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Loads And Loads Of Characters is no longer a trope


* LoadsAndLoadsOfCharacters: ''Ultra Street Fighter IV'' boasts a massive roster and, until ''Street Fighter V: Champion Edition''[='s=] fifth season of DownloadableContent in 2020, the largest cast in a single ''Street Fighter'' game. The arcade version of ''IV'' started off with the original 12 from ''Street Fighter II: The World Warrior'', four new standard fighters, and three boss characters (Seth, Akuma and Gouken) for a roster size of 19. The console version added six more characters (a mix of ''Alpha'' and ''Super Street Fighter II'' characters) to bring it up to 25. ''Super'' added another ten (a mix of ''Alpha'', ''III'', and ''Super [=SF2=]'' characters plus two new ones), ''Arcade Edition'' four (two from ''III'', one from ''Alpha'', and a new character), and finally ''Ultra'' five (two from ''III'', one from ''Alpha'', a new ''Final Fight'' import, and a new character; all but Decapre were imported from ''VideoGame/StreetFighterXTekken'') for a total size of 44 characters.
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* AmericansAreCowboys: Several female onlookers in the "Drive-In at Night" stage are wearing cowboy hats. In addition, Rufus' girlfriend Candy wears a cowgirl outfit despite her accent being as Brooklyn as her boyfriend's.

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* AmericansAreCowboys: Several One of Ken's alternate costumes is a cowboy outfit, several female onlookers in the "Drive-In at Night" stage are wearing cowboy hats. In addition, hats, and Rufus' girlfriend Candy wears a cowgirl outfit despite her accent being as Brooklyn as her boyfriend's.
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* AmericansAreCowboys: Several female onlookers in the "Drive-In at Night" stage are wearing cowboy hats. In addition, Rufus' girlfriend Candy wears a cowgirl outfit despite her accent being as Brooklyn as her boyfriend's.


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* RemixedLevel: Some of the stages are just alternate forms of other stages.
** Morning Mist Bay is Beautiful Bay in its wee hours.
** Secret Laboratory becomes Crumbling Laboratory during Round 2.
** Deserted Temple is a ruined version of the Old Temple.
** Mad Gear Hideout has a kabuki show that gets broken up by Mike Haggar at the end of Round 2. [[FunnyBackgroundEvent He gives chase to the goons during Round 3.]]
** Pitch-Black Jungle is Inland Jungle at night.
** Run-down Back Alley is Exciting Street Scene at night.


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* SuspiciouslySimilarSubstitute: Several of the stages are reminiscent of character stages from previous games.
** Crowded Downtown resembles Chun-Li's stage from ''II''.
** Cruise Ship Stern resembles Vega's stage from ''II''.
** Drive-In at Night resembles Balrog's stage from ''II''.
** Inland Jungle resembles Blanka's stage from ''II''.
** Small Airfield resembles Guile's stage from ''II''.
** Solar Eclipse resembles Elena's stage from ''3rd Strike''.
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[[quoteright:245:https://static.tvtropes.org/pmwiki/pub/images/Street_Fighter_IV_poster_492.jpg The weak lose and the strong win. How will you prove the old axiom?]]

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[[quoteright:245:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/Street_Fighter_IV_poster_492.jpg The org/pmwiki/pub/images/streetfighter4_01.jpg]]
[[caption-width-right:350:The
weak lose and the strong win. How will you prove the old axiom?]]
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* RubberbandAI: In a strange case, the game usually isn't too difficult except at the highest difficulties, but even on the easiest setting the AI is silently scaling and rubberbanding to player performance. This can lead to a scenario where the rubberband stretches so hard that your next opponent suddenly frame-perfect throws you consistently and reads all your inputs for perfect counters to land you a game over, and then completely loses all the tension as it goes back to being a witless dullard that eats combos for breakfast.

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* RubberbandAI: In a strange case, the game usually isn't too difficult except at the highest difficulties, difficulties (besides [[FinalBoss Seth]]), but even on the easiest setting the AI is silently scaling and rubberbanding to player performance. This can lead to a scenario where the rubberband stretches so hard that your next opponent suddenly frame-perfect throws you consistently and reads all your inputs for perfect counters to land you a game over, and then completely loses all the tension as it goes back to being a witless dullard that eats combos for breakfast.
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* RubberbandAI: In a strange case, the game usually isn't too difficult except at the highest difficulties, but even on the easiest the AI is silently scaling and rubberbanding to player performance. This can lead to a scenario where the rubberband stretches so hard that your next opponent suddenly frame-perfect throws you consistently and suddenly reads all your inputs for perfect counters to land you a game over, and then completely loses all the tension as it goes back to being a witless dullard that eats combos for breakfast.

