong martial artist and became great friends with Gouken’s adopted son, Ryu.
KEN
Birth place: United States Of America Occupation: Martial Artist Height: 5’9” (175 cm) Weight: 130 lbs (59 kg) Fighting style: Ansatsuken Skills: Cooking pasta, flaming fists Likes: Pasta, skateboarding, the beach, sports cars, Ryu Dislikes: Umeboshi (pickled plum), Soap Operas
“come on! let’s turn up the heat!”
PLAYER 8
NORMAL THROWS KNEE BASH
(CLOSE TO OPPONENT)
HELL WHEEL
(CLOSE TO OPPONENT)
or
V- S K I L L QUICK STEP
HOLD BUTTONS TO UNLEASH A STEP KICK
V- T R I G G E R H E AT R U S H
V- R E V E R S A L S E N P U N ATA O T O S H I (DURING GUARD)
U N I Q U E AT TA C K S (HOLD BUTTON)
THUNDER KICK
49
THUNDER KICK (FEINT) INAZUMA KICK CHIN BUSTER CHIN BUSTER 2ND LION BREAKER
SPECIAL MOVES HADOKEN
EX
S H O RY U K E N
EX
TAT S U M A K I S E N P U K YA K U
EX
A I R B O R N E TAT S U M A K I S E N P U K YA K U (DURING FORWARD JUMP)
EX
CRITICAL ART G U R E N E N J I N K YA K U : CHARGE
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘JUST GOTTA DANCE’ Hailing form Brazil, Laura is a Jiu-Jitsu specialist and hones a signature fighting style of the Matsuda name and is also the older sister of Sean Matsuda. She travels the world looking for opponents to defeat in an effort to build the Matsuda name to fame and glory.
LAURA
Birth place: Brazil Occupation: Practitioner of Matsuda Jiu-Jitsu Height: 5’9” (175 cm) Weight: 159 lbs (72 kg) Fighting style: Matsuda Jiu-Jitsu Skills: Producing static electricity Likes: Meat dishes, fighting Dislikes: Unknown
“boom! that’s how you start a fight and finish it quickly!”
PLAYER 9
NORMAL THROWS SEOI THROW
(CLOSE TO OPPONENT)
PULLBACK HOLD
(CLOSE TO OPPONENT)
or
V- S K I L L V O LT Y L I N E L I N E A R M O V E M E N T- AVA N T E
HOLD BUTTONS TO ATTACK L I N E A R M O V E M E N T- E S Q U I VA
HOLD BUTTONS TO ATTACK L I N E A R M O V E M E N T- F I N TA
HOLD BUTTONS TO ATTACK
V- T R I G G E R S PA R K S H O W
DOUBLE SLAP
51
V- R E V E R S A L (DURING GUARD)
U N I Q U E AT TA C K S STEP ELBOW
TWIST BARRAGE DUAL CRASH
SPECIAL MOVES EX
B O LT C H A R G E SPLIT RIVER
EX
RODEO BREAK
EX
THUNDER CLAP
HOLD BUTTONS TO POWER UP
SUNSET WHEEL
EX EX
CRITICAL ART INAZUMA SPIN HOLD : CHARGE
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘PARADOXICAL AVENGER’ Charlie was once in the United States Air Force as Guile’s superior officer and mentor. He was also a member of a secret elite military team and led covert operations to combat the evil Shadaloo. During one such mission, Charlie sacrificed himself to hold off M.Bison to let Guile escape. Presumed dead, Charlie (now referred to as Nash) makes a surprising return but something has changed within him.
NASH
Birth place: United States of America Occupation: Ex-Air Force Lieutenant Height: 6’1” (186 cm) Weight: 205 lbs (93 kg) Fighting style: Special Forces Training, special attacks utilising his physical abilities Skills: Assassination, stealth Likes: Justice, Scotch Dislikes: Injustice, Shadaloo
”if you stand in my way...i will kill you.”
