Street Fighter V
 

 
REVIEW
Whatever your initial thoughts of Street Fighter V were when the game was first revealed in December of 2014, it's likely that your opinion has since changed... for better or worse. This is why I waited 4 months after SFV's release before posting my review. SFV is the definition of an evolving game. For those of us who started playing the SFV beta back in July 2015, we've seen SFV grow and evolve, as we all knew it would. Having a worldwide online beta of SFV was actually pretty great, and revolutionary in the fighting genre. It was exciting to experiment with the latest returning fighter, and see what crazy combos the forever-engaged community came up with... when the servers were online, that is.

The essence of Street Fighter hasn't really changed. Colorful characters (some old, some new, some odd), bringing their distinctive brand of ass-kickery to the global stage. If you're Capcom, you have a tough job... because you want to please fans from the old days, please fans who jumped on the bandwagon in 2009 with SFIV... and, of course, you want to attract an even younger fanbase to the series with SFV. Everyone has their opinion on what Street Fighter should be in this current gen, and SFV seems like it tries to cater to every taste. I can respect that. I might not like every decision for every gameplay/character design choice, but there are many that I love in SFV. With icons from all major installments of the series (SFA, SF2, SF3) making their returns, there's a character (or two) in SFV for every type of Street Fighter player.

Street Fighter
is like Coke... (Coca-cola, that is). If you're the owner of Coke, it's wise not to mess with the core product "too much" when releasing something new. However, it can also prove successful to be gutsy and experiment with new ideas. Inevitably, some ideas will succeed and some will fail. This seems to be the theme of SFV in a nutshell. A collection of "ideas"... taken from several different designers and inspirations... all culminating into one game. (And then there's Yoshinori Ono, who seemingly still puts his "stamp of super-happy" on everything Street Fighter since 2004-ish). To me, past Street Fighter installments (like the SFA and SF3 series) seemed to have more "direct and focused" game design & art direction, whereas Street Fighter V's overall direction seems to be all over the place. 
   

Love seeing SFV's character selection screen grow... Who's next!?

 
There's A LOT to talk about when it comes to Street Fighter V... Capcom did that right, at least. Thanks to the dedicated community and player base, it's common knowledge that Street Fighter is still the most popular and widely-played fighting game of all time. An evolving product with years of planned support by the developer? Promising fans that they only need to purchase 1 disc to enjoy all future content? A storyline said to bridge the gap between SF2, SF4 and SF3?! An epic character roster made up of some of the most fan-favorite Street Fighters of all time, some who we haven't seen in a new game in over 15 years? This is the stuff of dreams for a 90's fighting game fan. It all sounds great on paper. However, Capcom's delivery of the product is... another story. 

After four (arguably) successful beta phases... there's no denying Street Fighter V officially launched as "BETA #5". And it didn't take long for some fans to start dubbing the game "Street Beta V"... (Ohh wait, I see what you did there Capcom! ...5 betas! SF5! Seems legit.) For giving players early access to the game and keeping the community excited for new content, Good Capcom. Good. For releasing the "sorta-but-clearly-not-finished" game as beta #5, which essentially only added F.A.N.G. (one of the most awkward and annoying Street Fighter characters ever created) to the game, Bad Capcom. Bad. From a business and community management standpoint, I understand why they chose to launch the game in such a raw, unfinished state. Firstly, Killer Instinct (2013) got away with a similar practice 3 years ago and they seem to be doing just fine. Secondly, getting the game out in the wild means crazy exposure at major fighting game tournaments and gaming events, including the biggest of all: EVO 2016. Remember "we eSports now". Having the game out with top players going to town using the latest roster (in tournaments and online) is better than not having anyone playing it until it's fully polished... right? 

The negative consequences of Capcom's decision to rush out the game was leaving out the casual "non-frame-studying" audience almost entirely. Needless to say, SFV's launch modes were shallow and unimpressive. The main 1-player mode at launch? Not Arcade mode with character endings, or anything like that. Instead, a time-consuming, frustrating, and poorly designed Survival Mode (mandatory to play in order to unlock new character colors and other content). A part of me likes that character colors are, in a way, "trophies" to show other players that you actually beat Survival on various difficulty levels, but frustrating AI and boring power-ups make Survival mode an unsatisfying chore. (But thankfully, the AI difficulty was fixed in the July 2016 update). Additionally, the quick and not-at-all-challenging character stories are hit-or-miss, but mostly didn't hit the mark either. It's definitely cool to see story artwork done by legendary Capcom artist Bengus, but even Bengus himself seemed a bit rushed and uninspired. While some are entertaining, those character stories cut off way too soon before accomplishing anything.

