When Seth Killian, community manager, Capcom, offered to take me on in a game of Super Street Fighter IV, it was more than just a walkthrough of the upgrade to 2D-X‘ 2D fighting game of the year; it was an experience. If you’ve already shelled out the cash for Street Fighter IV and feel that this addition is Capcom’s excuse to make you double dip, I’d understand and respect that point of view. However, if you’re a true fight fan, the additions offered in Super Street Fighter IV are must haves for series fans.
Seth and I both chose two of the five new characters. He went with Juri and I went with Cody. Final Fight‘s favorite jailbird feels like a far more deadlier (and annoying) version of the fighter introduced in Street Fighter Alpha 3. He has his ability to dodge projectiles, toss rocks, and do chip damage with his knife, which makes him one of the annoying characters to face off against when he’s controlled by an expert. His disenchanted emo countenance, however, makes one giggle at Japan’s vision of an American anti-hero. Still, the gameplay was incredibly smooth; if you loved Street Fighter IV, you’ll love Super Street Fighter IV.
The new stages are unbelievably bad ass. The Africa stage, for example, is a wonderfully detailed background featuring huge hippos and hyper meerkats tha react to the fightin action. The new construction stage tips its hat to Final Fight by including a helmeted Andore, Jr. in the background, and an impressive Mike Haggar statue looming in the distance.
Other cool features include the return of bonus stages, team play, online lobbies, and a number of other goodies that flesh out the experience. Expect Super Street Fighter IV to hit shelves this spring for under $60.


