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Ultra Street Fighter 4's new training mode allows you to simulate online play with up to 20 frames of input delay, save/reload system detailed

Posted by Nicholas 'MajinTenshinhan' Taylor • May 1, 2014 at noon PDT • Comments: 90

We heard a few details from Ultra Street Fighter 4 producer Tomoaki Ayano about changes to the training mode of the upcoming title a few weeks ago, and now they've been properly confirmed in a blog post over at Capcom's Saikyo blog.


Ayano explains details about the network simulation and the save/reload functions that will be added to Ultra Street Fighter 4's training mode, and how they work.
Hit the jump for the full rundown, as translated by EventHubs' very own MajinTenshinhan.
First off, Ayano explains that with the new save/reload function, training techniques you aren't used to will become much less of a hassle. Say, for example, that you're training how to do a Shoryuken with Ryu and then FADC'ing it into an Ultra. If you do this and fail, now, you'll have to wait for your opponent to stand up, perhaps even reposition yourself after they do so, before you can try again.

Such issues will be but a memory in Ultra Street Fighter 4. In the new and improved training mode, once you've taken a position you're comfortable with, you can press the Start button and choose to 'save' this position. If you happen to fail, or perhaps even succeed and wish to try again, pressing the Select button will return you and your opponent instantly to the saved position.

This is to make training mode itself a lot less tedious when you're grinding new techniques or setups.

Beyond this, there's also been a Network Simulation mode implemented, similar to that which exists in Ultimate Marvel vs. Capcom 3, which allows you to input anywhere from 1 frame up to 20 frames of simulated lag, to replicate the online experience. For online warriors, this is something that might be very useful in the long run.

Source: Capcom Saikyo blog.
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