%% Please read this before entrypimping:
%% * ShoutOut, CaptainErsatz, MythologyGag, ContinuityNod, NoCelebritiesWereHarmed, Expy and similar entries
%% go in ShoutOut/StreetFighter.
%% * Character-specific tropes go in the Character sheet, not here.
%% * YMMV and Trivia tropes go in the YMMV and Trivia tabs, not here.

->''"I don't care WHAT the critics say, violence is a beautiful thing!"''
-->-- '''Announcer'''

''Street Fighter IV'' is the sixth series in the ''Franchise/StreetFighter'' franchise (counting the sole original, and the ''Alpha'' and ''EX'' games). It consists of four main installments so far: ''Street Fighter IV'', ''[[MissionPackSequel Super Street Fighter IV]]'', ''[[UpdatedRerelease Super Street Fighter IV: Arcade Edition]]'' and ''[[CapcomSequelStagnation Ultra Street Fighter IV]]''.

The namesake game, ''Street Fighter IV'', was announced in late 2007 (the series was 20 years old at the time, essentially making this a [[JustForPun SUPER]] late MilestoneCelebration), and the game was released in 2008 for arcades and in early 2009 for home consoles. Having been almost 11 years since the last numerical title's initial announcement, very few fans saw this coming, and jokes are still making the rounds about Hell's temperature having dropped to [[Webcomic/BobAndGeorge -3º Kelvin]].

The title is 3D in graphic style, but continues the traditional staple of playing on a 2D frame. The producer Yoshinori Ono notes in interviews that he deliberately kept the game closer in style to ''VideoGame/StreetFighterII'' than its sequels.

The original twelve characters from the original ''Street Fighter II'' and Akuma returned, along with six new warriors: American spy Crimson Viper, French martial artist Abel, Mexican luchador El Fuerte, American {{acrofatic}} Rufus, Ryu and Ken's master and Akuma's brother Gouken, and the BigBad Seth. The home console versions additionally included more returning characters from ''Super Street Fighter II'' (Cammy and Fei Long) and ''[[VideoGame/StreetFighterAlpha Alpha]]'' (namely Gen[[note]]who is actually from ''VideoGame/StreetFighterI'', but whose appearance is based on his ''Alpha'' series incarnation, with a few design alterations[[/note]], Dan, Sakura, and Rose), along with the bosses being made playable. Gouken, Ryu and Ken's mysterious master, finally appears on-screen for the first time in the series.

In April 24, 2009, Capcom released an update for the game known as the "Power Pack" (a.k.a. the Champion Edition patch), which introduced the ability to save and upload replays to the UsefulNotes/{{Xbox Live|Arcade}} or UsefulNotes/PlayStationNetwork leaderboards, and a brand-new online-exclusive "Championship Mode," which allows players to participate in tournament battles.

In September 28, 2009, Capcom announced an update called ''Super Street Fighter IV'' (formerly ''Street Fighter IV Dash''). The updated game features ten additional characters: Thunder Hawk and Dee Jay (from ''Super Street Fighter II'', completing the ''Super Street Fighter II Turbo'' roster Capcom ran out of time to finish the first time), Adon (from [[VideoGame/StreetFighterI the original]] ''Street Fighter'' but based on his ''Street Fighter Alpha'' incarnation). Cody and Guy (from ''VideoGame/FinalFight'', and also based on their ''Alpha'' appearances), Dudley, Ibuki, and Makoto (from the ''VideoGame/StreetFighterIII'' series), and two new characters: Juri Han, a South Korean Taekwondo practitioner who works for S.I.N.; and Hakan, a red-skinned Turkish corporate heavyweight who specializes in yağlı güreş or "Turkish oil wrestling."

The gameplay and character balance was also tweaked. It was released as a standalone title for the UsefulNotes/{{Xbox 360}} and UsefulNotes/PlayStation3 in late April 2010 as well as for Japanese arcades later, during the summer. The console release comes at a lower price than its predecessor, and there was a promise of "special features" for those who own the original ''Street Fighter IV'', which turned out to be two alternate colors; a "heavy ink outline" color and a "sketch" color pattern both based on each characters' default color.

In addition, a port to the UsefulNotes/Nintendo3DS titled ''Super Street Fighter IV: [=3D=] Edition'' was released at the same time as the system; it contains the same roster as the console version of ''Super'' in addition to several features that take advantage of many of the device's new features.