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* RubberbandAI: In a strange case, the game usually isn't too difficult except at the highest difficulties, but even on the easiest setting the AI is silently scaling and rubberbanding to player performance. This can lead to a scenario where the rubberband stretches so hard that your next opponent suddenly frame-perfect throws you consistently and suddenly reads all your inputs for perfect counters to land you a game over, and then completely loses all the tension as it goes back to being a witless dullard that eats combos for breakfast.
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* RubberbandAI: In a strange case, the game usually isn't too difficult except at the highest difficulties, but even on the easiest the AI is silently scaling and rubberbanding to player performance. This can lead to a scenario where the rubberband stretches so hard that your next opponent suddenly frame-perfect throws you consistently and suddenly reads all your inputs for perfect counters to land you a game over, and then completely loses all the tension as it goes back to being a witless dullard that eats combos for breakfast.
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[[quoteright:245:https://static.tvtropes.org/pmwiki/pub/images/Street_Fighter_IV_poster_492.jpg]]

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[[quoteright:245:https://static.tvtropes.org/pmwiki/pub/images/Street_Fighter_IV_poster_492.jpg]]
jpg The weak lose and the strong win. How will you prove the old axiom?]]
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* {{Invisibility}}: A few ''invisible'' opponents can be fought during ''Street Fighter IV'''s Challenge mode.

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* NotSoDifferentRemark: Juri pulls this on Cammy in their rival battle and in her OVA, stating that the both of them are cold-blooded killers and that Cammy is merely being the hero to try to hide her "sins".
-->'''Juri:''' I bet we have a lot in common. After all, you were a member of this little fan club once. I bet you killed tons of people. And you still think you're the good guys. Makes me want to puke.

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* NotSoDifferentRemark: NotSoDifferentRemark:
**
Juri pulls this on Cammy in their rival battle and in her OVA, stating that the both of them are cold-blooded killers and that Cammy is merely being the hero to try to hide her "sins".
-->'''Juri:''' --->'''Juri:''' I bet we have a lot in common. After all, you were a member of this little fan club once. I bet you killed tons of people. And you still think you're the good guys. Makes me want to puke.puke.
** In his opening in SSFIV, Seth compares himself to Juri as they are both willing to do whatever it takes to succeed no matter how evil. He then goes on to say that all of humanity is just like him in that regard. He's also very similar to Bison, even though Seth himself would never admit it due to his intense hatred for his creator.
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* NotSoDifferentRemark: Juri pulls this on Cammy in their rival battle and in her OVA, stating that the both of them are cold-blooded killers and that Cammy is merely being the hero to try to hide her "sins".
-->'''Juri:''' I bet we have a lot in common. After all, you were a member of this little fan club once. I bet you killed tons of people. And you still think you're the good guys. Makes me want to puke.
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** [[HairTriggerTemper Makoto]] has this ability like in VideoGame/StreetFighterIII.
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This trope is In-Universe Examples Only.


* {{Mondegreen}}: A rather sad example, the first "One two, one two" after "Turn the beat back!" in Cody's theme is sometimes heard as a very forlorn "Want to, want to..."
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Trimming weird example that may have been added by a ban-evader.


* ImmuneToSlapStick: The whole female cast in gameplay, while the girls of the game can be the victim of any hit just as the males the girls do not show the same visual quirks as the men do when hit by attacks that [[https://i.imgur.com/pSKBdGe.jpg distort]] the face of the victim.
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* AntiFrustrationFeatures: Zigzag moves such as the Shoryuken and Tiger Uppercut were given some level of input leniency from this game onwards, making them much easier to actually hit on controller analogue sticks.
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* ImmuneToSlapStick: The whole female cast in gameplay, while the girls of the game can be the victim of any hit just as the males the girls do not show the same visual quirks as the men do when hit by attacks that [[https://i.imgur.com/pSKBdGe.jpg distort]] the face of the victim.
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* RevisitingTheRoots: Following ''III'' having a entirely new cast with few returning characters, ''IV'''s initial roster consisted of everyone from ''II'' pre-''Super'', Akuma, and six new characters. This is partly due to the fact that Capcom was inspired to develop ''IV'' after seeing the success of the digital release of ''II'' on the HD consoles.
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* LoadsAndLoadsOfCharacters: By ''Ultra'', ''Street Fighter IV'' has the largest cast of characters of any iteration of the franchise (even moreso than ''Alpha 3 MAX'', the largest roster in the series until it was surpassed by ''[=SSF4:AE=]''). The arcade version started off with the original 12 from ''Street Fighter II: The World Warrior'', four new standard fighters, and three boss characters (Seth, Akuma and Gouken) for a roster size of 19. The console version added six more characters (a mix of ''Alpha'' and ''Super Street Fighter II'' characters) to bring it up to 25. ''Super'' added another ten (a mix of ''Alpha'', ''III'', and ''Super [=SF2=]'' characters plus two new ones), ''Arcade Edition'' four (two from ''III'', one from ''Alpha'', and a new character), and finally ''Ultra'' five (two from ''III'', one from ''Alpha'', a new ''Final Fight'' import, and a new character; all but Decapre were imported from ''VideoGame/StreetFighterXTekken'') for a total size of 44 characters.