The all-important online mode is straight-forward and thankfully offers decent netcode. The star features of SFV's network options are the Network Match Fight Request settings (players can be challenged by opponents during any 1-player mode) and the groundbreaking PS4/PC cross-play feature. The CFN options / community hub is also pretty spiffy and has some cool options. On the downside, Capcom still can't figure out how to deal with "rage quitters"... (something that TTT2 online handled very well since day one in 2012). While SFV online is playable, the lack of single-player content at launch still caused serious backlash, spawning understandably negative early reviews of SFV. So was it really a smart move to release the game early and garner such negative hype? Probably not. The good news is, we are officially "post July 2016"... and SFV now has some actual 1-player modes. Hallelujah. In its current form, SFV is already a more complete fighting game package than most "Doujin / indie" fighting games released over the past few years (which don't usually get updated at all). So that's an improvement.
 

A Shadow Falls... what does it all mean? 

 
Let's talk about the entree of SFV's single-player content, "A Shadow Falls". The cinematic story expansion has the monumental opportunity to bring the Street Fighter characters to life in a way never seen before, and tie up decade-long loose ends in the storyline. While most of the cinematics are vibrant and entertaining; unfortunately, the storyline itself doesn't answer any questions, nor does it tell much of a real story at all. I didn't expect much, but thankfully, I was at least entertained (which honestly isn't an easy feat, because I'm not an easily-entertained person). There are actual laugh-out-loud moments, even some badass moments, and the camerawork in particular is excellent. The smooth motion-capture animation mixed with pleasantly moving camera angles mesh beautifully together. Unfortunately, graphical issues like glitchy hair and clipping take away from the presentation quality at times.

Gone are the days of a "group of fighters from around the world entering
a martial arts tournament". (Although, I think that cliche may've been a better starting point than Nash dreaming of a sheep talking to him. And spoiler alert (not really), that sheep actually transforms into Necalli and attacks him.) WTF. (Capcom still loves their WTF moments.) After that, the bulk of the story unfolds as if it's being orchestrated by a 8-year-old playing with action figures (or just Yoshinori Ono playing with action figures, like he does on Tuesday mornings). A lot of the writing is pretty sloppy and juvenile, but at least it isn't filled with the 30-year old Hollywood cliches which littered MKX's story mode.
 
SFV's story took some risks, at least, and put some effort into being original. Some of these risks are questionable however, such as giving so much damn screen-time to Rashid and F.A.N.G. Considering the Street Fighter series never had a story mode anywhere close to this, it's beyond surprising that Capcom decided to focus so much on these "untested" newcomers. While I pretty much despise everything F.A.N.G. stands for, and don't really like Rashid too much as a design, in fairness, the two actually managed to start being mildly-halfway entertaining midway through the story. I LOL'd a few times... I'll give them that. Surely, most veteran Street Fighter fans who are actually interested in the story would want to see more emphasis given to classic characters and storylines. Sadly, there were some missteps in that regard as well. (Really Capcom? Rashid is present (and cracking jokes) while Guile and Charlie have their long-awaited epic reunion after all these damn years? No, Capcom. Just NO. BAD Capcom... Again. 

Nonetheless, A Shadow Falls still managed to keep me interested throughout. I wanted to see what was going to happen next. I wanted more. I wanted to see some awesome twist, and how they might bring Gill into the storyline to finally tie in SF3. I even wanted to see if certain characters were going to DIE. Without spoiling anything, I have to say I was a bit disappointed in that regard. Capcom played the "safe card" and left things to the imagination. Other character storylines went unanswered.... Necalli had the potential to be a prominent and highly-engaging character in the story, but he's still just a mystery. But I digress. My favorite part of A Shadow Falls is easily the inclusion of the badass Shadaloo Dolls. It's been a long time coming... but we finally get to meet all the dolls. (P.S. They should seriously get their own spin-off game. I'd buy it.) Fighting against random Shadaloo baddies, the Dolls, and even a random cop was memorable... but if anything, none of it lasted long enough. Load times between fights also create some awkward moments, confusing the player on whether or not gameplay was going to commence or not.
 
