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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

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.