Street Fighter V Beta R. Mika Combo Video

At her core, R. Mika is a grappler, which generally means her combo potential isn’t as high as some of her peers. That said, she still has some tools to string together some hits for big damage, especially with her tag team partner diving in as part of her V-Trigger. Check it out!


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The Second Street Fighter V Beta Begins Today

For players who have pre-ordered Street Fighter V, the second beta starts today. It’ll start at 9PM EST tonight and end on Sunday, October 25th at 7PM EST. This new beta will feature PS4/PC cross-platform play and a more robust suite of online features. Most important for me is the completely different roster this time around. Ryu, Cammy, Chun-Li, Birdie, Nash and M. Bison will be taking a break, as Ken, Necalli, Vega, R. Mika, Rashid and Karin star in this go-around.

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Jett Plays Street Fighter V Beta Part 4: Ryu

One last video from the first round of the beta. I go all-in with my Ryu, which was certainly better than it was on day one.


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Jett Plays Street Fighter V Beta Part 3: Birdie

Stepping out of my comfort zone to give Birdie a spin!


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Street Fighter V Beta Impressions Part 5: Nash

Previously thought to be dead, Charlie Nash returns to Street Fighter V in a somewhat new form. For one, he’s clearly had some Frankenstein-like work done, as parts of his body appear to be stapled on. Also, he functions very differently, as all of his charge-based special moves have been changed to circular motions. Whoever this Nash is, can he keep up against the world’s finest in this new game?

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Jett Plays the Street Fighter V Beta Part 2: Nash

Back on these streets using Nash!


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Street Fighter V Beta Impressions Part 4: Cammy

Cammy is one of the most popular characters in the Street Fighter roster. Part of that comes being an attractive character who inexplicably chooses to fight in a one-piece bathing suit. To each, their own, I guess. Outfit aside, she’s also been a fun character to play as, even in games where she wasn’t good.

That certainly wasn’t the case for her in Street Fighter IV. From instant divekicks, to dizzying Sako combos, to unblockable setups, Cammy was a top-tier monster for many years thanks to weapons that kind of went against the spirit of the game. It would ultimately take a core change to how all characters wake-up from a knockdown to cool her off just a touch. How do you now bring her into the Street Fighter V fold without nerfing the character into oblivion? Capcom has some interesting solutions that conundrum.

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Ultimate Marvel vs. Capcom 3 and Team Deconstruction

Imagine playing a game of Street Fighter where in the middle of the match, you break Ryu’s wrist and he can no longer throw fireballs. This would instantly change the dynamic of the match, as Ryu can no longer keep you at a distance with projectiles. While I’m not actively campaigning for breaking bones to be a feature in the next Street Fighter game, the concept of losing abilities as a fight is happening is a fascinating one. You can already experience this concept in action by playing Ultimate Marvel vs. Capcom 3.

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Street Fighter V Beta Impressions Part 2: The Flow of Combat

1400 words in the first article weren’t even close to enough to covering my thoughts on Street Fighter V. Spoilers: this one won’t wrap things up either. This will though, cover my thoughts on the flow of the game. Let’s get to it!

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Street Fighter V Beta Impressions Part 1: Gameplay Systems

Back in July, Capcom’s first attempt at a Street Fighter V beta was an abject failure. A handful of people got in and played some matches, but many (myself included) never even got past the start screen. About a month later, with some tweaks on their end and regional stress testing under their belts, the first round of the beta completed without a hitch. Between the stress test and the few days of the beta I got to participate in, I played as much of it as I could.

I have a lot to say on the subject. So much so, that the first draft of this post was over 2,000 words long and I had only covered about half of what I wanted to say. With this spiraling out of control, I’ve decided to break this up into a series of posts that will probably still be huge, but at least a bit more readable. Let’s get right into it by covering its gameplay systems!

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