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	<title>Comments on: Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 9, Fei Long)</title>
	<link>http://blog.capcom.com/archives/1105</link>
	<description>All sorts of goodness from Capcom Entertainment, Inc.</description>
	<pubDate>Fri, 08 Aug 2008 19:00:53 +0000</pubDate>
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		<title>By: g_virux99</title>
		<link>http://blog.capcom.com/archives/1105#comment-7330</link>
		<dc:creator>g_virux99</dc:creator>
		<pubDate>Sat, 12 Apr 2008 16:51:29 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1105#comment-7330</guid>
		<description>About someone's thought of changing fei long's flame kick motion to normal DP motion, that is not a good idea.  

One good thing about the reverse DP motion of the flame kick is that it can be use to option select when used with negative edge.  Let say you getting up.  You can do a reversal flame kick with negative edge.  That way, if you miss time the flame kick, you'll end up in crouch block and no move comes out.  This is very safe.  If you didn't miss time, you'll get a reversal flame kick.  This is a very useful trick and not many characters in the game have advantage like that.</description>
		<content:encoded><![CDATA[<p>About someone&#8217;s thought of changing fei long&#8217;s flame kick motion to normal DP motion, that is not a good idea.  </p>
<p>One good thing about the reverse DP motion of the flame kick is that it can be use to option select when used with negative edge.  Let say you getting up.  You can do a reversal flame kick with negative edge.  That way, if you miss time the flame kick, you&#8217;ll end up in crouch block and no move comes out.  This is very safe.  If you didn&#8217;t miss time, you&#8217;ll get a reversal flame kick.  This is a very useful trick and not many characters in the game have advantage like that.</p>
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		<title>By: omfglearntoplay</title>
		<link>http://blog.capcom.com/archives/1105#comment-7266</link>
		<dc:creator>omfglearntoplay</dc:creator>
		<pubDate>Wed, 09 Apr 2008 13:59:55 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1105#comment-7266</guid>
		<description>@Seth

I appreciate the answer, and you have convinced me. After playing Fei Long last night at home to test some things myself, I started to come to the same conclusions vs Bison (American version) and 'Gief. I am still worried how he'll deal with Balrog (American version) though. Maybe his new short flying kick will be used in a defensive way? After watching some youtube videos of Fei Long vs Dhalsim, I'm hoping the ease of execution of the flying kicks are going to give him enough chances to "get in" there to make that match balanced. I get the feeling that match up used to feel so lopsided because I couldn't walk forward and get the flying kicks out in the same split second. 

Your point on making him more well-rounded and less a "this is your one chance" makes perfect sense, and is quite a better way to make the game I think. 

@UltraDavid

Don't forget that they increased the vulnerability of the chicken wings in the air... so at least at the right distance you have an easier way of dealing with it. quoted "Flying Kicks have worse priority air-to-air during the first hit, so it’s easier to counter them with a jumping attack if you predict them." This is a pretty big hit on Fei Long, but it sounds like these guys spent a lot of time getting him right... so it's probably pretty balanced.  

