Don’t call them Chun-Li and Ryu. The two new characters coming to fighting game Power Rangers; Battle for the Grid on May 25 are the Blue Phoenix Ranger and the Crimson Hawk Ranger.
Developer nWay also announced that Power Rangers: Battle for the Grid — Super Edition is coming on May 25, the same day as Ryu and Chun-Li. While both fighters will be available as a pack for $12.50 or separately for $5.99 apiece, they’ll also be included in the Super Edition, alongside the previous Season Pass content. (Super Edition will also be available as a paid upgrade to current owners, though no pricing’s been announced yet.)
“If you train for another 81 years you might become a good Sennin…. Ho, ho, ho!” —Oro
Oro is an ancient hermit who has thin black hair, golden skin, crimson eyes that glow light blue during battle and is barefoot. His only prominent article of clothing is a large single torn red tarp-like cloth, belted with a rope and appears to be like a kesaya or chiton like robe draped over his left shoulder and tied at a knot. A magic spell binds one of his arms and he normally fights one-handed, but he can dispel its effects and pull out the other arm at any time. Standing at 5′ 3″ (161 cm), Oro is the shortest playable male character in the Street Fighter series.
Unusual for a hermit (and the oldest known character in the series, maybe with the exception of Necalli, being over 130 years old), Oro has a casual and eased disposition with a lighthearted wile and whimsy. He also possesses a witty insight and a humbling sense of humor and wisdom. His hobbies include touring and leading people through the Amazon, and he enjoys the company of his pets.
Oro’s quotes in SFIII hint that in his younger days, he was once a devoted and spirited warrior like Ryu, with the pride of a champion akin to Dudley, though his pride also seemed to have got him into trouble, and may be responsible for him becoming a hermit. Oro is also considerably modest, only considering himself a novice of his style.
Oro is not without a sense of justice or a need to humble those extremely proud and boastful of their talents, such as Urien. In addition, in his conversation before his duel with Akuma, Oro was visibly concerned as to how a violent; disturbingly aggressive individual expressed themselves as the “master of the fist”, and was eager to show him how truly distant the path to mastery really was. However, he considers himself beyond the labels of good and evil, and believes that the next generation should be the one to take action against beings of great power.
Due to his amazing abilities, Oro naturally enjoys fighting against strong opponents, and finds those lacking exceptional aptitude and refinement boring, though he also does enjoy the simpler comforts of life, and often searches for ways to pass the time.
Oro has also a small weakness for women. When Ibuki fights him as a test to pass her school graduation exam, Oro was disappointed at first because he thought she was asking him for a date. Truthfully, Oro’s ideal woman is one with an older and mature disposition.
Rose is a serene, respectful, intelligent, and independent woman who muses quite a lot on destiny and fate. Wise and sophisticated, she is not prone to anger easily, and has a very calm demeanor, even in battle. She states that power is nothing without skill and that she must continue on her path, even if it means to give up her life for the greater good.
Rose seems to fancy herself a teacher of sorts, many of her win quotes and mid-round quotes, like “Today’s lesson is over”, seem to imply this. In the Street Fighter V timeline, this has been achieved to a degree by taking in Menat as an apprentice.
Rose is a tall woman with long, purple, wavy hair that flows outward horizontally (her hairdo is bent in a parabolic line in the Street Fighter IV series), with a large, zigzag forelock. She has violet eyes, a fair complexion, and a small mouth with full lips. Most official artworks of Rose make her appear to be pursing her lips.
She wears a loose, red (pink or purple in some artworks) evening gown with a belt and large gold buttons; a violet top with matching tights or stockings under her gown; a set of red high heels; and a large, golden scarf around her shoulders and arms. By channeling her mysterious Soul Power through it, she is able to make the scarf glow and wield it as a weapon. Strangely, her cleavage is easily visible through her top. In most artworks, she appears to be wearing a tank top under her dress, but her SFIV model shows her to be wearing a sleeved top with shoulder slits.
In the Street Fighter Alpha series, Rose’s hair was animated and flowed back with the wind; it remains mostly stationary in the Street Fighter IV series due to the use of 3D models.
In one of Rose’s win poses, she wears a large red ball gown, a choker decorated with an antique key design, and matching earrings (in her ending movie in Alpha 2, she is seen wearing this outfit). Also, a lighting-bolt design is visible on her forehead in this form. In this particular victory pose, she holds tarot cards in each hand, and one in her cleavage. This win pose is reserved for a perfect win in Street Fighter Alpha 3 but is a normal victory in Capcom Fighting Evolution. In the UDON comic book series, Rose is often pictured in this attire, particularly when she is interpreting the future or in some removed location.
