Super Street Fighter IV Review
Ken out of 10.
Version tested: PlayStation 3
This is not the comeback story. No, we had that last year: the old champion brought out of retirement for one last, historic bout, fighting against the odds to a victory so glorious it revitalised the sport itself. And Street Fighter IV soared along that narrative arc like no other game before it, confounding even Capcom's expectations to rekindle the dulled passions of fighting fans and introduce an entire new generation to the old ways of pixel pugilism.
The game may not have taken the arcades by storm, particularly, but it was precisely the fact that it wasn't interested in taking the arcades that led to its success. Street Fighter IV went where the players are: to the consoles.
Then, in combining some of gaming's richest iconography with a rediscovery of that precious DNA that made Street Fighter II appeal to such a broad range of players, it delivered the entire genre a shot in the arm. It had its detractors, as any champ does. But none could deny the game's significance or the mainstream, Rocky-esque comeback it spearheaded, not just for its series, but for fighting games in general. Street Fighter IV: the comeback kid.
So how to bill Super Street Fighter IV, then? Bright hero turned cash cow, merchandising and endless appearances diluting his vim and appeal with each outing? Or a fighter who, having found rare form, is now moving from strength to strength? 10 minutes in to what will almost certainly be known as Capcom's defining work of the generation, there can be no doubt: Super Street Fighter IV, allegedly the final update for the series' fourth instalment, goes down in a blaze of glory.

"See? The strongest fighter always wins. As easy to understand as a flowchart." Capcom joins in with its fanbase's jibes.
In the 11 months since work began on the update, all of the data pulled from a million battles across the world has been distilled into a generous clutch of changes that improve the original in almost every tangible way. If Street Fighter IV reinterpreted the successes of the past for a modern audience, then Super Street Fighter IV lives up to its name, making that reinterpretation superlative.
10 new characters bolster the original roster of 25. Two of these, Turkish oil wrestler Hakan and sex-crazed Korean Tae-Kwon-Do practitioner Juri, are new to the series, the rest pulled from across Street Fighter's rich heritage. Crucially, not one of the new characters repeats or imitates what was already in the game.
Each fighter offers an entirely new feel in the hands, requiring fresh strategy and careful learning - and, most importantly, bringing yet more diversity and vibrancy to the cast. Makoto darts with whip-crack speed to land karate thwacks. Dudley, the aristocratic British boxer who taunts with a thrown rose and drinks tea with his gloves still on, is like Balrog following a weight loss programme, all coiled-spring power. Juri's armour-breaking dive kick punishes Focus Attacks from practically anywhere on screen, while ninja kid Ibuki's fearsome mix-up game is lightning fast.
The distinction between characters is outstanding, and the new fighters bed seamlessly with the existing roster. Moreover, for those who complained the first game favoured defensive play over risk-taking, each is primarily based around offensive play. All the characters are unlocked from the start, answering those critics who bemoaned slogging through arcade mode to unlock the character they wanted. Likewise, new costume colours and taunts are won simply by playing as a character in any mode, one per game.
However, most of the game's value to experienced players lies in the wholesale rebalancing of the existing cast. Many moves in the game have had their damage reduced (far more than have had it increased), particularly with regard to the Ultras, those spectacular finishing moves available to any character when they've taken a certain amount of damage from their opponent. Now it's entirely possible to eat two Ultras from a weaker character and still go on to win the match, something far less likely in the first game. The reduction in Ultra damage, combined with the more offensive new characters, encourages risk-taking where Street Fighter IV often punished it.
Aside from new characters and balancing, the area of the game to undergo the biggest overhaul is online. Three core battle modes are available. The first, Ranked, has you play one-on-one matches of one, three or five rounds. Here you earn two types of currency: Player Points, which increase with a win or decrease with a loss, and Battle Points, which can only increase and are tied to the particular character you've chosen. Each character in the roster has its own individual Battle Point tally, increasing in Rank as you pass set thresholds.
