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by Fakenick, Level 21
Last updated at April 6, 2009, 12:45 pm
Street Fighter 4 Review

Over 20 years ago Capcom created the “Street Fighter” franchise, which rose to success with the release of its second iteration, which has been re-made and re-released several times over the years and is still regarded as one of the top fighting games ever created, a pioneer of its genre.

It’s been over 8 years since the release of the last addition to the story, and Capcom have finally unveiled the title they have been working on since the Playstation 3 was released, “Street Fighter IV”, which has been highly anticipated and sure has a lot of hype to live up to.

With the transition from the last generation of gaming hardware, many well known gaming series’ have been under pressure to meet the high expectations of the fans.
But with classic titles like “Street Fighter”, there is more at risk. The gamers who spent countless college nights button-mashing with their friends for hours on end are those gamers who Capcom are developing for here, what’s at stake here is similar to continuing a film trilogy that has been deemed legendary, such as “The Godfather”.
A brilliant set of films, but if Coppola decided to release a new instalment and it turned out to be anything less than ‘classic’ worthy the series would be tainted.

Luckily, the majority of franchises such as these that hold the hearts and souls of many gamers, whose iconic protagonists are seen as heroes to them, such as Hideo Kojima’s groundbreaking Metal Gear Solid 4, or Miyamoto’s outstanding Legend of Zelda, the time and effort had been put in and solid titles were released.

The question is, did Capcom follow the footsteps of such greats? With such an important gaming series at stake here, was it wise to try and carry on a legacy?

I’m happy to say Yoshinori Ono has done the industry proud, “Street Fighter IV” is one of the most refreshing and enjoyable games the scene has seen in a very long time, joining the ranks of groundbreaking hits such as “Tekken 3”. Ono has managed to take the skeleton of the franchise, pretty it up with some incredible artwork, and add a few more features to deem it innovative whilst at the same time remaining near enough the same simple fighter we all know and love.

Each game in the series has been tuned to the finest degree in terms of character balance and gameplay, and that is most apparent in this iteration, It pleases me to see Capcom didn’t take the series to a 3-D plane as all its rivals have, having 3-D models playing on a 2-D field captures the fast paced, arcade-esque action of the game and keeps it different from today’s ‘sidesteppers’.
Speaking of character models, the art director Daigo Ikeno did a wonderful job here, keeping the vibrant, colourful Japanese anime themes of over-exaggerated muscles and garish costumes, which are complimented by the equally flamboyant J-pop soundtrack.
The art-style really adds to the games overall appeal, the aesthetical appeal of the finishing sequences gives the possibility of an artistic flair to one’s play style.

Amongst the thirteen classic warriors, of course including classics such as Ryu, Ken, Guile, E-Honda and Chun-Li we are introduced to four new characters available from the start, as well as two unlockable new characters.
El Fuerte is a pro wrestler with obvious influences from the WWE’s Rey Mysterio, and has a fast paced play style filled with mid, high and low rushes and air throws.
There is also Rufus, an obese yet deceptively quick American, Crimson Viper, a female fighter with a mix of long and close range attacks and Abel, a mixed martial arts character who relies on getting up close and personal and unleashing the pain.
We also have the new end-game boss Seth, who mimics the abilities of other characters, and for once the master of Ryu and Ken; Gouken, is available to play.
Luckily, as always, Capcom have got the character balance just right, so you should never feel at a disadvantage for choosing a certain character against another.

Now the visuals and audio have been mentioned, it’s time to get into the gameplay, the one thing Street Fighter prides itself on is the whole “a minute to learn, a lifetime to master” level of depth, that was apparent in Street Fighter III, and fortunately hasn’t changed for the new installment. A fight between characters essentially boils down to raw skill including the ability to input commands rapidly and understanding when to use certain techniques, and of course the mind games you can play with your opponent through faking attacks or suddenly changing from a highly defensive play style to an all out offensive.