A Shadow Falls succeeds at filling the SFV experience with "new" content of sorts. The playthrough features a ton of new & alternate stages, making it feel immersive. Also, seeing characters running through the cold metal walls of Shadaloo's headquarters gave me some nostalgia from SFA3's epic ending sequences. In short, the graphics, the smooth animation & camera work, r
andom character cameos, and a few clever "LOL moments" (that I won't spoil) make it worth a full playthrough. Plus, the price of admission is FREE. I only hope they continue the story with additional chapters (which Ono mentioned as a possibility), but perhaps they take it more seriously next time. *Spoiler Alert* (for real this time)... I could think of 20 better ways to integrate Gill into the storyline and "tie up loose ends". He could've helped Ryu "kill" M. Bison. How epic would that be? The last 10 minutes were anticlimactic and didn't have to be.
 

The epic return of classic stages like Guile's SF2 Airbase... More of this please!

 
12 paragraphs... and I haven't even talked about SFV's gameplay yet. (Ohh Capcom, you bring the drama and talking points like no other fighting game ever). So let's get to it. SFV absolutely feels like classic Street Fighter, mixed with many of the better elements from the series history. The pace is closer to SFIII: 3rd Strike (still arguably the best traditional 2D fighter ever made), and with much-improved animation quality, some would say SFV actually feels closer to SF3 than SF4. However, as a whole, SFV's gameplay experience resembles SF4 more than anything else. Even though I was never a big fan of the 7-year SF4 saga, I can admit that it was a smart decision to include a healthy amount of SF4 inspirations within SFV

The V-System integrates beautifully into the classic formula, giving each fighter an even more distinctive play-style. Each character's "V-Skill" varies... sometimes it's an extra special move (which can be used in a few different ways), while other times its a unique mechanic or movement ability. "V-Triggers" really shake up the gameplay, powering up a fighter's special moves, speed, or other various nuances which open up the door for higher damage, bigger combos, or additional mix-ups. Overall, V-Skills and V-Triggers are offer some additional creative freedom, expanding each fighter's potential (and are imperative to mastering a character). V-Reversals are another way to utilize the V-Gauge, and can be used as an effective defensive tool to get an aggressive opponent out of your face. I particularly love the V-Reversals that are "exclusive" moves, such as R. Mika's badass Stonecold Stunner and Balrog's classic Rising Headbutt. Lastly, some V-Triggers (like Nash's & R. Mika's) are a "one shot / hit or miss" special move which makes watching SFV matches fun. The way players implement V-Triggers can make for some interesting outcomes.

Of course, it's up to the player to develop a creative playstyle using a limited amount of moves. Thankfully, all returning Street Fighters stay true to their earlier versions and even succeed them in many ways. Veterans like Dhalsim, M. Bison, Birdie, R. Mika, Vega & Balrog are re-imagined brilliantly with new (yet still authentic) takes on their classic movesets. SFV's group of newcomers is a harder pill to swallow, and in my opinion, don't quite live up to the veterans. Necalli, my personal favorite of the new designs, looks and feels like a natural next-gen Street Fighter character, whereas Rashid & F.A.N.G. somehow feel more like "SF4 rejects" who were late to the party.  SFV's newcomers, as a whole, don't quite bring the hype. Instead, most of them have a "yeah, I suppose you 'work' as a Street Fighter character," kind of vibe.

Something must be said about the "quality" of the character redesigns. Most characters in SFV still bring a refreshing "newness" whether they're a veteran or newcomer. Their animations are deliberate and elaborate... much better than SF4's overall. While all of the fighters have a "quality" vibe about them in gameplay, more "heart" seems to have been put into certain characters, over others. Some characters (like R. Mika & Birdie) really have that "wow" factor about their redesigns and new movesets, whereas Karin and Alex, for example, seem closer to "SF4 quality" iterations. Other redesigns such as Guile, Dhalsim & M. Bison are a perfect evolutionary step for the character. 10/10. I also love how Capcom brought in some moves from the old school MVC series, such as Zangief's air grab, Chun-Li's air lightning kicks, and Dhalsim's Yoga Inferno. Good Capcom!