Another port, this time to [[IOSGames iOS]], was released in March 2010, featuring a reduced character list which grew steadily with several updates, as well as a simplified control system that removed the light/medium/heavy attacks, replacing them with a four button system of punch, kick, focus and special. A followup named ''Street Fighter IV Volt'' was released in June 2011, further expanding the character roster and adding online play over Wi-Fi.

An arcade version of the game, aptly named ''Super Street Fighter IV: Arcade Edition'', was released in late 2010; it features several balance tweaks and four new characters: Yun & Yang from ''Street Fighter III'' (who originally had a cameo in Chun-Li's intro cutscene for the original version and her ending in ''Super''), [[SuperpoweredEvilSide Evil Ryu]], and [[CharlieBrownFromOuttaTown Oni]]. These four characters, plus numerous new features, were released as a DLC update for the console versions on June 7, 2011. A PC version of ''AE'' was released in 2011; as the PC did not get a regular release of ''Super'', it marks the first time PC gamers could get their hands on all of the new fighters. In December 2011, ''Super Street Fighter IV: Arcade Edition Ver. 2012'' was released as a free patch, updating the balance of the game even further. On January 23, 2013, Ono himself teased a possibility for a new version, and on March 22 said new version was officially green-lit by Capcom. They were taking suggestions from the community on balance changes for each character, as well as system changes.

At Evo 2013, Capcom revealed at their panel that the new version will include new balance updates, 6 new stages, and the four characters introduced in ''VideoGame/StreetFighterXTekken'' who had yet to (re)appear in the ''IV'' series proper: Rolento, Hugo, Poison, and Elena. They also mentioned one new character who, they say, has never been seen in a ''Street Fighter'' game before, and will making their fighting game debut the update -- who would later be revealed to be Decapre, the 12th member of M. Bison's Dolls ([[AscendedExtra who was actually an]] [[NonPlayerCharacter NPC]] in ''Alpha 3''). The debut trailer was shown before the Grand Finals for the ''Street Fighter IV'' tournament, revealing that the name for the new version would be '''''Ultra Street Fighter IV'''''. Like ''Arcade Edition'', this is available as a download or a physical disc. The $40 disc version includes all DLC costumes, and downloaders can pay either $15 for just the upgrade[[note]]which is compatible with discs for both ''Super'' and ''Arcade Edition''[[/note]] or $40 for the same content as the disc version. UDON Comics also designed new alternate costumes for every character. The costumes for the 5 new characters were a PreOrderBonus for those who reserve the retail version of the new game. ''Ultra'' would get a staggered release with the upgrades for [=PS3=] and 360 released on June 3, 2014 (the early release date announced to allow ''Ultra'' to be used at Evo 2014); the console retail versions were later released on August 5, 2014; and PC version (both full and upgrade versions) was released on UsefulNotes/{{Steam}} on August 8, 2014. In October of the same year, this version received free DLC in the form of Omega Mode, which gives damn near everybody Rainbow Edition levels of brokenness and insanity. This mode is, according to WordOfGod, [[RuleOfFun just for fun]].

A sequel, ''VideoGame/StreetFighterV'', was announced on December 5, 2014, coming exclusively to UsefulNotes/PlayStation4 and PC.
!!Tropes Distinct To, Or Introduced In, This Game:

* AdaptationExpansion:
** To make up for the half-year delay between the original coin-op release and the console ports, Capcom added six extra characters specifically for the console port (Cammy, Fei Long, Rose, Dan, Gen, and Sakura).
** ''Super Street Fighter IV: [=3D=] Edition'' for the [=3DS=], in order to make up for some lost stuff, also has new features that take advantage of several of the console's unique capabilities, such as a new camera angle that shows off the 3D effect and the trophy collecting minigame based around wireless console-to-console interactions.
** Until the DLC version was announced, ''Super Street Fighter IV: Arcade Edition'' had four extra characters (Yun, Yang, Evil Ryu, and Oni).
** ''Ultra Street Fighter IV'' added in several assets from ''Street Fighter X Tekken'' (4 characters and 6 stages) plus one new character.
* AddedAlliterativeAppeal: A few win quotes have fun with this concept:
--> '''Akuma''' ''(vs. Poison)'' ''':''' "''Such frivolous fighting folly is beneath my cantankerous contempt!''"\\
'''Gen''' ''(vs. Vega, ''Super'' onwards)'' ''':''' "''Keep your nauseating narcissistic nattering to yourself, nitwit!''"
* AmbidextrousSprite: [[AvertedTrope Averted]] for the character select art. While most characters have their player 2 art just mirrored from the original drawings, characters with asymmetric designs have their player 2 art redrawn to keep them consistent, like Sagat's eyepatch and facial scar.
* ArtEvolution: The character select artwork for the new characters in ''Ultra Street Fighter IV'' are noticeably different from the first pieces of artwork made back in 2008.
* AscendedGlitch: The Kara Throws were imported from ''Street Fighter III''.
* AttackBackfire: Zangief gets a victory quote against Blanka informing him that his electric blasts helped relieve his back pain.
%%* AttractMode
* BonusBoss: Completing certain requirements gives players a new opponent after beating Seth: in order of increasing difficulty, hidden bosses include (Shin) Akuma, Gouken, Evil Ryu, and Oni.
* BossBanter: The "Rival Battles," where you fight a character who, in most cases, has some significant ties to the story of your character. During the fight, both combatants converse, ranging from taunts to more friendly words of advice and support. The soundbites for Supers and Ultras are also changed to something pertaining to the battle at hand. Usually, these matches give you a pretty good look at the dynamics between certain characters. Characters added from ''Arcade Edition'' onward have the soundbites, but absolutely no pre-battle cutscenes, much to the ire of fans.
* BootstrappedTheme: For the first time in the series' history, this trope is mostly averted. All of the brand new fighters in ''IV'' have themes made specifically for them, not the stage you fight them on. For the rest of the cast, however, this trope is played straight as they are stuck with their iconic themes, but with new arrangements for everyone.
* CelShading: Used along with highly detailed textures, creating a look that's more "stylized" than it is "cartoony."
* ComebackMechanic:
** The Revenge Meter fills up the more damage one takes. Once it's filled halfway, an Ultra Combo becomes possible and when filled all the way, the Ultra Combo does more damage. Like Super Combos in ''Super VideoGame/StreetFighterII Turbo'', Ultra Combos only last one round.
*** This mechanic was expanded upon in future expansions. ''Super'' gave everyone the choice to pick between two Ultra Combos at the character select screen, while ''Ultra'' allowed players to have both active at the expense of reduced damage.
** The game also has a very subtle mechanic in that characters receive less damage depending on how much life they have left. With less than half their life remaining, they take slightly less damage from each attack. With less than a quarter of their life remaining, they take significantly less damage from each attack.
* ContinuityNod: Bison's win quote towards Makoto is reminiscent of the original ''VideoGame/{{Street Fighter|I}}'':
-->"There are countless fighters like you around the world! You are not special!"
* ConvectionSchmonvection: The Volcanic Rim stage takes place in the shadow of ''an erupting volcano''; the fighters are standing on solidified lava while lava bursts out in the background behind them. Many of them even barefoot.
* CountrySwitch: If you try to play the Japanese version of the game on an North American [=PS3=], the game will switch M. Bison, Balrog and Vega's names around so that they match the North American version of the game.
* CrushingHandshake: In ''Super Street Fighter IV'', Turkish oil wrestler Hakan does this to sumo wrestler E. Honda before his Rival Battle after they disagree on which style of wrestling is the best.
