At the conclusion of the second World Warrior Tournament, it seemed that Shadaloo, one of
the most vile crime syndicates the world has ever seen, had nally met its end. The leader of
the evil organization, M. Bison was defeated at the end of the tournament by the fearsome
Akuma and the remaining members fell into shadow or the hands of Interpol.
Unfortunately, the light of victory cannot vanquish all of the world’s shadows.
Since the second World Warrior Tournament an evil corporation known as S.I.N has risen
in power. Now, Seth, CEO of S.I.N., has arranged another world wide ghting competition
to draw in the greatest combatants from across the globe. News of the tournament spread
quickly and old faces rise to challenge the world’s strongest once more, while new ghters
strive to prove their worth. Seth’s aim for the competition is unknown but the company’s
project BLECE, said to be S.I.N.’s ultimate weapon program, is rumored to be at its core.
To further complicate things, reports of Shadaloo activity has been springing up all over the
world and many of the stories somehow involve S.I.N.
TABLE OF CONTENTS
RETURN OF THE NEW CHALLENGERS
The WorlD’s Strongest Return .....................................................................
Meet the New Street Fighter ..........................................................................
RETURN TO THE STREETS: Interview with Seth Killian............
03
03
04
Meet the New Street Fighter
Street Fighter IV is more than just a new addition to the Street Fighter series, it’s a
reinvigorated and re-imagined presentation of the classic one-on-one ghting franchise
loved the world over. Great care was taken to combine the best of Street Fighters’ past
with the new abilities, visuals, and mechanics of a next generation title. Twenty-one familiar
faces appear in a fresh light and four new promising ghters shine in a 3D universe.
The fan-loved controls and mechanics of Street Fighter II will be easy to recognize in
Street Fighter IV, but don’t think this is just a simple next generation remake. The new and
deep Focus Attack system moves away from the difuclt parry system of old and is easy to
use, but challenging to master. Finding your own strategies and the correct time to strike
is just as crucial as ever, as players are rewarded with powerful Ultra Combos after taking
a certain amount of damage. The Ultra Combos maybe be enough to win a ght, but take
time to perform, as players search for the perfect opportunity to unleash them.
It’s not only the ghting mechanics that have stepped up in Street Fighter IV. The classic
2D ghter has gone 3D in a big way. Though the combat remains on a single plane, the
characters and senery come to life in a level of detail and beauty never seen in a Street
Fighter title. Chun-Li stands against Balrog in the bustling streets of her hometown, Guile
and Blanka duke it out on the banks of a jungle river, and newcomers Crimson Viper and
Able have a showdown under the bright lights of the main ring. The classic moves and
new combos have never looked better in this 3D world and artistic touches are seen in
every brushstroke.
GAME MODES................................................................................................................................
THE HISTORY OF STREET FIGHTER.........................................................................
CHARACTER BIOGRAPHIES & MOVELISTS...........................................................
Here Comes a New Challenger!........................................................................
06
10
12
38
Street Fighter IV is more than just the next Street Fighter title, it is the perfect melding of
classic Street Fighter and inventive new combat, ensuring the continued success of this
beloved franchise.
RETURN TO THE STREETS
INTERVIEW: SETH KILLIAN
Q: The Focus system is a new addition to the
Street Fighter series, and adds a new dimension
to the gameplay. What was the origin of the Focus
System, and what do you hope it brings to Street
Fighter IV’s gameplay?
Seth: The goal of the Focus system was to create
a new technique that could be used both on offense
and defense, with simplicity, clarity, and exibility. In
many ways this was a move away from the parry
mechanic in the Street Fighter III series. Although
it was a great system in terms of high-level play,
it was extremely difcult for new players to learn.
It also had no clear visual representation unless
your parry was successful, so those were two of
the design keys from the start: simple for anyone to
execute, and clear audio/visual signals that players
are performing it correctly.
From there, we were able to focus on Street
Fighter’s amazing depth to build exibility and
achieve interesting mind-games around this
very simple input. Anyone is able to execute a
Focus Attack the rst time they play the game.
The question then becomes when you SHOULD
execute such an attack.
Chess was one of the touchstones throughout the
development—there is great depth in chess but
almost no barriers in terms of execution: anyone
can move the pieces around the board, but the real
question should be when to move them, and in what
order. We believe we have achieved this with the
Focus system in SFIV.
Q: The three levels of the Focus Attack allow
players to experiment with the timing and rhythm of
their attack patterns. When used with Focus Attack
Dash Cancels, players can play headgames and
strike fear into their enemies. Despite that, players
can go fully on the offensive with EX special moves
and Focus Attacks. Is Street Fighter IV’s hectic and
variable pace intentional, or did it evolve as players
began to learn the ins and outs of the system?