In her Shadaloo C.R.I. profile art, her outfit remains largely the same, except her shoes and belt are black, and her top and tights are dark gray.
Akira has medium-length brown hair with a half fringes on the left side and a single fringe in the center of her head and brown eyes. In the original game (and as Powered Akira in Project Justice), she wears a black biker jacket (wearing a camouflage/olive green tank top in it) with spikes and a skull emblem on both spikes, black rider pants with gray metal designs and red kneepads. She wears a black belt on her waist with a black chain at the left side and black with gray metal rider boots. She wears black rider gloves with red metal designs and a black biker helmet with a skull in the center of her helmet.
In the School Life Mode of Nekketsu Seisyun Nikki 2, her game portrait and appearance has her wearing an orange and blue short sleeve shirt and a white jumpsuit with the long sleeves are tied on her waist and black shoes where she works as a bike mechanic. She is sometimes usually seen in her black biker outfit but with or without a helmet. She also wears various outfits during the school term and in addition, wore two swimsuits during both Swimming Day and the Beach Overnight. Her first swimsuit is a dark blue strapless bikini and the other swimsuit is her light blue short sleeved openly hoodie with light violet stripes in each sleeve and a dark blue one-piece suit underneath her jacket.
In Project Justice and for her playable debut in Street Fighter V, her original outfit had her black biker jacket tied on her waist. Aside from her original outfit, she wears the Seijyun Girls’ school uniform which consist of a dark blue vest with a short sleeved sailor collar with a red laced ribbon on the collar, a dark blue skirt, navy blue socks and brown dress shoes. Her white sailor collar has cross black linings on each side.
Akira, the younger sister of Daigo, is a silent girl who rarely speaks out her thoughts. She may be tough and commanding while wearing her biker outfit, but is a docile and gentle person without it. The outfit was originally intended to hide her true gender prior to enrolling in Gedo High.
Her personality was initially demonstrated in the School Life Mode of Nekketsu Seisyun Nikki 2, in which she was trying to keep her true gender as a secret, which causes Akira to be personally embarrassed upon revealing it to the player. Throughout the school term, Akira also shows her shy side to the player, especially during the Swimming Day where it’s revealed that she doesn’t like to swim due to being hydrophobic. She can also be quite very happy and optimistic to help other characters out as well, such as Hinata and Boman during the School Fair Day.
As of Project Justice, she was transferred to the all-girls Seijyun High, leaving her without any friends, until she found one in Yurika, and later on, Zaki. This was due to the fact that she had noticed her older brother’s strange and unexpected change in personality after returning from his personal training journey.
Sony Interactive Entertainment and new esports venture RTS have jointly acquired the Evolution Championship Series
Sony’s statement said the Cannons will “ensure that Evo remains a one-of-a-kind, grassroots competitive platform for fighting game players and fans around the globe.” None of the parties to the deal revealed the cost of the acquisition, and Sony and Endeavor are likewise silent on their stakes and ownership split in the RTS venture.
Evo Online will take place Aug. 6-8 and Aug. 13-15 as an open format tournament, offering free entry to players in North America, Latin America, Europe, and Asia. The tournament lineup features Tekken 7, Street Fighter 5: Champion Edition, Mortal Kombat 11 Ultimate, and Guilty Gear Strive, which launches in June.
“We want to reaffirm that harassment or abuse of any kind has no place within Evo or any of our future events, and we’re taking every precaution to make sure members of our community will always be treated with the respect, dignity, and decency you deserve,” reads the letter.
Also very important to note. @EVO is still open to all platforms. The teams at PlayStation and RTS are enabling us to continue working with our community to support fighting games. https://t.co/NKMQUSvkfj— Mark Julio (マークマン) (@MarkMan23) March 18, 2021
It’s time to settle the score… 18* of SNK and Capcom’s most popular characters collide in the pivotal battle of game history! Truly a match of the Millennium!
Thrill to three battle formats: Single, Tag, and Team.
Select from three battle types to suit your playing preferences.
Can you play VS Mode battles and exchange various data? Of course!
Jump into the new SC Olympic Mode and strive to break all records.
*Eight additional characters are unlockable.
Play options includes 2-fighter tag teams, 3-fighter queue teams, and of course, fighting solo. After that, the player can choose either a Capcom-style level meter, an SNK-style charge meter, or a ‘neutral’ meter that enhances super attacks if full. Every character also has their own rival, whom they will fight at the fourth stage. The last two stages have the player’s selected character fighting the tag team of Geese and Bison, then, depending what the side opposite to their character’s is, Orochi Iori or Evil Ryu.