* DeathCryEcho: Everyone gets one, each ranging from fairly generic to ''[[HilarityEnsues downright hilarious]]''. All five characters added in ''Ultra'' have 2 separate KO sounds: a regular one for losing normal rounds and a unique echoed scream for losing the final round.
* DevelopersForesight:
** If there's a Cody {{mirror match}}, only one of the two can pick up his knife. [[http://vignette1.wikia.nocookie.net/streetfighter/images/6/6a/Noknife.jpg/revision/latest?cb=20091209051000 The loser displays a shocked expression when the other Cody retrieves it.]]
** In the Construction Site stage in North America, Hugo can be seen on the right side of the stage in a crowd of construction workers. If Hugo is one of the fighters, a similarly huge man takes his place in the onlookers. Similarly, Yun and Yang vanish from their background spots in the Half Pipe stage if they are part of the fight.
** Like in the ''Alpha'' series, Dhalsim's wife, Sally, can be seen on the left end of the Exciting Street Scene stage. Unless you get her attention, she's usually the least interested in the fight of the three women there. If her husband is fighting, however, she'll cheer him on when he's winning and look away with a sympathetic wince whenever he's on the receiving end of a strong hit. She can even be seen crying if the other player beats Dhalsim instead of applauding like she usually does.
* DinerBrawl: One of the stages is a 1950s diner, in the middle of a low-rider meet.
* DifficultButAwesome: Hugo, who was added in ''Ultra''. He is incredibly slow and has a massive hitbox, and all of his moves are as slow as he is. However, if you are actually able to get close with him, he will melt your opponent's health bar to nothing in the blink of an eye.
* DownloadableContent:
** The ''Arcade Edition'' DLC pack for ''Super''. Adds all of the features that ''AE'' introduced, including the expanded online services, the four new characters, and the rebalancing of every other character. Also, the many costume packs released for both versions of the game.
** ''Ultra'' stacks on top of the ''Arcade Edition''. It adds 5 new characters, 6 new stages, and multiple rebalances.
* DreamMatchGame:
** While the game itself has a story and a canonical place in the ''Street Fighter'' timeline, it also plays this straight by trying to add in as many characters from previous games as possible. This includes certain characters such who cannot canonically exist in the ''IV'' timeline such as Evil Ryu and Oni. The former due to the fact that he's purged the Satsui no Hadou by ''Street Fighter III'', which takes place after ''IV'', and the latter due to the fact that he has yet to be consumed by it in that series.
** The ''Ultra'' update takes this even further thanks to Edition Select which allows for the use of every version of the game's characters from each preceding edition of ''Street Fighter IV'' as well as special Omega versions of the characters where the creators were allowed to go wild with their movesets. This has the side effect of restricting each character's movelist depending on the incarnation. For example, those from the original version of ''IV'' can only use one Ultra Combo while the ''Ultra'' edition characters are the only ones who can use Red Focus Attacks, Ultra Combo Double and delayed wake-up.
* EverythingsBetterWithSpinning: Outright ''overkilled'' by ''Super Street Fighter IV''[='s=] new Ultra Combos.
* FanDisservice:
** Seth's [[ShowerScene shower scene]] [[http://www.youtube.com/watch?v=X9vowj3lJeg in his animated intro.]] Him being the BigBad isn't what makes this a disservice, but his metallic skin tone and how he is, well, ''way'' too muscled for some fans' comfort.
** Many fangirls wanted to see the TallDarkAndHandsome [[MrFanservice Ryu]] {{shirtless|Scene}}. They got their wish with his first alternate costume in ''IV'' which has him shirtless, albeit dirty and and beat up. Then ''Arcade Edition''[='s=] version of Evil Ryu granted it again, with him being a WalkingShirtlessScene (of sorts; he still has half of his gi top on). However, he has a horrifying hole-shaped scar on his chest and a kanji carved on his back. AUGH.
* FloatingTimeline:
** The birthdates of the returning characters no longer give their years of birth and while plot-wise the ''IV'' series is set between ''II'' (1991-1993) and ''III'' (1997-1999), ideally placing it between 1994-1996, the characters are seen using laptops and cellphones that wouldn't have existed until the mid-to-late 2000s.
** Gets more hairy when characters from the [=late '80s/early '90s=] era ''Alpha'' series can co-mingle with those from the late '90s era ''III'' series but with no visible signs of aging (or lack thereof) between any of them (the main culprit being Sakura, who still wears her high school uniform even though she should be in her twenties by this point; this is handwaved by her insistence that her uniform is easier to fight in). ''IV'' has a very hazy place in the overall timeline, almost to the point of being in its own continuity (the only other game with more {{continuity snarl}}s being ''Alpha 3'').
* {{Gainaxing}}: Averted for the most part even with the bustier female fighters, but surprisingly played straight with [[LadyLooksLikeADude Makoto]] in her pre-fight cutscene.