These two stats work well together, as they indicate both the general skill level of the player you're facing, as well as their proficiency and experience with the character they've chosen. It also adds an RPG-style meta-game in the unspoken challenge that you raise the level of all of the characters by winning matches online.

There's a welcome option to play character music, usually reserved for Rival Battles, in the Arcade mode.
Endless Mode allows up to eight fighters to play winner-stays-on in a lobby together. Those players not engaged in battle get to watch the fight and talk about it together, while the next player in the order can reserve their spot to fight next by pressing the back or select button. Endless Mode also allows you to limit the number of players in a lobby all the way down to two, replacing Player Matches from the vanilla game.
Finally, Team battle works like a tournament system, allowing 2 vs. 2, 3 vs. 3 or 4 vs. 4 matches, with a cup for the overall winning team. You can choose the order you fight in (there's no Marvel vs. Capcom-style tagging in here) so there's additional strategy in attempting to deploy your best players and most favourable match-ups to the opposition's.
Outside of the combative online modes, Super Street Fighter IV boasts an impressive Replay Channel, allowing every player to save, name and rate 150 matches to watch back at any time. You can view replays in slow-motion and invite friends into your own Channel to view your best fights. While replay channels are an unnecessary addition to many games, here they provide an invaluable resource in allowing you to view and evaluate your own battles, discerning where the weaknesses in your game lie, as well as seeing how the best players in the world do it.
The other additions to the game are of mixed success. The car-smashing interstitial first seen in Street Fighter II makes a return along with a barrel-breaking mini-game. Fun for a few turns, you'll soon be reaching for the option to switch these arcade mode interruptions off, as they're little more than nostalgic diversions.
While the Time Trial and Survival modes have been lost from the first game, the Character Trials, which offer 24 increasingly taxing moves and combos to master across each of the 35 characters, are now better-pitched and more expansive. As you pass certain completion thresholds, you unlock new icons and titles to attach to your gamertag in order to intimidate (or mislead) your opponents online, but their true value is in giving you a basic understanding of how each character behaves.
For those players who want to enjoy the arcade experience at home, once again Mad Catz is offering a range of controllers designed in consultation with Capcom. In the main, these are simply re-skinned versions of last year's range (reviewed extensively already). However, the top-grade stick, the £150 Tournament Edition, has undergone a more major overhaul, losing the sloped Viewlix-style edging of the original stick. The sharper edges can irritate your wrists after extensive play and, while the stick still feels weighty and responsive, we prefer last year's version for this reason.

The option to select Japanese or English voice acting on a per-character basis remains, and is something we'd like to see introduced into many more games.
Hori, Japan's most famous stick-maker, also has a new mid-range stick out to coincide with the game's release, the Real Arcade Pro EX, although sadly we were unable to test at time of writing. Plenty of top-level players play Street Fighter with a standard Xbox pad, but the layout of inputs in the game is explicitly tailored to stick play (with throws, Focus Attacks and taunts all mapped for easy execution on a stick, but awkward on a standard pad), so if you're coming to the genre fresh, we'd recommend investing in a mid-range stick and learning the ropes on that: you'll likely play better in the long run for it.
For the Street Fighter devotee, Super is an exemplary update, tweaking the original in logical, balanced ways that few would contest improve the experience. For newcomers, this is an excellent point to get involved in Street Fighter. However, be warned that, unlike, say, Modern Warfare 2, this is not a game you can expect to walk into with some level of competence if you're unfamiliar with fighting games. The path to proficiency is long and winding, but also one of gaming's most enjoyable to master.
Super may lack the impact of its immediate forebear, which grabbed headlines with its heady combination of brilliance and novelty. But this is the very best sort of evolution, a perfection of detail, one that diminishes its faults and amplifies its successes. If Super is, as producer Yoshinori Ono claims, to be the final iteration of Street Fighter IV (besides the inevitable DLC), then fittingly it goes out in its prime, a game at the very top of its game.
10 / 10
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Comments (123) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Even really great beat'm ups just arn't able to command my attention as much as they did in yester year.
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10 out of 10
OH MY GOD
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A 50mb line is no better for online play than a 2mb line... quality of connection and exchange congestion are the most likely reasons for your poor experience..
