Street
Fighter IV (Japanese: IV Hepburn: sutorīto
faitā fō) is a 2008 fighting
game produced by Capcom, which co-developed the game
with Dimps. It was the first numbered Street Fighter game released by Capcom since 1999, a hiatus of nine years.
The coin-operated
arcade game was released in Japan
on July 18, 2008, with North American arcades importing the machines by August. The console versions for the PlayStation 3 and Xbox
360 were released in Japan on
February 12, 2009, and were sold in North American stores as early as February
16, with a February 18 intended release date. The official European release was
on February 20. A Windows version was released on July 2, 2009
in Japan, July 3, 2009 in Europe and July 7, 2009 in the United States. A version for iOS was
released on March 10, 2010.[7] By March 31, 2009, Street Fighter IV had sold over 3 million copies
worldwide. An updated version, Super Street Fighter IV, was
released as a standalone title in April 2010.
Street Fighter IV has sold 3.1 million units by March 2011. Super Street Fighter IV has sold 1.8 million units, in
addition to 400,000 of the Arcade
Edition, by December 2011. Super
Street Fighter IV: 3D Edition sold
an additional 1 million copies by April 2011, and
1.1 million as of December 2011. This
adds up to sales of 6.4 million copies in total. Upon its release, the game
received universal critical acclaim; receiving universally high scores from
many gaming websites and magazines.
Producer Yoshinori Ono has stated that he wanted to keep the
game closer to Street Fighter
II. A new system called Focus Attacks (Saving Attack for the Japanese
version) has been introduced, as well as Ultra Moves. The traditional
six-button control scheme has returned, with new features and Special Moves
integrated into the input system, mixing classic gameplay with additional
innovations.
Stephen Kleckner of 1UP.com has stated the game has a similar feel
to Super Street Fighter II
Turbo, but also has a few features from Street
Fighter III: 3rd Strike. As
inStreet Fighter III, throwing is performed by pressing both light
attack buttons, while pressing both heavy attack buttons performs the
character's personal action or taunt. Pressing both medium attack buttons
performs a character's Focus Attack. Dashes and quick standing are also in the
game. C. Viper and Dan (with the air taunt) are the only characters who can
perform a high jump.
It was intended that bonus rounds such as the car-smashing
stage 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 is time during
which they have no chance of losing, which ultimately takes money from arcade
operators.
Focus Attacks, known as Saving Attack in the Japanese
version, is 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 medium kick buttons simultaneously. There are two phases to the attack. In
the first phase, the player will shift into a new stance, at which point he or
she is able to absorb a single hit from the opponent. The second phase is the
counterattack. The longer the player holds down the medium punch and kick
buttons, the more powerful the attack will be. If the buttons are held for long
enough the attack will be unblockable and cause the opponent to crumple slowly
to the ground, allowing the player to follow up with a free hit. Attacks that
were absorbed during the first phase of a Focus Attack still cause damage to
the player; however, life lost from the opponent's attack will be quickly
regenerated afterward. In addition, during the first phase of the Focus Attack,
the player may perform a dash either forward or backward to cancel the Focus
Attack. Finally, at the cost of two bars of the Super Combo gauge, many Special
Moves can be canceled into a Focus Attack. By executing a Focus Attack during
the Special Move, the animation of the move will be cut short and go instantly
into the Focus Attack animation. This allows players with precise timing to
cancel Special Moves into Focus Attacks, and in turn cancel Focus Attacks into
the forward dash, resulting in new combo possibilities. If a Special Move is
blocked by the opponent, the new system allows players to cancel the blocked
move with a Focus Attack, and then cancel the Focus Attack by dashing backward
safely away from the opponent. 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, in which
"the skill is in reading your opponent's move before he or she starts
moving ... We haven't forgotten about combos and linked moves, but focus makes
it so that you have to read your opponent." The system aims to make ground attacks
as viable a way of approaching opponents as jumping was in previous games. The focus system is a core part of Street Fighter IV's gameplay.
In addition to the powered-up versions of Special Moves
introduced in previous Street
Fighter games such as Super
Combos and EX Special Moves, the game also introduces a new type of powered-up
Special Move officially dubbed the Ultra Combo. Ultra Combos are long and
cinematic moves featuring a lengthy combination of punches, kicks and other
fighting techniques. Just as there is a Super Combo gauge, there is also an
Ultra Combo gauge (officially known as the Revenge Gauge or Revenge Meter), but
whereas the Super Combo gauge fills up when the player hits their opponent or
performs a Special Move, the Revenge Gauge fills when one takes damage from
their opponent (similar to the K Groove featured in Capcom vs. SNK 2). Along with
the Super Combos, Ultra Combos are one of the only times (besides Zangief, E.
Honda, Seth and Abel's command throws) the camera breaks from its normal fixed
position to show a more dynamic, cinematic view of the gameplay.
