Super Street Fighter IV
Ten new challengers appear.
Two years ago I would have struggled to get enough people together for some casual games of Third Strike, yet now the European fighter scene is once again thriving and it's all thanks to the spectacular Street Fighter IV. What an awesome year it's been. Now we're on the verge of the next instalment in the SFIV saga, and fans are hoping for more than a mere update.
The stats certainly look impressive, as Capcom has drip-fed the new character information in addition to a host of new features and online modes. But compared to SFIV, just how different is Super Street Fighter IV going to be to play? Well, we've had access to a near-complete build for the last few weeks, and based upon first impressions the biggest changes to SSFIV are its tighter balancing, increased speed and greater diversity.
With three Alpha additions, three Third Strike favourites, two new creations and the last two SFII classics, Capcom has gone above and beyond with the revamped SSFIV roster. Loading up the new select screen is a real dilemma: do you check out what changes have been made to your main character, or do you take one of the newbies out for a test run? We suggest you resist fireball-spamming and opt for the latter, as each of the new challengers provides a refreshing fighting experience.
Fighting out of the Alpha camp are Adon, Sagat's former pupil and a master of Jaguar style Muay Thai, Guy, a practitioner of Bushin Ryu ninjitsu, and Cody, an apathetic anti-hero with a rough brawler style. I'll also cover myself by saying that these guys don't originate from the Alpha series, but instead go back to Final Fight and the first Street Fighter.

Some of the new costumes include an armoured M. Bison and Fei Long in a masked Bruce Lee Kato outfit. Dudley also gets a Sgt. Pepper style ensemble.
Anyhow, Adon keeps all his Alpha moves like Jaguar Tooth and Jaguar Kick, and can rapidly move across the screen to keep his opponent under pressure. He also retains his three Super variations, which all start out the same but finish differently depending on which button you press.
In addition to having his classic Jaguar Revolver as an Ultra, Adon's second Ultra, the Jaguar Avalanche, works spectacularly as an anti-air and combos perfectly off a Rising Jaguar focus cancel. His mix-up game also improves with meter as his EX Jaguar Kick acts as a very swift overhead.
But whereas Adon is pure rushdown, in comparison Cody is a defensive fortress. Just like Adon he makes the transition to SSFIV with his Bad Stone, Criminal Upper and variable Ruffian Kick intact, but he also gains the Zonk Knuckle special. This works similarly to El Fuerte's Quesadilla Bomb, and requires a punch to be held down while it charges. Once released, Cody will quickly dodge and hook his opponent.
Cody's Last Dread Dust Ultra is also the ultimate anti-Ultra, as he interrupts his opponent by kicking dirt in their face before going to town with a wrench and lead pipe combo. If you want to chip the competition to death, you can pick up Cody's knife to increase his damage and range.
But out of all the Alpha new bloods, Guy has the most versatility. The red-clad ninja makes it into SSFIV with his full repertoire of Alpha 3 specials, including his vertical Hurricane Kick, his Bushin flip and his Hozanto shoulder barge. He can also play mix-up mind games with his Bushin Run, which can either hit low or hurtle into an overhead kick, which hits from almost a full screen away.
But perhaps his most interesting feature is his four-hit target combo, which in the corner can combo into his Bushin Hasoken Super for good damage. Guy players can also choose between a standard battering Ultra - which combos nicely in the corner with his Ninja Sickle command move - or opt for a more tactical command grab.
While Guy dabbles with target combos, it's in the Third Strike house where the mash-happy system is used most. Ibuki in particular, who seems to have 50 per cent of the moves in the game, has a total of nine targets combos in her command list - three of which can be done mid-air. Add this to her eight special moves - all of which return from SFIII and include her Kunai air projectile, Kazegiri dragon punch and Raida command grab - and you have a ninja who, just like her Third Strike incarnation, makes a 10-hit combo look like nothing. Fortunately she takes damage badly.
If jumping across the screen like a hyperactive maniac isn't your thing, SSFIV also offers up Dudley. This gentleman boxer is perhaps our favourite SFIII addition as his moveset is quickly understood and easy to implement, featuring the hard-hitting Machinegun and Short Swing Blow. Dudley also has a wealth of command moves and target combos that rival Ibuki in terms of diversity, and when combined with his defensive Cross Counter and Duck, he has an adaptive play-style that's effective at close-to-mid range.