Virgin's UBR's (street cabinet routers) can get horrendously over subscribed resulting in a piss poor internet connection....
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Fixd.
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Am I going to have the same problem here?
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isn't that a bit partial, haven't seen any other 10...
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Also, I really hope that the additional "reward" Capcom spoke about for people who own the original Street Fighter IV makes an appearance. I imagine it'll unlock something instantly if you have a SF4 save on your system.
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Of course, the main reason I didn't get on so well with SFIV was because they utterly bollocksed up Chun Li. Having been a Chun LI player for years and being something of an expert with her in SSFII and the Alpha series, I genuinely struggle to win matches with her in SFIV. If she's reclaimed some of that former glory, then you'll not keep me away from SSFIV!
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Also, in the review on page 3 you mention Viewlix arcade stick layouts. I always thought the actual name was Vewlix... anyone care to tell me which is correct?
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Some retailers in the US have slipped released date and gone early, should happen with us this week too. hehe
We ought to see aloot less Ryu and Ken this time around as all characters have gone under the knife, and from what I've observed thew new characters are also a joy to play. I think Guy and Ibuki will be popular...also alot of guys getting wet for Juri..I...can't imagine why...
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Not this one I guess
[link url=http://www.amaz on.co.uk/dp/B001GDONZS
]http://www.amaz on.co.uk/dp/B001GDONZS
[/link]
As it's neither new nor mid-range by any sane standards.
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Not happy with the Zangief nerfs, but VERY happy with the Sagat nerfs.
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Broadband in UK is not so great as a postcode lottery and also more people signs on to your broadband provider in the same area....
Argh only if we can keep the Chavs out!
Great for SF 10 out of 10!
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Looking forward to testing Cammys new counter ultra and taking Juri and Makato for a spin.
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Really been looking forward to this for months.......
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It does seem a bit premature to give a primarily online game 10/10 when nobody has seen how the online servers will perform under load. Many a potentially great game has been ruined by online play rather than saved by it.
As to 1P, I wouldn't give any game 10/10 without a decent tutorial mode, which SFIV lacked and SSFIV doesn't seem to have improved on (and no, character trials are not a tutorial). This looks to like it's '10/10 if you're a streetfighter fanatic who is willing to pay another 50 quid for an arcade stick and has played SFIV to death already' but it doesn't seem anywhere near an appropriate mark for the crowd who normally play FIFA. They're likely to buy it, play a bit off line, get the hang of it, step online, get utterly battered and go back to FIFA cursing the money they've wasted.
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[link url=http://www .youtube.com/watch?v=9yssnXJAsS0
]http://www .youtube.com/watch?v=9yssnXJAsS0
[/link]
Yea, cause English VO's always rock purely based on you not being able to understand the original language, I cant speak Japanese either but Im pretty sure Ken's "Hyah!" doesn't translate to "Try this on for size" when he does an EX Hurricane kick. Some of the Japanese VO's aren't that great either, Im not too fond of Japanese Cammys "Spywill Awow", her proper British accent is where its at. Choice is always a good thing, and if that makes me a Weeaboo then Weeaboo me up son.
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Consoles fault for having a shite controller for fighting games, not the games. Thats like docking Tatsunoko vs Capcom marks for having laggy netplay, not Capcoms fault, blame Nintendo shitty netplay.
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Perfectly playable on the PS3, does the 360 version need a separate review for having a crap pad ? (despite probably winning in a future Digital Foundry face off ?).
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me for one, theres a definite learning curve, it's not a button masher, combo timing (for links at least) is precise, you can't just mash buttons and hope, imo a good thing.
you can however mash lp shoryuken and hope, imo a bad thing...
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I think I need to get a coin slot in my madcatz peripheral (avoid using the term joystick, makes this sentence possibly metaphorical).
I wonder if arcade games require you to pay to value the very short experience. Not again dangerous analogy.
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What makes you think I play with a pad ?
