The world’s greatest fighting game evolves to a whole new level with Ultra Street Fighter IV.
User reviews: Very Positive (3,665 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)

91 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
34 of 42 people (81%) found this review helpful
128.6 hrs on record
I hate this game so much, but I can't stop playing.
Posted: September 30
Was this review helpful? Yes No
43 of 59 people (73%) found this review helpful
730.7 hrs on record
Great game. Worst implementation of multiplayer I've played in over a decade. Don't touch this with a long pole unless you're planning on playing offline only.

Incessant lag due to the network implementation blocking the game thread when responding to matchmaking pings, both in the menu(Random 2-second pauses while navigating any multiplayer-aware menus.) and during actual gameplay. General sluggishness and lack of responsiveness during online games(Often feels like you're playing with a half second delay on anything you do, plus inputs are randomly dropped.), and network connection rating icons that don't display accurate information(Poorly-rated connections are often good(Bearing in mind the entire game's network performance is awful. "Good" is very relative.), while good-rated connections are often awful. Plus it takes several seconds for the game to decide how to rate most players' connections while matchmaking, usually extended by several more multi-second freezes of the game.).

Additionally, the game's developers have gone from a very good working multiplayer implementation, back in late May/early June 2014, to completely breaking it with the above-mentioned technical problems, to promising a patch to correct issues that did nothing, to deploying a beta patch to correct issues that did a LITTLE bit, to promising another patch to correct issues, that also did nothing.

Additionally, looking at the release notes of the various patches in spring/summer/fall 2014, it's painfully clear that the current development team Capcom has allocated to the game is incompetent and has zero ability to develop software beyond changing variable values.

All this while Capcom public relations personnel post soothing promises of fixing things soon, once the outcry from the playerbase reaches the level of thousands of complaints.

Is it playable, in light of these technical and mismanagement issues? Kinda.

Is it enjoyable, in light of these technical and mismanagement issues? No.

No one in their right mind should spend a dime on this game.
Posted: October 15
Was this review helpful? Yes No
19 of 26 people (73%) found this review helpful
2,199.9 hrs on record
The developers don't care about the game anymore and have betrayed their playerbase multiple times. The online mode is a bug- and lag-ridden mess that doesn't uphold to modern fighting game standards.
Posted: October 16
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7 of 9 people (78%) found this review helpful
219.5 hrs on record
Do not buy this game.
Since the transition from GFWL to Steam the online is broken, matches are very laggy, matchmaking is much slower with many timeouts, and it's generally a very frustrating game, and now today I can't even play online, I get "session creation failed" and can't search for games.

Capcom has gone really downhill, and they keep promising to fix it but end up giving out band aid patches which fix nothing, if it's not sorted soon I will be looking to get a full refund and possibly taking legal action as all other pc gamers with this game should do, it's not acceptable.

I urge you to write a similar review if you have had this bad experience with ultra to put people off buying it and giving more money towards this broken game and defunct company.
Posted: October 17
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5 of 6 people (83%) found this review helpful
99.6 hrs on record
ROLENTO ROLL! ROLENTO ROLL! ROLENTO ROLL!

Online is a joke tho
Posted: October 24
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4 of 5 people (80%) found this review helpful
81.8 hrs on record
Almost 3 months and online is still broken. Game stutters even offline. Good job Capcom.
Posted: October 24
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6 of 9 people (67%) found this review helpful
3.6 hrs on record
NaCl
Posted: October 3
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3 of 4 people (75%) found this review helpful
174.1 hrs on record
Hooked since Alpha series!
Posted: October 14
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3 of 4 people (75%) found this review helpful
21.5 hrs on record
The game has way too much input lag on top of the netcode lag. Don't waste your time.
Posted: October 15
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3 of 4 people (75%) found this review helpful
234.4 hrs on record
It's a good game, but I cannot recommend the PC version.

Since the Steamworks' transition (5 months now), the online has been a mess; lag spikes, disconnects and broken connection bars most of the time. We've waited months for the 1.03 patch that supposedly was going to solve these problems, but it did nothing (and actually got worse for some people).

