O maior jogo de luta do mundo evolui a um patamar totalmente novo com o Ultra Street Fighter IV.
Análises de usuários: Muito positivas (3,644 análises)
Data de lançamento: 7/ago/2014

Inicie a sessão para adicionar este jogo à sua lista de desejos ou dispensá-lo

Comprar 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).

Comprar 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.

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

Inclui 8 itens: 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

Comprar USFIV: Vacation Complete Pack

Contains all 9 USFIV Costume Packs

 

Atualizações recentes Ver todos (8)

13 de outubro

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)

89 comentários Leia mais

20 de setembro

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 comentários Leia mais

Sobre este jogo

O maior jogo de luta do mundo evolui a um patamar totalmente novo com o Ultra Street Fighter IV. Dando continuidade a tradição de excelência pela qual a série é conhecida, cinco novos personagens e seis novos cenários foram adicionados para mais pancadaria, além de uma jogabilidade rebalanceada e modos originais.

Como um bônus adicional, aproveite todos os uniformes de DLC lançados anteriormente! Se torne Ultra!

Requisitos de sistema

    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
Análises úteis de usuários
64 de 73 pessoas (88%) acharam esta análise útil
2.9 hrs registradas
Removeram o GAME FOR WINDOWS LIVE!
Precisa mais? É Street Fighter!
Publicada: 30 de maio
Você achou esta análise útil? Sim Não
37 de 37 pessoas (100%) acharam esta análise útil
17.2 hrs registradas
Sou suspeito para falar desse jogo, pois quando eu era criança por diversas vezes me vi fazendo a coreografia do Hadouken! Nunca saiu a magia de verdade, mas eu fingia que saia!!! kkkk... Não preciso dizer que Street Fighter marcou época e definiu um gênero nos jogos de luta! Mas o que eu preciso dizer é que "Super Street Fighter® IV Arcade Edition" é de longe o mais completo jogo de luta, com dezenas de personagens, golpes, modos de jogo e com um multiplayer online bem balanceado! Voltei a jogar esse jogo, pois agora ele saiu daquela "farsa" chamada "Games for Windowns Live" e veio para o lugar de direito, o "SteamWorks", com direito à conquistas e sistema online multiplayer! Agora não faltam mais jogadores online para a gente encher de ♥♥♥♥♥da ou.... apanhar mesmo! kkk.... Preciso dizer mais alguma coisa!? Ah, sim.... Hadouuuuken!!!!
Publicada: 30 de maio
Você achou esta análise útil? Sim Não
31 de 33 pessoas (94%) acharam esta análise útil
45.7 hrs registradas
Bom galera me senti na obrigação de fazer uma análise desse jogo.

Então vamos lá na verdade acho que esse jogo é obrigatório para os fãs da série e também para quem curte uma boa jogatina online com os amigos.
Os gráficos do jogo são magníficos as lutas são épicas e jogabilidade é muito boa, não tenho o que reclamar.
Muitos modos diferentes para jogar offline. Muitos personagens e roupas diferentes para vocês jogar.
E também diversos modos para ser jogar online, combos e especiais muitos bonitos, várias coisas para você correr atrás para liberar no jogo, como títulos, ícones, cores de roupas e outras coisas. Então é isso galera recomendo o Ultra Street Fighter IV é um jogo muito bom e vocês não iram ser arrepender de ter comprado e vai perder muitas horas jogando o mesmo !
Publicada: 11 de agosto
Você achou esta análise útil? Sim Não
17 de 18 pessoas (94%) acharam esta análise útil
238.3 hrs registradas
Simplesmente o jogo que mais jogo!!!
Um Clássico, pai dos jogos de luta!!!
Altamente viciante!!!
Publicada: 28 de maio
Você achou esta análise útil? Sim Não
8 de 8 pessoas (100%) acharam esta análise útil
56.6 hrs registradas
Street IV muito bom, to esperando pra pegar o ultra!
Publicada: 24 de junho
Você achou esta análise útil? Sim Não