Seth: It was intentional, although we fully expected
to be surprised by the unique ways players would
use the techniques. As described above, the Focus
system is very simple to use, but also very exible.
You can use it as a stand-alone attack, as a kind of
parry, or to cancel special moves to create pressure
strings or even new kinds of combos.
EX specials also create new options for familiar
techniques, and create choices about whether
to save your meter for a Super combo, or the
chance to perform more dangerous special moves
earlier. Street Fighter IV shares many elements in
common with the Street Fighter II series, but to
play it only on those terms will not let you see the
game really sing at full volume.
Q: Canceling moves seem vital to gameplay in
Street Fighter IV. Going from a normal move into a
special move, and then into a Super Combo. While
this is not necessarily a new dynamic to the Street
Fighter series, can you speak to the importance of
it in Street Fighter IV?
Seth: Street Fighter invented this kind of canceling
that you see today everywhere in the gaming
universe, and it remains at the heart of Street
Fighter IV. Canceling offers greater exibility
and more opportunities for players to create
new techniques, so of course we included this
core aspect of the gameplay.
That said, you will notice you cannot cancel
into (or out of) the Ultra Combos. We respect
the exibility of canceling, but wanted the most
powerful technique in the game to center more
on the idea of a “single strike” rather than
devolve into the endless combo strings popular
in other ghting games. We chose to empower
the players who make smart choices with their
attacks rather than simply those who focus
purely on learning difcult combos. Combos are
a part of Street Fighter’s great legacy, but Street
Fighter IV is truly about the most cunning player,
not just the greatest technician.
Q: Players have been seen countering Focus
Attacks with other Focus Attacks, or dash
canceling Focus Attacks into Ultra Combos. In
a way, its addition has given the comfortable
Street Fighter gameplay a new feeling of danger.
Do you have any tips for players who are just
learning the system?
Seth: The best advice is just that: to learn the
system and explore ways of using it in your
own style. You can play Street Fighter IV as if
you were playing Street Fighter II, and it will be
like wearing a comfortable old pair of shoes.
Everything will feel right, and the combos
and tricks you remember from SFII will still be
possible. The Focus system is a major part of
the game, however, and although you are able
to play without using it, it is a very powerful
technique that must be respected. The rst time
you have your guard crushed by your opponent’s
unblockable Focus Attack into Ultra Combo, you
will quickly realize that this is indeed a brand new
game!
Q: Street Fighter IV’s gameplay works on a
variety of levels, but the most obvious one
is casual versus hardcore play. SFIV allows
players to pick up and quickly learn the Street
Fighter engine, but it also rewards high level
gameplay. How were you able to maintain such a
balance and what sort of difculties did you have
to overcome?
Seth: We were blessed to begin with the great
core mechanics of Street Fighter, which have
proven themselves to be rock-solid after many
years of dedicated play. We were then able to
build on this system, not only with Ikeno-san’s
amazing visuals, but with the gameplay of the
Focus Attack and Ultra Combos as well.
By building on familiar mechanics, the game is
immediately fun for anyone, and the Focus Attack
can also be performed by rst-time players.
Dedicated players can then take advantage of the
exible game engine to take these techniques as
far as they wish. The greatest Street Fighter IV
players will not be those with the best technique,
but those who can see most clearly into the soul
of their opponents.
Q: Ultra Combos are attacks that are ashy,
strong, and cinematic. Since the Revenge Meter,
which powers the Ultra Combos, is lled up by
taking damage, do you think the availability of
Ultra Combos will encourage players to play
offense more often and take more risks while
playing?
Seth: The basic idea behind the Revenge Meter
and the Ultra Combo was that the more damage
you take, the more dangerous you become.
Having a fully-powered Ultra Combo doesn’t
mean you just win the round for free, however,
it is still difcult to nd an opportunity to land the
technique. Rather than just letting you win, the
Ultra Combo gives you a powerful new tool, so
even if you are getting beaten down, you know
that you have the tools you need to win. The
power is in the hands of the player.
Q: Street Fighter IV’s cast is a mix of classic
characters and new world warriors. Gameplay-
wise, which of the new characters do you think
offers new players the best introduction into the
world of Street Fighter IV?
Seth: That’s a difcult question, because
although they share some elements in common
with past Street Fighters, the Street Fighter IV
characters are all quite distinct. Simply playing
as old favorites like Ryu or Chun Li will probably
be the fastest way for new players to explore the
different systems of SFIV, by contrasting the SFIV
versions of these characters with the more familiar
SFII versions. In terms of just the new characters,
however, Abel is extremely versatile with a great
mix of striking moves, grappling moves, and a
very useful Ultra Combo.
