Street Fighter IV

Template:Infobox VGTemplate:Nihongo is a 2008 fighting game produced by Capcom. It is the first *Street Fighter* game in the main series released by Capcom since the arcade release of *Street Fighter III: 3rd Strike* in 1999 and the first game in the *IV* sub-series.

The arcade version was released in Japan on July 18, 2008 and was given a limited release in North American arcades in August. Home versions were released for the PlayStation 3 and Xbox 360 on February 12, February 16, and February 20 in Japan, North America, and Europe respectively. The Windows version of the game was released on July 2, July 3, and July 7, 2009 in Japan, Europe, and North America respectively. The iOS version of the game was released on March 10, 2010. The latest release of the game is on Android OS, released on January 5, 2012.

## Gameplay

 File:SFIV Abel vs Ryu.jpg
While *Street Fighter IV* features fighters and backgrounds rendered in 3D, the gameplay remains on a traditional 2D plane.
Producer Yoshinori Ono has stated that he wanted to keep the game closer to *Street Fighter II* than its sequels, and as such the parry system from *Street Fighter III* has been dropped. A new system called Focus Attacks (Saving Attack in the Japanese version) has been introduced, as well as Ultra Combos. The traditional six-button control scheme returns, with new features and special moves integrated into the input system, mixing classic gameplay with additional innovations.

 File:Imgres.jpeg
The game has a very similar feel to *Super Street Fighter II Turbo*, but also has several natures from *Street Fighter III 3rd Strike*. Pressing both light attack buttons is still for throwing, and both heavy attack buttons are for the personal action or taunts. Both medium attack buttons are for the newly added Focus Attack. Dashes and quick standing are also in the game. Crimson Viper is the only character who can perform a high jump. Ibuki later joins her in that group when she is added to *Super Street Fighter IV*.

It was intended that the car-smashing bonus rounds from earlier *Street Fighter* games would return. Ono later stated that the bonus stages would not be in the arcade game, citing the reason to be that the time players spend on bonus stages takes money from arcade operators. This may also explain the option to turn off the bonus stages in the arcade mode on the home console versions of *Super Street Fighter IV*.

### Visuals

The characters and environments in the game are rendered as 3D models with polygons but use a stylized effect to give them a hand-drawn look, with certain select attacks displaying ink sprays during the fights. The art director and character designer is Daigo Ikeno, who previously worked on *Street Fighter III: 3rd Strike*, aims at staying true to the *Street Fighter II* style.

### Focus Attacks

Focus Attacks, known as Saving System in the Japanese version, was a new system introduced in *Street Fighter IV*. The Focus Attack is a move that allows the player to absorb an attack and launch a counterattack, and it is performed by pressing the medium punch and kick buttons simultaneously. The system aims to make ground attacks as viable a way of approaching opponents as jumping was in previous games. The Focus Attack system is a core part of *Street Fighter IV*'s gameplay.

Ono has stated that this system was incorporated in order to shift the emphasis away from combos and toward a more realistic system he has compared to boxing; *the skill is in reading your opponent's move before he starts moving ... We haven't forgotten about combos and linked moves, but focus makes it so that you have to read your opponent.*".Template:Fact

### Ultra Combos

 File:SFIV Viper vs Guile.jpg
Super Combos, the powered-up special moves that have been a series' mainstay since *Super Street Fighter II Turbo*, return in *Street Fighter IV*. Similar to *Super Turbo*, each character has one set super move. The game also features EX Special Moves, the powered-up versions of Special Moves from the *the home version of Street Fighter: The Movie*. In addition to Super Combos, the game also features Ultra Combos. Ultra Combos are performed similarly to the character's Super Combo but are executed with three attack buttons (much like the Lv. 3 Super Combos in the *Street Figher Alpha* series and the Meteor Combos in *Street Fighter EX3*). Ultra Combos are long and cinematic moves usually featuring a lengthy combination of punches, kicks and other moves. Just as there is a Super Combo Gauge, there is also an Ultra Combo gauge (officially known as the Revenge Gauge), but whereas the Super Combo meter fills as the player hits an opponent, the Revenge Gauge fills when one takes damage from the opponent. Along with Super Combos, Ultra Combos are one of the only times the camera breaks from its normal fixed position to show a more dynamic, or cinematic view of the gameplay. Additionally, when the camera shifts to this cinematic view, the opponent's facial expression will change to a look of surprise and panic. This is easier to see on some Ultra Combos than others, especially if the camera pans around the person in some way.

