Street Fighter V Update Today Adds Guile and Mitigates Rage Quitting

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It’s Guile!

One of the original eight World Warriors, Guile finally makes his way to PS4 as part of today’s Street Fighter V update, complete with his own Character Story line, Trials challenges, and even his classic stage Air Force Base, which has been spruced up “with a shiny new jet, a next-gen boom box and some familiar background characters that fans may recognize from their Street Fighter II days.”

Guile’s Air Force Base is the first new stage to be added since Street Fighter V released in February. It’s now available in the In-Game Shop for 70,000 Fight Money or for zero Fight Money for Season Pass holders as a thank you from Capcom for their continued support.

 

Guile, like Alex who was released in March, is currently available for play at no charge, in game money or otherwise, because real currency support for the In-Game Shop has not yet been added. Once it is though, what Capcom has been calling a free trial of these two characters, and possibly more, will end. From that point on players will have to purchase Alex, Guile, and the rest of the post launch characters with real money or in game Fight Money, so unless you’re a Season Pass holder or have a bunch of currency stockpiled, now’s the best time to hurry up and check `em out.

Play-wise, Guile retains his strong normal attacks, Sonic Boom and Somersault Kick. New to this installment is Faultless Move, a sort of crouch walking state that allows Guile players to keep charged while moving forward. His V-Skill is Sonic Blade, a stationary projectile that can also power up Sonic Booms with increased durability.

Guile’s V-Trigger is Solid Puncher, a limited time state in which every button causes Guile to throw a Sonic Boom with a different speed. Think about how fun that sounds for a minute.

Solid Puncher also augments the range and damage of Sonic Hurricane, a massive Sonic Boom that hits opponents caught inside multiple times and is Guile’s Critical Art.

Guile’s stuff is clearly the star, but for frequent online competitors, today’s update also includes the first implementation of a punishment system for people who frequently quit out of matches when the going gets tough. Matchmaking and the creation and joining of Battle Lounges have also been improved, along with a myriad of character bug fixes listed below (from Capcom-Unity):

Ryu/M. Bison/Vega(no claw)

Bug: After dishing out Ryu & Vega’s (no claw) C. LP or M. Bisions C. LK, while doing a light attack rapid cancel at the absolite latest timing possible, if you input another action (V-Skill, Special Move, etc.) at the same time, if the opponent does an attack the “other action” will come out, and when the opponent does nothing, the rapid cancel attack will come out, creating a special option select.

Fix: Made the rapid cancel timing of said moves 1F shorter.

Ryu

Bug: In the guard animation branch of Ryu’s C. HK, there was a counter box that was present up to the 13th frame. Therefore, during this time it was possible to eat counter damage.

Fix: Adjusted the counter box on Ryu’s C. HK so that it is no longer present afterter the hitbox is not longer active.

Ken

Bug: In Ken’s C. LP (including rapid cancels), for the 3 frames that it takes for the hitbox to become active, there wasn’t a crouching state set to the move. This allowed moves that are only intended to hit standing opponents to hit Ken.

Fix: Adjusted the first 3 frames of Ken’s C. LP (including rapid cancels) so that Ken is in crouching state.

Bug: In Ken’s M. Tatsumaki Senpukyaku, the feint box that causes the opponent to go into a guarding standby state was not functioning correctly. The V-Trigger M. Tatsumaki Senpukyaku also caused the same phenomenon.

Fix: Corrected the feint box on Ken’s M. Tatsumaki Senpukyaku so that it functions correctly, forcing the opponent to guard when used from a certain distance.

Bug: When a portion of Ken’s EX Shoryuken (V-Trigger ver. included) hits as a ground counter hit, the hit real animation of the opponent continues when knocked into the air, which is an unnatural behavior.

Fix: Adjusted that specific portion of the EX Shoryuken (V-Trigger ver. included) so that when it hits as grounded counter hit, the correct knock up mottion occurs.

Chun-Li

Bug: In Chun-Li’s EX Hyakuretsukyaku, after the moves has completely ended (freeze state finished), she was unable to perform mobility actions (move forward/back or jump).

Fix: Adjusted EX Hyakuretsukyaku so that she is moveable after the move has completely ended.

Bug: In Chun-Li’s J. MP, she can follow up with Yosokyaku to EX Airborne Hyakuretsukyaku on counter hit.

(There is an unintentional difference between the number of continuous airborne hit limiter values between when this hits as a normal and and when it hits as a counter hit)

Fix: Adjusted the juggle potential of Chun-Li’s J. MP so that it is the same whether or not it is a normal hit or a counter hit.

Cammy

Bug: Cammy’s S. HK’s hit box is no longer active, she was throw invincible.

Fix: Added a throw box to Cammy’s S. HK & Lift Combination while the move is active.

Bug: While Cammy’s EX Razer Edge Slicer is active, she was throw invincible.

Fix: Added a throw box to Cammy’s EX Razer Edge Slicer while it is active.

Dhalsim

Bug: During C. MK, Dhalsim was throw invincible.

Fix: Added a throw box to Dhalsim’s C. MK.

Karin

Bug: When the fourth hit of Karin’s EX Mujinkyaku hits an airborne opponent, the opponent’s float is differed from when it is a normal hit and when it is a counter hit.

Fix: Made it so that the 4th hit of EX Mujinkyaku would cause the same float on counter hit as it does on normal hit.

Bug: There were 2 bugs in Karin’s EX Ressenha.

①When the second hit hits as a counter hit, the opponents Critical Gauge increase would be “0”
②On counter hit, EX Ressenha’s starting juggle potential would be “0” for each hit.

Fix: Adjusted EX Ressenha on counter so that the opponent’s gauge increase and starting juggle potential are the same as when it is a normal hit.

Laura

Bug: Under specific circumstances, how S. MP hits changes from when on the right corner or on the left corner.

Fix: Expanded S. MP’s hit box downward so that the move yields the same results in both corners.

Necalli

Bug: When rapid canceling Necalli’s C. LP during V-Trigger, the advantage after hit would be plus 1F more than the normal version.

Fix: Unified Necalli’s V-Trigger C. LP to the normal version.

M. Bison

Bug: When throwing an oponent with Psycho Fall, depending on M. Bison’s position and the side he is facing, the distance the opponent is thrown greatly changes, which was unintended.

Fix: Adjusted the behavior of Pyscho Fall so that the distance the opponent is thrown is fixed.

Bug: When M. Bison takes damage in the middle of performing and EX Double Knee press, the opposing character’s behavior would be irregular after the hit.

Fix: Changed the behavior after hit on the EX Double Knee Press.

R. Mika

Bug: In R. Mika’s C. HK, there wasn’t a throw box in place.. Even though the move is visually performed on the ground, it was throw invincible.

Fix: Added a throw box to R. Mika’s C. HK while the move is active.

Alex

Bug: The the time frame of the stop theatrics applied to an opponent hit by Sledge Hammer differs from when Sledge Hammer is used on its own and when it is used in a combo canceling from another move. Due to this, the circumstances are different after Sledge Hammer hits as part of a combo.

Fix: Made it so that the time frame of the stop theatrics of the Sledge Hammer (when cancled into) is the same as when it is used on its own.

Rey, along with many other critics, thought the game felt light on content when he reviewed it at launch earlier this year, but with Alex and now Guile out, plus Ibuki, Balrog, Juri, Urien, and a fully animated story mode coming later this year, maybe we’ll start to see a shift in how people see it.

Street Fighter V is currently available on both PS4 and PC with cross-play between the two enabled.

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