6
7
GAME MODES
8
9
SIX CHALLENGING WAYS TO PLAY
ARCADE MODE >
Arcade Mode is a classic Street Fighter
staple, and Street Fighter IV carries on the
tradition. Players can select a character
and attempt to go through a series of
ghts in order to complete that character’s
quest. Each character has an animated
introduction, which sometimes includes a
few surprise cameos from Street Fighter
characters, a rival to ght just before the
nal boss, and an animated epilogue. The
introductions and epilogues provide context
and story progression for each character.
Once you’ve seen either of the movies for a
character, they are unlocked in the Gallery.
< NETWORK BATTLE
Online multiplayer is the next evolution of competitive gameplay.
Players from around the world can compete over their Internet
connection and prove who is the greatest warrior in the world. Players
can be matched up according to skill or connection quality, ensuring a
fun and challenging battle.
Players earn rank while ghting, which serves to prove their skill to
the entire world. Beating players ranked higher than you allows you to
move up the ranks. Losing moves you down the ranks.
VERSUS MODE >
Versus Mode is one of the main reasons why
the Street Fighter series became the worldwide
juggernaut that it is today. Two ghters go
head-to-head in a good old-fashioned ght
to nish. After a ght is complete, you can
either do an immediate rematch or retreat
to the Character Select screen and choose
another of the 25 selectable characters in
Street Fighter IV.
GAME MODES
SIX CHALLENGING WAYS TO PLAY
CHALLENGE MODE >
Challenge Mode is both a way to prove your skills and gain new ones. There are three kinds of challenges
for players to compete in, each of which has both Normal and Hard difculty modes.
Time Attack puts you to the test by requiring you to defeat a set number of opponents in a xed time
period. Survival Mode forces you to battle through a large number of warriors and make it out alive, and
prefearably unscathed. Your health bar carries over from one ght to the next rather than automatically
returning to full as in the Arcade Mode.
Trial Mode takes you through a series of hardcore training sessions. By the end of it, you will
have learned many special moves, including Super Combo, Ultra Combo, combinations,
and cancels. If you absolutely need to get better at Street Fighter IV in a hurry, visit
Challenge Mode.
TRAINING MODE >
Think of Training Mode as a freestyle
training session. You can practice your
moves and combos against a dummy,
or set the dummy to be controlled by the
computer or a friend. You can ll your
Super Combo and Revenge gauges,
display your input on the screen, or
adjust the difculty of the computercontrolled dummy.
< GALLERY
The Gallery holds your movies, artwork, and special features. You
can unlock these while progressing through the Arcade or Challenge
Modes. When you have unlocked a new feature, you will get an onscreen notice of the new feature and where to nd it. Visit the Gallery
to check out exclusive concept art or other bonus materials.
10
11
THE HISTORY OF STREET FIGHTER
12
13
FIGHTING IN THE STREETS SINCE 1989
Street Fighter [1989]
Capcom’s seminal entry into the franchise that would
ultimately revolutionize the genre of One-on-One
Fighting games. The game allows players to take control
of Ryu and challenge ten martial artists across ve
countries. A second player could challenge Ryu at any
time as his rival, Ken Masters.
This entry also introduced three “special attacks”
that became mainstays for the series: the Ball of Fire
(Hadouken), Dragon Punch (Shoryuken), and Hurricane
Kick (Tatsumaki Senpuukyaku).
StreetFighterII
Street Fighter II
SERIES [1991-1996]
SERIES [1991-1996]
The impact of the Street Fighter II franchise cannot be
overstated. These games revitalized the industry and
introduced players to some of the most memorable and
recognizable characters in gaming history.
Street Fighter II: The World W arrior (March 1991) – This
second trip into the Street Fighter universe was one of the
rst games to offer players a choice in character. Each of
the eight selectable characters had a unique ghting style
and approximately 30 moves. Players could challenge one
another head-to-head or test their skill against the computer
in progressively more difcult ghts. The nal combatants
are four computer-controlled, non-selectable, characters.
Street Fighter II: Championship Edition (April 1992) –
The rst ofcial update to the Street Fighter II franchise.
This pivotal installment added the four previously nonselectable Shadaloo characters to the roster.
It also added the ability for players to challenge one another
with the HISTORY OF STREET FIGHTER same character
(one wearing an alternate color pattern).