## Plot

 File:SFIV-Select.jpg
*Street Fighter IV* takes place several months after the events of *Street Fighter II*. After Seth's escape, the S.I.N. corporation began another fighting tournament in order to draw out the most powerful fighters on Earth to complete the BLECE project. Each character has their own reasons for entering this tournament, but S.I.N.'s real desire is to lure Ryu to them in order to analyze the Satsui no Hado, believed to be the last piece of data needed to complete BLECE.

The tournament is publicly organized by S.I.N., apparently using preliminary matches and a point system to determine who is allowed to enter (as shown by the conversation between Seth and his lackey about how Dan Hibiki was able to "squeak by with just enough points to qualify"). It can be assumed that the only participants in the tournament are the playable characters in *SFIV* not including Seth.

## Characters

### Arcade roster

Chronologically set between the *Street Fighter II* series and the *Street Fighter III* series, *Street Fighter IV* was initially meant as a return to the series' roots, i.e. *Super Street Fighter II Turbo*, which Ono considers to be "the king of Street Fighter games." Thus, the experience provided by *Super Street Fighter II Turbo* became the main influence for the *Street Fighter IV* development team, and all its characters were intended to be in the game. However, the four characters introduced in *Super Street Fighter II* were dropped for the arcade version of the game, so the final playable character roster became that of *Street Fighter II' - Champion Edition*, along with four additional characters, new to the series. Despite this, Cammy and Fei-Long were later added in the home console version of *SFIV*, while T. Hawk and Dee Jay were added in *Super Street Fighter IV*.

#### New characters

 El Fuerte | Daisuke Ono | J. B. Blanc | El Fuerte (Spanish for "The Strong One") is a Mexican luchador and aspiring gourmet cook.

#### Bosses and hidden characters

 Akuma (Gouki in Japan)
 Gouken | Tōru Ōkawa | Rod Clarke | Gouken, Ryu and Ken's sensei and the elder brother of Akuma, appears in the arcade version as a secret computer-controlled challenger in the end of the single-player mode, making his very first, albeit highly anticipated debut in a fighting game. The character was featured in the game as a tribute to the "Sheng Long" hoax initiated by the original *Street Fighter II*.

### Home version additions

The home versions of *Street Fighter IV* feature additional characters not included in the arcade version of the game. They are Cammy (the top voted character suggested for the home version of the game in an online poll posted on Capcom's English site), Fei-Long from *Super Street Fighter II*, Dan and Rose from *Street Fighter Alpha*, Sakura from *Street Fighter Alpha 2*, and Gen from the original *Street Fighter* and the *Street Fighter Alpha* series.

In addition, the two computer-only boss characters from the arcade version, Seth and Gouken, are also both playable in the home versions, and Akuma is a hidden character.

### iPhone/iPod additions

* **Dee Jay** (playable character) - Unlockable when Arcade is finished 1 time (in the most recent updates).

* **North America: Skyscraper Under Construction** - A construction site set in Metro City from *Final Fight* featuring cameos from Hugo and Mike Haggar, the latter in the form of a large statue that appears in the background.

* **Dojo Mode** - Exactly the same as Trials Mode.

* **Comic Books Reading** - Reading some *SSFIV* comic books.