In a tight squeeze Dudley can combo effortlessly off his Jet Upper dragon punch into either his Rocket Upper Super or his Corkscrew Cross Ultra - with no focus or Super cancel required. But if you're looking for pure rushdown thrills then look no further than tomboy Makoto and her chosen style of Rindoukan karate. I was never a massive fan of Makoto in Third Strike, mostly due to her risky play-style, but for SSFIV Capcom has subtly toned her down while maintaining her strong offence.

A link combo works by linking attacks that recover before hit stun wears off, but the timing is very tight. In comparison, target combos cancel attack animations into each other and are easy to mash out.
Makoto keeps all five of her Third Strike specials, including her Fukiage anti-air, Tsurugi kick and Oroshi karate chop, but now her attacks combo together in different ways. That said, her most impressive new trick allows her to Super-cancel out of a dash punch into her Tanden Renki - which ups her damage output and turns her skin red - but the kicker is that she still has enough time to combo into her first Ultra. Do this with a full Ultra meter and it will do nearly a third of full damage. Not bad, but it'll take some serious skill to set up.
But if you're a Street Fighter diehard who's after something completely untried, your only option is try one of two genuinely new additions. Juri was the first SSFIV exclusive that Capcom announced and as an evil Korean Taekwondo master she has a fittingly offensive play-style.
Her specials include the Senpusha wheel kick and the Shikusen triple air kick - whose follow-up hits are amusingly titled 2nd Impact and 3rd Strike. She also has the Fuhajin kick, which requires a fireball motion, plus if you keep the kick button held down she can store up to three projectiles that can be used mid-combo.
Ultra-wise, Juri has the Feng Shui Engine and the Kaisen Dankairaku. The former allows all her normal attacks to chain upwards in target combo style for a limited time, effectively giving her a custom combo, but the latter will likely prove more popular as it does good damage and combos flawlessly off her EX Shikusen. The timing isn't even that tight.
If you're more into Zangief and Rufus rather than Chun-Li and Cammy, then forget Juri as Turkish oil wrestler Hakan is your man. I actually had to check this out on Wikipedia as I genuinely thought it had been made up, but it turns out oil wrestling is actually Turkey's national sport. Go figure. This being Capcom, the entire concept has been taken to the extreme, and Hakan's moves are outlandish even by Street Fighter standards. As well as a goofy 360 command grab and a belly slide sweep - appropriately called the Oil Rocket and Oil Dive - Hakan's most useful special is his Oil Shower.
By dosing himself in olive oil Hakan's slide-and-grab reach will temporarily increase while he stays lubed up, and many of his moves focus on giving him the space to do this. The red giant also has the very useful ability of being able to slide towards his opponent while charging a focus attack, a skill possessed by no other character. But his craziest contributions to SSFIV are his Ultras, the first of which is his own greased-up take on the Final Atomic Buster and does a similar level of damage.
The second however, called the Oil Combination Hold, is the most effective anti-air in the game. If you jump on Hakan as he lies on his back then he's going to straddle you, oil you up and send you hurtling towards the arena wall for moderate damage. Only in Super Street Fighter IV.
So there you have it, a basic roundup of the eight most interesting fighters in SSFIV, which hopefully imparts a few bits and pieces that you didn't already know.

Akuma's new Demon Armageddon Ultra can cancel out of his teleport for a surprise counter. It's not as powerful as the Raging Demon, but it gives him more options.
There's also Dee Jay and T. Hawk, who play more or less as expected, and as for the changes that have been made to the existing cast, there isn't room to go into that in any detail, but the tweaks are numerous. Examples include Ryu's Dragon Punch, which now hits twice at medium or above if you hit it deep, and Sagat's Tiger Uppercut which, along with him in general, has lost a lot of priority and damage. That said, he has a new Angry Charge move that allows him to power up the next hit at the cost of one Super stock.
Those who played SFIV to death are also going to find their tech and link timing needs readjusting, as the tempo for SSFIV has been turned up. The new dual-Ultra system ups the variety on offer by a considerable degree, and a lot of the returning characters are now more competitive thanks to their extra firepower.
Dhalsim, Balrog and E. Honda have command throws, Fei Long and Cammy have reversals, and Rufus supplements his insanely combo-able Space Opera Symphony with the new Big Bang Typhoon, which has little combo-ability but will catch you out if you so much as sneeze.
So on the whole SSFIV is shaping up to be every bit as impressive as its predecessor, offering fans more diversity and a tighter fighting experience. It will also be interesting to see if Capcom can improve the netcode to offer an online experience that is more on the level of BlazBlue, which still stands as the fighter benchmark.