As a side feature, there is Olympic mode, where the player can play themed minigames such as blasting Mars aliens FPS-style (lifted from the final boss of Metal Slug 2) or helping Arthur from Ghosts ‘n Goblins hop pits to snatch up treasure, as well as there being time-attack, first strike, and survival events. The player’s performance in these games earns them special vs. points which they can use to unlock a special attack for each character.
The Match of the Millennium is capable of linking with such other games as the Card Fighters series and even the Dreamcast version of Capcom vs SNK, but the only purpose this serves is data transfer. The Japanese version could also transfer data to the Dreamcast port of The King of Fighters ’98 for character points.
The use of both companies’ material is quite extensive, from every character having their theme playing (not always from the first games they appeared in), to the featuring of stages from both universes. There is also interesting screens shown when this game is used in a monochrome Neo Geo Pocket, with such things as Alex and K’ staring at each other, Shermie dressed up as Morrigan (to Yashiro and Chris’ awe), Chun-Li doing her taunt pose while Li Xiangfei plays a Neo Geo Pocket, and Lilith and Kaede playing Neo Geo Pocket together.
BattleToads Arcade and it seems as a bonus game: Battletoads X Double Dragon
Captain America and The Avengers
The Avengers in Galactic Storm (the one that interests us here)
Capcom Legacy Edition
• Street Fighter • Street Fighter II: World Warrior • Street Fighter II: Champion Edition • Street Fighter II: Turbo • Super Street Fighter II: The New Challengers • Super Street Fighter II: Turbo • Darkstalkers • Strider • Commando • Final Fight • Ghost n Goblins • 1944
Probably priced as usual at a very high price for what it is, around $300-400, still it’s a cool toy tho.
TheThe late ’90s weren’t kind to arcade fighting games.
When Street Fighter director Takashi Nishiyama left Capcom for SNK in the late ’80s, he set in motion a series of events that built the fighting game genre and gave a much-needed jolt to the amusement industry. For a few years, everyone forgot about the business’s gradual downward trajectory, thanks to games like Street Fighter 2 and Mortal Kombat.
By the late ’90s, though, the industry’s momentum caught up to it. While games like Tekken 3 and Marvel vs. Capcom kept up appearances, the business was changing. Console games were exploding, the fighting game boom was over, and Capcom and SNK’s arcade divisions were left trying to scrape the last pieces of candy out of the piñata.
Fortunately for Capcom, it had managed to grow its console game division in the meantime, finding success with the Resident Evil series, among others.
SNK failed to find the same level of success outside of fighting games, trying its hand at a CD version of its Neo Geo home console, new 3D arcade hardware, and a Neo Geo Pocket series of portable game machines. Nishiyama, who served as the head of SNK’s development group, says this marked a tough time for him personally, in part because he was opposed to the release of the Neo Geo Pocket, which SNK invested in heavily.
Soon after, SNK got acquired and filed for bankruptcy, and Nishiyama left and started his own independent studio. But before departing, he left behind a parting gift — one that neatly tied a bow on his past decade.
Often friendly. Occasionally contentious. Rooted in executive frustration yet resembling a playground flirtation, the rivalry between Capcom and SNK played out in many forms throughout the ’80s and ’90s. Privately, many spoke of a feud between Capcom CEO Kenzo Tsujimoto and SNK founder Eikichi Kawasaki, while publicly, fans saw the companies trying to top one another while constantly referencing each other in their games.
“Capcom and SNK spent the ’90s in a kind of call-and-response dance,” says veteran fighting game developer Seth Killian. “Capcom had Ryu, so SNK made Ryo,” he says. “Street Fighter added a parry; SNK introduced the Just Defend. You got T. Hawk? We got a Tizoc.”
Nishiyama sat in the middle of this, having developed the original Street Fighter at Capcom before joining SNK and overseeing the Fatal Fury and King of Fighters series. While he didn’t directly participate much in the back-and-forth, he couldn’t help but notice it. And in the late ’90s, he hatched an idea to bring his franchises together:What if the two companies put all this history to good use?
Capcom vs. SNK
With an initial agreement in place, both companies planned out their crossover games.
SNK kicked things off in 1999 with two titles for its Neo Geo Pocket Color: card game SNK vs. Capcom: Card Fighters Clash and fighting game SNK vs. Capcom: Match of the Millennium. Both earned critical acclaim and fleshed out the portable console’s library to help it compete with that of Nintendo’s Game Boy, though some players wondered why SNK didn’t initially produce an arcade fighting game. In 2001, SNK followed with a Card Fighters Clash sequel, which ended up being the final Neo Geo Pocket Color game, as SNK gave up its portable console ambitions.