Let’s review the basic fighting system that has been in each major installment, each character has a “light, medium and heavy” kick and punch, and then each has an assortment of special abilities that require a mix of directional buttons and an attack to pull off.
They also have a special meter that fills up as they perform special attacks, which can be used to enhance a special ability, or be saved up to unleash a quick combo on a foe.
Every character also has a flashy Ultra meter, which is filled up upon receiving damage, giving a slight spin on tactical gameplay, as an ultra attack delivers a vicious amount of damage.
In essence, this is a simple system that allows people to button mash if they really want to, or learn a few special moves and spam them.
On the other hand, a more advanced player can learn that due to ‘recovery frame times’ in which a character is left vulnerable after pulling off a special move, that maybe it’s more efficient to counter an enemy with a light uppercut as opposed to a heavy one.

Ono had to keep this fighting style the same, but introduce a few new goodies to make it refreshing, and the introduction of the ‘Focus Attack’ does this beautifully.
A simple command, executed by holding the medium punch and kick button down simultaneously, can break through an enemies defense, leaving them to crumple to the ground.
This is the basic use for a Focus Attack, however it also has another useful feature, it gives the user ‘hyper-armour’ whilst the attack is being charged, where they can absorb an attack, and heal back the damage later over time. This gives a new level of depth to the attack, giving the ability defensive properties also.

Going even deeper, advanced players can cancel this attack to play mind games on your opponent, or even cancel a special attack to perform a Focus Attack.
Take Ryu, for instance, his uppercut is a powerful special attack, but with a long recovery frame time, and his ultra attack is a powerful fireball. With the use of a focus attack, the player can land his uppercut and immediately cancel the rest of the recovery animation to perform a focus attack, but before landing that, cancel again and fire his ultra fireball.

Whilst this level of depth may seem daunting, it’s important to understand that a beginner really can pick up and play within no time at all, and with an amazing training mode built into the game it won’t be long until even the amateur is pulling off sick combos and vicious ultra’s, and then feel confident enough to go online.

Online play is what players of the Street Fighter II remake are already used to, but is the first for an original installment, and is a welcome addition, which is necessary for today’s generation of gaming. Generally gameplay is nice and fluid, however it takes just one laggy player to make the match awkward and at times, unplayable.

Outside of the internet there is a story mode, where each character can fight through a series of opponents spanning from 8 different difficulty levels, to unlock their finishing anime sequence, which unfortunately, to me at least, seem a little lackluster.

Then we have the training mode, and then the challenges mode, where you can play through ‘time-attack mode’ and ‘survival mode’, and also the new ‘trial mode’, in which you have to pull off certain abilities to advance, which not only helps you to understand a character’s special abilities and combos, but in turn unlocks titles and icons which can be displayed online.

Unfortunately though, asides from these there is nothing else to the game, none of those original mid-story-mode ‘smash-a-car’ or ‘hit-the-barrels’, which would have been really cool with the new art style, and no creative new game modes such as Tekken Force, or the ability to play the previous Tekken Arcade games in ‘Tekken 5’, although having said this, I wouldn’t actually have ever expected this to be included, I am only mentioning it as there is so little else wrong with the game.

The Street Fighter series, regarded as one of the top beat-em-ups around, is still to this day untainted thanks to a powerful instalment that pushes the genre to a new level, and it’s easy for me to say Street Fighter IV is now the best 2-D fighter since...Street Fighter III, but the saying goes “if it ain’t broke, don’t fix it”, and despite a few tweaks for the overall good, Capcom stuck to that principle and we have a brilliant fighting game amongst us that will be played for years.
5/5
     
34 comments
Levidian
Levidian Apr 6, 2009 at 12:56 pm unhide comment
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-6 votes
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Rhysin
Rhysin Apr 6, 2009 at 1:02 pm unhide comment
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-5 votes
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cheezlol
cheezlol Apr 6, 2009 at 1:09 pm
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kinda **** you should have in your 1to1s with the shrink
Deltronz
Deltronz Apr 6, 2009 at 1:14 pm
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Unfortunately though, asides from these there is nothing else to the game, none of those original mid-story-mode ‘smash-a-car’ or ‘hit-the-barrels’

I know on the small airfield level I have Shoryukened through the wing of the Plane and Balrog is taunting you in the door, is that what you're talking about?
Fakenick
Fakenick Apr 6, 2009 at 2:45 pm
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If you play Street Fighter 2 Turbo, you'll see what I mean :P
http://www.youtube.com/watch?v=8xsqXo8pW2c
Vir
Vir Apr 6, 2009 at 3:11 pm
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They took them out because they felt they deprived arcade game owners of revenue.