At the end of the day, Street Fighter V is a solid fighting game at its core. It's back to basics in some ways, with "easier execution" for advanced combos (which I approve of). SF4 made certain combos overly difficult and not very fun to perform, if you ask me. SFV's mechanics manage to be innovative and challenging, but still easy enough for everyone to understand. This is one of the reasons why Street Fighter is still one of the most watched competitive fighting games in the world... It's easy to follow. It still comes down to traditional 2D fighting game fundamentals like spacing, reads, punishes, and being an execution-master on those flashy combos and mix-ups. On that note, I will say that there are some ultra-sexy combos in the game that don't only look good, but are incredibly fun to pull off. Indeed, "winning with style" is definitely a thing in Street Fighter V. On that note, the classic K.O. splash screen when finishing with Critical Arts and EX moves is easily the best-looking of the series.
  

Soooo..... When's Extra Battle? Capcom? *crickets* Hmm. Ok.

 
It's a novel idea for Capcom to offer so much "free" extra content in SFV, which doesn't have to be purchased with real money. Players earn in-game Fight Money by playing Survival, completing Challenges, Story, and winning Online battles. The only flaw: Major grinding is required to unlock stuff (and its expensive). You'll inevitably want more than you can possibly unlock at once (unless you're a PC asshole who uses hacks). After you complete the main 1P modes, it takes a while to earn that additional Fight Money with online battles. You most likely can't "get ahead" and will have to make decisions on what you "want the most" when unlocking new content. Clearly, Capcom still wants you to pay real money for new content in order to have it as soon as it's available. Aside from its faults, the heart of the scoring / unlocking system is pleasing... and it at least makes you want to play the game more. In terms of Online Mode, SFV's matchmaking system and ranking system is solid, pitting you against players of a similar level. The Rage Quit Punish System also supposedly works, but I couldn't tell you since I don't rage quit.

SFV's Challenge Mode consists of Demonstrations, Trials and Missions. Demonstrations is a surprisingly deep "Tutorial" of sorts and very useful for beginners. There are even character-specific tutorials which elaborate on each fighter's play-style and unique V-System. Just like in SF4 (and SFEX), Trials has players perform increasingly more difficult combos for every character. As usual, Trials is good starting point on learning a new character. 7 months after SFV's launch, Capcom finally added "Daily Challenges" / AKA Missions - another way for players to earn Fight Money via specific challenges. (P.S. It's a shame that Missions took so long to come out, because that extra Fight Money earlier on would've been nice.) Sadly, Extra Battle, another special mode advertised for the game since early 2016, still isn't available. Extra Battle will pit players against special in-game bosses (pictured above) and will earn players various rewards upon completion.

 

Page Updated: May 9th, 2017
Developer(s): Capcom, Sony, Dimps
Publisher(s): Capcom
Designer(s): Yoshinori Ono     (Producer)
Artwork By: Bengus     (Story Mode Artwork)
Platform(s): Playstation 4, PC
Release Date(s): Feb. 16th, 2016   (/)
Feb. 18th, 2016  
()
Characters Ryu, Chun-Li, Charlie Nash, M. Bison, Cammy, Birdie, Ken Masters, Necalli, Vega, Rainbow Mika, Rashid, Karin Kanzuki, Zangief, Laura Matsuda, Dhalsim, F.A.N.G., Alex (DLC), Guile DLC), Balrog (DLC), Juri Han (DLC), Urien (DLC), Ibuki (DLC), Akuma (DLC), Kolin (DLC), Ed (DLC)

Featured Video:

Related Games: Ultra SF4, Super SF4: Arcade Edition, Super SF4, Super SF4: 3D Edition, Street Fighter 4, Street Fighter X Tekken, Street Fighter, Street Fighter 2, SF2: Champion Edition, SF2: Turbo, Super SF2, Super SF2 Turbo, Super SF2 Turbo Revival, Super SF2T HD Remix, SF3: New Generation, SF3: 2nd Impact, SF3: 3rd Strike, SF3: 3rd Strike Online Edition, Street Fighter 4, Super SF4, Super SF4: 3D Edition, Super SF4: Arcade EditionUltra Street Fighter 4, Street Fighter 5, Street Fighter Alpha, Street Fighter Alpha 2, Street Fighter Alpha 3, SFA3 Upper, SFA3 Max, SFA Anthology, Street Fighter Anniversary Collection, SFEX, SFEX2, SFEX3, Street Fighter: The Movie, Final Fight Revenge, Blazblue: Central Fiction, Guilty Gear Xrd -REVELATOR-, Killer Instinct Season 3, Mortal Kombat XL, TTT2, Tekken 7, King of Fighters XIV
 

