
If that was all that SFIV had added to the series, it could take its place as one of the finest fighting games ever made. But it goes even one step further with its focus attacks. Each character has one, and they’re all triggered by holding medium punch and kick together: this begins charging an unblockable attack that has several levels of utility. For the first split-second of charging your character is able to absorb one attack; this is followed by a short period of vulnerability; this is followed by a white flash which indicates both that the attack has increased in power and that one attack can still be absorbed; finally, the move is unleashed at its most powerful (although it can be loosed at any time by releasing the buttons). This all takes place within around two to three seconds.
The name is apposite: if you’re facing a flurry of attacks from an aggressive opponent, a clear-headed focus attack will instantly turn the tables and put you back on the offensive. The timing is as generous as that of the combinations and thus makes it a much more useful tool than the parries of SFIII, while its vulnerability (two attacks will knock your character out of focus) means it can’t be used with impunity. It instantly becomes a key part of your arsenal and adds a dynamic that previously only existed in rarefied form.
These three changes to the combat system fundamentally change the way the game will be played by the majority. It’s almost like an open-access policy has came into force at the 2D fighters’ club. Naturally, gifted players will work out their own way to play the game and maximise the allowance the game makes for focus-cancelling, extremely fast cross-up play (Blanka has a new hopping move that will be terrifying in the right hands) and the swift transitions between attack and defence.

For everyone else, Street Fighter is now as much a strategy game as it is a fighting game, a brilliantly orchestrated exchange between two players that concentrates on expression rather than limited movesets. It would be foolish to make comparisons between three games that will continue to be argued over and played in tandem with each other for years to come, but one thing can be said unequivocally. Street Fighter IV is not only the finest 2D fighter since… well, since Street Fighter III, but it’s a triumphant demonstration that classic mechanics can be updated and reimagined in the current videogame climate. It’s every bit the equal of its older brothers, and in conceptual terms is perhaps even beyond them in the way it caters for players of all abilities. This is, without doubt, a masterpiece of the genre.
9/10
Fighting game fans that don't have access to a Japanese arcade have been waiting for Street Fighter IV for a long time. Capcom's high-profile fighter continues a nearly twenty year tradition and many gamers -- especially long-time fans -- have been intensely curious as to how the game will play and what it will do for the legendary series.
thank you,
eczema
Hi Guys from Costa Rica... SF rules and SFIV is the greatest one!! I have been playing SF since SFII... I have to confess that at the beginning the moves were not easy at all, but somehow I have always look for a way to master the moves... I remember I used to wear a tape in my thumb (I have always used a pad) to cover the blisters I had after playing 20 hours a day. I mastered the spin pile driver since SFII, how come you can not make it now?
I have to say that eventhouhg is nice to have a better gameplay, for me the biggest difference between SF and all of the other creepy games is that you have to invest a LOT of hours practcing the moves before you can ever use them, and a lot more to master them... so guys please lets start by not comparing SF to any other game, for me it is unique, then go ahead and try, try and try that someday after some many years you will be able to play SF as a Pro without needing to argue for easy and cheap moves.
regards
I bought Street fighter 4 five days ago.I totally agree with you: its wonderfll on every aspect.
I sold Street fighter 4 yesterday, got the discount and bought killzone 2.
Why?.It's not about money.Playing this game without an arcade stick is suicide if you try on-line combats.I spent 3 days playing many rounds and I had to choose "legendary loser" a my phrase.It was frustrating trying to make the ost difficult movements and see how my character movement was compltely different.
TRUST ME: an arcade stick is totally required to play this, or you wll get frusrated.I'm not ready to pay for i, but if u do, this is amasterpiece.
Sorry, but you absolutely don't need a stick to play this at all. I'm currently sitting at a respectable 1100+ BP and only use the 360 analogue, I'm not amazing, but I'm a good amateur and can hold my own against nearly anyone. If you spend more than a few days before giving up on it you'll come to master your own pad like I have mine. Sticks are only needed for those who want to be totally pro and need that extra 1% (if that).
Fantastic game, it courses through me now. When I'm not playing I am thinking of playing. When I am playing everything else fades out.
Oh, and can we stop spelling it "Hadouken" please? It's Hadoken, and is spelled suchly everywhere in the moves list. Thanks.
I'm getting the PC version. I've had my eye on this stick:
http://www.play-asia.com/paOS-13-71-1i-49-en-70-16qr.html
But if anyone out there can recommend another stick for the PC that's better than this then feel free to tell me.
I've got a feeling though that the 360 Mad Catz Street Fighter IV FightStick will be compatible with the PC version of the game?
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!
>>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.
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.
"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!
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).
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.
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!
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.
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.