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* LoadsAndLoadsOfCharacters: By ''Ultra'', ''Ultra Street Fighter IV'' boasts a massive roster and, until ''Street Fighter IV'' has V: Champion Edition''[='s=] fifth season of DownloadableContent in 2020, the largest cast of characters of any iteration of the franchise (even moreso than ''Alpha 3 MAX'', the largest roster in the series until it was surpassed by ''[=SSF4:AE=]''). a single ''Street Fighter'' game. The arcade version of ''IV'' started off with the original 12 from ''Street Fighter II: The World Warrior'', four new standard fighters, and three boss characters (Seth, Akuma and Gouken) for a roster size of 19. The console version added six more characters (a mix of ''Alpha'' and ''Super Street Fighter II'' characters) to bring it up to 25. ''Super'' added another ten (a mix of ''Alpha'', ''III'', and ''Super [=SF2=]'' characters plus two new ones), ''Arcade Edition'' four (two from ''III'', one from ''Alpha'', and a new character), and finally ''Ultra'' five (two from ''III'', one from ''Alpha'', a new ''Final Fight'' import, and a new character; all but Decapre were imported from ''VideoGame/StreetFighterXTekken'') for a total size of 44 characters.
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* EarlyInstallmentWeirdness: You can tell which characters existed before the ''Super Street Fighter IV'' update by looking at the Ultra and Super combos. Back in the original ''Street Fighter IV'', characters only have one Ultra combo - and they are mostly souped up versions of their Super combo (compare - Shinkuu Hadouken to Metsu Hadouken). Characters added since ''Super Street Fighter IV'' have Super combos that are practically unrelated to either of their Ultra combos.
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Another port, this time to [[IOSGames iOS]], was released in March 2010, featuring a reduced character list which grew steadily with several updates, as well as a simplified control system that removed the light/medium/heavy attacks, replacing them with a four button system of punch, kick, focus and special. A followup named ''Street Fighter IV Volt'' was released in June 2011, further expanding the character roster and adding online play over Wi-Fi.

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Another port, this time to [[IOSGames [[UsefulNotes/IOSGames iOS]], was released in March 2010, featuring a reduced character list which grew steadily with several updates, as well as a simplified control system that removed the light/medium/heavy attacks, replacing them with a four button system of punch, kick, focus and special. A followup named ''Street Fighter IV Volt'' was released in June 2011, further expanding the character roster and adding online play over Wi-Fi.
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* GameBreaker: The [=3DS=] version of ''Super'' lets players map special moves to the touch screen. This means moves that require time to execute or have a complex input can be done instantaneously. There is a ''very good reason'' Guile normally has to charge his attacks...
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* GameBreaker: The [=3DS=] version of ''Super'' lets players map special moves to the touch screen. This means moves that require time to execute or have a complex input can be done instantaneously. There is a ''very good reason'' Guile normally has to charge his attacks...
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* ActorAllusion: Creator/ToruOkawa voiced Ryu back in ''3rd Strike'', then was cast as Gouken in ''IV''. Gouken has access to the Shin Shoryuken and Denjin Hadouken as Ultras, both of which were previously used by Ryu as Super Arts in ''III''.
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* EXSpecialAttack: Return from ''VideoGame/StreetFighterIII''. This time, they cost only a fourth of your Super Meter. You can also use an EX Focus Attack for half your Super meter, which can cancel almost any move's recovery time and then be canceled itself by dashing during the charge period.
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* RecoiledAcrossTheRoom: Parodied somewhat with Dan's Haoh Gadoken LimitBreak: He launches a huge [[KamehameHadoken Gadoken]] forward which also propels him backwards. It's rather powerful for a JokeCharacter.
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* RivalFinalBoss: ''IV'' inverts this slightly, as the player character's Rival Battle comes right before the real BigBad: Seth. ''VideoGame/StreetFighterIII: 2nd Impact'' and ''3rd Strike'' before it followed a similar trajectory with the fights preceding Gill.
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** This goes back to being both straight ''and'' subverted in ''Ultra'', where, by random, the theme of the stage, the character you are playing as, or the character your rival is will play.

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** This goes back to being both straight ''and'' subverted in ''Ultra'', where, where in some versions, by random, the theme of the stage, the character you are playing as, or the character your rival is will play.
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In April 24, 2009, Capcom released an update for the game known as the "Power Pack" (a.k.a. the Champion Edition patch), which introduced the ability to save and upload replays to the UsefulNotes/{{Xbox Live|Arcade}} or [[PlayStationNetwork PlayStation Network]] leaderboards, and a brand-new online-exclusive "Championship Mode," which allows players to participate in tournament battles.

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In April 24, 2009, Capcom released an update for the game known as the "Power Pack" (a.k.a. the Champion Edition patch), which introduced the ability to save and upload replays to the UsefulNotes/{{Xbox Live|Arcade}} or [[PlayStationNetwork PlayStation Network]] UsefulNotes/PlayStationNetwork leaderboards, and a brand-new online-exclusive "Championship Mode," which allows players to participate in tournament battles.
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* TrainingStage: This stage is automatically chosen in Training Mode, complete with an announcer voice clip. Also, the "sandbag" is noneless than [[JokeCharacter Dan Hibiki]].

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