Also, the damage on the juggle is probably very reduced. I wouldn't worry about it being damaging anything like his old combo since that was the point of their nerf.</description>
		<content:encoded><![CDATA[<p>@Seth</p>
<p>I appreciate the answer, and you have convinced me. After playing Fei Long last night at home to test some things myself, I started to come to the same conclusions vs Bison (American version) and &#8216;Gief. I am still worried how he&#8217;ll deal with Balrog (American version) though. Maybe his new short flying kick will be used in a defensive way? After watching some youtube videos of Fei Long vs Dhalsim, I&#8217;m hoping the ease of execution of the flying kicks are going to give him enough chances to &#8220;get in&#8221; there to make that match balanced. I get the feeling that match up used to feel so lopsided because I couldn&#8217;t walk forward and get the flying kicks out in the same split second. </p>
<p>Your point on making him more well-rounded and less a &#8220;this is your one chance&#8221; makes perfect sense, and is quite a better way to make the game I think. </p>
<p>@UltraDavid</p>
<p>Don&#8217;t forget that they increased the vulnerability of the chicken wings in the air&#8230; so at least at the right distance you have an easier way of dealing with it. quoted &#8220;Flying Kicks have worse priority air-to-air during the first hit, so it’s easier to counter them with a jumping attack if you predict them.&#8221; This is a pretty big hit on Fei Long, but it sounds like these guys spent a lot of time getting him right&#8230; so it&#8217;s probably pretty balanced.  </p>
<p>Also, the damage on the juggle is probably very reduced. I wouldn&#8217;t worry about it being damaging anything like his old combo since that was the point of their nerf.</p>
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		<title>By: UltraDavid</title>
		<link>http://blog.capcom.com/archives/1105#comment-7138</link>
		<dc:creator>UltraDavid</dc:creator>
		<pubDate>Tue, 08 Apr 2008 22:37:36 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1105#comment-7138</guid>
		<description>I'm a little worried that invincible chicken wing could be as much if not more of an annoyance in the corner against down-charge characters and characters whose reversals don't really help against chicken wing.  I mean, 14 frames of invulnerability is a lot.  Any way you guys could allay those fears?  Why not just give the move a very small hitbox at Fei's top-back area to make it possible for him to get around fireballs more easily while making it possible for people to knock him out of it if he does it up close?

And now that Fei's offense is better, why make his flame kicks better for defensive purposes (ie not making Fei risk that the opponent won't get knocked down when pianoing on wakeup).  You're making him considerably better on offense and balancing that by making him a little better on defense?  How about making flame kick do less damage?  This seems especially important considering that a flame kick plus two hits of chicken wing equaled a lot of damage in ST, and if that's a combo now, it could be unnecessarily strong.</description>
		<content:encoded><![CDATA[<p>I&#8217;m a little worried that invincible chicken wing could be as much if not more of an annoyance in the corner against down-charge characters and characters whose reversals don&#8217;t really help against chicken wing.  I mean, 14 frames of invulnerability is a lot.  Any way you guys could allay those fears?  Why not just give the move a very small hitbox at Fei&#8217;s top-back area to make it possible for him to get around fireballs more easily while making it possible for people to knock him out of it if he does it up close?</p>
<p>And now that Fei&#8217;s offense is better, why make his flame kicks better for defensive purposes (ie not making Fei risk that the opponent won&#8217;t get knocked down when pianoing on wakeup).  You&#8217;re making him considerably better on offense and balancing that by making him a little better on defense?  How about making flame kick do less damage?  This seems especially important considering that a flame kick plus two hits of chicken wing equaled a lot of damage in ST, and if that&#8217;s a combo now, it could be unnecessarily strong.</p>
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		<title>By: Seth Killian</title>
		<link>http://blog.capcom.com/archives/1105#comment-7102</link>
		<dc:creator>Seth Killian</dc:creator>
		<pubDate>Tue, 08 Apr 2008 19:12:45 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1105#comment-7102</guid>
		<description>Thoughts varied on the flying kick recovery, but one of the overall themes that has emerged is a de-emphasis on instant death situations with a corresponding increase in overall opportunities.  

So instead of Fei Long getting totally dominated for the entire match then finally landing one lucky flying kick into st. fierce, rekka x3, Fei Long is able to get through defenses more easily but not able to do 70%+ combos off of one move that has become both safer and more effective.  Also note that in most matches, Fei Long never actually lands that flying kick for the same reasons:  it's too hard to get in.  

Fei Long was also able to "lock down" some characters with flying kick traps like Bison (Dictator) and Zangief, as well as giving other characters like Vega a really hard time once he made you block once.  We're definitely against easily repeated loops/traps, so that was another consideration.  

The improved Rekkas are definitely a big help, and the super makes a huge difference IMO--much more like Balrog's super now:  when he has it charged, it fundamentally changes the match.  

