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Super Street Fighter IV: 3D
Super Street Fighter IV: 3D
Published by AlloftheAbove
Author review
Average N/A%
Smilie Waluigi Super Street Fighter IV: 3D

Of all the Nintendo 3DS launch games, Super Street Fighter IV 3D is the
one that perhaps feels least like a launch title. It doesn’t feel like a simple
game that’s been designed to test the waters of a new piece of hardware
or give early adopters a glimpse of what their new system can do.

Instead, this feels more of the calibre of game you’d expect to arrive
about a year into a console’s lifespan, when developers have had more
time to get used to its capabilities and have learned to reduce the novelty
factor. It feels like Capcom have already mastered the 3DS hardware with
this one.

If you’ve not yet played it on another format, Super Street Fighter IV is
essentially a polygonal ugrade on what’s arguably the greatest
sprite-based fighting game ever: Super Street Fighter II Turbo. The aim
here is simple – pick one of the world warriors on offer, and beat up your
opponent until you win the round. Win two out of three rounds and you
win the fight, at which point you’ll jet off to another part of the world to
meet your next opponent. After picking off all your opponents, you’ll face
off against the final boss. Beat him, and you beat Arcade mode.

Although simple, this system works; enhanced by each of the 35
characters having their own backstory, explained through a static
slideshow and voice acting when you start Arcade mode, then concluded
with a nifty anime movie when you finish it. These cinematics are the
same as in the home console versions, so they aren’t in 3D. However,
they’re still fun to watch all the same. Plus, they’re an added incentive to
completing Arcade mode with each of SSFIV:3D’s broad range of
characters (something that can take a lot of hours to finish, when on a
respectable difficulty).

In half a second, that face ain't gonna be pretty no more.

Street Fighter has always been about gameplay though of course, and in
that regard the Nintendo 3DS version of SSFIV is more or less identical to
its HD brothers. The weight of the jumps, the feel of the impact of each
hit, the timing of the combos, the crazy effects when you succeed in
pulling off a Super Combo – this is all very familiar to anyone who’s played
the game before. It’s also immensely satisfying for those who haven’t.

The characters all feel very different from each other, meaning that you
can spend weeks messing around with each one’s fighting style before
settling on the one that best suits your own. Maybe you like keeping your
distance with Ken, waiting for your opponent to jump in so you can Dragon
Punch them. Or maybe you prefer to harness the speed of Vega so that
you can get stuck in and unleash a load of weak but quick moves to
whittle down the opponent’s energy. Or perhaps you’re more into Zangeif’s
slow and powerful nature, searching for an opponent and then using his
incredibly strong moves to overpower your opponent.

The addition of ten characters exclusive to the Super version of the game
– some new, some from previous titles – has thrown more possibilities into
the mix, some of which include vastly different fighting styles to the kind
of thing seasoned fans might be used to. The best example of this is
Hakan, the Turkish oil wrestler. He can oil himself up during matches to
give his slide and throws a longer range, so playing as him requires a new
strategy as you try to keep your distance to oil-up safely, before getting
in close for the throw.

The game can be played both with the Circle Pad and the D-Pad, and your
choice of controller is purely down to personal taste. Some may go for the
exactness of the D-Pad over the fluid flexibility of the Circle Pad. I found
that I preferred using the Circle Pad because, while the D-Pad is sufficient
for moving around and blocking attacks, I struggled to pull-off special
moves like Fireballs and Sonic Booms when using it. The Circle Pad on the
other hand, feels like you’re playing the game with a joystick, allowing
players to pull-off the quarter-circle and half-circle special moves many
fighters require.

Ryu's facial expression is probably better acting than those found
in 3DS commercials.

Easily the most controversial addition to this version lies in the four
customisable buttons on the touchscreen. Here you can store any four
special moves or super moves of any strength and – here comes the
contentious bit – activate them with a simple touch, meaning you don’t
actually have to input any complex or skilful command into the controller
to be able to perform it. While some hardened Street Fighter fans will take
this news as economists would to everyone in the world gaining a million
dollars, this is a completely optional feature. Purists still have the option
to avoid this seemingly ‘auto-fight’ method and pull off Fireballs with
quarter-circles, if that’s what they wish to do. But while that may serve
to appease long-time Street Fighter fans, it doesn’t exactly prove to be
much incentive for newcomers to kick off the training wheels and learn to
execute the actual button commands.

