The game has the same feel as Super Street Fighter II Turbo, with several features from Street Fighter III: 3rd Strike. Pressing both light attack buttons is still for throwing, and both heavy attack buttons are for the personal action or taunts. Both medium attack buttons are for the saving strike. Dashes and quick standing are also in the game. At the moment, C.Viper is the only character who can perform a high jump.
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One player may compete against the computer, or two players may simultaneousy compete against each other. Each player has an 8-way joystick and 6 buttons.
The buttons on the arcade are typically laid out in the following fashion:
The L, M, and H stands for light, medium, and hard respectively. In general, light attacks are less powerful and faster, and hard attacks are more powerful but slower, with medium attacks in between.
The joystick works intuitively in that pressing left will generally move your character left, and pressing right will generally move your character right. But it is more important to think in terms of relative direction.
For this reason, all instructions are given with respect to forward and backward since the left and right directions change purpose when your character switches directions.
The following directions assume that your character is facing right, the starting direction of every fight for player one, who begins on the left side:
The system that has been referred to as "Saving" for the time being is a new system that is being introduced in SFIV. The system features a four-segment "Revenge" gauge that builds up as the character takes damage. A player can use one segment of the gauge in combat by simultaneously pressing both strong punch and strong kick to unleash a special attack that will deal instant damage and render the opponent immobile for a short time. The buttons can also be held down and charged to unleash a devastating unblockable attack at the cost of 3/4s of the full "Revenge" gauge. The gauge can also be used to fuel EX Specials — stronger versions of regular special moves — at the cost of one stock of the gauge. Both the Saving move and EX Specials can be "canceled" by dashing towards the opponent (the move will still be performed and will still do damage however), this dash can again be "canceled" by performing another EX Special or Saving move, this however will require pinpoint timing so that only skilled players may execute this kind of combo.
Ono has stated that this system was incorporated in order to shift the emphasis away from combos and toward a more realistic system he has compared to boxing, in which "the skill is in reading your opponent's move before he starts moving … We haven't forgotten about combos and linked moves, but saving makes it so that you have to read your opponent." The system aims to make ground attacks as viable a way of approaching opponents as jumping was in previous games. The saving system is a core part of Street Fighter IV's gameplay and will continue to evolve as the game is developed.
Super moves will return in Street Fighter IV, however, the team is still undecided on how to implement them. Currently, the team is considering three options, the first being similar to Super Street Fighter II Turbo where each character has one set super, the second is based on the Street Fighter Alpha series where characters have multiple supers (but without the Alpha series' multilevel chargeable supers) and the third follow Street Fighter III where the players choose which super they want to use for their character before the match.
In addition to the series staple (since Super Street Fighter II Turbo) Super Moves, the game will also feature "Ultras". These are performed by performing a characters Super move but executing it with 2 attack buttons. The Ultra is a long and cinematic move featuring a lengthy combination of punches, kicks, etc. Along with the regular Super moves, the Ultra will be the only time wherein the camera will break from its normal fixed position to offer a more dynamic, cinematic view of the action.
Street Fighter IV will feature online gaming and is the fifth game in the series to do so (the first four being Super Street Fighter II X for Matching Service which was only released in Japan for the Sega Dreamcast, the Xbox version of Street Fighter Anniversary Collection, the Xbox Live Arcade version of Street Fighter II Turbo and the latest being Super Street Fighter II Turbo HD Remix for the Xbox 360 and PlayStation 3). Unlike other games such as Virtua Fighter 5 or Tekken 6, Street Fighter IV will reportedly not feature any item collection or customization. Producer Ono is also looking into the possibility of utilizing microtransactions for future downloadable content updates which might include new characters and stages, however, he stated that the final decision for that would be up to the Capcom as a whole.
It is intended that the car-smashing bonus rounds from earlier Street Fighter games will return. Ono has claimed, "They'll be in there if I have to program them myself!" although he noted that there may be problems if the game's vehicles resemble models by real-life manufacturers.
Before producer Yoshinori Ono pitched the idea to Capcom R&D head Keiji Inafune, the prevailing attitude around Capcom was one where a new numeric entry to the Street Fighter series would not have been made. There was initially a lot of resistance to Ono's pitching of a new Street Fighter game so many years after the original. However, in light of fan clamor as well as the positive reaction to Street Fighter II': Hyper Fighting on Xbox Live Arcade, Ono's perseverance finally paid off when Inafune gave the greenlight to the project. This would be Ono's first take on a new entry of the Street Fighter series.
On October 17, 2007, a teaser video showing series stalwarts Ryu and Ken fighting using a heavily stylized cel-shaded art style made to mimic Japanese sumi-e art was released officially announcing the game.
The game runs on the Taito Type X2 arcade board inside a Taito Viewlix cabinet, marking the first time that a roman numeral Street Fighter game will run on non Capcom-proprietary hardware. The arcade release will take advantage of the Type X2's network capabilities and will allow players in separate machines within the same LAN to fight each other. A playable version was shown at the AOU show on February 18, 2008.
The characters and environments will be rendered in 3D computer graphics and appear to use a stylized cel-shading effect to lend the characters and environments a hand-drawn look. The gameplay video featured a full 3D, cel-shaded environment and characters, fighting on a 2D plane that shifted and rotated. The version of the game shown to EGM ran at consistent 60 frames per second.
The character designs will stay true to the Street Fighter II style, though Akiman no longer works for Capcom. The art director and character designer for Street Fighter IV is Daigo Ikeno.