* GameMod:
** A mod for the PC version of the game called ''[[http://shoryuken.com/forum/index.php?threads/street-fighter-iv-koryu-pc-mod-release-thread.133097/ Street Fighter IV Koryu]]'' pays homage to the infamous ''Rainbow Edition'' mod of ''SFII''.
** And for the PC version of ''Super Street Fighter IV: Arcade Edition'', we have ''[[http://www.sf4remix.com/wiki/index.php?title=Main_Page SSFIVAE Remix]]'', which aims to make the game faster paced... whilst also making most of the moves and characters balls out insane. Ryu's Metsu Hadouken Ultra, for one thing, is swapped out with a Ranbu-type super ending in a semi-invisible Hadouken at point blank range.
** Capcom themselves seem to have gotten into the act with the release of Omega Mode which changes the characters up in a similar way to fan-made mods, given them crazy new moves (such as Ken's fireball kicks) or paying homages to past games.
* IconicOutfit: Many of the alternate costumes in ''IV'' fall into this category. Some are nods to a character and/or the franchise's history (e.g. Cammy having a M. Bison/Dictator outfit, Cody having an updated version of his original ''Final Fight'' clothes, Blanka having Dan's outfit, Zangief having both Mike Haggar's outfit and his "Mecha Zangief" form from ''[[VideoGame/MarvelSuperHeroesVsStreetFighter MSHvSF]]'', ''[[VideoGame/MarvelVsCapcomClashOfSuperheroes MvC1]]'', and ''[[VideoGame/MarvelVsCapcom2 MvC2]]''), while others are nods to celebrities (e.g., all of Fei Long's outfits come from Bruce Lee's works, Dudley has an outfit playing tribute to [[Music/{{Queen}} Freddie Mercury]]'s legendary 1986 Wembley Stadium concert outfit).
* ImmuneToFlinching: Every character has a [[ChargedAttack Focus Attack]], which allows them to endure one hit without flinching while it is charging; they will also recover the damage taken during the charge if they don't receive another. ''Ultra''[='s=] new Red Focus Attack gives players more resistance and return damage in exchange for 2 EX Bars.
* ImpendingClashShot: [[http://www.slashgamer.com/wp-content/uploads/2009/01/streetfightercover.jpg Ryu about to clash with Ken]] is used on the Xbox Live poster.
* LagCancel: Certain special moves can be cancelled with the ''IV'' series' ubiquitous Focus Attacks, these then can be cancelled by dashing forward or backwards at the cost of some meter. These "Focus Attack Dash Cancels" are an important part of high level play.
* LoadsAndLoadsOfCharacters: By ''Ultra'', ''Street Fighter IV'' has the largest cast of characters of any iteration of the franchise (even moreso than ''Alpha 3 MAX'', the largest roster in the series until it was surpassed by ''[=SSF4:AE=]''). The arcade version started off with the original 12 from ''Street Fighter II: The World Warrior'', four new standard fighters, and three boss characters (Seth, Akuma and Gouken) for a roster size of 19. The console version added six more characters (a mix of ''Alpha'' and ''Super Street Fighter II'' characters) to bring it up to 25. ''Super'' added another ten (a mix of ''Alpha'', ''III'', and ''Super [=SF2=]'' characters plus two new ones), ''Arcade Edition'' four (two from ''III'', one from ''Alpha'', and a new character), and finally ''Ultra'' five (two from ''III'', one from ''Alpha'', a new ''Final Fight'' import, and a new character; all but Decapre were imported from ''VideoGame/StreetFighterXTekken'') for a total size of 44 characters.
* {{Mondegreen}}: A rather sad example, the first "One two, one two" after "Turn the beat back!" in Cody's theme is sometimes heard as a very forlorn "Want to, want to..."
* NeverTrustATrailer:
** The ''Super Street Fighter IV'' trailers implied that the majority of new characters would have fast-paced techno remixes of their theme songs, especially for the ''Final Fight'' and ''Third Strike'' characters.
** The first trailer for ''Super'' implied that Cody (the vigilante former hero of Metro City and escaped convict) would be facing Chun-Li (Interpol agent). Later trailers instead showed him and his [[VitriolicBestBuds somewhat-estranged best bud]] Guy.
** The trailers and the videos showing all of the cast's Ultras could fall under this. The Ultra videos implied that ''all'' the fighters would be getting a new rival in ''Super''. When the game came out, only a select few (Ryu, Chun-Li, Guile, Cammy, C. Viper, and Seth) received a second Rival Battle, and some of ones shown in the trailers ended up in different locales.
* ObviousBeta: The [=PlayStation=] 4 version of ''Ultra''. Somehow, despite being [[PortingDisaster ported]] from consoles that are ''9 and 10 years old'', respectively, at the time of its release, based on code that itself is over six years old, and already having an existing [=x86=] codebase to work from (the PC version), whoever was in charge of the [=PS4=] version managed to load the game with all sorts of problems. This includes graphical errors (Guile throwing invisible Sonic Booms), audio errors (background noise replacing fighter voice clips and sound effects), and glitches that don't show up on any of the other platforms (Evil Ryu missing an FADC into Ultra because he passes through the opponent upon activating the Ultra). This was the version of the game that was supposed to redeem the persistent input lag that plagued the [=PlayStation=] 3 version of ''[=SF4=]'' but its incomplete state is causing tournament organizers to rethink using this version over the mainstay 360 version. While patches seem to have corrected many of these problems, it was still pretty incompetent to try and launch the game in such a state and expect no one to notice.
* OffModel: Some characters use their ''Street Fighter II'' designs in the animated cutscenes from the home console versions, rather than the updated designs they use in actual gameplay. This is most noticeable with Dhalsim (his shorts have completely different designs in cutscenes and gameplay), Sagat (the label on his trunks is conspicuously blank in cutscenes but says "TIGER" in gameplay), and E. Honda (his mawashi has a gap in the front in gameplay but not cutscenes).
* OhCrap: Ultra Combos in ''IV'' begin with a short animation, during which the opponent's expression changes to pure, wide-eyed terror -- except for Guy and Cody, who [[DullSurprise barely react at all]]. To put this in perspective, almost all the roster (most of whom are street fighting veterans with years of experience) look shocked or scared. Even characters like Bison, Akuma, and Oni, who are more or less ''walking demons'', have the decency to at least look grimly apprehensive. Guy just dials his look of grim determination [[UpToEleven back down to]] [[InvertedTrope Ten]], while Cody looks to be a second away from asking "Is that it?"
* OldSaveBonus:
** A save file from the original ''Street Fighter IV'' will unlock heavy ink and sketch color patterns for every character in subsequent updates.
** Furthermore, a save file from ''Street Fighter X Tekken'' will unlock alternate costumes for Decapre, Elena, Hugo, Poison, and Rolento in ''Ultra'', with the latter four's costumes being their costumes from said game and Decapre's being Cammy's alt.
* RashomonStyle: Four sets of Rival Battles in ''IV''; namely, Ryu/Sagat, Guile/Abel, Ken/Rufus and Chun-Li/C. Viper.
* RegionalSpeciality: Used in El Fuerte's ending, [[spoiler:where he mixes Zangief's and E. Honda's favorite foods, Chankonabe and Borscht, and add chili peppers and lemon to the mix. The results apparently tasted very bad, as Honda and Zangief's faces turn blue with disgust. Then El Fuerte proclaims the food "tastes so great it sends you straight to heaven!"]]
* SeparateSceneStorytelling:
** ''IV''[='=]s Arcade stories for some characters. Ryu defeats Seth and is slowly being consumed by the Satsui no Hadou. Sakura finds him and gets him out of it and helps him leave the Crumbling Laboratory after being saved by Ryu from falling debris. Meanwhile, Dan is at the same lab running away from an explosion and runs into Blanka and both are about to be consumed by the fire, only to be saved by Ryu and Sakura's combined Hadouken. After parting ways with Ryu and Sakura, Blanka is shown at Hong Kong with Dan and his mother drops by to see him. Later, Ryu encounters Gouken, who defeats him and seals the Satsui no Hadou. Akuma finds him and they engage in a match over Ryu's fate. Meanwhile, Chun-Li is searching for data on S.I.N and tries contacting Guile, only to be trapped in the room by Vega(Claw) as it is collapsing. Guile is trying to get to Chun-li while Abel holds Seth off and they both retrieved the data. Before Chun-Li is rescued by Guile, Gen got her out of the room she was trapped in, having witnessed the aforementioned battle between Akuma and Gouken. After all of the above events, Blanka, Sakura, and Dan return to Hong Kong to continue their training journey where he reunites with his mother. Each of these moments is told in separate scenes in each of the mentioned characters' (sans Abel) ending cutscenes. The PlotHole in this, however, is that some of these ending scenes (Akuma and Guile's) show Seth defeated or being defeated. Although if Bison's ending is anything to go by, they may have been fighting one of Seth's clones.