It's a shame, really. Like I said, it's a good game:
- It's easy to pick up, but it also has its depth, so it's good for both competitive players but also for people who wants to play more casually.
- There's a huge roster, moderately balanced I would say. You'll definitely find a character that suits you preferred playstyle.

But... unless you're planning on playing exclusively offline with some friends, stay away from the PC version.
Posted: October 16
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3 of 4 people (75%) found this review helpful
54.8 hrs on record
If you are going to exclusively play offline, with fight requests off at all times, the game is entirely worth it and I recommend it wholeheartedly. But because I would like to play online and I believe most interested people would as well, right now I cannot recommend this game.

It is a fun game and the community can be really great, but the state of online play is unacceptable and the fixes being released are few, far-between, and are seemingly half-baked and not nearly enough to address its problems and, due to the history of the changes implemented so far, I don't see the online issues being actually fixed soon.

Ultra Street Fighter IV is a great game, but as of mid-October the online portion of it is mostly useless because of bad net code, and it can even affect offline elements of the game if you have incoming fight requests on while playing offline.
Posted: October 16
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3 of 4 people (75%) found this review helpful
705.0 hrs on record
While the game itself is quite good as far as fighting games go, the PC version suffers from horrible network performance. Also some of the new characters are a bit buggy. I wouldn't recommend it on PC until it has been sufficiently patched.
Posted: October 18
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3 of 4 people (75%) found this review helpful
80.2 hrs on record
Whilst the game is overall really well designed and balanced, and incredibly fun, Unfortunately the PC version suffers, with NetCode so bad that it arguably becomes unplayable online. Lag spikes mean that for some characters, even performing simple special moves becomes effectively impossible, relying more on luck than actual skill.
Posted: September 27
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3 of 4 people (75%) found this review helpful
112.8 hrs on record
I upgraded from Street Fighter Arcade Edition. The last time I played this was when it was still on GFWL but now it's using SteamWorks it absolutely SUCKS ONLINE! The pausing will drive you crazy!! And I'm not talking about it only happening when you fight a player from another country.... It happens playing vs my friend who lives in the same city 10 minutes away from my house!

Not sure if it's Capcoms fault or SteamWorks simply SUCKS, but just be warned! What ppl are saying about the lag is true!
Posted: September 29
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4 of 6 people (67%) found this review helpful
27.4 hrs on record
get this game so i have people who are as bad as me to play with im tired of versing people with like 1000+ player points help me out pls ty

also its very fun
Posted: October 11
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4 of 6 people (67%) found this review helpful
120.3 hrs on record
My 1st Review in English Language



One of the best beat 'em up games I've ever played.
I spent hours and hours with

  • joy
  • pain
  • luck
alone, and with friends, playing this game.
For all who liked this series on the SNES,
will love this game!
Posted: September 27
Was this review helpful? Yes No
4 of 6 people (67%) found this review helpful
25.4 hrs on record
Online is currently un-playable due to HUGE spikes which I think is fight requests.
You cannot even play arcade mode with fight request on since it lags during the entire single player mode.
Posted: October 14
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4 of 6 people (67%) found this review helpful
63.3 hrs on record
No excuse to keep it off Wii U, smallest game to snub it in requirements. But in the small requirements and 60p, it is a good game. It may have been less a problem, glitch wise, if it wasn't an upgraded version, even buying it from the start just buys AE with Ultra Upgrade package. I think the Upgrading made it worse, or downgrade if your Seth or Oni, Oni has more compensators than Seth, but still should maintain a character status system. Or put forth the math on why. Still if it isn't on Wii U, not worth buying a new console, worth using a PC for and it is stick friendly. Plus unlike WB and HArley or Arkham Origins, Capcom fixes things.
Posted: October 13
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1 of 1 people (100%) found this review helpful
221.4 hrs on record
i wakeup ultra everytime 10/10
would wakeup ultra again
Posted: October 9
Was this review helpful? Yes No
1 of 1 people (100%) found this review helpful
459.2 hrs on record
450+ hours and I still don't know how to play. Every time I stop playing this game I promise that I am going to quit, and every time I see the icon on my desktop I start playing again. This game should logically be no fun at all, but damn if it's not the best fighting game out there.
Posted: October 13
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