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4Gamer:** At Capcom’s EVO 2014 panel session, there was an announcement about future updates for Ultra Street Fighter 4. Could you please talk a little more about the subject, for the sake of [4Gamer’s] Japanese readers?
Capcom’s Tomoaki Ayano: That announcement was made about 1 to 2 months after the game was released in North America, after we’ve received quite a number of requests on things players over there were hoping we could implement. Things like support for Edition Select online, and for Training mode to support a Delayed Wakeup setting.
Capcom’s Koichi Sugiyama: We still can’t say anything with regards to when these features will be implemented, but we’re currently still looking into a way to implement them.
Ayano: And from this point onwards we’re also taking feedback and requests from Japanese players (since the game was released in Japan only in August), on things like what sort of functionality or features they’d like to see get added. As such, we’re “ultra pro-actively” looking into adding these features – please write that in a [super positive] manner in your story laughs.
4Gamer: Okay, understood laughs. Let’s talk a little more about the balance updates that’s been released for the game. The arcade version of USF4 was updated to ver. 1.01 right around the time of the console release in North America, and then within a relatively short span, a 1.02 update patch was released. Can we expect future patches to be issued at a similar pace?
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Sugiyama:** Of course, we do plan on further adjusting the game’s balance. However, as in October we’re organizing a Japan national tournament, and even in December there’s the Capcom Cup in North America, with Capcom Pro Tour preliminaries all the way leading up to that. As such, we’d like to refrain on making any sort of major adjustments for a while.
Ayano: Even with the update patch that came right after the game’s console version release in Japan (Ver. 1.02), we stopped only at fixing unintended glitches and bugs, and refrained from making battle balance changes.
**4Gamer: **In other words, you’re saying that at the very least, balance changes to the game will not be made anytime this year at all, correct?
Sugiyama: That’s right. Even with all of the feedback we’ve collected so far, what we’ve noticed is that if we make changes to characters’ capabilities too frequently, that’s not something that will be welcomed by the players. And by that I don’t mean just the pro gamers and players within the tournament community. Even general players outside of those groups do not take the frequent changes very well.
**Ayano: **Of course, there is some feedback from players saying that they’d love to see balance changes made to the game at shorter intervals. But if we really heeded that feedback and chose to roll out more frequent balance changes, [after the changes are rolled out] players will just be waiting for the next set of balance changes announcement, and end up not playing the game. So that’s a slippery slope to get into.
4Gamer: Ah, I see. Well then, with the next balance update, it might be possible for you to give it a subtitle like with Ver. 2012, I suppose?
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Ayano:** That might be possible, or we might not add a subtitle. We haven’t really decided.
Sugiyama: The balance in the game right now doesn’t seem to be that bad, right? Or at least, that’s what we’d like to think. After EVO 2014, when we spoke to the top players at the tournament, the consensus seemed to be, “within the 44 characters in the game, over half of them possess the potential to win at the tournament”. In order to see if that’s really the case, I think it would be good to continue monitoring the situation for now.