* **Super Street Fighter IV Trailers**

## Stages

**East Asia: Old Temple -** A sacred temple in Japan.

**Africa: Small Airfield -** A Shadaloo secret airport located in an African savannah.

**South America: Inland Jungle -** Amazon Forest at morning, where Blanka lives.

**East Asia: Overpass -** A street next to a river and under a Highway Bridge in Japan.

**East Asia: Deserted Temple -** The Old temple destroyed in Japan.

**East Asia: Crowded Downtown -** A number of restaurants in China at afternoon.

**Europe: Cruise Ship Stern -** A fighting stage on a Shadaloo Cruise.

**Europe: Snowy Rail Yard** - A train station in Russia.

**U.S.A.: Drive - In At Night** - A crowded street filled with cars.

**Europe: Historic Distillery** - A Shadaloo distillery in Scotland.

**Unknown: Secret Laboratory -** The S.I.N's secret laboratory in the Bermuda Triangle**.**

**East Asia: Run-Down Back Alley -** A number of restaurants in China at night.

**South Asia: Morning Mist Bay -** A fishing boat in Vietnam's Ha Long Bay at morning.

**Oceania: Volcanic Rim** - Oni's refuge after the sinking of the Goukuento Island.

**South Asia: Beautiful Bay** - A fishing boat in Vietnam's Ha Long Bay at sundown.

**South America: Pitch-Black Jungle** - Amazon Forest at night, where Blanka lives.

**Unknown:** **Training Stage**

## Development

Before producer Yoshinori Ono pitched the idea to former Capcom R&D head Keiji Inafune, the prevailing attitude around Capcom was that a new numeric entry to the *Street Fighter* series would not be made. Initially, there was much resistance to Ono's pitch for a new *Street Fighter* game so many years after the original. The gap from 2000 to 2008, since *Street Fighter EX3*, the latest *Street Fighter* game at that point, represented the longest time the series had gone without a sequel. However, in light of fan demand plus the positive reception to *Street Fighter II' Hyper Fighting* on Xbox Live Arcade, Inafune eventually allowed the project to begin. This was Ono's first take on a new entry for the *Street Fighter* series as a producer, although he had previously worked on *Street Fighter III 3rd Strike* as a "sound management director" and previously produced *Capcom Fighting Jam*. The experience provided by *Super Street Fighter II Turbo* became the main influence for the *Street Fighter IV* development team.

The original game concept, titled *Street Fighter IV Flashback*, imagined in part by David Sirlin, the designer of *Super Street Fighter II Turbo HD Remix*, never made it past the proposal stage. *Flashback* would likewise feature the 2.5D gameplay and a roster made of classic *Street Fighter II* characters plus Sakura and a few new characters. The game would have also featured a single-player mode with third-person 3D action (similar to that of Sony's *God of War* series) that focused on Ryu's backstory, as well as all *Street Fighter* arcade games in their original forms and a 3D version of *Super Turbo*. *Flashback*'s proposed easy control system was later used in *Tatsunoko vs. Capcom: Ultimate All-Stars*, minus its titular "flashback" gameplay feature.

While *Street Fighter IV* features models and backgrounds rendered in 3D, the gameplay remains on a traditional 2D plane, with the camera having freedom to move in 3D at certain times during fights, for dramatic effect, similar to the *Street Fighter EX* series Capcom produced with Arika. Initially the title had been developed to use 3D hitboxes, but the testers felt it didn't have the "pixel perfect" precision of a *Street Fighter* game, and the game was therefore changed to use 2D hitboxes. Ono has also cited the arcade version of Arc System Works' *Battle Fantasia* as the inspiration for the game's three-dimensional art style.

Art director and character designer Daigo Ikeno, who previously worked on *Street Fighter III 3rd Strike*, opted for non-photorealistic rendering to give them a hand-drawn look, with visual effects accented in calligraphic strokes, ink smudges and ink sprays during the fights.

The game runs on the Taito Type X2 arcade board inside a Taito Vewlix cabinet and takes advantage of the Type X2's network capabilities and allows players in separate machines within the same LAN to fight each other.

## Versions

### Home versions

 File:Street Fighter 4 ps3 x360.jpg
 File:Collector s EditionStreet Fighter 4.jpg
*Street Fighter IV* has been released for the Xbox 360, PlayStation 3, and Microsoft Windows. The home releases features additional playable characters and online play functionality. The North American and European localizations of the home ports features English voice acting for all the characters, as well as fully animated ending sequences.

