(Super/Ultra) Street Fighter IV (Arcade Edition) Appreciation Thread

BrawlMan

Lover of Beat'em Ups
Writers Guild
Level 6
43%
Joined
Dec 30, 2025
Messages
3,579
Level up in
1421 posts
Reaction score
4,084
Points
6,077
Location
Detroit, Michigan
3173040948_e54a2940a5_h.jpg

I decided to make this as a counterpart to the 3rd Strike Appreciation Thread. Here is the game from 2008, which brought back not only Street Fighter, but revitalized the fighting game genre. Especially for 2D and 2.5D style fighters everywhere! The cel-shading and ink style was revolutionary, and still holds better than a majority of 7th generation games. Even compared to certain popular fighting games around the time frame and afterward. My older brother and I played the hell out of this back when vanilla SF4 launched on 360 and PS3. I got Super Edition, and we went played that specific version for a long time. Discuss your experience, the fun times, and for many of you who young or younger, I know this was your first Street Fighter game for many of you!

 
Last edited:
I played Ultra Street Fighter IV with my friend about a year ago now, it was fun and we had good fights but he's since outgrown me in terms of fighting game skill. Ryu may be the same he's ever been but I like his simple and consistent gameplay. Also Poison is neat.
 
While not the first fighting game or even the first Street Fighter game I even played, this is the first fighting game I bothered to put the time into to get good at, or at least close to it. I got in around Super, looking back now I was pretty terrible, but you got to start somewhere. I hope one day we get a re-release with rollback so I can give it a proper revisit, because I AIN'T tryin' to hit those one frame links in no delay based netcode.
 
While it's not my favourite entry in the franchise I am glad it basically saved the fighting game genre from the dark ages (as much as I like Capcom Vs SNK 2) and I think it visually aged better than SFV and I think it will still age better than SFVI (I'm not fan of the realistic RE Engine).

I do think that vanilla SF IV was too lackluster sadly but Ultra is a great game because of how complete the roster is (with the full Super SFII and Alpha roster with the best part of the SFIII one).

I'm a bit sad that Fighting Fantasy couldn't be its biggest rival as BlazBlue was more successful.

I do think that if I was a FtG player back in '08 I think I would've been more of a Guilty Gear X2 or a BlazBlue player yet I would've still tried it.
 
I think it will still age better than SFVI (I'm not fan of the realistic RE Engine).
I love both art styles, and I know VI's will age well, but is different. They couldn't repeat IV again, because V was already like that from a distance (to most casuals). Hence part of the reason SFV bombed. V was supposed to have a realistic look, but it looked and played like even more ass. I know everyone has their preferences, but Capcom did great with the visual style of VI.

I do think that if I was a FtG player back in '08 I think I would've been more of a Guilty Gear X2 or a BlazBlue player yet I would've still tried it.
Still would have been an SF player, because my only exposure to Guilty Gear was Judgement on the PSP.
 
I did some more arcade modes in USFIV. I did Ryu last night, and I did Makoto's just now. I only thing I hate about arcade mode is the input reading the CPU does the better you get or in later fights. Mainly the Rival Fights. Those tend to be harder than Seth sometimes. How they expected people to 1CC on the harder difficulties is beyond me. No thanks, and not worth the achievements.

Back on point: Makoto is a lot of fun, like her 3rd Strike counterpart. Though she has weaker health in IV, compared to herself in III. IV is a prequel, so it sorta make sense. I am getting the hang of juggling and linking certain combos together now. Characters like Ryu, Sakura, or Fei-Long are easier to do with these, but someone like Makoto uses some dexterity. I welcome the challenge, as she is one of my favorite characters to play as. I've got the hang of linking combos into my Supers or Ultra combos respectively.


All Character Themes in a Playlist.

Indestructible Theme

 
Oh hello fellow cool people with good taste. AE2012 was a major point in my life. Traveling around to tournaments during that time period was so special. You're right about it revitalizing the scene. It was growing, but it wasn't "grown" yet, so it still had a lot of grassroots and homemade communities and events. People weren't really capable of becoming twitter famous for playing fighting games yet, so it was just a lot of hunger and passion to improve together. Rivalries and stuff. Very good time.

Here is a fun story from BACK in the DAY:
I fought a Balrog player in tournament and did Ibuki's vortexes over and over till he died, cuz like, why not? Anyway, he got so angry he threw his arcade stick on the ground and dragged it out the venue, stick side down, by the cable. It was so awkward LMAO.

It's too bad online play is so unstable. I'd love to continue playing in person, but the interest just isn't there (in my area anyway). If anyone ever wants to play online, hit me up!!!!
 
Fantastic game have both versions and ultra. Never a regret when playing.
I don't have my original copy of SSF4 anymore. It felt kind of redundant after I got Ultra for cheap on 360. Though I am expecting a copy of SSF4 3D next week. Though I am mainly playing Ultra on PS5.
 
I like SF4 a lot nowadays but it was a steep climb to say the least. I wasn't a fan of Ultra combos at the time because it basically amounted down to people just stealing a win out of you because how weird to react they are. Doesn't bother me as much nowadays that there's a freaking comeback mechanic at every corner. Loved playing as Ryu and Abel in this game.
 