These touchscreen controls can make some otherwise impossible things
happen without any hassle. Moves such as Guile’s Sonic Boom and Flash
Kick (which usually require players to skilfully ‘charge’ the joystick down or
to the left for a few seconds before trying to perform the move) can be
pulled-off instantly, changing the game’s strategy somewhat. Human
opponents can usually spot when these attacks are being charged, but
now they can come out of nowhere. Again, there is an opportunity to play
the game in what’s called ‘Pro-Mode’, which removes the ability to
instantly pull-off special moves with the touch of a pen.

It's difficult to stop Blanka during his spin attack,
but oh so satisfying if you can.

SSFIV:3D should be applauded for being the only Nintendo 3DS launch
game that supports full online multiplayer. Although I haven’t been able to
try this for myself yet, Street Fighter fans should be pleased to hear that
the game has a filter that lets gamers fight against other gamers using
Pro-Mode. What’s more, the systems improved Wi-Fi capabilities suggest
that us gamers won’t see the lag problems we’ve experienced in previous
Nintendo titles.

While the Nintendo 3DS version of SSFIV offers the same features as its
console relatives – Training mode, bonus stages, the nail-bitingly difficult
Challenges Mode, collectible icons and user titles – there are a few
features exclusive to the 3DS. If you play the game with the wireless
switch turned on, it looks for other people playing the game. If it finds
one, it sets up an impromptu fight between you both, even while you’re
both playing through a single-player mode (much like if you’re playing in an
actual arcade and someone puts money in a linked machine). Of course,
you can turn this feature off if you don’t want anyone to disturb you
during your single-player shindig.
Since the likelihood of someone else constantly playing the exact same
game over a 30-foot radius, long enough to play a full match is pretty
small, there’s also a figure-collecting mini-game that works over the 3DS’
StreetPass feature. This neat addition simply compares SSIV:3D save files
while your 3DS is in Sleep Mode – the game cartridge doesn’t even have
to be in the system for this to work. You start with 35 basic figures – one
for each character in the game – and can change their attack, defense
and speed stats to determine their fighting styles. You’ll earn points as
you play through the various game modes, which can then be used in an
‘automatic fight’ – which works a bit like roulette – to earn new figures.
You’re also able to use Play Coins (which you earn for using the Nintendo
3DS pedometer) for figures too. You start by setting up a team of five
fighters and then, when you walk past someone who’s got a SSFIV:3D
save, your fighters will ‘clash’ and you’ll be told later on if you’ve won, and
what your reward is. With a total of 500 in-game figures to collect, it’s
going to take a long time to complete your collection, making it worthwhile
to keep playing online and fighting people over StreetPass.

Believe me, it's more interesting than it looks.

Super Street Fighter IV: 3D is among the best fighting games that I’ve
played on a Nintendo handheld. It packs in all the features of the console
versions, and also adds a few features of its own (not to mention the
game is in 3D), and while the touchscreen feature won’t be to everyone’s
taste, it does make the game more accessible to players who aren’t used
to the series and would like an arguably unnecessary entry point. If you’re
a fan of Street Fighter, or fighting games at all, this is absolutely essential
– you just need to allow some time to get used to the control system.

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By miniroo on 04-23-2011, 12:31 PM
Wow, this was a pretty nice read!

Who do you like to play as?
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By AlloftheAbove on 04-24-2011, 01:12 PM
I'm still in the stages of testing the water with each of the characters, essentially.
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By Mascara on 04-24-2011, 01:24 PM
awesome review. looks like this is a must-get when i get a 3ds
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By =^.^= on 11-11-2011, 05:49 AM
this is a really really good review. great work
when i get a 3ds for christmas, i think this and starfox will be my first 3ds games
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By Holysnap on 12-29-2011, 10:13 AM
nice work although I'm not sure about the comparison with ssf2 turbo
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By Mario on 01-04-2012, 01:03 PM
Good Review AOTA. When I get a 3DS will have to have this one.
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By Brandyn on 09-14-2013, 06:57 PM
Does this one support the Arcade Edition add on?
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