Ultra SF4 Development Update

Oct 04, 2013 // ComboFiend

In this week’s blog, Ayano-san talks about the methods Capcom Japan uses to test out the newer builds of Ultra as they come in. If the picture didn’t give it away, you can continue on. 

Hey everyone, Tomoaki Ayano here!

Recently we had our yearly company health checkup. I’ve been pretty tired and out of it in general, so I was apprehensive about what the result would be. Fortunately my results came back completely normal! What a relief.

But I’m sure you don’t check this blog to read about my health, you want to know what’s going on with the development of Ultra SF4. Rest assured that things are progressing well!

We have a few arcade machines here at work, so when we get new game data we swap it in and adjust the settings just like the guys who work at the arcade. When I was younger I used to go to the arcades every day. Never in my wildest dreams did I imagine that every week I’d be working on an arcade cabinet in the future.

(By the way, Lil’ Ono has one in his room as well.)

Today I was checking out the special moves for the new characters. Every day we put careful thought into fine tuning the game, thinking about things such as, “hmm, maybe we should increase the recovery on this move…”

↑Rolento’s super in action! Whoaaaaaa! …And that’s all you get for screenshots!

I want to hold a location test in the near future…but unfortunately that’s all I can say at the moment.