[link url=http://img.photobucket.com/albums/v463/Johnick2/My_DC.j pg
]http://im g.photobucket.com/albums/v463/J...[/link]
Yellow Namco, was regarded as the best stock (aka unmodded/out of the box) stick you can get till Mad Catz released the TE's. Theres only 2 high level pad players I can think of, neither of which use a stock 360 pad. Shizza (who uses a Blanka Mad Catz fight Pad) and Luffy (French player who plays on a PS3 Dual Shock). I used to use a Saturn pad on the PS2 and the USB equivalent on the PS3, but I havent played Street Fighter on a stock pad since I had a SNES.
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yes, but your pings and online experience would be no better than someone living next door on a basic 1 or 2mb connection....
Even the slowest broadband will give good pings so long as the connection isn't congested..
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Either way, 25£ is simply an amazing price for an EG 10/10 game. Watch and learn, Activision!
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Japanese and English are very different dialects in general and what Capcom have been smart to do was instead of doing a literal translation, to record different lines for each language. Some of the Japanese VA in SF4 is quite awful like El Fuerte and Boxer while some English actors like Ryu and Blanka are quite bad too. Its nice to have the switch option.
Most of the new Characters are really well voiced as well. I'm switching Guy and Makoto to Japanese (OK maybe not Guy), but the rest can stay English. TIME TO OIL UP.
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Not only that, they're different languages too!
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yeah, I use a Saturn USB myself... I actually know some PSN players with phenomonally good execution who use DS3's, (a Norwegian Ken player called MajenX who can consistantly pull off HP SRK, FADC JUMP EX Tatsu to Ultra, even in 3 bar matches.... blows my mind) and whats more, they use the analog, not the pad! I don't get it myself... I'm pretty happy with the Saturn USB, but I do have trouble with motions going from df, to z (srk motion), theres not much distinction, have to over exaggerate it... might get an arcade stick for that reason.
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You might not get lag for other games but you have to understand that fighters are arguably the toughest type of games to network. They require much more precision than pretty much anything else and really do push the bandwidth restrictions to the limit.
Personally, I haven't had many laggy matches on SFIV and I'm only on a 1mb connection.
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This image caption would make more sense if you lot actually used the screenshot showing the winning quote from Ken
(Flowchart Ken).
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/books Friday off work... Iron Man 2 in the morning, this in the afternoon!
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I quote... "A PC release was questioned due to the rampant piracy the original Street Fighter IV suffered on the PC"
Fuckin' pirate scum.
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Although I do now have a TE
Problem is you need to how to play these things, I have still got skills and muscle memory from the original SFII (played 20 years ago in the local Kebab shop) right through to SFIV, so I knew the rules and what beats what with most of the cast before I even put the disk in the tray...
I'm not great but I've beaten people better than me and also had my arse handed to me by scrubs, with and without lag and still went back for one more game. That's the genius of SF three one minute rounds to test your hard earned skills, and theres not a round that goes by where you don't pick up a new trick or learn a new strength or weakness of either your or your opponents character.
Can't wait!
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Not that all the pirates would have bought anyway but let's not get into that.
PC version ftw!
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[link url=http://www.youtube.com/watch?v=EB4 HpbKbFoQ&playnext_from=TL&videos=pZEN_EofBiw
]http://ww w.youtube.com/watch?v=EB4HpbKbF...[/link]
This ought to put your mind at rest ^^
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As for Super, well... I'm not as convinced. It's a great fighting game, but there are honestly better choices out there in terms of accessibility. Everyone can pick up SFIV and learn the ropes quickly, but that doesn't take you very far, especially not online. The timing involved in high-level play and advanced combos is the strictest I've ever seen in a fighting game, and even high-level players mess up their combos rather often. And online - well, good luck hitting those 1-frame links consistently. The graphics, the music, the execution makes IV seem like the best SF yet, but I seriously think that the core gameplay is flawed once you get to know it. That is probably true for almost any game, but SFIV started losing its appeal for me once I started playing it at a high level. I know my main character, I know my combos, I know my opponents, but I'm still missing a fair number of those crucial links, even after 400+ hours. I thought this game was supposed to be about reading the fight and reacting accordingly, like SFII was, not about doing autistic fraction-of-a-second link combos and twisting your battered wrist into focus attack dash cancel maneuvers.