Capcom, meanwhile, went straight to its bread and butter in 2000 with Capcom vs. SNK — a 2D arcade fighting game running on the same hardware as Capcom’s hit Marvel vs. Capcom 2. The concept proved popular around Capcom’s offices, with some staff like planner Itsuno begging to work on it. To accommodate multiple styles of play, Capcom developed a ratio system — where players could build a team of fighters of different strengths — and a groove system, where players could choose between Street Fighter and King of Fighters playstyles.
It was the game fans expected from the Capcom/SNK collaboration, with a few caveats.
Capcom Fighting All-Stars
As SNK went through changes in the early 2000s, its employees spread throughout the industry. Some started new teams, like Nishiyama, who formed development studio Dimps. A group even joined Capcom, bringing things full circle from when Nishiyama and the Street Fighter team had gone to SNK a decade earlier.
By the time it canceled Capcom Fighting All-Stars in 2003, Capcom had been slowing its fighting game output for years, dropping its custom CPS-3 hardware, canceling games such as a fourth entry in the Street Fighter 3 series, and pulling resources away from its arcade division. It continued to port existing titles to consoles, and snuck out a couple of new games with Hyper Street Fighter 2 and Capcom Fighting Jam — both built to capitalize on existing games and assets — but the genre was on borrowed time.
Throughout the ’90s, Capcom had pushed its arcade fighting game concepts into nearly every conceivable format. It had defined the genre. Spun off upgrades. Gone back in time. Created new worlds. Negotiated key licenses. Hired external studios. Tried new art styles. Shifted hardware. Combined franchises. Twisted its franchises into other genres. Joined forces with its enemies. And built some of the best video games of the decade.
At a certain point, it was time to say goodbye.
The future is now
The mid-2000s marked the end of an era for Capcom fighting games. Priorities had shifted. Key figures like Okamoto and Funamizu left Capcom and started their own studios. Capcom Japan sold the Street Fighter IP to Capcom USA.
It marked a clean break, at least until 2008, when Capcom rebooted the series with Street Fighter 4 — developed by Nishiyama’s team at Dimps.
In the decade-plus since then, Capcom has produced fighting games at a measured pace and primarily focused on known quantities: mainline Street Fighter and Marvel vs. Capcom entries, and ports of old games. But for Itsuno, who currently works as one of Capcom’s most successful directors, that doesn’t mean we won’t see anything else in the future.
Just took the main articles, not all the references from the various protagonists, for the entire article, refer to the previous links.
Six years later
As it turned out, for about half of that six-year stretch, Capcom had been working on Street Fighter 3 — it just hadn’t told anyone.
In 1997, Capcom released Street Fighter 3: New Generation, showing its work by underlining the word “Three” front and center on the game’s arcade marquee.
Flying in opposition to market trends and most of the circulated rumors, Capcom delivered a 2D game with highly detailed art and animation — which led to many calling it one of the best-looking 2D games on the market. The development team made subtle changes to the series’ mechanics, added a parry system that allowed players to counter attacks, and took a bold chance by wiping clean the character roster, only bringing back series mainstays Ryu and Ken.
As quickly became clear, the market Capcom entered in 1997 was far different from the one it had dominated in 1991.
What took so long
Capcom kicked off Street Fighter 3’s development in 1994 — originally as a new IP — using a small team led by producer Tomoshi Sadamoto. The team expanded in 1995 as more staff became available, yet it took until early 1997 for Capcom to ship the game to arcades — an anomaly at a time when most of Capcom’s fighting games took a year or less to develop, and a counterpoint to the fast-tracked Street Fighter Alpha.
Street Fighter 3 was to be a showcase of Capcom’s technical abilities and new CPS-3 arcade hardware, with extensive resources poured into the game’s 2D visuals. But as planner Shinichiro Obata says, that wasn’t the only reason the game took so long to make.
The new generation
One of Capcom’s boldest decisions for Street Fighter 3 was to drop most of its established characters in favor of a new cast led by a new main character: a wrestler named Alex. While Capcom reversed course on producer Sadamoto’s initial idea to release the game as a new intellectual property, the game still ended up with 10 new characters alongside Ryu and Ken, shifting the balance considerably.
This proved controversial, both because fans were disappointed to see their favorite characters missing, and because the new cast didn’t resonate with players in the same way as the original roster.