Generally, there are six attack buttons for both punch and kick commands with three of each type, differing in strength and speed. Similar to past entries, Super Street Fighter IV is played using an eight-way directional system giving players the ability to jump, crouch, and move towards and away from opponents. If there isn't a clear winner by the final match, it will result in a "draw game" (during online play, both players will lose battle points, and player points, in the result of a draw game). If both players deplete their meters at the same time or contain the same amount when the round timer ends, it will result in either a "Double KO" or a draw giving both players a round win. The player wins a round if they deplete their opponent's health meter, or have more health than their opponent when time runs out. The goal is to exhaust the opponent's health meter before the time runs out. The Ultra Combo meter is the one right next to the Super Combo meter. The Ultra combo meter charges up when the player gets hit and so it can also be called a Revenge Meter. To Use a Super Combo or an Ultra Combo, the respective meters have to be full. However, only one Ultra can be selected at a time in a way similar to the Super Arts system in the Street Fighter III series. All characters feature at least two Ultra Combos. The Ultra Combo gauge and moves has been left unchanged since Street Fighter IV. Exclusive additions like Focus- Attacks and separate meters for both Super and Ultra Combos make a return. Much like Street Fighter IV, Super Street Fighter IV features 3D backgrounds and characters played on a 2D plane. One of Super Street Fighter IV 's additional characters, Makoto, performing her Fukiage on Dan Hibiki.