Overall Fei Long is a lot of fun, has some silly juggles, etc.  He's become less of a "get your one shot or you die" character and has become more overall effective.</description>
		<content:encoded><![CDATA[<p>Thoughts varied on the flying kick recovery, but one of the overall themes that has emerged is a de-emphasis on instant death situations with a corresponding increase in overall opportunities.  </p>
<p>So instead of Fei Long getting totally dominated for the entire match then finally landing one lucky flying kick into st. fierce, rekka x3, Fei Long is able to get through defenses more easily but not able to do 70%+ combos off of one move that has become both safer and more effective.  Also note that in most matches, Fei Long never actually lands that flying kick for the same reasons:  it&#8217;s too hard to get in.  </p>
<p>Fei Long was also able to &#8220;lock down&#8221; some characters with flying kick traps like Bison (Dictator) and Zangief, as well as giving other characters like Vega a really hard time once he made you block once.  We&#8217;re definitely against easily repeated loops/traps, so that was another consideration.  </p>
<p>The improved Rekkas are definitely a big help, and the super makes a huge difference IMO&#8211;much more like Balrog&#8217;s super now:  when he has it charged, it fundamentally changes the match.  </p>
<p>Overall Fei Long is a lot of fun, has some silly juggles, etc.  He&#8217;s become less of a &#8220;get your one shot or you die&#8221; character and has become more overall effective.</p>
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		<title>By: omfglearntoplay</title>
		<link>http://blog.capcom.com/archives/1105#comment-7099</link>
		<dc:creator>omfglearntoplay</dc:creator>
		<pubDate>Tue, 08 Apr 2008 18:54:53 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1105#comment-7099</guid>
		<description>Interesting read on Fei Long. He definitely needed help vs Honda and Guile (and old Sagat and Balrog). I am a huge diehard fan of his, so now I have one bit of beef. Why nerf the flying kicks recovery? Was it because of the invulnerable start up on the short version being too good? Because if I understand, it sounds like you were saying his offense with the flying kicks was too good vs certain characters even in super turbo. Was it really? I only had one friend that complained about them, and he was just a little slow on response times (reflexes). Other than that, I found their priority to be balanced and mostly effective against someone who was overly defensive and kinda slow (my one friend). 

Fei Long's main threat with the kicks was the scare factor of the big combo... so I'm still scratching my head at all these nerfs. 

By the way... how does he deal with Dhalsim and Old Sagat, his other two near impossible matchups? Does the new super somehow make up for the problems? 

One more thing - what about more invulnerability/hitability on the flame kicks, similar to the buff Sagat, Ryu, and Ken got? 

Well, you have been doing a good job with the other characters, so maybe the increased range on the Rekkas and the new improved super make him so good he doesn't need his kicks. I'm not sure I see it but I hope so, because I would really like a chance to play him and win vs those old near-impossible match ups. 

