The world’s greatest fighting game evolves to a whole new level with Ultra Street Fighter IV.
User reviews: Very Positive (3,646 reviews)
Release Date: Aug 7, 2014

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Buy Ultra Street Fighter IV

Customers who do not yet own Street Fighter IV Arcade Edition can buy this package to acquire Ultra Street Fighter IV (including Arcade Edition content).

Buy Ultra Street Fighter IV Upgrade

Current owners of Street Fighter IV Arcade Edition can purchase this package to upgrade from Arcade Edition to Ultra Street Fighter IV.

Buy SSFIV:AE All-in Costume Pack (compatible w/USFIV)

Includes 8 items: Super Street Fighter IV: Arcade Edition - Complete Brawler Pack, Super Street Fighter IV: Arcade Edition - Complete Femme Fatale Pack, Super Street Fighter IV: Arcade Edition - Complete Shadoloo Pack, Super Street Fighter IV: Arcade Edition - Complete Shoryuken Pack, Super Street Fighter IV: Arcade Edition - Complete Classic Pack, Super Street Fighter IV: Arcade Edition - Complete Challengers 1 Pack, Super Street Fighter IV: Arcade Edition - Complete Challengers 2 Pack, Super Street Fighter IV: Arcade Edition - Arcade Challengers Pack

Buy USFIV: Vacation Complete Pack

Contains all 9 USFIV Costume Packs

 

Recent updates View all (8)

October 13

Patch 1.03 Coming on Oct. 15th



Hey everyone, patch 1.03 is coming out in few days and with it comes content that will definitely improve both your online and offline USFIV experience that much more. Continue on for a more detailed breakdown of 1.03’s contents.

Delayed Standing Option
With the delayed standing option being added to training mode, players will be able evolve their game to the next level as they work on ways to counter its usage. It will be interesting to see what set ups players will come with now that this option is at their disposal.



The delayed standing setting in training mode has a minor issue in it where certain CPU opponents will delay stand when they shouldn’t be able to. These characters will definitely be fixed in the next patch. Please note that this DOES NOT HAPPEN OUTSIDE OF TRAINING MODE, only against the CPU when the delayed stand option is selected against certain characters in training mode.

Inconsistency Adjustments and Attack Reversions
In our continuing efforts to ensure our fans are being heard, we have addressed some inconsistencies that arose based on the initial changes that went into USFIV. In addition to those inconsistencies being addressed, we’ve also reverted the Cammy charge time and Rolento standing medium punch changes that occurred in patch 1.02.

Here’s the list of adjustments that will be included in patch 1.03:

Decapre
  • Psycho Sting and DCM (Anti-Air) – Charge time reduced from 52F --> 42F.
Rolento
  • Close Standing Medium Punch – Increased juggle potential so that “EX Stinger (3 Hits) --> Close Standing Medium Punch now combos.
Abel
  • Far Standing Heavy Kick – Fixed the issue where a counter hit against Abel was still possible after the active frames of the attack already ended.
Chun-Li
  • Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.
Cody
  • Light Ruffian Kick – Knockdown adjusted from soft to hard against airborne opponents.
Dhalsim
  • Far Standing Medium Kick – Counter hit now yields proper hit advantage.
  • Back + Medium Kick – Crouching opponents now get properly pushed back on hit.
  • Yoga Catastrophe – Adjusted so that only one Yoga Catastrophe can be on the screen at a time.
Dudley
  • Victory Rose – Counter hit now yields proper hit advantage.
E.Honda
  • Far Standing Heavy Punch – Adjusted the damage from 100 --> 113 if the front part hits.
Fei Long
  • Crouching Medium Punch – Adjusted damage on counter hit from 78 --> 82.
Guy
  • Far Standing Heavy Kick – Fixed the issue where a counter hit against Guy was still possible after the active frames of the attack already ended.
Rose
  • Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.
  • EX Soul Spiral – Fixed damage on counter hit from 160 --> 163.
Sagat
  • EX Tiger Knee – Fixed the issue where Sagat gained SC meter on the first hit.
Seth
  • HP and Stun – HP and Stun values adjusted from (800/900) --> (750/750) for SFIV Seth.
Vega
  • Medium Rolling Crystal Flash – Fixed the issue where Vega could not perform a red focus on the last hit against a blocking opponent.
  • Flying Barcelona Special
    • Fixed the issue where regardless of which strength of attack was used to activate the attack, the height at which Vega grabbed the wall was the same.
    • Fixed the issue where Vega would cling to the wall at a lower point if the knee hit on the way up.
    • Modified invincibility from Projectile/Throw Invincibility --> Total Invincibility when he jumps off the wall after activation.
    • Fixed the issue where it was extremely difficult to land the Rolling Izuna Drop against a cornered opponent.
Yun
  • Zenpo Tenshin
  • Adjusted throw range during Genei-Jin to match normal version.
  • Fixed the issue where Yun could be counter hit after active frames of the throw have already ended.
System
  • Fixed the issue where the “Red Focus” shortcut command was not being saved within the key configuration.