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Street
Fighter IV (Japanese: IV Hepburn: sutorīto
faitā fō) is a 2008 fighting
game produced by Capcom, which co-developed the game
with Dimps. It was the first numbered Street Fighter game released by Capcom since 1999, a hiatus of nine years.
The coin-operated
arcade game was released in Japan
on July 18, 2008, with North American arcades importing the machines by August. The console versions for the PlayStation 3 and Xbox
360 were released in Japan on
February 12, 2009, and were sold in North American stores as early as February
16, with a February 18 intended release date. The official European release was
on February 20. A Windows version was released on July 2, 2009
in Japan, July 3, 2009 in Europe and July 7, 2009 in the United States. A version for iOS was
released on March 10, 2010.[7] By March 31, 2009, Street Fighter IV had sold over 3 million copies
worldwide. An updated version, Super Street Fighter IV, was
released as a standalone title in April 2010.
Street Fighter IV has sold 3.1 million units by March 2011. Super Street Fighter IV has sold 1.8 million units, in
addition to 400,000 of the Arcade
Edition, by December 2011. Super
Street Fighter IV: 3D Edition sold
an additional 1 million copies by April 2011, and
1.1 million as of December 2011. This
adds up to sales of 6.4 million copies in total. Upon its release, the game
received universal critical acclaim; receiving universally high scores from
many gaming websites and magazines.
Producer Yoshinori Ono has stated that he wanted to keep the
game closer to Street Fighter
II. A new system called Focus Attacks (Saving Attack for the Japanese
version) has been introduced, as well as Ultra Moves. The traditional
six-button control scheme has returned, with new features and Special Moves
integrated into the input system, mixing classic gameplay with additional
innovations.
Stephen Kleckner of 1UP.com has stated the game has a similar feel
to Super Street Fighter II
Turbo, but also has a few features from Street
Fighter III: 3rd Strike. As
inStreet Fighter III, throwing is performed by pressing both light
attack buttons, while pressing both heavy attack buttons performs the
character's personal action or taunt. Pressing both medium attack buttons
performs a character's Focus Attack. Dashes and quick standing are also in the
game. C. Viper and Dan (with the air taunt) are the only characters who can
perform a high jump.
It was intended that bonus rounds such as the car-smashing
stage 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 is time during
which they have no chance of losing, which ultimately takes money from arcade
operators.
Focus Attacks, known as Saving Attack in the Japanese
version, is 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 medium kick buttons simultaneously. There are two phases to the attack. In
the first phase, the player will shift into a new stance, at which point he or
she is able to absorb a single hit from the opponent. The second phase is the
counterattack. The longer the player holds down the medium punch and kick
buttons, the more powerful the attack will be. If the buttons are held for long
enough the attack will be unblockable and cause the opponent to crumple slowly
to the ground, allowing the player to follow up with a free hit. Attacks that
were absorbed during the first phase of a Focus Attack still cause damage to
the player; however, life lost from the opponent's attack will be quickly
regenerated afterward. In addition, during the first phase of the Focus Attack,
the player may perform a dash either forward or backward to cancel the Focus
Attack. Finally, at the cost of two bars of the Super Combo gauge, many Special
Moves can be canceled into a Focus Attack. By executing a Focus Attack during
the Special Move, the animation of the move will be cut short and go instantly
into the Focus Attack animation. This allows players with precise timing to
cancel Special Moves into Focus Attacks, and in turn cancel Focus Attacks into
the forward dash, resulting in new combo possibilities. If a Special Move is
blocked by the opponent, the new system allows players to cancel the blocked
move with a Focus Attack, and then cancel the Focus Attack by dashing backward
safely away from the opponent. 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, in which
"the skill is in reading your opponent's move before he or she starts
moving ... We haven't forgotten about combos and linked moves, but focus makes
it so that you have to read your opponent." The system aims to make ground attacks
as viable a way of approaching opponents as jumping was in previous games. The focus system is a core part of Street Fighter IV's gameplay.
In addition to the powered-up versions of Special Moves
introduced in previous Street
Fighter games such as Super
Combos and EX Special Moves, the game also introduces a new type of powered-up
Special Move officially dubbed the Ultra Combo. Ultra Combos are long and
cinematic moves featuring a lengthy combination of punches, kicks and other
fighting techniques. Just as there is a Super Combo gauge, there is also an
Ultra Combo gauge (officially known as the Revenge Gauge or Revenge Meter), but
whereas the Super Combo gauge fills up when the player hits their opponent or
performs a Special Move, the Revenge Gauge fills when one takes damage from
their opponent (similar to the K Groove featured in Capcom vs. SNK 2). Along with
the Super Combos, Ultra Combos are one of the only times (besides Zangief, E.
Honda, Seth and Abel's command throws) the camera breaks from its normal fixed
position to show a more dynamic, cinematic view of the gameplay.
