is a 2010 fighting game developed and published by Capcom. It is an updated version of Street Fighter IV and has been said to mark the definitive end of the Street Fighter IV series. Having been deemed too large an update to be deployed as DLC, the game was made into a standalone title but given a lower price than that of a full retail game. It was released in April 2010 for the PlayStation 3 and Xbox 360. A port to the Nintendo 3DS with stereoscopic 3D functionality, Super Street Fighter IV: 3D Edition was released as one of the launch titles for the console in 2011. The game sold 1.9 million units worldwide, while the 3D Edition for the 3DS sold an additional 1.1 million units worldwide.

Gameplay

Much like Street Fighter IV, Super Street Fighter IV plays like a traditional fighting game, utilizing 3D backgrounds and 3D characters on a 2D plane. The goal is to exhaust the opponent's health meter before the time runs out. The player wins a round if they deplete their opponent's health meter, or have more health than their opponent when time runs out. If both players deplete their meters at the same time or contain the same amount when the round timer ends, it will result in either a "Double KO" or a draw giving both players a round win. If there isn't a clear winner by the final match, it will result in a "draw game" (during online play, both players will lose battle points, and player points, in the result of a draw game).

Players use the analog stick or directional pad to control their fighters, which allows players to jump, crouch, and move toward and away from opponents with an eight-way directional system. Generally, there are six attack buttons for both punch and kick commands with three of each type, differing in strength and speed. Similar to the latter two games from the Street Fighter III series, grabs are performed by pressing both light attacks, while taunts are performed by pressing both heavy attacks simultaneously. The touchscreen on the Nintendo 3DS can also be used to utilize various "personal actions", which displays multiple icons for each action, though its nature depends on whether players have the difficult mode set on "Lite" or "Pro"; on Pro mode, such moves have to be performed manually. The Ultra Combo gauge and moves has been left unchanged since Street Fighter IV. All characters feature at least two Ultra Combos. However, only one Ultra can be selected at a time in a way similar to the Super Arts system in the Street Fighter III series. To use a Super Combo or an Ultra Combo, the respective meters have to be full. The Ultra combo meter charges up when the player gets hit and so it can also be called a Revenge Meter. The Ultra Combo meter is the one right next to the Super Combo meter. Players may filter online play opponents; this depends on whether they are playing in Lite or Pro modes. It features abilities such as "Focus Attacks" and separate meters for both "Super" and "Ultra" combos. When in the single-player mode, if toggled on, there are additional bonus stages which allows a chance to receive additional points, similar to the ones found in Street Fighter II. The first challenge challenges players to break a car while the second has players break as many barrels as they can.

It has two primary modes: single-player and multi-player, the latter mode which supports both online and local play. Other modes include Team Battle, which supports up to eight players; Replay Channel, which allows players to view and share replays with others online; and rival battles, which features a dialogue sequence between two characters which depends on who they are; Tournament, a replacement of Street Fighter IV's "Championship Mode" which allows players compete in a small single elimination bracket; Endless Battle, which has the winner playing against a rotating group of up to 8 players; as well as Replay Channel, allows players to view and save replays from various matches around the world.

3D Edition introduces a number of new features. One of the more prominent features is the use of stereoscopic 3D, as well as the support of the Nintendo Network, for which it uses the Nintendo 3DS's universal Friend Code to play online. As stated above, it utilizes the touchscreen to allow players to perform special abilities more easily, as well as the difficulty modes Lite and Pro. 3D Edition makes use of the 3DS's StreetPass function, which allows players to swap in-game figurines of characters that are unlocked throughout the game as well as use them in battle whenever the 3DS is in range of another player's 3DS who also has the game. The figurines have statistics, and players can make their own team of figurines for the aforementioned figurine battles. Players are also able to share the game with others, who can play it without a copy of the game; however, players are only allowed to use Ryu in a single specific stage (Training Stage). Players are also able to switch the view from the traditional 2D plane to an over-the-shoulder view, called Dynamic Mode, which presents the stereoscopic 3D better.

Characters

"Super Street Fighter IV" includes all the original 25 World Warriors from the home version of "Street Fighter IV", as well as 10 new fighters, all of which are unlocked at the start of the game; this means that there a total of 35 characters in "Super Street Fighter IV". Each returning character received a new intro and ending in arcade mode.

Among the added World Warriors are Dee Jay and T. Hawk from Super Street Fighter II, who were initially intended for the original Street Fighter IV but later dropped. Adon from the original Street Fighter and Cody and Guy from Final Fight are available, based on their incarnations in the Street Fighter Alpha series. Additionally, Dudley, Ibuki, and Makoto return from the Street Fighter III series.