** Rose's story all the way from ''IV'' is told like this when merged with her story in ''Super''. In ''IV'', after defeating Seth, she is ambushed by Bison and knocked out unconscious. In ''Super'', she's in a dark void wondering if she's dead or not and where she is, when she opens her eyes and sees Guy trying to wake her up. Guy's Arcade story reveals he was the one that took out Bison and saved Rose, leading to the aforementioned waking up scene.
* SoundtrackDissonance: Rival Battles begin with a dramatic piece of music combined with some OminousLatinChanting. This goes for ''every'' "rivalry", even those that aren't serious (Dee Jay vs. Rufus, Ibuki vs. Sakura, etc.).
* ThemeMusicPowerUp:
** Played straight ''and'' {{subverted|Trope}} in ''IV''. The Rival Battles may or may not use the theme music of the character you're using.
** Played fully straight in ''Super''. Whoever you're fighting as, that's the character whose theme you're gonna hear. Especially good since everyone has their [[{{Leitmotif}} distinctive themes]], unlike in ''IV''. Unless you're playing online, in which case you will ''always'' hear the theme music of whoever you are fighting. You'll be hearing their music while they will be hearing yours. You only ever hear your own theme music if you fight against yourself or watch your character on the replay channels.
** This goes back to being both straight ''and'' subverted in ''Ultra'', where, by random, the theme of the stage, the character you are playing as, or the character your rival is will play.
** Still subverted in the case of Akuma and Gouken; during their Rival Battles or when playing against them online, their respective themes when faced as a boss are instead swapped out for a remix of Ryu's theme (Ryu serves as their rival in Arcade Mode). Their themes will only play when they are fought as hidden bosses, unless you're on the 3DS.
* ThemeTuneRap: The version of Cody's theme [[https://www.youtube.com/watch?v=PtRQfM6FlQI with lyrics]] could serve as this for the game as a whole:
--> ''I came here to be the best, you ain't takin' me, son\\
2,000 people and I'mma scrape 2,001\\
I came to stare 'em in their faces when they tell me I'm wrong\\
Hit 'em with jump Strong, Metsu Shoryuken, it's on!\\
I'm the science of a fireball, something to inspire y'all\\
Started small, I came here to Evolution to evolve\\
I'm a nation in its prime, a masterpiece, the greatest kind\\
Super Street Figher IV, it's about damn time''
* ThirdIs3D: Sort of; the third revision of the home console version is ''Super Street Fighter IV: 3D Edition'' for the Nintendo 3DS.
* TrainingStage: This stage is automatically chosen in Training Mode, complete with an announcer voice clip. Also, the "sandbag" is noneless than [[JokeCharacter Dan Hibiki]].
* TurnsRed: Literally with Red Focus in ''Ultra''. When used defensively, you absorb an infinite amount of hits (sans armor breaking moves) and build Ultra meter at an increased rate for the cost of 2 bars. When used offensively, it costs an extra bar for a total of 3, but crumples on Level 1, allowing for extended combos or confirms from far reaching pokes into combos.
* UnblockableAttack[=/=]InvulnerableAttack: Focus Attacks, which become the former upon [[ChargeAttack reaching their third and final level of charge]]. To balance out the latter, each character has at least one move with [[ArmorPiercingAttack Armor Break properties]] (denoted by a lightning bolt in their command list).
* VariableMix: Each stage features both an "Ultra" and "Heavy Damage" (i.e. near K.O.) variant for the BGM.
* VideoGame3DLeap:
** ''Street Fighter IV'' experienced a presentation upgrade with a graphical switch to 3D but gameplay that mostly remained on a 2D plane.
** It also heralded something of [[GenreRelaunch a renaissance of 2D fighters with 3D graphics]], being followed most notably by the ''Franchise/MortalKombat'' [[VideoGame/MortalKombat9 reboot]], Capcom's own ''VideoGame/MarvelVsCapcom3'', and ''VideoGame/GuiltyGear Xrd''.
* AWinnerIsYou:
** In the iPhone version of ''SFIV'', winning the tournament results in a stylized picture of your character and the word "Congratulations!" And an advertising movie for ''SSFIV''. Which isn't available on the iPhone anyway.
** This is mitigated in ''Volt'' in which winning nets you a short video of your character, along with achievements.
* YouAreNumberSix: The {{super soldiers}} engineered by the Shadaloo Intimidation Network ([[FunWithAcronyms S.I.N.]]). There's at least twenty-six of them, with Seth being #15. [[note]]In Seth's Arcade Mode, he instead faces #21.[[/note]]