Street Fighter II: Hyper Fighting (December 1992) – This
next title increased game speed and added new special
techniques to several characters.
Super Street Fighter II: The New Challengers (October
1993) – Four new characters are added to the game’s
roster, now totaling 16. Original graphics were drawn for
the game and a new scoring scheme is implemented.
Super Street Fighter II Turbo (March 1994) – As with
“Hyper Fighting”, the game’s speed is increased. Also as
a rst to the series, Super Combos were added. Akuma, a
pivotal character in the franchise, was introduced.
ALPHA SERIES [1995-1998]
This next entry to the Street Fighter cannon was an
interquel that bridged the gap, between Street Fighter
and Street Fighter II. The game eshed out many of the
grudges present in Street Fighter II and added several
new faces to the roster.
Street Fighter Alpha: Warrior’s Dreams (1995) - This
new chapter of the Street Fighter story took place shortly
after the events of the original Street Fighter game. The
character roster consisted of younger versions of many
of Street Fighter II’s line up as well as characters from
Final Fight, and a few new additions to the franchise. Both
graphics and the Super Combo system were revamped.
Street Fighter Alpha 2 (1996) – In this sequel to Street
Fighter Alpha, the playable roster was expanded to 18. The
ve new characters are drawn from Street Fighter, Street
Fighter II, and Final Fight, as well as one new character,
Sakura, making her Street Fighter debut. This installment
also added the Custom Combo feature to gameplay.
Street Fighter Alpha 3 (1996) – This nal installment of
the Alpha series of Street Fighter saw a complete overhaul
of the gameplay system. Players were given the option
between three ghting styles, each based off of a previous
Street Fighter command style. The playable roster was
increased to 27 and new theme music was added for all
returning characters.
STREET FIGHTER III
STREET FIGHTER III
SERIES [1997-1999]
SERIES [1997-1999]
This daring new installment in the Street Fighter franchise
was designed as a sequel to Street Fighter II. Featuring
an almost entirely new character roster, these games
featured more elaborate 2-D animation than their
predecessors and revamped many of Street Fighter II’s
classic gameplay features.
Street Fighter III: New Generation (February 1997) –
Designed as a direct sequel to Street Fighter II, Street Fighter
III: New Generation featured a playable cast of 10 characters
with only Ryu and Ken returning from any of the previous
games. New features included the introduction of Super Arts
and the addition of a parry system to the combat controls.
Street Fighter III: 2nd Impact (October 1997) – This
second incarnation of Street Fighter III increased the
playable roster to 14 and added alternative more powerful
versions of characters’ special moves called EX Specials.
Street Fighter III: 3rd Strike (May 1999) – The third and
nal installment of Street Fighter III increased the playable
roster to 19 including three new characters and the return
of Chun-Li to the series. A grading system was added to
rate the performance of the victor in each battle and they
adjusted the Parry system. past the original two versions
of the installment.
EX SERIES [1996-2000]
In 1996 Capcom partnered with Arika to produce a Street
Fighter spinoff series for the arcade featuring both Street
Fighter and original Arika created characters.
Street Fighter EX (1996) – This title allowed players
to counter blocks using the Guard Break. When used
against a blocking opponent, the move breaks the
block and makes the target dizzy. An enhanced version
of Street Fighter EX called Street Fighter EX Plus was
released 1997. A console adaptation of the new release
called Street Fighter EX Plus Alpha, was presented later
that same year.
Sequels – In 1998 a second installment, Street Fighter
EX2, was released for arcade followed by Street Fighter
EX2 Plus in 1999. A third console installment, Street
Fighter EX3 premiered shortly after in 2000. In this last
title, the Guard Break was replaced by the Surprise Blow,
which did not use the super combo gauge.
VS. SERIES [1996-2008]
Capcom also created several Street Fighter cross-over
titles, pitting Street Fighter characters against a variety of
other licensed characters. These games included: X-men
vs. Street Fighter (1996), Marvel Super Heroes vs. Street
Fighter (1997), Marvel vs. Capcom (1998), Marvel vs.
Capcom 2 (2000), Capcom vs. SNK (2000), Capcom vs.
SNK Pro (2001), and Capcom vs. SNK 2 (2001).
STREET FIGHTER IV [2009]
The newest title in the series takes place between the
events of Street Fighter II and Street Fighter III. A total of
25 characters appear in the game, all playable. The 3D
models are artistically stylized to give the game a handdrawn look and great efforts were taken to stay true to the
Street Fighter II style. This title introduces a new combat
system called “Focus Attacks” which allows players to
absorb a single attack and charge up an unblockable
counterstrike.
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