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Greetings fight fans, Diamond Feit here. It's nice to see so much enthusiasm for the recently-released Street Fighter VI in 2023. New and old button-mashers alike seem pleased by Capcom's latest kick-puncher after the lukewarm reception to Street Fighter V.

With that in mind, I'm joined on the podcast once again by Shivam Bhatt and John Learned so we can look back 15 years to the summer of 2008 at Street Fighter IV, Capcom's big swing to revive the franchise after the troubled production and mass rejection of Street Fighter III. For those keeping score, this is our eighth episode on the Street Fighter universe, and it will not be the last!

Art by John Pading, edits by Greg Leahy. Music featured in this episode:

13:50 - Exile: "THE NEXT DOOR ~INDESTRUCTIBLE~ feat.FLO RIDA"

23:26 - Street Fighter II' Hyper Fighting (CPS-1): Blanka Stage

34:23 - TGS 2008 Trailer BGM

46:20 - Super Street Fighter II Turbo HD Remix: Chun-Li Stage

56:00 - Training Stage

1:06:38 - Character Select

1:20:27 - Rufus Theme

1:31:01 - Gouken Theme

1:42:30 - Dudley Theme (Super SFIV)

1:53:39 - Volcanic Rim Stage

2:03:38 - Main Menu A Theme (Ultra SFIV)

Closing - Exile: "THE NEXT DOOR ~INDESTRUCTIBLE~ feat.FLO RIDA" (continued)

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Comments

Kormakur Gardarsson

The game that got me to buy a fight stick and spend countless hours online trying (and failing) to git gud. Got a lot of fondness for this game. Looking forward to listening to this episode.

Michael Castleberry

I was so stoked for this game. I waited in line for close to an hour at Comic-Con when they had a big booth for it. It was extra fun because once you got close to actually getting to play it, they let you play Streey Fighter II Turbo HD Remix against someone also.

Sean Ryan

I'm kinda there here I was a HUGE Street Fighter fan, up until Street Fighter Alpha 3 and MvsC2. SF3 never connected until that Daigo vid went viral and I gave SFIII 3rd Strike a chance. Then bounced around trying indie 2D fighters like Guilty Gear and Melty Blood until SF4 brought me back into the fold. Loved the 3DS port; especially since I could find online matches up until a couple years ago. Kinda wish they'd put it on the Switch, but understand all the reasons why they wouldn't. The biggest draw, of course, was the inclusion of Cammy. As long as she's in a SF title, I'll be in on day one.

Bears in Games Neo

I do genuinely love Rufus. He's a big loveable doof. He's even my PSN icon.

djSyndrome

Shivam, I still remember when you got that stick - and how you were more than happy to host SF4 at your place for anyone who was able to make it over. Interesting footnote on the MadCatz joystick phenomenon. There were plenty of good, high-quality Hori joysticks available - even for the XBox 360 - but really only in Japan. MadCatz' overnight success forced Hori to finally take selling in North America seriously, and after a year of MC eating their lunch Hori sticks finally started popping up in Fry's Electronics and elsewhere.

PurpleComet

I have mixed feelings about Street Fighter IV. I was happy to see my favorite fighting franchise return, but ultimately I feel no push to revisit the game like with earlier entries. I disagree that Focus Attacks made the game accessible. For some reason focus attack dash cancel is the primary way to combo into ultras and that requires a high level of execution. I never could pull it off. And for all the input leniency it's still too easy to do the input for an ultra and see an EX Shoryuken come out. I've seen it happen enough in pro matches to know it's not just me. SFIV's transition into the HD era had some ups and downs. The character models for many cast members looked goofy. We got English voices for the cast, and thankfully they included the option to switch to Japanese. Guy exclaiming "profound sadness" will always make me laugh. Every character had anime intros and endings in arcade mode, a first for the series. The animation and dialogue was pretty basic/bad though. SFIV also was the start of 'mechanics creep' in fighting games. I'm happy we get balance patches and content updates, but as someone who plays casually it makes coming back to the game difficult. After a few months a character's matchups could completely change. This might be my own neuroses, but coming back to a SF game to see all these changes (selectable ultras, red focus, etc) makes me feel like I need to get "caught up" before jumping online. Great episode and I've really enjoyed this series. I hope you can make time to go back to Alpha 2 and 3 as those are roughly tied with 3rd strike for my favorite entries.

WARIODROME

I've never enjoyed a Street Fighter game—but all of these fighting game episodes have been like candy to me. Keep up the great work y'all :) thank you!

Shrunken Shrine

I don't really play fighting games. I pick Chun-Li because I can mash light kick and it'll do something good. Despite that, I will listen to John and Shivam talk about *anything* they care about for hours and hours. It's like a good version of getting accosted at a bus stop. I don't always know what's going on, but I'm having fun drinking in the enthusiasm. More, just put it in my bloodstream directly.

TeamVenom

Nice to hear you guys speak favorably about Yoshinori Ono and David Sirlin. Both really interesting designers who got more grief than they deserved.

Grant Baxter

SFIV is a super important game to me. As a younger person (I'm 24), this was actually my introduction to non-Smash, "traditional" fighting games. I was always a Nintendo kid and didn't have a 360 or PS3 until late in their life cycles, so believe it or not, my introduction to fighting games was the 3DS version I got at its launch (EXCELLENT port, BTW) and like Shivam and John brought up, accessibility mechanics are important for fighting games because Capcom did indeed make a fan for life out of me thanks to both the comeback mechanics introduced in vanilla IV and more importantly to me, the mappable touch controls for supers and special moves that allowed someone like me who was still grasping the concept of motion inputs for fighting games (rather than directional button inputs like Smash) and was able to do moves like Zangief's piledriver (which would normally require a full circle input) with ease and just have fun with characters that I found fun to play. In recent years, I did become a fighting game player on a competitive level and learned about frames and such, but I never would have gotten into fighting games without the port's accessibility options, and I still vehemently believe fighting games should include them because it lets both casual and competitive players enjoy the game and create new competitive players through having a friendly introduction.