Gameplay Engine  8.5 / 10
Story / Theme  6.0 / 10
Overall Graphics  8.5 / 10
Animation  9.0 / 10
Music / Sound Effects  8.5 / 10
Innovation  8.0 / 10
Art Direction  7.0 / 10
Customization  8.5 / 10
Options / Extras  6.5 / 10
Intro / Presentation  7.0 / 10
Replayability / Fun  8.5 / 10
"Ouch" Factor  8.5 / 10
Characters  9.0 / 10
BOTTOM LINE

 8.5 / 10

 Review based on PS4 version

  

Final Words: Street Fighter is the WWE of the fighting game universe. You might not like John Cena, but you better get used to his mug if you still watch wrestling. Love it or hate it in its current incarnation, Street Fighter V will be successful for years to come due to dedicated player support and Capcom's promise to enhance the game for years to come. However, with all the backlash due to SFV's unfinished release and Capcom struggling to stick to their original DLC release schedule, Capcom must've learned by now that you can't shortchange fighting game fans. Let's face it, SFV's rushed launch (due to Capcom wanting the game to appear at EVO '16) left many fans disappointed and bored. Thankfully, Capcom has "brought SFV to form" by steadily releasing new content throughout 2016 and into 2017. It's definitely a better game now, and it will continue to evolve. Keep it coming Capcom!

After playing the series for over 25 years, I still enjoy Street Fighter. Maybe it's the nostalgic, classic gameplay experience that keeps me coming back, along with the intriguing evolutions of the series iconic characters. Even though I've evolved as a player to loving 3D fighters a bit more than 2D (in most cases), I still enjoy going "back to basics" on a 2D plane and rediscovering all the fundamental nuances to pick apart opponents.

Fun Fact:
When I first saw the SFV "leaked roster" back in Autumn 2015... I thought it was too good to be true. I actually thought someone was playing a prank on me, since that list included way too many of my all time favorites (and naturally, characters who are rated very highly on TFG). Honestly, this is a sort of "dream roster" that I myself might've picked for SFV... about 5 years ago. While some characters haven't translated "perfectly" in my opinion, most of the returning veterans never looked better.

If you have trouble appreciating SFV, (get good... lol... or...) look at the game from "retrospective" viewpoint. Don't be jaded. Notice details like animation quality, character moveset design, and music - all of which are excellent. Worth mentioning, SFV's soundtrack is a solid step up from SFIV's. Did you notice that all of the returning character theme songs have "hidden" fragments of their classic themes from 15+ years ago? (Karin's & Birdie's for instance?) Did you notice how characters' bodies awesomely reflect the light of incoming projectiles? Seeing projectiles approach a low-health opponent, dynamically illuminating their features (and the background) as it passes by, adds awesome tension. These details, in addition to comparing SFV to past installments (which, by the way, didn't have much "extra content" to begin with), enables one to value SFV as a sequel worth putting time into, and a step in the right direction. Does every new fighting game need to break the boundaries for "next-gen" graphics? No, not every game will be Guilty Gear Xrd. But yes, "presentation" and small details definitely help, and still definitely matter in video games.

On that note, I wish Capcom spent more time on a few things.
The smaller details were always my favorite part about Street Fighter games. (For one, I miss hitting my opponent 1 or 2 more times after K.O.) (Also, no boxes breaking in Guile's revamped SF2 stage? Really? That 1991 technology is too hard to implement in current-gen?) Alas, Capcom is still dead-set on heavily catering to the eSports crowd because apparently it's "best for business"... but dammit, Street Fighter used to be artwork in motion. Sadly, SFV falls a bit short in that department, and it's sad to see "minimal effort" in art direction. (Really Capcom? Ibuki, Alex, Guile, Juri & Urien don't get orthodox character artworks like the original roster? Just edited renders?! Also, at launch, only 1 stage in the game had a breakable wall and interactive stage K.O.?) Many great fighting games of the past launched with a variety of interactive stages to demonstrate the "new engine"... not just one stage for showing off at E3. It's almost false advertising. But to end on a positive note... 7 months after launch, Capcom finally added to K.O. / stage transitions to the game, and they're pretty entertaining. Worth the wait I guess.