PLAYER 10
NORMAL THROWS DRAGON SUPLEX
(CLOSE TO OPPONENT)
TA R G E T D O W N
(CLOSE TO OPPONENT)
AIR JACK
IN AIR
or
V- S K I L L BULLET CLEAR
V- T R I G G E R S O N I C M OV E - H I D E S O N I C M OV E - B L I T Z A I R
S O N I C M OV E - S T E E L A I R
V- R E V E R S A L S O N I C M O V E - AV O I D (DURING GUARD)
U N I Q U E AT TA C K S KNEE BAZOOKA J U M P I N G S O B AT
53
C H O P P I N G A S S A U LT STEP KICK SPINNING BACK KNUCKLE S I D E K N E E AT TA C K RAPID PUNCH
RAPID KICK
WIND SHEAR
DOWN BURST R A P T O R C O M B I N AT I O N
SPECIAL MOVES SONIC BOOM
PRESS
DURING EX VER. FOR A SECOND ONE EX
SONIC SCYTHE
EX
M O O N S A U LT S L A S H
EX
T R A G E D Y A S S A U LT
EX
CRITICAL ART JUDGEMENT SABER : CHARGE
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘SOUL CONSUMING DARKNESS’ Necalli comes from mysterious and unknown origin. Using a wild and animalistic fighting style never seen before, Necalli is attracted towards powerful fighters and wishes to devour their souls either for sustenance or to appease his gods - as their “Emissary”.
NECALLI
Birth place: Unknown Occupation: Emissary of the Gods Height: 6’3” (190 cm) Weight: 249 lbs (113 kg) Fighting style: Violent animalistic style taking advantage of physique Skills: Animal possession Likes: Souls of strong fighters Dislikes: Unknown
“devour our..our!”
PLAYER 11
NORMAL THROWS (CLOSE TO OPPONENT)
SOUL SEALER
S O U L D I S C R I M I N AT O R
or
(CLOSE TO OPPONENT)
V- S K I L L C U L M I N AT E D P O W E R
CONTROL DISTANCE BY HOLDING
,
OR
V- T R I G G E R TORRENT OF POWER
V- R E V E R S A L THE CALLING
(DURING GUARD)
U N I Q U E AT TA C K S O P E N I N G DAG G E R
S A C R I F I C I A L A LTA R
55
(DURING FORWARD JUMP)
ROAD OF THE SUN
OR
SPECIAL MOVES D I S C ’ S G U I DA N C E
EX
RAGING LIGHT
EX
M A S K O F T L A L L I (CLOSE TO OPPONENT)
EX
VA L I A N T R E B E L L I O N
EX
CRITICAL ART CEREMONY OF HONOR SOUL OFFERING : CHARGE
(DURING V-TRIGGER)
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘7-COLOURED BOMBER’ Mika Nanakawa dreams to become a female pro wrestler. In order to promote her image she decided to travel the world to challenge worthy opponents and also to find her all time idol, Zangief. One day, R. Mika encounters Zangief and challenged him. However, she was defeated by Zangief rather easily but gained his respect. R. Mika eventually went on to make her debut as a pro female wrestler.
RAINBOW MIKA
Birth place: Japan Occupation: Pro Wrestler Height: 5’6” (168 cm) Weight:154 lbs (70 kg) Fighting style: Pro Wrestling Skills: Overeating Likes: Zangief, wrestling Dislikes: Rude people
”i’ll kick your ass! all right! let’s begiiiiin!!!”
PLAYER 12
NORMAL THROWS D AY D R E A M H E A D L O C K (CLOSE TO OPPONENT)
or
D R E A M D R I V E R (CLOSE TO CROUCHING OPPONENT) SELL DOWN
or
(CLOSE TO OPPONENT)
V- S K I L L HOLD BUTTONS TO POWER UP THROWS
MIC PERFORMANCE
V- T R I G G E R N A D E S H I KO ( A B OV E ) NADESHIKO (FRONT) NADESHIKO (BEHIND)
V- R E V E R S A L (DURING GUARD)
P E A C H G AT O R
U N I Q U E AT TA C K S
57
STOMP CHOP
(DURING FORWARD JUMP)
DIVEBOMB LADY MIKA
PA S S I O N P R E S S
or
PA S S I O N R O P E T H R O W ( F O R W A R D ) PA S S I O N R O P E T H R O W ( B A C K W A R D )
or
or
SPECIAL MOVES EX
SHOOTING PEACH WINGLESS AIRPLANE
R A I N B O W T Y P H O O N (CLOSE TO OPPONENT) BRIMSTONE
EX
(V-SKILL INCREASES POWER)
(CLOSE TO OPPONENT)
(V-SKILL INCREASES POWER) (V-SKILL INCREASES POWER)
EX
EX
CRITICAL ART P E A C H A S S A U LT : CHARGE
(V-SKILL INCREASES POWER)
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘A FRIEND INDEED’ Rashid is the eldest son of an old Middle Eastern family. He travels the world in search of a missing friend who has been kidnapped by Shadaloo. Rashid employs a unique fighting style incorporating the powers of the wind, Parkour and high-end technologies.
