MAGAZINE

Review: Street Fighter IV

Edge Staff's picture

By Edge Staff

September 2, 2008

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Chun-Li is the embodiment of beauty and grace; her hands constantly move, and each change of stance brings a wholly different posture, while her moveset is composed of tight flourishes and flowing agility.

It’s been a while, but they’re back. Actually, it’s been more than a while: it’s been a good 17 years since Street Fighter II, and nine years since Street Fighter III. In that time the 2D fighter has been somewhat marginalised, and players’ expectations have changed. In this context it’s a minor miracle that Yoshinori Ono and his team have not only stuck to a clear vision of how to take the series forward in 2D, but that Capcom has been able to excite people about it to such a degree.

Does it deliver? Does it ever. Visually, Street Fighter IV is the pinnacle of videogame reimaginings. Every original combatant is instantly recognisable, but the new level of detail has been used to characterise both appearance and fighting technique in exceptional style. Chun-Li is the embodiment of beauty and grace; her hands constantly move, and each change of stance brings a wholly different posture, while her moveset is composed of tight flourishes and flowing agility. She’s instantly recognisable as an update, yes, but after a few minutes it’s clear that this is without a shred of doubt the definitive version of the character. The game runs at a flawless 60fps and the animation and facial expressions are peerless: fighters follow each other’s movements, change stance as they move, and when a super attack is unleashed a temporary 3D camera change shows the (literally) eye-popping fear of your opponent in a welcome comic touch.



It’s when you get your hands on the joystick, however, that it becomes clear just how special SFIV is. The new angle it has brought to the series is simple, but very surprising, making the depths of the fighting game accessible to almost all players. Everyone can admire the videos of SFIII that show 15 parries in a row, or unbroken Yun combos that decimate opponents’ health bars, or counter-counter supers. Very few can replicate them. SFIII, and to a lesser extent SFII, are ultimately the preserve of a tiny proportion of their total players – the frame-manipulating and combination-memorising junkies. There’s nothing necessarily wrong with that – it is, after all, why these games are still played competitively and analysed in such detail – but there is something wrong with the fact that the vast majority of players’ tactics outside of this circle consist of little more than jumping kick then sweep.

SFIV addresses this in three ways. First, the frame windows for combination attacks have been greatly increased, making it much easier to pull off short two- and three-hit attacks. Street Fighter Alpha tried something similar, of course, and was slightly too generous with its allowances for chain combinations – here, it’s balanced perfectly, to the point that a string of specific moves will work where simple button-mashing won’t. It’s in combination with the second major change that this comes to the fore, however: special moves are now much easier to pull off. The inputs are the same as ever, but SFIV is generous in its interpretation of your intentions, and much less fiddly.



It’s impossible to overstate what a change this is for the series, and the fighting game in general. Street Fighter is now more about planning your attacks and responding to your opponent rather than worrying about whether you can physically accomplish what you want to. Never been able to pull off an EX spinning piledriver? You will now. Allied to the increased ease of combination attacks, it puts seriously damaging strings of moves within the reach of the average player and places the tactical depth that is the real genius of the series firmly within reach of all, rather than just the elite.

Davidovitch's picture

I hope the idea of making special moves in fighting games easy to perform will finally start to gain ground with the release of a big title like this. It makes for much better gameplay when your victory is decided by timing and strategy instead of by how well and consistently you can input odd combinations of buttons.

"Naruto: Gekitou Ninja Taisen" (1, 2, 3 and 4) on the Gamecube did this very well, mapping at your special moves to simple button presses: [A] throws a knife, [A+forward] creates an earthquake, [b+backwards] counters, etc etc depending on the character.

Being able perform any move you want when you want really opens up a fighting game to deeper strategy for more people.

Also, more four-player fighting games please! The above mentioned title proves that that is very much possible, and extremely enjoyable!

AndyLC's picture

>>Being able perform any move you want when you want really opens up a fighting game to deeper strategy for more people.

I'd have to disagree, Street Fighter's gameplay is very much tied with the motions for doing moves.
Say, Guile's sonic boom and Ryu's hadouken, the former requires charging for a second stepping back, then forward and punch. Ryu's is a quarter circle forward. The input motions affect what situations they can be used in, and how they can be combo'd. Guile's charge move is more defensive oriented as you have to either crouch or move backwards to get it off.

Guile's charging sonic boom ranged attack and charging flash kick rising attack make him a more defensive, counter-attack oriented character.