Now, this next bit is just a personal note. I'm not comparing SFV to Tekken Tag Tournament 2, because the games don't need to be compared... but I'm letting you know where my head's at. As someone who mains TTT2 (playing it consistently for the last 4-5 years), SFV seems really... "simple" to me. Sometimes simple is good. Sometimes simple bores me. In short, defeating opponents "the same way" repeatedly doesn't quite satisfy my "bloodlust"... if you will. Losing the same way also can get boring. In TTT2, even after 5 years, I don't win or lose "the same way" repeatedly on any given session. Maybe that's because I use 20+ characters, or maybe it's because I usually only lose to strategies and styles I've never seen before. SFV doesn't have the same effect from a long-term standpoint. It also doesn't take very long to fully learn or even "master" most characters in SFV (which is a pro and a con, in my opinion). In SFV, the same combos and same results will inevitably happen with ever-so slight variations. Yeah, maybe you know the frames, punishes, and match-ups better than I do... but that doesn't mean SFV is that complex of a game. Some friends of mine even call it "Simple Fighter V"... but I personally give the game more credit than that. Be that as it may, SFV is a foundationally-solid 2D fighter and still "more fun" (IMO) than MKXL or Killer Instinct.

When criticizing Street Fighter V's simplicity, one must remind oneself... this is Street Fighter - the fundamental starting place of every fighting game ever made since the early 90's. When you're Street Fighter, part of being Street Fighter is being true to your 90's roots. And perhaps, what SFV does best is just that. Along with the solid refinements on the classic gameplay formula, Capcom took great care in keeping the integrity of veteran characters, all while evolving them smartly and stylishly. Perhaps not "all" returning characters turned out just the way you would've hoped, but surely one or two did, right? In my case, the only characters I don't quite approve of are Alex's visual redesign and F.A.N.G... Karin also should've kept her classic counters from SFA3. Other than that, I'm quite happy with the SFV roster, and still very excited for future character reveals.

The goofy / facetious nature of the SF4 series and many of its design quirks still "linger" in SFV... but aren't as bad, thankfully. At times, SFV seems like a funny Pixar movie, notably during story mode and win poses. SFV's art direction started off on the right foot... with a darker setting, "serious" Ryu, "serious" Chun-Li, totally badass Bison, Franken-Charlie, fat washed-up Birdie... but then... shit happened. Birdie doesn't need to pull out a giant f*cking donut during his win pose, and F.A.N.G. doesn't need to exist at all. It seems someone over at Capcom just can't help themselves. Someone has to "cross the line" and force bad slapstick humor into the game. (On-san, is that you again?). Birdie's win pose is actually a perfect analogy for what is wrong with SFV. In gameplay, Birdie is a charismatic, amazingly-details, and hard-hitting 2D fighting game character... his "humor element" during gameplay is just enough... the perfect amount... 10/10.... but someone decided to (bleep) it up and give Birdie a giant stupid donut in his win pose. *sigh* The Street Fighter III series was beautiful, serious and honest. There were no obnoxious in-your-face jokes, no Pixar rejects, and no stupid shit like F.A.N.G and giant donuts. There used to be more of a focus on martial arts and actual fighting. I still miss that kind of Street Fighter... and I know I'm not alone.


In closing, it took Killer Instinct (2013) about three years to get to where it is today... a game that feels mostly complete after countless individual updates. So where do you think SFV will be in 3 years? All Capcom needs to do is continue updating the game with relevant and exciting content. It's obvious SFV hasn't nearly reached its full potential, and it's an exciting time to be a Street Fighter fan when realizing Capcom plans to update the game for years to come! Back in the day, when a fighting game was released... that was it. That was the whole game (and if it was broken or unbalanced, tough cookies)! There was nothing "new" until years later when you paid another $50-$70 for a sequel. Thankfully, those days are (mostly) over. Capcom has promised that SFV will get bigger, better, and will probably last as long as SF4, if not longer (and you'll still spend less money than you would in the 90's for console version updates). So hopefully, the best is yet to come.
And just like SFV, my review will continue to evolve with it. Thanks for reading! ~TFG Webmaster
  

   
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