RASHID
Birth place: Middle East Occupation: Eldest son of a wealthy Middle-Eastern family Height: 5’10” (178 cm) Weight: 187 lbs (85 kg) Fighting style: Parkour Skills: Puzzle solving, creating whirlwinds Likes: New technologies Dislikes: Unknown
”i’m rashid of the turbulent wind! remember the name well!”
PLAYER 13
NORMAL THROWS RIDING GLIDER
(CLOSE TO OPPONENT)
RISING SUN
(CLOSE TO OPPONENT)
or
V- S K I L L FRONT FLIP
AIRBORNE EAGLE SPIKE R O L L I N G A S S A U LT N A I L A S S A U LT
V- T R I G G E R YS A A R
V- R E V E R S A L (DURING GUARD)
SLIDING ROLL
U N I Q U E AT TA C K S
59
FLAP SPIN B E A K A S S A U LT S P I N N I N G M I X E R (DURING RUN) PROPERTIES CHANGE W/ REPEATED BUTTON PRESSES
EAGLE SPIKE
(DURING RUN)
WALL JUMP
(DURING JUMP NEAR WALL)
or
SPECIAL MOVES SPINNING MIXER
PROPERTIES CHANGE W/ REPEATED BUTTON PRESSES
EAGLE SPIKE
EX
A I R B O R N E E A G L E S P I K E (DURING FORWARD JUMP)
EX
WHIRLWIND SHOT
EX
EX
CRITICAL ART A LTA I R : CHARGE
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘ETERNAL WANDERER’ Ryu was an orphan boy adopted and raised by Gouken. There, he trained intensely with another fellow student and best friend, Ken Masters. When Ryu grew up, Gouken believes his training is complete and Ryu left Gouken to travel the world in search of better rivals to test and hone his skills to be greatest fighter in the world.
RYU
Birth place: Japan Occupation: Martial Artist Height: 5’9” (175 cm) Weight: 187 lbs (85 kg) Fighting style: Ansatsuken Skills: Can sleep anywhere Likes: Traveling, Japanese sweet bean jelly, meatloaf Dislikes: Spiders, shoes, M.Bison, Akuma
”this is the path of my destiny!”
PLAYER 14
NORMAL THROWS SHOULDER THROW
(CLOSE TO OPPONENT)
S O M E R S A U LT T H R O W
or
(CLOSE TO OPPONENT)
V- S K I L L MIND’S EYE
V- T R I G G E R DENJIN RENKI
V- R E V E R S A L HASHOGEKI
(DURING GUARD)
U N I Q U E AT TA C K S COLLARBONE BREAKER SOLAR PLEXUS STRIKE AXE KICK
J O DA N S A N R E N G E K I
61
J O DA N N I R E N G E K I
SPECIAL MOVES CHARGE BY HOLDING BUTTON DURING V-TRIGGER
HADOKEN S H O RY U K E N
EX
TAT S U M A K I S E N P U K YA K U
EX
A I R B O R N E TAT S U M A K I S E N P U K YA K U (DURING FORWARD JUMP)
EX
EX
CRITICAL ART SHINKU HADOKEN D E N J I N H A D O K E N (DURING V-TRIGGER) : CHARGE
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘THE SWEET WHISPER OF DEATH’ Vega originated from a privileged and noble family in Spain and is skilled in traditional Spanish bull fighting. He later traveled to Japan to learn Ninjutsu and combined both skills to form his own unique style of fighting befitting his natural grace and agility. He used his newly found skills into the underground fighting circuit and quickly became one of the best fighters in the world.