The North American, European, and Japanese releases are available in standard packaging and in a *Collector's Edition* variant. The *Collector's Edition* is available only to the console versions of the game, and comes with a figurine (Crimson Viper for Xbox 360 owners; Ryu for PS3 owners), the animated short "Aratanaru Kizuna", (*Renewed Bonds*) called *The Ties That Bind*, in North America, produced by Studio 4°C, game soundtrack, and a Prima hint guide. *Collector's Edition* retails at $79.99 USD.

### Downloadable Content

The console versions of *Street Fighter IV* has received downloadable content following its release, which is available for download via Xbox Live Marketplace and PlayStation Network. The first expansion pack, titled "Championship Mode", is free of charge and provide players with a replay mode, a new points system and an enhanced tournament matching system. Also, five alternate costume packs has become available for purchase via Xbox Live and PlayStation Network. The costume packs includes the alternate costumes included in the arcade versions of the game.

 Femme Fatale Pack
 Shoryuken Pack
 Shadaloo Pack
 Classic Pack
 Championship Mode

### Mobile versions

In the iPod Touch/iPhone version of the game, Abel, Blanka, Chun-Li, Dhalsim, Guile, M. Bison, Ken, and Ryu were the only eight characters that were playable, prior to an update adding Cammy and Zangief, and then another update came, adding E. Honda and C. Viper. The most recent update includes Sagat and an unlockable Dee Jay.

Another iPod Touch/iPhone game called *Street Fighter IV Volt Battle Protocol* would be made. All the characters from the original iOS version would be here. Balrog, Vega, Cody, and a hidden character, Akuma, would also be added to the roster. An update added Sakura and Makoto to the roster. Another update added Yun and Fei Long.

Yet another iPhone game was made called *Street Fighter IV Champion Edition*, it was released on July 6, 2017 and added three new characters, Dudley, Ibuki and Poison. An update added Guy, Gouken and Evil Ryu to the roster. Another update added Elena, Juri and Rose.

## Reception

Reception for the game has been overwhelmingly positive, with scores appearing in reviewer's top rankings. Joe Juba from *Game Informer*'s stated that the game, "...is a distillation of everything the genre does right. It delivers the intensity of competition...all through elegant techniques that are easy to learn and difficult to master."

James Meilke of 1up.com wrote that, "It's a bold, confident fighter that celebrates its heritage while bringing fresh, new ideas to the table, arriving in a remarkably complete package..." while Dan Amrich of *Official Xbox Magazine* stated that, "If you’re a novice, a training mode and eight levels of difficulty will help you find your way. If you’re a pro, SFIV contains all the depth you’ve ever loved about the series, without compromise." In the Plus section of the review, he states that it, "Does the impossible: Preserves the past, embraces the future."

Criticism came to the anime-style scenes, "...these cutscenes are almost a disgrace to anime as they are so poorly animated and tell you almost nothing about the story or the context for each character's participation in the tournament," wrote Ryan Clements of IGN. James Mielke also added words about the featured stages in the game, stating that, "Sure, Drive-in at Night, Crowded Downtown, Pitch-black Jungle, Deserted Temple, Cruise Ship Stern, and Small Airfield are nice enough, but anyone longing for E. Honda's onsen hot spring will be left wanting."

*Street Fighter IV* is also rated on Gamestats.com. The Xbox 360 version has an overall score of 9.0 and the PlayStation 3 version has an overall score of 9.1.

## Merchandise

### Controllers

MadCatz has released two licensed FightSticks and five wireless GamePads to coincide with the game's release. The Tournament Edition FightStick features a Sanwa joystick and 30mm buttons, as well as various modification abilities. *GamePro*'s official review of the stick(s) state that the Tournament Edition also comes with a compartment to store the sticks' cord, along with rubber feet located on the underside. The Tournament Edition will retail at $150.00 USD, however only 3000 are being produced with MadCatz receiving over 20,000 pre-orders.

The basic FightStick is considerably smaller in size, but has been reviewed to be for intermediate players, and has the capability to be rested comfortably on a player's lap. The face of the controller is marked with a graphic displaying the original eight fighters from Street Fighter II, but it is clear the stick can be modded. The model retails at $79.99 USD for the Xbox 360, and $69.98 for the PS3.

