Super Street Fighter IV 3D review: Super Street Fighter IV 3D Edition feels like the calibre of game you'd expect to arrive about a year into a console's lifespan, when developers have had more time to get used to its capabilities and have learned to make the most of them. It feels as if Capcom has already mastered the 3DS hardware with this one.
The 3DS version of Super Street Fighter IV 3D is more or less identical to the PS3 and Xbox 360 games. The weight of the jumps, the feel of the impact of each hit, the timing of the combos, the crazy effects when you succeed in pulling off a Super Combo - this is all very familiar to anyone who's played the classic fighting game before. It's also immensely satisfying for those who haven't.
Each of the 35 fighters also feel very different, meaning you can spend weeks messing around with each one's fighting style before settling on the one that best suits your own.
The game can be played with both the Circle Pad and the D-Pad, and your choice of controller here is purely down to personal taste. We found we preferred using the Circle Pad because while the D-Pad is sufficient for moving around and blocking attacks, we found we struggled to pull off special moves like Fireballs and Sonic Booms when we were using it.
The Circle Pad, on the other hand, feels rather more like you're playing the game with a joystick, allowing players to pull off the quarter-circle and half-circle special moves many fighters require. It will take a few fights before you get used to the Circle Pad though.
Can Touch This
Easily the most controversial addition to the 3DS version of Super Street Fighter IV lies in the four customisable buttons on the touchscreen. Here you can store any four special moves or super moves of any strength and activate them with a simple touch.
This is a completely optional feature designed to appeal to people playing their inaugural Street Fighter game. Street Fighter purists have still got the option to pull off Fireballs with quarter-circles if that's what they would rather do.
These touchscreen controls can make some otherwise impossible things happen without any hassle. Moves such as Guile's Sonic Boom and Flash Kick (which usually require the player to 'charge' the joystick down or to the left for a few seconds before trying to perform the move) can be pulled off instantly, changing the game's strategy somewhat. Human opponents can usually spot when a Sonic Boom or Flash Kick is being charged, but now they can come out of nowhere.
Talking of fighting against human opponents, Super Street Fighter IV should be applauded for being the only one of the 3DS launch games that supports full online multiplayer. Street Fighter veterans will be pleased to hear it has a filter that, if you so wish, only allows match-ups with players using Pro mode.
While the 3DS version of SSFIV offers the same features and modes as its HD relatives - Training mode, bonus stages, the nail-bitingly difficult Challenges mode, collectible icons and user titles - there are also a couple of features exclusive to 3DS. If you play the game with the wireless switch turned on, it looks for other people playing SSFIV. If it finds one, it'll set up an impromptu fight between you both, even while you're playing through a single-player mode. If you don't want anyone to disturb your single-player shindig, there's an option to turn it off.