The world’s greatest fighting game evolves to a whole new level with Ultra Street Fighter IV.
User reviews: Very Positive (3,885 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).

AUTUMN SALE! Offer ends December 2

-15%
$29.99
$25.49

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.

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

Includes 8 items: Super Street Fighter IV: Arcade Edition - Arcade Challengers Pack, Super Street Fighter IV: Arcade Edition - Complete Brawler 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 - Complete Classic 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

AUTUMN SALE! Offer ends December 2

Buy USFIV: Vacation Complete Pack

Contains all 9 USFIV Costume Packs

AUTUMN SALE! Offer ends December 2

 

Recommended By Curators

"SF series has a pure commitment to the spirit of competition other games still fail to understand. Ultra is proving the community's future may be on PC."

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)

109 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)

71 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
18 of 29 people (62%) found this review helpful
6.1 hrs on record
Posted: November 19
It's Street Fighter, of course it's a cool game.
It looks pretty slick, and the controls respond quite well too.

It's no good online tho, but meh, I hardly play online anyway. Then again, not sure if it's because of the terrible netcodes in these types of games, or just that I don't care for online play.
Either way; best played the oldskool way; local multiplayer.
Was this review helpful? Yes No
19 of 34 people (56%) found this review helpful
61.5 hrs on record
Posted: October 30
I can't recommend it with all the Lag. If you want it for offline fights, it really good. Otherwise, forget it unless you got people from your country playing with you which can be forgiven. Its not fun to me since I can hardly find people that I can fight with.

Good game, crappy online, one of the worst online services. GFWL had a better servers than this, and my PS3 have a better online than this and I did test it with SF4 Arcade on both.
Was this review helpful? Yes No
3 of 3 people (100%) found this review helpful
817.7 hrs on record
Posted: November 3
I would like to recommend this game.
But I can't.

Given that the off-line single player is almost nonsense, the on-line experience sucks soooo bad. Finding an opponent is harder than conquering the universe, the game stutters randomly, the online gameplay lags a lot, the connection meter does not work, of course, so you don't really know who's the best connection with you and this story has been going on this way since GFWL passed apart.
Month after month, CAPCOM released some "patches" that only fixed the biggest problems (yes: the ones I am mentioning right now are not big LOL). They are still releasing costumes and useless stuff instead of fixing the problems.

Do NOT give CAPCOM other money.
It does NOT deserve any.
Was this review helpful? Yes No
3 of 3 people (100%) found this review helpful
135.8 hrs on record
Posted: November 4
This game is great. I really love it. BUT the mf online is just crap. Lags, then lags, then lags. For this reason, the GFWL's version was far better. Seriously Mister STEAM, fix it or refund us !!
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3 of 3 people (100%) found this review helpful
64.4 hrs on record
Posted: November 6
Totally unplayable online, offline mode work smooth.
Please fix this problem.
Was this review helpful? Yes No
3 of 3 people (100%) found this review helpful
86.6 hrs on record
Posted: November 15
Get game if you're playing with someone NEXT to you.
Online unplayable, at first i thought it's my connection ( i am on wi-fi) but it's not the only reason it seems.
This games a 5/5 generally speaking but not here on steam. 70% of my playtime is training mode, just practicing characters/executions - every now and then with my cousins who come over.

Wish online is better =/, game's amazingly fun to play and learn.
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4 of 5 people (80%) found this review helpful
1.7 hrs on record
Posted: November 15
I can't recommend this game as is. The online is very shaky and that's the only problem but it's a big problem seeing as how most of the game is centered around online play. It's great for local or arcade mode but 1 out of 3 connections I get are unplayable due to lag. PLEASE FIX THE ONLINE CAPCOM!!!!
Was this review helpful? Yes No
6 of 9 people (67%) found this review helpful
39.2 hrs on record
Posted: November 10
Not entirely sure why everyone is saying the online is terrible. I play with a couple friends online and it's fine for us, no lag or anything.

I'm not super pro into it (and by this I mean I get stomped in every sense of the word when I play random online.. lol), but I like the art and the characters and I haven't played SF since like.. 3rd strike in the arcade. Still as much fun as I remember.
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8 of 13 people (62%) found this review helpful
94.4 hrs on record
Posted: November 13
Ton's of issues with lags in multiplayer.
Otherwise - great game.
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8 of 13 people (62%) found this review helpful
354.6 hrs on record
Posted: November 14
Unplayable online. The game has been laggy since it's out. You basically get two or more 5 second freezes every match you play. Great offline though.
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10 of 17 people (59%) found this review helpful
105.2 hrs on record
Posted: November 14
net code is broken.
Was this review helpful? Yes No
10 of 17 people (59%) found this review helpful
72.6 hrs on record
Posted: November 14
Can't recommend it at the current state. Online is unplayable, the lag "fixes" were just bandaid put on a gaping wound. Ranked is impossible to play, endless is mostly empty, and noone bothers with Online Training Mode. Even playing people from local scene (read: within 50km) is unplayable.
Was this review helpful? Yes No
10 of 17 people (59%) found this review helpful
589.9 hrs on record
Posted: November 14
Online is broken as all hell, and has been so for way too long.
Was this review helpful? Yes No
10 of 17 people (59%) found this review helpful
144.9 hrs on record
Posted: November 14
The online, in its current state, is broken.
Was this review helpful? Yes No
11 of 19 people (58%) found this review helpful
326.7 hrs on record
Posted: November 13
Unplayable ♥♥♥♥; Capcom ruined the netplay
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11 of 19 people (58%) found this review helpful
36.9 hrs on record
Posted: November 9
To be truly honest, I love this game. I've always been a huge fan of the Street Fighter series and have been playing Street Fighter since SSF2. It's just the online that kills this one in cold blood. PC is superior when it comes to everything except online. If you want an amazing online experience I suggest playing this on Xbox 360. That's where the online shines out at it's best. I keep losing because of the terrible lag and frame delays. I can't pull of Evil Ryu's BnB combos because of the lag and I have amazing connect. (www.speedtest.net/result/3897200852.png). Even when it says a person has green connection it still lags to all hell. On Xbox I have over 2000PP but on PC forget about it. I can barely keep a steady 600PP. So in conclusion I would recommend this game to anyone who wants to mod the living daylight out of it but if you're looking for the absolute best online experience just go to or stick with Xbox. It's honestly not worth the frustration.
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12 of 21 people (57%) found this review helpful
107.2 hrs on record
Posted: November 8
Online is so messed up compared to how it was in AE. Not really worth playing it until they fix it.
Was this review helpful? Yes No
12 of 21 people (57%) found this review helpful
1,157.5 hrs on record
Posted: November 14
trash netcode ever since GFWL to Steamworks transition
Capcom too busy working on Combofiend Mode to give a ♥♥♥♥
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13 of 23 people (57%) found this review helpful
247.0 hrs on record
Posted: November 14
Online play has been completely broken since the transition to SteamWorks.

Its says a lot that the community misses GFWL...
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19 of 35 people (54%) found this review helpful
171.6 hrs on record
Posted: November 10
Ultra ♥♥♥♥ty Netcode IV Crapcom Edition.
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