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Ultra Street Fighter II shows gameplay of its first-person mode

Capcom showed Way of the Hado, Ultra Street Fighter II’s first-person mode for Switch in which Ryu is controlled with Joy-Con motion.

Ultra Street Fighter II: The Final Challengers
Image: Capcom

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Since the first trailer of Ultra Street Fighter II: The Final Challengers was shown, one short scene has stuck in many people’s heads: Ryu’s arms, seen in first person, firing a Hadouken at a Shadaloo soldier. For a few weeks, nobody really knew what that was. In February 2017, Capcom confirmed it was a first-person mode and, on the 15th, showed how it works.

The mode is called Way of the Hado. The player holds a Joy-Con in each hand and performs Ryu’s moves with their body: Hadouken, Shoryuken and Tatsumaki Senpukyaku come from gestures, not controller commands. The goal is to take down as many Shadaloo soldiers as possible, with M. Bison waiting as the boss. There are three options: Stage Mode, with Beginner, Standard and Hard difficulties, Endless Mode and a training mode. As the player progresses, they accumulate points to strengthen Ryu.

For those who have studied Street Fighter II for decades, the curiosity was natural. The series has always been about reading the opponent, distance and reaction time. Turning the Hadouken into a physical movement is a different proposition, closer to an attraction than a fight. It is worth looking at calmly before judging.

Check out the gameplay below:

[youtube link=”https://www.youtube.com/watch?v=tqfbKZ0blj4&app=desktop” width=”880″ height=”440″]

What came next

Ultra Street Fighter II arrived on the Nintendo Switch on May 26, 2017, as part of the franchise’s 30th anniversary celebrations. Besides Way of the Hado, the game brought two new fighters, Evil Ryu and Violent Ken, and let you switch between the original pixel art graphics, in 4:3, and UDON’s high-definition art, in widescreen. Reception was lukewarm: an average of 66 on Metacritic, with criticism of the price and of the first-person mode itself, considered shallow with imprecise motion control. Even so, sales passed 500,000 copies by 2018, above what Capcom expected. In the end, the classic fighting remained the reason to play.

Source: Capcom.

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A fighting game master and wise beyond his years, Sapo is calm and centered, and religiously avoids sportslike to stay that way. At SavePoint, he writes about fighting games and the competitive scene.

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