Whatever the outcome, Capcom has already set the foundation for its greatest follow-up yet, and come 30th April it will be time to ditch the old main and hit the training mode with one of SSFIV's brilliant new characters. The only question is, who will you choose?
Super Street Fighter IV is due out for PS3 and Xbox 360 on 30th April.
You may also like...
-
Retrospective: Star Wars Episode I Racer
-
Face-Off: Final Fantasy 13-2
-
Why Devs Owe You Nothing
-
Game of the Week: Catherine
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
App of the Day: Ascension: Chronicle of the Godslayer
-
Who Killed Rare?
-
Face-Off: The Darkness 2
-
Gotham City Impostors Review
-
Kingdoms of Amalur: Reckoning Review
-
EA evaluating FIFA Street features for FIFA 13
-
Catherine Review
-
The Darkness 2 Review
-
Grand Slam Tennis 2 Review
-
App of the Day: Sir Benfro's Brilliant Balloon
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
Catherine launch trailer is looking saucy
-
Sony admits "dropping the ball" with Demon's Souls
-
One Piece: Unlimited Cruise SP Review
-
Metal Gear Solid: The "Lost" HD Remasters
-
CD Projekt: Witcher 2 intro cinematic "the most expensive asset we ever created"
-
King Arthur 2 Review
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
Skyrim patch 1.4 now live for Xbox 360
-
Valve admits hackers accessed Steam transaction log









Comments (40) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Fanks
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I'd wait for the new one. I think SFIV is £8-10 new at the moment, which is almost 50% of the price of SSFIV.
Comment below viewing threshold Show
Angry Charge only affects Tiger Uppercut. Without it, a light, medium or heavy Tiger Uppercut seems to do exactly the same damage. But with Angry Charge in effect, it adds about half damage to a light Tiger Uppercut and more or less doubles the damage of a heavy one.
Angry Charge only works for the next Tiger Uppercut you pull off, so if you whiff one then you don't keep your charge. Also, Angry Charge increases the damage of an EX Tiger Uppercut, but its effect only seems to apply to the first hit.
Also, you can't stack charges.
The old Tiger Uppercut FADC to High Step Kick into Tiger Destruction now only does half damage with a full Ultra bar. Adding an Angry Charge does increase the damage a bit though...
@ sfp_noodle
By priority I refer to the fact that a lot of Sagat's moves don't seem to win out as much as they used to. I played Sagat a lot in SFIV and I know how good his air elbow was for beating out all kinds of stuff. But now it's been toned down. Same goes for the normal Tiger Uppercut, it trades less with dragon punches and you get beat out more, hence why the Angry Charge is there.
Sagat's still awesome though, plus I'm digging his new costume
Comment below viewing threshold Show
how is Sagats st HK in this game, particularly it's priority?
don't expect improved netcode either, it's already been said that its more or less the same, just with spectator slots and such...
still looking forward to this, but honestly, the balance changes interest me more than the new characters, though i'll definitely give Jur, Hakan and Makoto a try!
btw, Dudley is the new Sagat, he's gonna hand out ass whuppins left, right and centre, and possibly get called broken on internet forums a few thousand times....
Comment below viewing threshold Show
Thanks for the responses. Sounds like a useful tool to threaten people. I'm looking forward to playing around with it. Shame about the ultra's weakness, though.
And you're a bugger for teasing us about the alt costume.
Comment below viewing threshold Show
I'm too old to learn another SF game now, I haven't the time nor patience to re-adjust to the new moves and layout. I did play and love the last one, it was brilliant, but I'm afraid my sparring days are now over.
Have fun kids
Comment below viewing threshold Show
Comment below viewing threshold Show
I hope they do improve the net code as well.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I'm more concerned with the music in the game, has the SF4 theme music been dropped, also do we get back to character music in the game? This is what the last game lacked
Every character has an individual theme this time around but apparently the themes need to be unlocked. Not sure but I think SRK reported that you can switch between the character theme and the stage theme before the Vs screen.
Indestructible is gone though. No more gettin' hype at the intro, sadface
What I want to know is whether they've replaced Seth with a boss oponent who is actually fun to fight against.
Its still Rival Fight then Seth I am afraid. Just be glad they aren't bringing back Final Bison from Alpha 3.
Comment below viewing threshold Show
Erm, this sounds disturbing.
