Super Street Fighter IV
Posted 04/29/2010 at 11:26am
| by Brett Elston
Just over a year ago we awarded a much-deserved 9.5 to Street Fighter IV. It represented the pinnacle of one-on-one fighting games, enabling franchise fanatics and newcomers alike to rediscover the joy of pounding someone’s face. It’s also the game that reignited an ailing genre — jump-starting the lively tournament scene and proving that something new could be every bit as good as our nostalgia-tinged memories.

Now, with Super Street Fighter IV, we have a semi-sequel loaded with more fighters, new features, and fresh customization options, all at a reduced price of $40. Simply put, if you skipped out on Street Fighter IV, this is a fantastic chance to hop in on a level playing field. The two titles are separate, so none of the Achievements or online battle data carries over (sort of like Lost Planet and Lost Planet Colonies). While this separation may irritate folks who dumped 100 hours into online matches, it means anyone can buy a copy and start with a clean slate without that sinking feeling of showing up late to the party. We think it’s an even trade, especially considering the excellent new content.

The game’s 10 new fighters are mostly returning favorites, with two brand-new scrappers (Juri and Hakan) created just for this release. These new combatants bring in a boatload of new options and fighting styles, even filling in national and martial-arts gaps the series had ignored thus far. The reason people fall in love with a game that’s ostensibly a button masher is that each of these characters is a unique gameplay experience. Playing and mastering Ryu is not the same as learning the ins and outs of Juri, making every possible combination of fights a fiendishly addictive battle of wits, feints, and counterattacks. The best part is that Super Street Fighter IV, like its predecessor, doesn’t get hung up in the technicalities. If you want to dissect it, the depth is there. If not, you can bang on the buttons, throw some fireballs, and still have a face-pounding good time with a friend sitting right next to you.
Review continued on page 4 after the new-fighters list...
Here Come the New Challengers!
Hakan

Hails from: Turkey
Style: Greasy grappler
Best for players who: Love to toy with prey before suplexing them.
Juri

Hails from: South Korea
Style: Titillating taekwando
Best for players who: Are just getting used to the controls and want power and flow.
Cody

Hails from: USA
Style: Sneaky fighting
Best for players who: Don't mind fighting a little dirty.
Ibuki

Hails from: Japan
Style: Eclectic ninjitsu
Best for players who: Prefer unrivaled speed to face-caving strength.
Guy

Hails from: USA
Style: Stoic ninjitsu
Best for players who: Want to lay it on with a cool, collected demeanor.
Dudley

Hails from: England
Style: Well-to-do boxing
Best for players who: Want more class in their fisticuffs. Dudley speaks to a more refined crowd.
Makoto

Hails from: Japan
Style: Tomboy karate
Best for players who: Prefer ladies but want more power.
Adon

Hails from: Thailand
Style: Muay Thai
Best for players who: Prefer someone who can keep the pressure on.
Deejay

Hails from: Jamaica
Style: Festive kickboxing
Best for players who: Want a bit more excess with their charge moves.
T. Hawk

Hails from: Mexico
Style: Face pounding
Best for players who: Like 'em big, but don't want to rely on grapples.
The other additions are comparatively minor. For example, in SFIV each character had one Ultra Combo (a hyper-flashy finisher that’s stored in a meter on the bottom of the screen). Now every fighter has two to choose from, although each one has a confusing and unhelpful title, like karate girl Makoto’s “Seichusen Godanzuki” and “Abare Tosanami.” Um, a little help here, guys? Maybe something more descriptive for those who missed Street Fighter III: 3rd Strike? The choice is welcome and drastically changes the game for hardcore players, but it’s a little off-putting to those who just want to jump in and play.

The best way to learn these Ultra Combos, along with any character’s unique moves, is the tutorial-like Challenge mode. It starts with the bare bones, then transitions into complicated combos the pros use. Last year’s game had this feature, too, and it displayed the necessary button inputs for each move on the screen for easy reference. In Super Street Fighter IV, those unhelpful move names are displayed, but you have to hit Back to see what the controller inputs actually are. Imagine doing this repeatedly as you learn a six-hit combo. “Obnoxious” doesn’t begin to describe it, especially when the original game had a perfectly functional solution.
Online battles — the real meat of the game — receive updates in the form of Team Battle (two groups fighting to win a mini-tournament) and Endless Battle (a never-ending roulette of players that bumps the loser down the list, winner defends his position), although Ranked matches are still likely to be the most popular online destination. As always, nothing compares to facing down another human opponent, so if you can’t get on Live, you’d better have a pal handy. The solo experience is definitely enjoyable, but it does wear thin without a wily, free-thinking person to fight.

There’s a reason the Street Fighter series took arcades and gaming culture by storm so many years ago. The nuts and bolts are an unbreakable, nearly flawless example of expert game mechanics, and the gorgeous presentation ties it all together. Even though Super Street Fighter IV lacks the impact of its predecessor, it’s still engrossing, enthralling, and plain ol’ fun.
+ Timeless gameplay still packs a punch.
+ Eccentric new fighters add even more depth and variety.
- Some really strange menu navigation.
? Where'd Time Trials and Survival mode go?
9.0