USFIV again. I decided to do another Makoto run, and actually managed to 1CC it, and face Evil Ryu as a secret boss. I beat him. Turns out, you can get into any secret boss, no matter the difficulty. I've gotten the hang of using focus attacks, and implementing them to my combo strings. Something I did not do to often when the vanilla version and Super released.


ULTRA STREET FIGHTER IV_20260525193941.jpg


USF4, how to fight all secret bosses.
I'm not sure if that info is on this wiki or not, but I'll talk about it anyway. I know it's an old game but it's still worth playing. So here is something that applies to every boss fight. The difficulty doesn't matter, you can pick any difficulty and achieve these conditions. Seth's fight doesn't matter either. As long as you don't lose the match, you're fine. You can lose a round during this fight and still fight any secret boss. But that also applies to perfects, getting a perfect against him won't count. You also need to keep the 3 round structure.

Akuma=Do not lose any rounds and get one perfect victory. Do all of this before the fight with Seth and you will fight the master of fists.

Evil Ryu=Do not lose a round and get one perfect victory before the fight with Seth. And when you fight Seth, finish him in the final round with a super or ultra.

Gouken=Do not lose any rounds. Get one perfect victory. Hit the opponent first ten times. And finish five fights with a super or ultra. If you do this, you'll fight Mr. Sheng Long himself so you can stand a chance.

Oni=Do not lose a round, and get one perfect victory. Hit the opponent first ten times. Finish five fights with a super or ultra. And finish Seth with a super or ultra.
 
The Super Street Fighter IV 3D port is still pretty fun, and the stereoscopic 3D works surprisingly well for a launch title 3DS game. The game will run at 30fps in over the shoulder mode and with the 3D turned on, but you can slide it on/off at anytime. Some of the supers really do pop out. The only thing I hate is Seth. He still pretty cheap, unless you're playing on Easiest mode. I am not complaining much, as you can still face Akuma/Shin Akuma no matter difficulty and he will be challenging enough. I managed to get to him twice. This came in the mail today, and I ordered it last week for cheap.



129375_front.jpg
 
The Super Street Fighter IV 3D port is still pretty fun, and the stereoscopic 3D works surprisingly well for a launch title 3DS game. The game will run at 30fps in over the shoulder mode and with the 3D turned on, but you can slide it on/off at anytime. Some of the supers really do pop out. The only thing I hate is Seth. He still pretty cheap, unless you're playing on Easiest mode. I am not complaining much, as you can still face Akuma/Shin Akuma no matter difficulty and he will be challenging enough. I managed to get to him twice. This came in the mail today, and I ordered it last week for cheap.

129375_front.jpg
I'm impressed about how the 3DS could run it.

Why there was no Vita port? I assumed that Sony players would've been consumers of that game.

On the other hand I think that the touch screen really made Super and Ultra Combos too easy to do.
 
On the other hand I think that the touch screen really made Super and Ultra Combos too easy to do.
That;s what makes it so fun. I don't like playing most charge characters, so it's a god send, or it will make certain great characters even more busted! I love it! Now the player can fight like the CPU in arcade mode! Also, even the regular motions for certain characters will cramp my hands, and I am using the 3DSXL.
Why there was no Vita port? I assumed that Sony players would've been consumers of that game.
Considering how in the beginning, Sony was struggling with the Vita, I guess Capcom thought it was not worth the resources. Smart move on their part. Though from what I heard, they always had this port in mind as a 3DS launch title, and probably not an option for them.
 
That's what makes it so fun. I don't like playing most charge characters, so it's a god send, or it will make certain great characters even more busted! I love it! Now the player can fight like the CPU in arcade mode! Also, even the regular motions for certain characters will cramp my hands, and I am using the 3DSXL.
It kinda breaks charge characters as well because you're not supposed to walk and do a special lol.

But I'd rather have that than saying goodbye to the Circle Pad because of the game's special inputs.

Considering how in the beginning, Sony was struggling with the Vita, I guess Capcom thought it was not worth the resources. Smart move on their part. Though from what I heard, they always had this port in mind as a 3DS launch title, and probably not an option for them.
You're probably right about the Vita.

Also because they had various ports on Nintendo's handhelds even when they stopped releasing Street Fighter games on Nintendo's home consoles post-SNES.
 
Great memories. This game pushed me to get better at the older Street Fighter games too.
 
Revisiting Vanilla Street Fighter IV
Post automatically merged:

The Newcomers of Street Fighter IV
 
Last edited:

Users who are viewing this thread

Connect with us

Support this Site

RGT relies on you to stay afloat. Help covering the site costs and get some pretty Level 7 perks too.

Featured Video

Latest Threads

Goblins

Twice is a coincidence, three's a pattern, and I've noticed an uptick in goblin employment over...
Read more

The "Death & Lead" Game Dev Situation is Crazy

Screenshot 2026-06-04 000832.png

Not news but an interesting watch about this "Kai Magazine" dev.

Read more

Has anyone read the Metroid manga?

Hey everyone,

I just started reading the Metroid manga from 2002 (published in Magazine-Z), and...
Read more

Online statistics

Members online
166
Guests online
1,979
Total visitors
2,145

Forum statistics

Threads
19,770
Messages
500,867
Members
926,735
Latest member
GamesFor3DS

Today's birthdays

Advertisers

Back
Top