Kinda silly not to put them in for the home version, or to even care about arcade operators since nobody even ******* bought the game in the US since they wanted like 16k for it.
Godsmak
Godsmak Apr 6, 2009 at 1:15 pm
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SF4 was meh... just couldn't get into it. I think i am just not used to Super Combos or Revenge combo meters or whatever. Seems lame to me and why I disliked the Marvel Vs Capcom ****.

Miss the old SF2 days ^^
Fakenick
Fakenick Apr 6, 2009 at 2:46 pm
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SF2 has some of my fondest memories...ahh :)
Vir
Vir Apr 6, 2009 at 3:12 pm
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Just don't use them.  Pick Sagat and chuck fireballs at the other guy all day and press Roundhouse kick if they jump.  You'll win 80% of your matches.
Godsmak
Godsmak Apr 6, 2009 at 3:32 pm
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Vir said
Just don't use them.  Pick Sagat and chuck fireballs at the other guy all day and press Roundhouse kick if they jump.  You'll win 80% of your matches.
haha sorry, I know what you're saying but it doesn't sound that fun.

I am pretty cheese with Guile, even in SF4 with all the crazy super combso revenge meters bleh, but anyways, the intro was nice!
Vir
Vir Apr 6, 2009 at 3:39 pm
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Haha, the intro is sweet.=, even the cheesy Karate Kidesque theme music.

Some of the **** is so scrub friendly, especially the fact that you can EX combo into supers.  For example, if your super meter is full, this actually works with Ryu:

Jumping FK, Ducking Forward, Fireball

Then fireball motion again, and you'll get an auto-cancel into a super.  WHEEEEE

The game is kinda boring compared to SF:HD.  Even though there are new characters and somewhat new mechanics, it's just not all that compelling for me after a few weeks.
Terarchy
Terarchy Apr 6, 2009 at 1:27 pm
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I've got to admit I'm not much of a "gamer" as I'm addicted to WoW, but I decided about 2 weeks ago to go out and buy an Xbox solely for Resident Evil 5 (I did the same thing with Gamecube for RE4 because I'm an RE nerd).  I buckled into getting SF4 because my friends have it and I wasn't disappointed at all.

It's a really fun and solid game as a whole and I enjoy doing all the content to get the alternate costumes and all that nonsense.  The only thing that I absolutely hate is online player because every dumb ******* plays as Ken or Akuma and they're pretty horrible.  I lose to people who do the same moves repeatedly and find myself getting pretty much just as frustrated as I often do in WoW for typically....similar reasons.  ****ty players beat good players based on stupid game mechanics.

Anyway, aside that, I guess it's just a slight complaint as I find the game really fun to play with friends.
Fuuga
Fuuga Apr 6, 2009 at 2:00 pm
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If you're losing to one move over and over you prolly just need more experience. I imagine they are throwing fireballs at you and then DPing you when you try to jump over them. Just got to learn how your particular character deals with that. Focus Attacks are good for it, and just learning how far away you can jump and have them miss or where on the screen you can jump and hit them before they recover is important. If they get too predictable, it's pretty much a free jump-in into combo of your choice.
Fakenick
Fakenick Apr 6, 2009 at 2:48 pm
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Yeah I was going to say the beautiful thing about SF is that it's completely different from WoW in that if you have the skill you'll generally see through spammy players.
Ah WoW...I haven't played it in almost a year now :|
I hear DK's faceroll everythig and apparently you get PVP gear for doing PVE. Weird.
Terarchy
Terarchy Apr 6, 2009 at 3:13 pm
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Well, I guess I was exaggerating just a bit, but as Ken you can typically break almost any move/block with shoryuken.  This gets pretty ridiculously frustrating (I tend to play as Cammy).  I do fairly well, it's just aggravating.  When facing Akuma, people just back-jump and spam fireballs at me in the air and the ground.  The only way really to counter it, in my opinion, is to...do the same thing.