Get more Games and Software please visit site
Street
Fighter IV (Japanese: IV Hepburn: sutorīto
faitā fō) is a 2008 fighting
game produced by Capcom, which co-developed the game
with Dimps. It was the first numbered Street Fighter game released by Capcom since 1999, a hiatus of nine years.
The coin-operated
arcade game was released in Japan
on July 18, 2008, with North American arcades importing the machines by August. The console versions for the PlayStation 3 and Xbox
360 were released in Japan on
February 12, 2009, and were sold in North American stores as early as February
16, with a February 18 intended release date. The official European release was
on February 20. A Windows version was released on July 2, 2009
in Japan, July 3, 2009 in Europe and July 7, 2009 in the United States. A version for iOS was
released on March 10, 2010.[7] By March 31, 2009, Street Fighter IV had sold over 3 million copies
worldwide. An updated version, Super Street Fighter IV, was
released as a standalone title in April 2010.
Street Fighter IV has sold 3.1 million units by March 2011. Super Street Fighter IV has sold 1.8 million units, in
addition to 400,000 of the Arcade
Edition, by December 2011. Super
Street Fighter IV: 3D Edition sold
an additional 1 million copies by April 2011, and
1.1 million as of December 2011. This
adds up to sales of 6.4 million copies in total. Upon its release, the game
received universal critical acclaim; receiving universally high scores from
many gaming websites and magazines.
Producer Yoshinori Ono has stated that he wanted to keep the
game closer to Street Fighter
II. A new system called Focus Attacks (Saving Attack for the Japanese
version) has been introduced, as well as Ultra Moves. The traditional
six-button control scheme has returned, with new features and Special Moves
integrated into the input system, mixing classic gameplay with additional
innovations.
Stephen Kleckner of 1UP.com has stated the game has a similar feel
to Super Street Fighter II
Turbo, but also has a few features from Street
Fighter III: 3rd Strike. As
inStreet Fighter III, throwing is performed by pressing both light
attack buttons, while pressing both heavy attack buttons performs the
character's personal action or taunt. Pressing both medium attack buttons
performs a character's Focus Attack. Dashes and quick standing are also in the
game. C. Viper and Dan (with the air taunt) are the only characters who can
perform a high jump.
It was intended that bonus rounds such as the car-smashing
stage 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 is time during
which they have no chance of losing, which ultimately takes money from arcade
operators.
Focus Attacks, known as Saving Attack in the Japanese
version, is 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 medium kick buttons simultaneously. There are two phases to the attack. In
the first phase, the player will shift into a new stance, at which point he or
she is able to absorb a single hit from the opponent. The second phase is the
counterattack. The longer the player holds down the medium punch and kick
buttons, the more powerful the attack will be. If the buttons are held for long
enough the attack will be unblockable and cause the opponent to crumple slowly
to the ground, allowing the player to follow up with a free hit. Attacks that
were absorbed during the first phase of a Focus Attack still cause damage to
the player; however, life lost from the opponent's attack will be quickly
regenerated afterward. In addition, during the first phase of the Focus Attack,
the player may perform a dash either forward or backward to cancel the Focus
Attack. Finally, at the cost of two bars of the Super Combo gauge, many Special
Moves can be canceled into a Focus Attack. By executing a Focus Attack during
the Special Move, the animation of the move will be cut short and go instantly
into the Focus Attack animation. This allows players with precise timing to
cancel Special Moves into Focus Attacks, and in turn cancel Focus Attacks into
the forward dash, resulting in new combo possibilities. If a Special Move is
blocked by the opponent, the new system allows players to cancel the blocked
move with a Focus Attack, and then cancel the Focus Attack by dashing backward
safely away from the opponent. 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, in which
"the skill is in reading your opponent's move before he or she starts
moving ... We haven't forgotten about combos and linked moves, but focus makes
it so that you have to read your opponent." The system aims to make ground attacks
as viable a way of approaching opponents as jumping was in previous games. The focus system is a core part of Street Fighter IV's gameplay.
In addition to the powered-up versions of Special Moves
introduced in previous Street
Fighter games such as Super
Combos and EX Special Moves, the game also introduces a new type of powered-up
Special Move officially dubbed the Ultra Combo. Ultra Combos are long and
cinematic moves featuring a lengthy combination of punches, kicks and other
fighting techniques. Just as there is a Super Combo gauge, there is also an
Ultra Combo gauge (officially known as the Revenge Gauge or Revenge Meter), but
whereas the Super Combo gauge fills up when the player hits their opponent or
performs a Special Move, the Revenge Gauge fills when one takes damage from
their opponent (similar to the K Groove featured in Capcom vs. SNK 2). Along with
the Super Combos, Ultra Combos are one of the only times (besides Zangief, E.
Honda, Seth and Abel's command throws) the camera breaks from its normal fixed
position to show a more dynamic, cinematic view of the gameplay.
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