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Prerelease:Street Fighter V

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This page details prerelease information and/or media for Street Fighter V.

Hmmm...
To do:
Find more prerelease videos, info, and images from the Base game, Arcade Edition and Champion Edition versions of the game.

Street Fighter V began its development in the summer of 2013 after the completion of Ultra Street Fighter IV and the release of the PlayStation 4, and the development for the base game took four years to finish. There are some differences between the Early Open Beta Prototype versions and the final game.

Development Timeline

Base Game

2013

  • November 15-29 - Game is in development after the PlayStation 4 was released in the US and Europe.

2014

  • December 5 - First gameplay trailer was unveiled before it's appearance at Sony's PlayStation Experience event the following day via a trailer on Youtube (which was dropped afterward).
  • December 6 - Game is announced at Sony's PlayStation Experience event.

2016

  • February 16 - Game is released.

Early 2013 Prototype

In the "A Visionary Book" booklet that comes with the Japanese version of the game if you ordered it from the e-Capcom store, you can only see a single screenshot of this prototype that the game's development team had created while also learning how to use Unreal Engine 4. The screenshot shows Ryu fighting against M. Bison. The game was originally going to have a different art direction, as the prototype used photo-realistic visuals, a different HUD, and much different designs for the characters (that were all later being re-purposed for Street Fighter 6).

SFVearly2013prototypeimage.png

On a special "making-of" topic on 4Gamer, more images from this prototype show Ryu, as well as his alternate colors and two stages.

There was also some early character concept art in the booklet.

The game's producer told Game Spark in an interview, and further explained the design process behind the game, as well as the early character designs.

At this point in time, Ryu had just gotten back from training in seclusion in the mountains, so he's grown a beard and is covered with all these cuts and bruises. The idea to make a "Hot Ryu" battle costume for him came from this photo-realistic build. - Koichi Sugiyama

Ryu's design in this prototype would eventually be the inspiration for his Battle Costume, nicknamed "Hot Ryu", and the other concept arts inspired the DLC costumes released for Birdie, Karin, Chun-Li and Nash. On February 21, 2022, Ryu's design in this prototype later became the inspiration for his appearance in the teaser trailer for the then-upcoming Street Fighter 6. On June 02, 2022, in the trailer for Street Fighter 6 that appeared during the Playstation State of Play presentation, Ryu's new design for the upcoming title was almost the same, but he now wears a special kasaya (or buddhist robe) similar to Gouken and Oro. Takayuki Nakayama asked about Ryu's new SF6 design on Twitter.

Although Street Fighter 6 occurs after the Street Fighter III series, Ryu still feels that he's "not there yet" - though he seems to have gained some dignity. The way he wears the kasaya (Buddhist robe) is reminiscent of his master, Gouken. - Takayuki Nakayama

In the same trailer, Chun-Li's concept arts later became the design inspiration for her Street Fighter 6 appearance in which she now wears a white-based outfit that "inherits the traditions from the series, but is elegant and easy to move in".

December 2014 Playstation Experience Open Beta Prototype

Hmmm...
To do:
Add the Capcom Cup 2014 Stage Demo gameplay.

In the December 2014 Playstation Experience Open Beta prototype (seen in the announcement trailer, and gameplay demonstration of the game at Capcom Cup 2014), there are a few differences.

Title Screen

  • In this prototype's gameplay demonstrations, on the title screen, pressing the start button takes you to the first round of the match. In the Final game, you have to create your account, then you'll be taken to the Tutorial.
    • Likewise at the end of the match in the gameplay demonstrations, you'll be taken back to the title screen after pressing the X button, instead of continuing in the Final game.
December 2014 Prototype Final (Base Game)
Hmm... There's no copyright info below. The Retail version of the base game's title screen adds the copyright info below the logo.
Final (Arcade Edition) Final (Champion Edition)
For Arcade Edition, a new design was used. The Champion Edition update uses a new version of the previous update's title screen.

Pre-Fight Introductions

A few differences in the Pre-Fight Intros shown in this prototype had to be changed for the Final version of the game.

  • In this prototype, the game can be paused during the pre-fight introductions. In the Final game, you can only pause the game in-fight, but you cannot pause gameplay during the pre-fight intros and story cutscenes. When pausing in this prototype, the scene just freezes without dimming the brightness, which the Final game had added.
December 2014 Prototype Final
Seems that Street Fighter V originally had a different pause menu design, and the option to skip cutscenes while the game is paused, similar to Kingdom Hearts... In the Final game, a new pause menu design is used.
  • An early version of Ryu's Pre-Fight Intro, where there's less mist around him, and the camera moves up later after he gets up. In the final game, the camera follows him as he moves up, and the mist is added.
December 2014 Prototype Final
That's strange... Where's all the mist? Done and done.
  • Instead of looking to her side smiling in the Final game, Chun-Li was giving a determined stare to the camera in this prototype. Also, the camera is in a different angle near the end of her Pre-Fight Intro than in the Final's.
December 2014 Prototype Final
That... could have been better. If at first you don't succeed... try and try again!
  • The English pre-fight intro subtitles for Ryu and Chun-Li are different in this prototype compared to the final game, due to them still using their Japanese voices at the time.
December 2014 Prototype Final
I must push onwards! This is the path... of my destiny!
December 2014 Prototype Final
I'll show you my Kung-Fu! Want to see my Kung-Fu? I'll show you.