I use focus attacks as much as possible, they're probably my favorite feature of the game, for sure.
Vir
Vir Apr 6, 2009 at 3:41 pm
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All Ken players are just oldschool BASIC AI programs:

10 Shoryuken
20 goto 10
Shadowlol
Shadowlol Apr 6, 2009 at 3:54 pm
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Vir said
All Ken players are just oldschool BASIC AI programs:

10 Shoryuken
20 goto 10
while (shoryuken == omgfire) {cout << fireshoryuken!!! << "lolz newb" << endl;}
Fuuga
Fuuga Apr 6, 2009 at 3:50 pm
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Terarchy said
Well, I guess I was exaggerating just a bit, but as Ken you can typically break almost any move/block with shoryuken.  This gets pretty ridiculously frustrating (I tend to play as Cammy).  I do fairly well, it's just aggravating.  When facing Akuma, people just back-jump and spam fireballs at me in the air and the ground.  The only way really to counter it, in my opinion, is to...do the same thing.

I use focus attacks as much as possible, they're probably my favorite feature of the game, for sure.
You can dash under akuma's air fireball. As far as getting DPed after ****, tighten up your blockstrings and try to end with normal moves that give frame advantage. Generally ending with shorts or jabs are good. Cammy has c.lk, c.lp, c.lk link that you can do after pretty much any jump-in and you can just stop after the last c.lk if they are blocking, or cancel into HK Spiral Arrow. Her c.mp, close standing mp, and I think even close standing fp are safe on block. Throw those out and just hold block during them, you'll block the DP if he tries it and get a free combo. (Close fp->Cannon spike is really nice damage for punishing ****, or just Ultra/Revenge.)

A lot of it is learning which moves leave you safe when blocked, and then using those to bait DPs, get tick throws, or get counter hits when the opponent tries something.
Terarchy
Terarchy Apr 6, 2009 at 4:11 pm
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Thanks Fuuga, that was a lengthly bit of knowledge that I'm going to certainly have to work on.  I really appreciate it.  I find I'm better than your average SF player, but I definitely don't have that wealth of knowledge so far to counter in such a fashion.  I'll be testing out better manuevers here on out.
Vir
Vir Apr 6, 2009 at 4:00 pm
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Oh and:

  When facing Akuma, people just back-jump and
spam fireballs at me in the air and the ground.


If They're jumping to you and throwing fireballs, cannon spike them and you'll win the trade.  EX cannon spike probably has invincibility frames at the start, so that might be a good idea too.

If they're jumping away from you and throwing air fireballs, you can either spiral arrow under them or just block.  I'm not sure where cammy's invincible frames are on her spin knuckle, but that might work too.
rage
rage Apr 6, 2009 at 4:18 pm
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We've been playing this alot at the office but I'm tempted to go online and get raped a few times to see how crazy kids are already.
axiom
axiom Apr 6, 2009 at 4:33 pm
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Yeah I'm pretty tempted to go buy it now that we've played a decent amount together
Vir
Vir Apr 6, 2009 at 5:38 pm
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rage said
We've been playing this alot at the office but I'm tempted to go online and get raped a few times to see how crazy kids are already.
wtb: SFIV at my office. lol
affix
affix Apr 6, 2009 at 5:18 pm
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I've never understood what kind of mentality/mindset you have to get in to to be 'professionally competitive' in fighting games.  I've always been that guy in my group of friends that can beat anyone else, even with a huge handicap or a bad character, but that translates over to being able to beat your level 40 IRL friend in a duel in WoW.