Either I'm getting old or the game is just not really for me.
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It is a depressing state of affairs that we can only blame the pirates for. I bought the original SF4 like many other people here (as well as many other Capcom games), there's little else that us legitimate customers can do.
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How can this get a 10 if doesn't work with the standard 360 controller?
-------------
But it does work, very well with the 360 pad. I've played Vanilla SF4 for the last year with the pad and while I do have a stiff thumb from playing so much I don't have any limitations to my game.
I would say though that the 360 D-pads need to be 'broken in' to an extent, the time of which may vary depending on the pad.
I'm a fan of the 360 pad though. FADC's are easily accomplished with it and more.
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apologies capcom brilliant stuff
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This is the first game to get 10/10 which I feel completely alientated from.
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The loke test reports coming out are saying that KOF XIII is awful. It looks nice but Its already broken as hell (You can cancel Bread n' Butter combos into SDMs and Drive cancel is obscenely bad) which is a bad sign when its 90% done and near release. Also it nicks Ultras with the NEOMAX attacks that are mostly unblockable and do up to 50% damage. loooooooooooooooooool.
But that's OK because it has nice sprites right?
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Shame Seff has made a return despite the hatred from the entire gaming comunity oh well.
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Old KoF is great.97', 98 Ultimate Match (Crap 360 port aside) and 02' are probably the best.
New KoF is pretty bad. While they upped the sprites to HD, it plays awful and it's just broken to bits.
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Beat-em-up is an old, mostly defunct (i.e. replaced with action game for stuff like God of War) term which generally referred to multi-player, side scrolling action games eg. Double Dragon and Final Fight.
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MvC2 probably tempted me back the most, but that's probably only because of the sheer amount of characters and the team combinations of characters.
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This is something I've really, really been looking forward to.
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http://hm v.com/hmvweb/simpleMultiSearch....
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<a href="http://www .youtube.com/watch?v=pcGhQvkowhg
">http://www .youtube.com/watch?v=pcGhQvkowhg
</a>
Also though KOF modes where rather simple for 2010 - the game esp VS (not inc online) is still deeper then SF. The 2D look still personally looks better and more suited.
<a href="http://www .youtube.com/watch?v=-mIFoV5ad-Y
">http://www .youtube.com/watch?v=-mIFoV5ad-Y
</a>
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I have seen it. Hwa Jai already has a B'n'B cancel that can get 35% of life taken off. NeoMax moves are hilariously broken, Elizabeth already has a 60% counter NeoMax. That is Igniz level bullshit on a playable character. Drive cancel favours certain characters more than others as well. It may be fixed in the arcade release but this is modern SNK who let a sheer abortion of a port onto consoles and even refused to use GGPO because they were arrogant about their own netcode (And then produced the worst netcode seen in XBLA titles which takes some real effort considering the competition).
KoF XII had as much depth as a paddling pool as well. Guard attack was broken and critical counter was obscenely broken to the point where it was hilarious. Free 50% damage combos for no effort at all? Don't mind if I do!
Looks nice does not mean good gameplay.
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Oh why cruel gods of scheduling, why, why?!
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">http://en.wik ipedia.org/wiki/Beat_em_up
</a>
http://en. wikipedia.org/wiki/Fighting_game
/semantics
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1UP
Xbox 360 vs. PS3
The PlayStation Network's online quality overall underperforms behind Xbox LIVE. SSF4 matches over PSN are playable only at four to five bar connections; don't try to play a match below the optimal conditions, or else you'll run the risk of playing a laggy match. Also, the userbase on PSN seems smaller than the userbase on Xbox LIVE -- expect to wait slightly longer for an opponent to arrive in your PS3 sessions.
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I will be getting this with my roomate and will be kicking each others ass at some point. September or October is probably a time. Hope they fixed some of the blatantly overpowered characters in this one (Sagat namely).