During Gameplay

  • In this prototype, after the pre-fight introductions, the scene fades to black before fading in, rather than having the camera zoom out of the character and to it's usual 2D fighting-game perspective.
  • A different version of Ryu's Denjin/Shinku Hadouken Critical Art start-up animation is present in this prototype, which also had originally provided a look behind him before he throws the projectile, which does not happen in the final game at all.
December 2014 Prototype Final
This is getting very dangerous... or a little bright for you? Feel the Flow!
  • The background seen for Critical Art Finishes appears immediately in this prototype. The Final game has the stage's background being moved into black quickly before the sunburst background appears.
December 2014 Prototype Final
There's some different light here... Now that's more like it!
  • There are no character-specific Flow visual effects in both characters' match victory animations in this prototype. The font in the result screen is also different.
December 2014 Prototype Final
There's the X button at the bottom-right, but where is Ryu's Flow? That's better.
  • Also, both characters only have one Win Quote at the end of the match, instead of picking one of several at random in the Final.
If Ryu was used If Chun-Li was used
You've been working on your combos, I see. Nice moves! You've gotten stronger since we last met. Keep it up!
  • The HUD is different than the Final game's HUD in this prototype. Revenge Gauges and Super Arts were features originally shown at the Capcom Cup in this prototype; the former has been scrapped and replaced with the Stun Gauge, while the Super Art was re-tooled in the form of the Critical Art. Also, Ryu and Chun-Li's HUD icons are different than the Final game's icons in the prototype, P1's Critical Art gauge is two bars instead of three, and the character names next to their icons were replaced with text reading "Player 1" for P1, and "Player 2" for P2 (rather than having the "Player #" text being in each player's side of the healthbar in the final). The Arcade and Champion Edition updates had a completely new HUD to go with them.
December 2014 Prototype Final (Base Game) Final (Arcade/Champion Edition)
A different HUD and character icons here. This is the HUD used for the base game... ...and here's the HUD for the Arcade and Champion Edition updates.
  • The Bustling Side Street stage has differences between this prototype and the final game. This prototype version of the stage has banners that advertise the Capcom Cup of the time, including one on the tour bus (that was replaced by a Fei-Long-themed banner in the Final), and there are no spectators in the stage.
  • The camera rotates behind the character whom had knocked the opponent into the side of the area's wall in the stage in this prototype's Stage K.O. The Final game changes this to a cinematic instead.
December 2014 Prototype Final
In the December 2014 prototype, the camera rotated behind the character... ...but the angle was later changed for the final game.
  • This prototype also has some issues during gameplay, such as Chun-Li's breast jiggling, and a rare chance of an VFX issue during Ryu's victory animation. Both of these issues were fixed for the Final game.
Notice that there's a slight issue on Ryu's left arm here in this screenshot.

February 25 2015 Prototype Gameplay Trailer

In this trailer (which added Nash to the roster), there are some differences.

  • Both Ryu and Chun-Li's character models were now given a slight update.
  • Ryu's Shinku Hadouken and Denjin Hadouken Critical Art start-up animations are closer to the Final's now.
  • The Bustling Side Street stage is now close to the Final's version of the stage, as all of the banners advertising the Capcom Cup are gone completely and spectators are added.


E3 2015 Prototype

In the E3 2015 Prototype (which added Cammy and Birdie to the roster), there are some more differences in gameplay, and in the screenshots.

Title Screen

  • The Title Screen is close to the Final's, but with "Beta Version" above the right side of the logo. The Arcade and Champion Editions have different Title Screens of their own for their updates.
June E3 2015 Prototype Final (Base Game)
The copyright info's year is 2015 instead of 2016. The Retail version of the base game corrects the info, and slightly pushes it down.
Final (Arcade Edition) Final (Champion Edition)
SFVTitleScreenFinalArcadeEdition.png Champion Edition's update adds some more info below.

Character Select

  • The Character Select Screen has six characters instead of the Final's sixteen base characters (including the Season DLC characters). The Arcade and Champion Edition updates have a new Character Select screen created for the updates.
June E3 2015 Prototype Final (Base Game) Final (Arcade/Champion Edition)
Huh? There's 10 other characters missing (including the DLC ones). All the base game's characters are here (as well as any DLC ones you have). The Arcade and Champion Editions swap the background of the Earth for a more detailed golden stadium.

During Gameplay

  • Cammy's Pre-Fight intro has her leap through the screen and land crouched. In the E3 2015 Beta, she used to land on the camera, allowing the player to see between her legs. In the final game, the camera is now on her side, and zooms on her knee.
  • The Union Station stage has some differences to the Final version of the stage. The stage was also known as Terminal Station in the prototype.
  • In promotional screenshots, the HUD is slightly similar to the Final's. A new HUD was used for the Arcade and Champion Edition updates.
June E3 2015 Prototype 2015 Open Beta Tests Final (Base Game) Final (Arcade/Champion Edition)
Slighty similar to the Final's HUD, but Ryu and Chun-Li's icons need re-vising. This just needs a few more finishing touches. That's much better now... ...although a new HUD was used for the Arcade and Champion Edition updates.

August 27 Prototype Gameplay Trailer

In this trailer, there is one character-related difference.

  • Rainbow Mika's critical art start-up animation is actually her slapping her own butt. The game used to zoom on her butt before zooming out during beta tests, and in the final game, it remains on her upper body part instead. The slap is still audible though.