What are the best resources out there that teach you this kind of stuff?  It just feels so inaccessible compared to first person shooters and MMOs.  If I'm playing counterstrike, I know exactly what I need to do to get better.  Same thing in WoW.  What about SF4?
kznlol
kznlol Apr 6, 2009 at 5:33 pm
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At a guess, Sirlin's website probably has some helpful stuff, since most of his talk about competition in general is founded on his time playing fighters.

I know there were a lot of fairly detailed anecdotes in Playing to Win, which I seem to recall giving at least some guidance in that area. 
Vir
Vir Apr 6, 2009 at 5:37 pm
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affix said
I've never understood what kind of mentality/mindset you have to get in to to be 'professionally competitive' in fighting games.  I've always been that guy in my group of friends that can beat anyone else, even with a huge handicap or a bad character, but that translates over to being able to beat your level 40 IRL friend in a duel in WoW.

What are the best resources out there that teach you this kind of stuff?  It just feels so inaccessible compared to first person shooters and MMOs.  If I'm playing counterstrike, I know exactly what I need to do to get better.  Same thing in WoW.  What about SF4?
Shoryuken.com is a good place to go for more in-depth street fighter strategy.  Watching videos can help a bit too, but nothing is better than having great players to play with.

Catching up to pro SF players?  Well you're at a bit of a disadvantage.  To give you an idea, I've played with and beaten people who've won and placed at ECC.

Of course, I've been playing street fighter on and off for over 20 years, and I played at weekly and local tournaments for a few years back around 1994-1999. 
briyan
briyan Apr 6, 2009 at 6:34 pm
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affix said
I've never understood what kind of mentality/mindset you have to get in to to be 'professionally competitive' in fighting games.  I've always been that guy in my group of friends that can beat anyone else, even with a huge handicap or a bad character, but that translates over to being able to beat your level 40 IRL friend in a duel in WoW.

What are the best resources out there that teach you this kind of stuff?  It just feels so inaccessible compared to first person shooters and MMOs.  If I'm playing counterstrike, I know exactly what I need to do to get better.  Same thing in WoW.  What about SF4?
affix is right, it's hard ... you really have to play a lot against really good folks to improve, but with an arcade game it can be really hard to do so, compared with stuff like PC multiplayer games.  If you have some established hardcore community of friends in the right city, you're in a tiny minority that can make it easy but it's very niche otherwise.
affix
affix Apr 6, 2009 at 6:55 pm
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briyan said
affix is right, it's hard ... you really have to play a lot against really good folks to improve, but with an arcade game it can be really hard to do so, compared with stuff like PC multiplayer games.  If you have some established hardcore community of friends in the right city, you're in a tiny minority that can make it easy but it's very niche otherwise.
That's what I figured.  It isn't a big deal to me, but it seems like it'd be really frustrating if your intent was to improve.  It'd be like being stuck on an awful server in WoW, with no ability to transfer.
Fuuga
Fuuga Apr 6, 2009 at 8:20 pm
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affix said
That's what I figured.  It isn't a big deal to me, but it seems like it'd be really frustrating if your intent was to improve.  It'd be like being stuck on an awful server in WoW, with no ability to transfer.
Online play has helped this a bit, but best thing is to go to Shoryuken.com and check their Regional Matchmaking forum section. Their is generally a thread for nearly every 'hotspot' in those forums, so you can just find your city. SRK is also probably the best capcom fighting game resource on the web in english.
Shadowlol
Shadowlol Apr 6, 2009 at 6:57 pm
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the online community on sf4 is pretty hardcore. once you get past 4-5K pretty much anyone you fight will know all the tricks and the fights can get almost cinematic. With a game like SF4 you can only get better by putting in the time and playing against those who know what they're doing.
Wewa
Wewa Apr 6, 2009 at 8:54 pm
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I haven't played it for a month so the points positioning might have changed a lot but I had trouble getting to 3K due to people disconnecting or going to dashboard before they would lose.
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