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Street Fighter 4: iOS Review

Stephen Brewer 2 min read
Street Fighter 4: iOS Review
CAPCOM
CAPCOM

I’ve enjoyed Capcom’s Street Fighter series ever since I found an arcade version of Street Fighter 2, many years ago, and got to kick ass with a green feral man from Brazil! In fact ever since then I never got why everybody loved Ryu so much, but then again different tastes I suppose.

Rufus: The worst use of jiggle physics in gaming history
Rufus: The worst use of jiggle physics in gaming history

So when Street Fighter 4 came onto the X-Box 360 and PS3 I enjoyed it immensely, except for Rufus’ jiggle physics of course. When I heard about the game coming onto iOS I was skeptical, how is the touch screen meant to become a controller for a heavy combo based fighter?

Well, the answer is jerkily, the sensitivity leads to a few missed combos and swiping your fingers over the virtual joystick and buttons have a tendency to leave your fingers feeling numb, and for me, became very difficult to complete the Tournament mode which ends against M.Bison.

Ryu setting up for a Hadouken!
Ryu setting up for a Hadouken!

The original iOS version only had 8 characters to begin with, but thanks to free Updates and DLC it’s now up to a formidable 12, this was to counteract a criticism of the game upon it’s release which was a lack of playable fighters.

Street Fighter 4
Street Fighter 4

With enough variety in characters now, a very in-depth training program and the ability to play multi-player via bluetooth I think paying a mere £2.99 for the game on the app store is a good deal. Especially, if like me, you’re heavily into your fighters. The graphics are solid, the animation is good and overall the game holds up well on mobile platform.

Street Fighter 4: iOS

Stephen Brewer

As an aspiring journalist I have found a home here at geek-pride, where I can write upon many subjects. If anybody has something they believe should be reviewed or newsworthy then feel free to send me a message, I always enjoy talking to people.

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