I'm not a SF expert though, so my example is crude.

It's odd if you've never done it before, but feels natural after a few rounds. The inputs are what add depth and strategy to Street Fighter.

Naruto's inputs would just turn it into another kind of fighting game entirely. Tekken and Soul Calibur are more like that, and they've been enjoying much success.

Davidovitch's picture

Guile's sonic boom and Ryu's hadouken, the former requires charging for a second stepping back, then forward and punch. Ryu's is a quarter circle forward.
It's odd if you've never done it before, but feels natural after a few rounds. The inputs are what add depth and strategy to Street Fighter.

While I can generally pull of a hadouken whenever I want to, Guile's moves, especially the flash kick, fail a lot of the time for me. Mastering finger motions may be part of mastering a (fighting) game to some players, in the end it simply disconnects you from your character when it doesn't do what you intended.

On top of that, making the moves easy allows players to skip the hours of practice it takes to be able to performs all the moves at will, opening up the game for competetive fights to more people sooner.

The input motions affect what situations they can be used in, and how they can be combo'd. Guile's charge move is more defensive oriented as you have to either crouch or move backwards to get it off.

There's plenty of other ways to influence the usability of specific moves in specific situations that don't cause the move to fail half of the time (as they do for me in the Guile example). You could still make Guile's move require a crouch and/or backwards moving stance, but make the move easy to execute once you are in that stance.

The 'traditional' games with complicated input for special moves have their own merit, making you feel more like a master when you do reach that level where you can command your character to do what you want. However I much prefer games which empower you by putting the special moves within easy reach the moment you first start playing the game. Victory based on timing and strategy is more rewarding to me than victory based on your opponent failing to properly enter the input for a Flash Kick.

Professor Denim's picture

"While I can generally pull of a hadouken whenever I want to, Guile's moves, especially the flash kick, fail a lot of the time for me. Mastering finger motions may be part of mastering a (fighting) game to some players, in the end it simply disconnects you from your character when it doesn't do what you intended."

PRACTISE,PRACTISE AND PRACTISE!!! theres nothing wrong with any of the SF´s input.not counting SF1!

Professor Denim's picture

SF 4 will be great,but iam sure that will take Capcom another 2 Sf 4´s to really nail it.

has was with SF 2 (Champion Edition,Hyper Fighting),SF Alpha(1,2 and 3) or SF 3(Second Impact,Third Strike).

ErbilT's picture

I got to spend a little bit of time with the game at the San Jose State student union and I have to agree with the article. I can't wait to play it a little more so I can give much better feedback, but the game is beautiful to look at and it plays like a 2D version of the game. this is what EX should have been 12 years ago.

Kim_Naroz's picture

Xbox Live is perfect for Street Fighter IV, because there are so many millions of people who will always be online playing this one at any time.

I can't wait to get Street Fighter 4 on my Xbox 360!

The joystick controller I bought with Soul Caliber characters on it is perfect for Street Fighter!

Bleak Corner's picture

How incredibly wonderful!

Considering the fact that every single post you make is either out to glorify the 360 and/or bash the PS3, your statements are becoming a little annoying. If your claims were actually facts and you had something to back them up, I'd say you should consider a job as either an analyst or journalist. However, I am suspecting you are just a sad fanboy, attempting to fill yet another games site with misinformation. I also suspect you are definitely not a paid Microsoft employee, as some have suggested - as it seems Microsoft is capable of more intelligent ways of advertising.

I think Street Fighter IV will be a good game - as an arcade, on the 360 and PS3.

AndyLC's picture

It would be great if this does revitalize the fighting game genre in the US.
The article seems to be equating "updates" with "easier to do moves" though. That bugs me a little, but it is true that many people have no experience in fighting games, and are confused by the idea of quarter circles.

And it just seems bizarre to keep on calling it a 2D game when it's all in 3D. I've read that they're making it play 2D with hitboxes and such, but that can't be the same as using 2D sprites.
Why not call it 2.5D? That phrase gets used with all of Capcom's 3D sidescrollers. SF4 seems to be the most refined 2.5D yet.
I guess I'd have to actually play to say so though, maybe it is perfectly 2D in gameplay.

Ah, I guess I was just hoping for the beautifully HD Capcom made sprites vs game of my dreams...
It's not like SF3 will stop existing though.

Though can you really call something "best ever" so soon? The life of a Street Fighter game is measured in decades.
When it's 2018, maybe we can judge it.