Both FightSticks position the Start/Select buttons on the rear side of the model. Turbo, Home (PS3) and Guide (360) buttons are located on the upper left corner of the models, as well as a lock switch to keep from accidental initiation during play.

Also both FightSticks ships with detachable wires, for easier switching out buttons and joystick.

The GamePads features graphics of Ryu, Ken, Chun-Li, Blanka, and Akuma, and retails at $39.99 USD. The pads feature an 8-Way floating D-Pad, along with the trigger (R1 and R2 for PS3) buttons located directly onto the face. The button layout is similar to the FightSticks, with the Guide (Home) button located on the lower area of the controller.

## Trivia

* The abbreviation / common name of this game is "Street IV".Template:Fact
* Notably, there are no playable fighters in this game who debuted in the *Street Fighter III* series. Though *Super Street Fighter IV* eventually added three fighters from said series, two more were later added in the *Arcade Edition* followed by another two in *Ultra*.
* *Street Fighter IV* can actually be considered the third tournament, with *Street Fighter V* being the fourth, and *lll* being the 5th (canonically, the fourth).
	+ The characters that debuted in the *Street Fighter III* series, however, can be considered new. Since *Street Fighter IV* takes place before *Street Fighter III*, *Super Street Fighter IV* marks the first actual tournament that Ibuki, Makoto, Dudley, Yun, Yang, Elena and Hugo participated in.
* The Opening Theme of the console version is "THE NEXT DOOR / THE NEXT DOOR -INDESTRUCTIBLE-" by J-Pop unit EXILE.
	+ There are 4 versions of this track, the original Japanese version, the looping short Japanese and English versions in the Main Menu and the extended English version, in which featured American rapper Flo Rida.
	+ This song was featured on the albums "THE MONSTER -Someday-" (Original Japanese version only), "THE HURRICANE -FIREWORKS-" (Extended English version only) and "Aisu beki Mirai e (愛すべき未来へ)" (Original Japanese version only).
	+ This song was also performed during their live tour in 2009 called "THE MONSTER" (Original Japanese version only).

## Gallery

Street Fighter IV poster.jpg*Street Fighter IV* posterSFIV 360 NA cover.jpgEarly North American boxart coverStreet-fighter-iv-xbox-360-box-art-front.jpg*Street Fighter IV* Xbox 360 boxartStreet-fighter-iv-4f0f62f44b4bb.jpgStreetfighter4-ryu-ken-promo-art-by-kinu-nishimura.jpgArt by Kinu NishimuraStreetfighter4-characters-artwork-by-daigo-ikeno.jpgArt by Daigo Ikeno
### Official Art

*To view all official character artwork, see: Official Art.*
## Videos

ストリートファイター4 CMStreet Fighter 4 - FULL OpeningThe *Street Fighter IV* opening music with the original letter.
Template:Clr

## See also

### Updated versions

* *Super Street Fighter IV*
* *Super Street Fighter IV: Arcade Edition*
* *Ultra Street Fighter IV*

## External links

* Official website at US.PlayStation.com

* Wikipedia article

* Capcom Database article

* Street Fighter 4 Forums

Template:Street Fighter series

2. ↑ http://www.gametrailers.com/player/usermovies/194282.html
3. ↑ http://www.siliconera.com/2009/02/17/before-street-fighter-iv-there-was-street-fighter-iv-flashback/
4. ↑ http://www.destructoid.com/sfiv-s-3d-polygons-could-have-ruined-hit-detection-172084.phtml
5. ↑ https://web.archive.org/web/20091109161513/http://www.gamasutra.com/view/feature/3791/saving\_street\_fighter\_yoshi\_ono\_.php?page=3
6. ↑ https://web.archive.org/web/20151117021923/http://www.1up.com/do/previewPage?pager.offset=1&cId=3165156
7. ↑ http://www.famitsu.com/game/news/1213478\_1124.html
8. ↑ http://www.gamepro.com/article/features/208589/mad-catz-street-fighter-iv-arcade-sticks-reviewed/
9. ↑ http://www.gamepro.com/article/features/208589/mad-catz-street-fighter-iv-arcade-sticks-reviewed/
10. ↑ Modding example