Super Street Fighter IV 3D Edition Impressions – Dynamic 3D Shift

By Alex Aniel . January 17, 2011 . 12:30pm

Super Street Fighter IV 3D Edition

Developed by Capcom, release date: February 26, 2011

Demo time: 8 minutes

Estimated wait time: 15 minutes


imageSuper Street Fighter IV 3D Edition could be seen as a sign of how far handheld gaming has come. Back in the 90s, gamers used to wonder if console and arcade versions of fighting games like Street Fighter II would ever enjoy performance parity. Home consoles became powerful enough to meet that threshold, and it looks like the Nintendo 3DS too will do arcade fighters some justice. Super Street Fighter IV 3D Edition coming to the Nintendo 3DS at launch in Japan is even more impressive given how recent the HD console and arcade versions are. From a gameplay standpoint, Super Street Fighter IV 3D Edition will be familiar to any fan of the series, and indeed, the 3DS does justice to the overall game experience by maintaining a very similar look, identical gameplay and plenty of features.


Capcom has taken an interesting approach to applying 3D visuals to Super Street Fighter IV. In traditional flat 2D mode with the 3D dialer at a high setting, you will see the depth of background environments. At the menu select screen or anytime during a fight, you can change the camera angle into “Dynamic Mode,” a 3DS exclusive feature. Choosing this angle, causes the camera to shift sideways, so that you are looking at the action from an angle. The gameplay itself remains the same, but the new perspective does make the fight feel somewhat different. Dynamic Mode is best enjoyed with the 3D effect turned on so you are able to perceive the distance between your player and the opponent.


image Super Street Fighter IV 3D Edition is packed with multiplayer modes to keep gamers occupied. Using either local wireless or internet play (with friend codes, according to the latest issue of Famitsu), players can square off against each other. Internet competitive gameplay will be compatible across regional releases, so players in Japan will eventually be able to challenge players of other countries’ version of Super Street Fighter IV 3D Edition. There’s also a mode called Street Pass, which is a wireless communication feature built into the 3DS hardware. If you have Super Street Fighter IV 3D Edition in your 3DS and Street Pass is turned on, you can instantly challenge another person in a figure fight if that person also has Super Street Fighter IV 3D Edition and Street Pass turned on. Other cool features include being able to watch two other players fighting on your own 3DS using a feature called Channel Live, as well as figure collecting as a form of achievements.


Although Super Street Fighter IV 3D Edition is a re-release of an existing game, it stays true to its strengths and offers something different for people who want to play it on the go and/or in 3D. Super Street Fighter IV 3D Edition Edition is looking like a solid choice for a 3DS launch title.

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  • Guest

    It’d 3D but they still move on a 2D line

  • joesz

    I must play this with some one else so I could hear “Whoa” 2 times at the same time.

  • skyblaze


    I thought when Nintendo said they were going to improve their multiplayer and online features it would involve nixing those convoluted friend codes! *pouts*

    • We don’t know the exact implementation of FCs. I’m expecting the worst.

      It’s baffling how Nintendo would use such an impersonal indicator for each player.

  • If you had to choose between this game and DOA:D, which one would you choose and why?
    Also, since whichever I’ll choose at the 3DS’ launch will be my first fighting game,
    I’ve been wondering which one is more beginner-friendly?
    I’ve heard good things about both, so I’m not sure which one I should start with.
    (Currently, I’m thinking of getting DOA:D, because I prefer its graphic style to SSFIV’s.)

    • mikanko

      Dead or Alive is a more pad friendly game. Super Street Fighter IV in its existing form has several tough to pull off links that are simplified using an arcade stick and will be close to impossible on the small controls you’re given for a handheld. Even with using the touch screen for specials, linking normals is a much bigger part of SF than fireball motions and the like, and it will be quite a challenge hitting more than one button at once for throws/EX moves etc. DoA is probably far more beginner friendly as well.

      • Considering it’s also got a “breast jiggle” feature, I’ll go with DOA:D, then. ^-^
        Thanks for your help~!

        • alundra311

          A wise decision. ^_^

    • I would actually recommend Street Fighter; it’s got a much more expansive competitive community. The console version had a 1,800-man tournament showing at Evo 2010, with a $28,000 cash payout to first (as usual, Japan’s Diago Umehara, but Justin Wong got knocked out surprisingly early).

      Competitive play is extremely difficult and time consuming, of course- I play Smash Bros competitively, and the scene is fantastic. Between DoA and SF, though, SF has a much, much larger scene.

    • Code

      It depends on what your looking for, if your looking for a good fighter to get yourself into fighters, I’d strongly recommend SF over DOA, if your just looking for a more casual experience to play with friends, DOA. Personally not a big SF fan myself, but if your looking for a good “first” fighter, I don’t think it could get better then SF. To me SF has pretty much all the basics and mechanics you’d wanna learn which could really be applied to any other fighter you pick up, with DOA not so much. rar, another really good option would be Blazblue, which is the best of all three picks in my books >w<~!

  • Yeah I won’t be using dynamic mode seriously as I still think it’d be too hard to get use to. Graphically though it sounds like something neat to show.

    • Jellybit

      I read elsewhere that dynamic mode is very hard to impossible to play decently without the depth perception, but with it, they were surprised how well they understood distance and movement. This leaves my assumptions open about what I would or wouldn’t play in 3D. I think it’s interesting that depth perception could allow us to play something we normally couldn’t like that. Makes me wonder what other types of games/perspectives were never developed because they “didn’t work” on a 2D screen.

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