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His appearance is that of a round, cactus-like humanoid with a sombrero. He can reshape his entire body into several forms for some of his attacks using a plant theme, and plant smaller, child like versions of himself. He is one of the few characters in the game also to feature a healing assist. Sonson III. In the game, she tries to find out why her village was struck by an unknown illness. This phenomenon prompted numerous heroes and villains to band together and investigate.

He's something akin to entropy incarnate, a fabled monstrosity that would bring the world back to primordial times, killing all life in the process.

Featuring the music of...

Marvel ] Sprite Character Origin. Marvel Super Heroes. Captain America.

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    Omega Red. Silver Samurai. Capcom: Clash of Super Heroes. War Machine. Wolverine with bone or adamantium claws both playable. Capcom Sprite Character Origin. Darkstalkers: The Night Warriors.

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    Jill Valentine. Resident Evil. Cyberbots: Fullmetal Madness. Mega Man.

    While Street Fighter 5 doesn't have the immediately-appealing hyper-stylised graphics of Street Fighter 4, its character animation work is unparalleled for the genre. There are loads of flourishes that combine to make each character move beautifully. Sakura is a fantastic example of a character who looks pretty unremarkable at first glance - she's a plucky Japanese woman who works in an arcade and wears nondescript clothes - but study the way she moves and you see Capcom has expertly crafted a wonderfully fluid fighter.

    Sakura, by the way, is a lot of fun to use. All her Ryu-esque special moves of yesteryear are present and correct, and her trademark multi-hit attacks are a pleasure to link together. She also has an interesting background story, set after the events of the main Street Fighter 5 cinematic story mode. Sakura, it turns out, is having something of an existential crisis. As she wonders whether fighting on the streets is the best use of her time, she sort of ends up suggesting Ryu and she have a baby.

    Yeah, it's a bit weird, but it's nice to see some character development in a series that, well, has never really done character development at all.

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    If you buy Arcade Edition outright, you get the base 16 fighters Street Fighter 5 launched with as well as the 12 DLC characters added to the game during seasons one and two. Some of these DLC characters are fantastic, both in their design and the way they play.

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    Abigail, the screen-filling, car-loving brute from Capcom's own Final Fight series, is tremendous fun to play with and packed to bursting with eye-catching animations. The mystical Menat has the sassiest walk in all of fighting games as well as an execution-heavy fighting style. And let's not forget some of the vanilla characters remain hugely interesting: my beloved Birdie is a stunningly successful re-imagining of a character most fighting game fans had forgot.

    Necalli's V-Trigger leaps out of the screen with as much energy as it did two years ago. And Rashid is a super fun newcomer who, in hindsight, stole the show. It's taken Capcom way too long to drag Street Fighter 5 to where it should have been at launch. And so, it's easy to cynically dismiss this much-needed rebirth as too little, too late. But doing so does a disservice to the fantastic fighting game Street Fighter 5 has become.

    Sure, Street Fighter 5 was a disaster at launch. But now, buoyed by Arcade Edition, it's one of the best fighting games around, if not the very best. Street Fighter 5 has always had brilliant combat. Now it's got the video game to do it justice. Read the Eurogamer. Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go here. Jump to comments Wesley is Eurogamer's deputy editor. He likes news, interviews, and more news. Not only does Akuma have the most evil counter gem attack pattern in the game, we're facing him on Hard mode.

    He literally drops blocks at "perfect" speeds, although he occasionally rotates them as they come down which does slow things down just enough for me to get the upper hand. I tried any number of attempts at the end of Felicia's stage to generate this quite amazing drop sequence, and by "any number of attempts" I mean 1 attempt that is to say, I finished the level then went back and rotated the yellow crash block once. That's right, this incredibly crazy drop pattern was the first manipulation attempt, and couldn't have been more perfect. It still took quite a bit of testing to figure out how to end the input as early as I do, however.

    The primary tactic is sending over just enough damage to counteract gems that would mess up exploding both red and blue power gems at the same time. When he does send a few counter gems over I manipulate them into falling in harmless areas, and near the end I taunt Akuma in a replacement file I created after submission and drop a bomb on him. The game is nice enough to auto-advance past the summary and even the name entry so after setting up a big enough attack I simply rotate the pair of crash gems at the end into the right location and end input.

    I could write an entire diatribe on everything that fba-rr did against me but I'll spare you the gritty details. There are funky quirks, such as disabling the current savestate load and save functions when working with a movie I bound them to a set slot and worked around it. Lua scripting is effectively broken if you want to do anything other than displaying stuff on the screen, although I was able to create an input-modules.

    My very first run through the game was destroyed by an issue where I created and later loaded a savestate at the first frame and unless I loaded that savestate the movie wouldn't sync. One of the bugs I discovered turned out to be very handy, however - disabling audio disables the ability to use turbo and makes frame advance advance two frames at a time, holding buttons down in the process.

    For this particular game, that was actually a huge benefit as there is always plenty of time to move gems before they fall so I actually ran through a substantial part of the game in that state. This was both fun and frustrating to work on. On the one hand, this process is quite possibly one of the most unique puzzles I've ever worked on in the sense that I was often trying to find a way to set up chain reactions or otherwise amass power gems and taking the list of upcoming gems and figuring out the best thing to do was often quite tricky.

    Who knows! Spend a few hours trying to get one to be just a second faster, give up in frustration, try another drop order and destroy the enemy in no time flat, hope to get the same luck on the next round and fail, lather, rinse, repeat. Needless to say, I am in no way deluding myself into believing that this is completely perfect because to make it perfect would require botting and knowing where certain things reside in memory, both of which are literally impossible in this emulator.

    I encourage anyone who wants to to obsolete this run in the future - assuming some of the annoyances of the emulator are resolved you might find it to be an enjoyable process of puzzling over the best solutions. I'd like to say thanks to zid who helped me diagnose the brokenness that is Lua support in this emulator and to Raelcun, Invariel, and everyone else on IRC who kept me in good spirits during the low points of the run. Previous time: Current time: Overall, this was a fun watch.