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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.
Capcom Fighting Collection [a] is a fighting game compilation by Capcom in celebration of the Street Fighter series' 35th anniversary. The collection includes arcade versions of ten fighting games originally released by Capcom between 1994 and 2003, including all five Darkstalkers games.
Street Fighter Online: Mouse Generation – a fighting game made for PC that uses a mouse as a controller. It features 20 characters, 5 of which are from Street Fighter: Ryu, Ken, Chun-Li, Guile, Zangief. Among 15 other characters are Batsu Ichimonji and Akira Kazama from Rival Schools series.
GGPO, the networking middleware which Fightcade uses for facilitating online play, was created by Tony Cannon in response to the poorly-received netcode of the 2006 Xbox 360 re-release of Street Fighter II: Hyper Fighting. [1] GGPO was originally bundled with a client that enabled users to play networked multiplayer games via an embedded emulator.
Cross-platform play is the ability to allow different gaming platforms to share the same online servers in a game, allowing players to join regardless of the platform they own. Since the Dreamcast and PlayStation 2 , there have been some online video games that support cross-play.
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Soulcalibur V; Soulcalibur VI; Street Fighter series – Capcom. Street Fighter V; Street Fighter 6; Street Fighter X Tekken – Capcom; Sunday vs Magazine: Shūketsu! Chōjō Daikessen – Konami; Super Smash Bros. series – Nintendo / HAL Laboratory / Sora / Bandai Namco Studios. Super Smash Bros. Super Smash Bros. Melee; Super Smash Bros. Brawl
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.