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Street Fighter V [a] is a 2016 fighting game developed by Capcom, Dimps and Taito and published by Capcom for PlayStation 4 and Windows. [3] The major follow-up to Street Fighter IV (2008) as part of Capcom's Street Fighter series, it was developed using the Unreal Engine 4 engine and was a console-exclusive on Sony's platform.
Street Fighter [a] is a Japanese media franchise centered on a series of fighting games developed and published by Capcom. The first game in the series was released in 1987, followed by six other main series games, various spin-offs and crossovers, and numerous appearances in other media.
Street Fighter II – Champion Edition (PlayStation 2 – part of Capcom Classics Collection Vol. 1) Street Fighter II (Master System – Brazil-only release) Street Fighter II': Champion Edition (Saturn – part of Capcom Generation Vol. 5: Fighters, Japanese release) Street Fighter II Turbo: Hyper Fighting. Street Fighter II Turbo (Super ...
Street Fighter Online: Mouse Generation; Street Fighter V; Street Fighter X Mega Man; Street Fighter X Tekken; Street Fighter: The Movie (arcade game) Street Fighter: The Movie (console video game) Street Fighter: The Storytelling Game; Super Gem Fighter Mini Mix; Super Puzzle Fighter II Turbo; Super Street Fighter II; Super Street Fighter II ...
Street Fighter 6 has continued to be supported by Capcom, with new characters getting added to the game post-launch. The game's third new DLC character, Ed, was added to the game last month, with ...
The Sega Genesis/Mega Drive version is known in North America and Europe as Street Fighter II': Special Champion Edition, and in Japan as Street Fighter II' Plus: Champion Edition [29] The TurboGrafx-16 and Sharp X68000 versions were released in Japan only [30] [31] The mobile phone version was released in North America only [32]
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Street Fighter 30th Anniversary Collection was developed by Digital Eclipse and published by Capcom. [4] To provide minimal latency in online play, the development team implemented "rewind" technology and allowed players to adjust their own input latency via an in-game menu.