Comment below viewing threshold Show
Comment below viewing threshold Show
show off
Comment below viewing threshold Show
What I might do is use the opportunity to pick up SFIV on the cheap as it will inevitabily get reduced to £10-£15 when this comes out. Tell me though, is this game all about the online or is there much fun to be had from single player too?
Comment below viewing threshold Show
At only £21.86, I'd say you'd be doing yourself an injustice not buying it, if it's on £6 you'll be saving.
Also, if you want it for online play, the SFIV servers are probably going to be a lot quieter when SSFIV comes out, so finding a game will be more difficult.
Comment below viewing threshold Show
Comment below viewing threshold Show
http://so nichurricane.com/articles/sfter...
Comment below viewing threshold Show
The characters and fighting (in SF4 at least) are good enough to keep interest even without getting into the 'advanced' play styles. I've played fighters since SF2 on the SNES and never been seriously into the advanced stuff and it hasn't stopped me having fun against friends and the odd on-line match.
I wish there was an option to have to unlock the extra characters though, it's one of the things i enjoy about fighters!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Ps great quote CaptainQuint "I'm too old to learn another SF game now, I haven't the time nor patience to re-adjust to the new moves and layout. I did play and love the last one, it was brilliant, but I'm afraid my sparring days are now over".
It was 20p in my arcades and i was king for a while...... now time has not been kind to me..... rusty and getting my a** kicked online.... ohhhh the gud old days..... including the burn marks on the arcade machine (lol)
Comment below viewing threshold Show
Comment below viewing threshold Show
Also, I have clocked up 420 hours on sf4, plus another 100 hours on my old gamertag.
/eek.
Comment below viewing threshold Show
Comment below viewing threshold Show
Most other sites will just dedicate a handful of paragraphs describing a few of the new ultra animations and call it a day; you're doing something more akin to observations that would be useful to seasoned players.
/obligatory so-how-about-the-pc-version remark
Comment below viewing threshold Show
I go back further, I was obsessed with the original SF1 back in my early yoof days (the 6 button version, not the dumb 2 pressure bad thing) before moving onto SF2 when that came out and even then I still liked having a bash on the original in the good old UK seaside resorts (looking at you Ingoldmells).
Comment below viewing threshold Show
Basics:
Characters have normal, special, EX, super and ultra moves.
A normal is just hitting a punch or a kick.
A special is a fireball (for example)
An EX is a way to power-up a special move. So you can make your fireball set people on fire.
A super is like a much more powerful version of a special move. Even more powerful than an EX.
An ultra is the most powerful type of move.
There are three 'energy bars' in the game, health, super, revenge
Health - I think we know what this does
Super - this fills up, bit by bit, as you do special moves. It fills up in four quarters If you want to, you can spend one of those quarters to do an EX move.
If you let it fill all the way up, you can do a super move. So the thought is: 'Do I want to do slightly more powerful EX moves now, using a quarter of the bar each time, or would I rather wait to have one really powerful move?'.
Ultra -
When you take damage, this fills up. When it's 50% full, you'll be able to do an ultra move. This is a powerful move that can you get back in the game if you're quite far behind on health. If you do the ultra when the bar is full, you do maximum damage. (And you'll have taken a lot of punishment to get it to fill up.)
Focus attack:
Each character has a focus attack. A focus attack is a move that can absorb one hit. Let's say that I know a guy is about to jump and kick me. When he jumps, I start doing my focus attack. His kick hits me, the the focus acts as a shield for that one hit. He lands and I hit him.
It is a focus *attack*, so I can do damage with it too. If I hold it down, then I'll absorb one hit and hit the guy once. If I hold it down even longer, I'll asborb one hit and knock the guy to the floor. As he's falling I can do one of my own special, super or ultra moves.
Apart from that, the game is about figuring out what moves go with what. So I can go straight from a punch into a fireball. Or straight from a kick into an ultra. But that stuff has been around since SF2.
Comment below viewing threshold Show
Comment below viewing threshold Show
sure you can play it like SF 2, but what's the point? you might as well just play SF 2... it's like playing third strike and not using parries
btw, any SF IV fans here looking for fights, send me a message PSN: BrettGuerwitz
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Yes. Its his second Ultra. Apparently Guile has a much better zoning game this time around as well though still is weaksauce on damage. Dee Jay has a lot more damage but takes a lot more to get out of him though.
Comment below viewing threshold Show
Stellar game, but what's the point of having 30+ characters if people never use 80% of them? They should put a "win 5 ranked matches with each character" achievement in the game.
I'm just so tired of always playing against sagat and ken... No fun.
Comment below viewing threshold Show