VEGA
Birth place: Spain Occupation: One of Shadaloo’s top agents Height: 6’1” (186 cm) Weight: 185 lbs (84 kg) Fighting style: Spanish Ninjutsu Skills: Sticking to walls Likes: Himself, beauty, roses Dislikes: Ugly things
”let my beauty intoxicate you.”
PLAYER 15
NORMAL THROWS RAINBOW SUPLEX
(CLOSE TO OPPONENT)
CRESCENT LINE
(CLOSE TO OPPONENT)
or
IN AIR
S TA R D U S T S H O T
V- S K I L L HOLD BUTTONS TO ATTACK
M ATA D O R T U R N
V- T R I G G E R BLOODY KISS - TORERO BLOODY KISS - ROJO B L O O D Y K I S S - A Z U L (DURING FORWARD JUMP)
V- R E V E R S A L (DURING GUARD)
BACKSLASH
S H O R T B A C K S L A S H (DURING GUARD)
U N I Q U E AT TA C K S
63
M E RC U RY S H A R D
(CLAW ON ONLY)
BUSTER CLAW M ATA D O R F L A S H
(CLAW ON ONLY)
M ATA D O R B L I T Z
(CLAW OFF ONLY)
(DURING JUMP NEAR WALL)
WALL JUMP
SPECIAL MOVES F LY I N G B A R C E L O N A AT TA C K
or
IZUNA DROP
or
GRAND IZUNA DROP
(CLOSE TO OPPONENT)
EX
EX
(CLOSE TO OPPONENT) (CLAW OFF ONLY)
EX
EX
CRIMSON TERROR AURORA SPIN EDGE
(CLAW ON ONLY)
SWITCH CLA W
SWITCH TO CLAW ON/OFF
EX
CRITICAL ART BLOODY RAIN : CHARGE
or
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
‘IRON CYCLONE’ Also known as “The Red Cyclone”, Zangief is a legendary Russian pro wrestler working for the USSR government. He received orders to combat the evil organisation Shadaloo which was beginning to spread its influence in Russia. Besides combating Shadaloo, he also wants to prove to the world that pro wrestling is the ultimate fighting skill.
ZANGIEF
Birth place: Russia Occupation: Pro Wrestler Height: 7’0” (214 cm) Weight: 400 lbs (181 kg) Fighting style: Mix of Russian and American pro wrestling Skills: Resistance to cold Likes: Wrestling bears, eating borscht Dislikes: Ranged attacks, bears that can’t wrestle properly
”my iron body is invincible! so beware!”
PLAYER 16
NORMAL THROWS AT O M I C D R O P
(CLOSE TO OPPONENT)
CAPTURED
(CLOSE TO OPPONENT)
or
V- S K I L L IRON MUSCLE
CAN MOVE FORWARD WHILE HOLD BUTTONS
V- T R I G G E R C YC L O N E L A R I AT
HOLD BUTTONS TO PERFORM A SPECIAL LARIAT
V- R E V E R S A L MUSCLE EXPLOSION
(DURING GUARD)
U N I Q U E AT TA C K S HEAD BUTT KNEE HAMMER F LY I N G B O D Y P R E S S (DURING FORWARD JUMP)
65
SPECIAL MOVES S C R E W P I L E D R I V E R (DURING FORWARD JUMP)
EX
D O U B L E L A R I AT
EX
SIBERIAN EXPRESS
EX
B O R S C H T D Y N A M I T E (DURING VERTICAL OR FORWARD JUMP)
EX
CRITICAL ART B O L S H O I R U S S I A N S U P L E X (CLOSE TO OPPONENT) : CHARGE
EX : EX VERSION EXISTS (COSTS 1 STOCK OF EX GAUGE)
: NO DIRECTION INPUTS
THE STREET FIGHTER ISSUE
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APRIL 2016 ISSUE 001
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STREET FIGHTER
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