PC Netcode Changes
And last, but definitely not least comes further adjustments to the PC net code. We made some changes to the net code earlier in the year through our Beta branch program, but our efforts didn’t stop there. We are applying three new changes which we believe should improve our users’ experience even further.

Those changes are as follows:
  1. Change in Endless Battle – Users will not be able to join the game if the host is currently in a fight. Only once the fight ends and both the host and guest are returned to the lobby can they receive requests for other matches. This will prevent users from pinging the host during their matches.
  2. The number of open connections the user can upkeep after canceling his game search has been reduced; thereby reducing the number of players pinged.
  3. The acceptable input delay limit has been increased from 15 frames to 35 frames, so now even with terrible latency issues, users should experience what feels like an input delay instead of lag or random disconnects.

Lastly, for multi-platform owners, here’s the timeframe on Oct.15th that each of our player bases can expect the patch to go live:

Steam: Wednesday Oct.15, 08:00 (PST)
Xbox 360: Wednesday, Oct.15, 18:00 (JST)/ 02:00 (PST)
PS3: Wednesday, Oct.15, 18:00 (JST)/ 02:00 (PST)/ 09:00 (GMT)

So that’s what you can expect in patch 1.03. That does not mean support stops here however, as we are still working hard on our goal of making USFIV the definitive version of the SFIV series. We will continue to monitor fan feedback and research ways to improve the player experience and will share any information as it becomes available.

-wbacon
(on behalf of "ComboFiend" and the Capcom Fighting Team)

90 comments Read more

September 20

Upcoming USFIV 1.03 Patch & Ω Mode



Street Fighter Fans,

In our continuing desire to ensure that USFIV is a game by the fans for the fans, we will be releasing the Version 1.03 patch in October. This patch will address some issues that were pointed out by the community, add the delayed wake up option to the dummy in training mode and for our PC users, more improvements to the online experience.

Version 1.03 Patch in October
Version 1.03 improves upon the 1.02 patch released earlier this year by addressing more of the issues brought to our attention by our most diehard fans. Some of the fixes you can expect to see are the Decapre and Rolento changes introduced in the Ver B. patch reverted, as well as Cody’s Light Ruffian Kick once again causing a hard knockdown against airborne opponents as it did in AE 2012. There are more fixes being included, which we’ll disclose closer to the release date.

For those of you out there who desire to practice your setups in the face of delayed wakeup, I’m pleased to announce the addition of the delayed wake up dummy option in training mode. Now that this setting is available, I’m really eager to see how this will advance the game and if anyone will be able to create setups that account for both normal and delayed wakeups.

For our PC fans, we’ve heard the concerns you have voiced and have some fixes coming your way that should definitely improve your online experiences. For example, we noticed that when players were in the middle of matches, they were still getting pinged by those outside of the match, thereby creating slowdown. We’ve fixed it so that this will be no longer the case. Additionally, a few other connection tweaks are going in as well -- all of which should help reduce the online connectivity issues experienced by players.

These fixes will go live sometime in October as part of the version 1.03 patch that also contains some light balance fixes, as well as adding the aforementioned delayed wake up option in training mode. We’ll be sure to update you on the exact release date and patch details as soon as we can.