The game also introduced two all-new fighters. One of them is Juri, a young South Korean female Taekwondo fighter, who works for Seth's organization, the Shadaloo Intimidation Network (S.I.N.). Juri has an energy-boosting device implanted inside her left eye called the "Feng Shui Engine", which provides her with time-warping abilities. The second fighter, Hakan, is a Turkish oil wrestler who seeks to prove that Turkish oil wrestling is the greatest fighting style on Earth.Honda rival battle dialog

Each returning character from the original version of Street Fighter IV features an additional third costume, whereas newly introduced characters have only 2 available. Old costumes from the original Street Fighter IV can be used after purchasing downloadable costume packs from Xbox Live or PlayStation Network. These costumes are automatically loaded in Super Street Fighter IV.

Development Capcom officially hinted at the game in early September 2009 when they opened a teaser site in their official Japanese website. An official announcement was made on September 28, 2009, for the Xbox 360 and PlayStation 3, with an arcade version initially only considered a possibility depending on fan support.

In 2010 Yoshinori Ono said: "I have no intention of carrying on Street Fighter IV into Hyper Street Fighter IV or Ultra Street Fighter IV, because I'm aware of the mistakes Capcom has made in the past. So whether it would be a different IP or another Street Fighter, we'd like to keep options open. But in terms of Street Fighter IV, this is definitive... Super Street Fighter IV should be the distinctive end. Obviously there can be updates via DLC so perhaps in 2011, we could upload a patch for Super Street Fighter IV 2011 edition that would have tuning and balancing. But as a packaged product, I think this is the last."Before 3D Edition began development, a port of Super Street Fighter IV was considered for either the Nintendo DS or PlayStation Portable; however, Ono felt that neither handheld would provide satisfaction for him. He was first introduced to the 3DS by Capcom producer Jun Takeuchi, who showed him a version of Resident Evil 5 playing on the 3DS. Afterward, he "threw together a quick build" of Super Street Fighter IV in a couple weeks for the 3DS. Nintendo, after being shown the build, was impressed by it, and wanted it to be shown at E3 2010. However, Ono felt that the build was not ready to be shown; instead, he allowed Nintendo to show a couple of screenshots and talk about the game. Ono included the Dynamic Mode early on in development in part to make it appealing to casual gamers. He noted another advantage of this angle was how well it worked with Ken and Ryu, who he finds to be most commonly used by "lapsed players" who used to play the series. In an interview between Nintendo president Satoru Iwata and Yoshinori Ono, the two of them discussed the touchscreen control, with the latter comparing it to New Super Mario Bros. Wiis Super Guide function. Ono added that they were intent on making a game that could make it more approachable. He added that while some may call him a "sell-out", he felt that it was advantageous to the developer as well as the gamers. When Ono learned of the pedometer function of the 3DS that rewarded coins for the number of steps taken, he decided to implement it to allow coins to be spent on figurines. He also designed the Fighter Request function, which when activated allows anyone playing the game nearby to accept this request, with the hopes of creating another community.

He noted that the only misgiving he had was with the expressions of characters as they perform or get hit by ultra moves which were accomplished by a different method than the console version; however, he felt that no one would notice this on a small screen. This fact allowed them to make more simplified modes to make the game move faster. The developers also had to tweak the backgrounds as they work on the 3D effects due to them sometimes overlapping with itself. When asked why characters exclusive to the arcade game Super Street Fighter IV Arcade Edition were not featured in the game, Ono explained that it was due to timing and a desire to focus on the already proven console version. He did note however that features from the Arcade Edition could be included if there appears to be interest. He elaborated that even if he could add these features, they may not due to the more hardcore nature of the Arcade Edition, and that if there is no hardcore audience for 3D Edition, they don't want to "force them into some new version." In an attempt to simulate the "Saturn-style" six button configuration, the Pro mode was designed to have these six buttons on the touch screen; however, the developers found it to not be comfortable.

Versions

Arcade version

On April 4, 2010, an arcade version of Super Street Fighter IV was confirmed by producer Yoshinori Ono during the Japanese Street Fighter IV finals. Various playtests were handled in various arcades as well as appearing during the Street Fighter IV finals at Tougeki - Super Battle Opera.

For the arcade version of the game, every character received various tweaks, ranging from character balancing to new EX moves.

The arcade version of SSFIV added twin brothers Yun and Yang from the Street Fighter III series as playable characters, and introduced Evil Ryu and Oni as hidden bosses. During the launch of the arcade version, a launch trailer was uploaded teasing secret characters Evil Ryu and Oni. Various arcades around the United States who obtained Arcade Edition units also were since able to gain access to the initially non-selectable, then unannounced characters planned for a later release. Videos featuring Evil Ryu and Oni were requested to be closed as well as accounts suspended at the request of Capcom. Evil Ryu became officially playable on March 25, 2011, while Oni was released on April 8, 2011.