Capcom Street Fighter IV User Manual

TRAINING MANUAL
WELCOME BACK, NEW CHALLENGERS
STREET FIGHTER IV
www.streetfighter.com
www.capcom-unity.com
THE WORLD’S STRONGEST RETURN
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IN AN ALL NEW PUNCHFEST
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
The WorlD’s Strongest Return .....................................................................
Meet the New Street Fighter ..........................................................................
RETURN TO THE STREETS: Interview with Seth Killian............
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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 difuclt 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!........................................................................
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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 difcult 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 difcult 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 difculties 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 difcult 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 difcult 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.
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GAME MODES
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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 difculty 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 difculty 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.
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THE HISTORY OF STREET FIGHTER
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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).
Street Fighter II
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 difcult ghts. The nal combatants are four computer-controlled, non-selectable, characters.
Street Fighter II: Championship Edition (April 1992) –
The rst ofcial 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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