OMEGA(Ω) MODE -- later this year
We’re not stopping there however! In our ongoing effort to make sure that Ultra SFIV is the greatest version of SFIV yet, we bring you a completely new, completely free and most importantly completely fun version of your favorite 44 characters in Omega Mode!

For those wondering, Omega mode is a completely new mode in which every character has been modified and outfitted with new normal and special attacks, resulting in a refreshing take on the characters you’ve come to know and love over the last six years. As the primary goal for this mode was fun, we placed more emphasis on making the characters feel new, than on their balance. This means that strong, fan favorite attacks such as Ken’s Shinppu Jinrai Kyaku and Sagat’s Tiger Raid make their return while other characters such as Zangief gain new abilities, like being able to combo into his command throws.

Words however, don’t do this mode justice, so we’ve decided to show a quick video of the madness you can expect to see with in Omega Mode.

http://www.youtube.com/watch?v=kJfJYzlKYmw

Now I know the next question that comes to mind is, “will this be playable online?” My answer to that is “it most definitely will be!” But as this mode is for fun, Omega mode will be restricted to unranked matches only. Additionally all official Capcom tournaments and Capcom Pro Tour affiliate tournaments will use the default Ultra balance, not Omega mode, as the tournament standard.

Once again we would like everyone for their continual feedback. We are committed to making sure that USFIV lives up to it being the best iteration within the SFIV series yet. Be sure to check back later on for a full breakdown of the version 1.03 patch and for more information on Omega mode as it becomes available.

-wbacon
(on behalf of "ComboFiend" and the Capcom Fighting Team)

64 comments Read more

About This Game

The world’s greatest fighting game evolves to a whole new level with Ultra Street Fighter IV. Continuing the tradition of excellence the series is known for, five new characters and six new stages have been added for even more fighting mayhem, with rebalanced gameplay and original modes topping off this ultimate offering.

As an additional bonus, enjoy all previously released DLC costumes from Super Street Fighter IV Arcade Edition! Get Ultra! (Note: Digital Upgrade does not include any additional DLC costumes.)

System Requirements

    Minimum
    • OS: Windows Vista
    • Processor: Intel Core 2 Duo 2.0 GHz or better
    • Memory: 1 GB RAM
    • Hard Disk Space: 12 GB free hard drive space
    • Video Card: NVIDIA GeForce 6600 or better (except NVIDIA GeForce 7300)
    • DirectX®: 9.0c or greater
    • Sound: DirectSound, DirectX9.0c Compatible Audio
    Recommended
    • OS: Windows Vista, Windows 7, Windows 8
    • Processor: Intel Core 2 Quad 2.66 GHz or better
    • Memory: 2 GB RAM
    • Hard Disk Space: 12 GB free hard drive space
    • Video Card: NVIDIA GeForce 8600 or better
    • DirectX®: 9.0c or greater
    • Sound: DirectSound, DirectX9.0c Compatible Audio
Helpful customer reviews
1,077 of 1,306 people (82%) found this review helpful
145.3 hrs on record
100 hours and i still suck
Posted: May 17
Was this review helpful? Yes No
250 of 317 people (79%) found this review helpful
672.8 hrs on record
Probably the most balanced versus fighting game ever, easy to learn, hard to master.
Just play it, have fun and make people salty.
Posted: May 30
Was this review helpful? Yes No
104 of 145 people (72%) found this review helpful
18.6 hrs on record
It's my first "Fight Game" and i think it's really awesome... I'm not good on it but may one day :D

Positive:
-Many different Characters with their own fight Style
-Many different fight Places
-You can buy (Yes, buy)some different Character Skins
-You can edit the Background of the Main Menu

Negative:
-Price of the different Character Skins
-Some combo's are really hard with Gamepad (I dont tested Keyboard and Fightstick)
Posted: July 11
Was this review helpful? Yes No
293 of 456 people (64%) found this review helpful
5.0 hrs on record
Hey look, No GFWL.
Posted: June 1
Was this review helpful? Yes No
30 of 35 people (86%) found this review helpful
122.5 hrs on record
I hate this game so much, but I can't stop playing.
Posted: September 30
Was this review helpful? Yes No