Can't wait to get my hands on this game!</description>
		<content:encoded><![CDATA[<p>Interesting read on Fei Long. He definitely needed help vs Honda and Guile (and old Sagat and Balrog). I am a huge diehard fan of his, so now I have one bit of beef. Why nerf the flying kicks recovery? Was it because of the invulnerable start up on the short version being too good? Because if I understand, it sounds like you were saying his offense with the flying kicks was too good vs certain characters even in super turbo. Was it really? I only had one friend that complained about them, and he was just a little slow on response times (reflexes). Other than that, I found their priority to be balanced and mostly effective against someone who was overly defensive and kinda slow (my one friend). </p>
<p>Fei Long&#8217;s main threat with the kicks was the scare factor of the big combo&#8230; so I&#8217;m still scratching my head at all these nerfs. </p>
<p>By the way&#8230; how does he deal with Dhalsim and Old Sagat, his other two near impossible matchups? Does the new super somehow make up for the problems? </p>
<p>One more thing - what about more invulnerability/hitability on the flame kicks, similar to the buff Sagat, Ryu, and Ken got? </p>
<p>Well, you have been doing a good job with the other characters, so maybe the increased range on the Rekkas and the new improved super make him so good he doesn&#8217;t need his kicks. I&#8217;m not sure I see it but I hope so, because I would really like a chance to play him and win vs those old near-impossible match ups. </p>
<p>Can&#8217;t wait to get my hands on this game!</p>
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		<title>By: Will</title>
		<link>http://blog.capcom.com/archives/1105#comment-6366</link>
		<dc:creator>Will</dc:creator>
		<pubDate>Tue, 08 Apr 2008 01:00:41 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1105#comment-6366</guid>
		<description>If I had a 360, I'd probably buy it on that too. =)</description>
		<content:encoded><![CDATA[<p>If I had a 360, I&#8217;d probably buy it on that too. =)</p>
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		<title>By: Seth Killian</title>
		<link>http://blog.capcom.com/archives/1105#comment-6347</link>
		<dc:creator>Seth Killian</dc:creator>
		<pubDate>Tue, 08 Apr 2008 00:06:23 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1105#comment-6347</guid>
		<description>No plans for PSP at the moment, but buy two copies on PS3/360 and maybe we'll have NO CHOICE but to continue with cross-platform releases.</description>
		<content:encoded><![CDATA[<p>No plans for PSP at the moment, but buy two copies on PS3/360 and maybe we&#8217;ll have NO CHOICE but to continue with cross-platform releases.</p>
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		<title>By: Goryus</title>
		<link>http://blog.capcom.com/archives/1105#comment-6241</link>
		<dc:creator>Goryus</dc:creator>
		<pubDate>Mon, 07 Apr 2008 17:30:36 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1105#comment-6241</guid>
		<description>It's generally accepted to be 1/60th of a second.</description>
		<content:encoded><![CDATA[<p>It&#8217;s generally accepted to be 1/60th of a second.</p>
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		<title>By: Kurous</title>
		<link>http://blog.capcom.com/archives/1105#comment-6234</link>
		<dc:creator>Kurous</dc:creator>
		<pubDate>Mon, 07 Apr 2008 08:56:59 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1105#comment-6234</guid>
		<description>@duggie

I don't know the answer to your question, but I can give you enough info to figure it out. You have to know what framerate the game is using. Lets assume 60 fps, then 5 frames would take 5/60, or 1/12th of a second to execute. Which is insanely fast, so you don't render a frame of animation on each screen update, you delay, and only do an animation frame on say every 10th frame, so now each "animation frame" is on every 10th update, or 1/6th of a second, so now 5 frames takes 5/6th of a second, which is kinda slow but you get the idea. You'd need to find out what framerate HD remix runs at, and what interval those frames are being executed at for that move to get the execution time.

@Will

While seeing a PSP version sounds cool, I don't see it happening, they've built this version for a high definition format, downscaling every single piece of artwork for the PSP and porting the code is a big job. Maybe hope for remote play support.</description>
		<content:encoded><![CDATA[<p>@duggie</p>
<p>I don&#8217;t know the answer to your question, but I can give you enough info to figure it out. You have to know what framerate the game is using. Lets assume 60 fps, then 5 frames would take 5/60, or 1/12th of a second to execute. Which is insanely fast, so you don&#8217;t render a frame of animation on each screen update, you delay, and only do an animation frame on say every 10th frame, so now each &#8220;animation frame&#8221; is on every 10th update, or 1/6th of a second, so now 5 frames takes 5/6th of a second, which is kinda slow but you get the idea. You&#8217;d need to find out what framerate HD remix runs at, and what interval those frames are being executed at for that move to get the execution time.</p>
<p>@Will</p>
<p>While seeing a PSP version sounds cool, I don&#8217;t see it happening, they&#8217;ve built this version for a high definition format, downscaling every single piece of artwork for the PSP and porting the code is a big job. Maybe hope for remote play support.</p>
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		<title>By: duggie</title>
		<link>http://blog.capcom.com/archives/1105#comment-6231</link>
		<dc:creator>duggie</dc:creator>
		<pubDate>Sun, 06 Apr 2008 20:24:05 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1105#comment-6231</guid>
		<description>How fast is a frame? I don't know how long "5 addition frames of recovery" is, for example.</description>
		<content:encoded><![CDATA[<p>How fast is a frame? I don&#8217;t know how long &#8220;5 addition frames of recovery&#8221; is, for example.</p>
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