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	<title>Comments on: Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (The Story So Far / Updates on Character Changes)</title>
	<link>http://blog.capcom.com/archives/1121</link>
	<description>All sorts of goodness from Capcom Entertainment, Inc.</description>
	<pubDate>Sun, 08 Nov 2009 00:26:30 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.2.3</generator>

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		<title>By: dawolf57</title>
		<link>http://blog.capcom.com/archives/1121#comment-9362</link>
		<dc:creator>dawolf57</dc:creator>
		<pubDate>Wed, 23 Apr 2008 01:35:13 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1121#comment-9362</guid>
		<description>Just a question about Blanka, when you said he already had a good match up against vega in ST did you mean dictator or claw?  Becuase I always thought that claw was a tough match for blanka, aside from up ball to counter wall dives I dont think that he has any other options.

Also I wanted to suggest some changes to make his electricity move a bit more fun to use,  if this move can be modified to help Blanka deal some chip damage or so that it cancels out fire balls kinda like Zangief's green hand while at the same time the fire ball stops electricity and makes Blanka take longer to recover from it.  In the second sugestion I can see the move having some uses against most fire ball characters but maybe Guile or Dhalsim can make use of the added recovery to pressure or punish Blanka from the right distance.</description>
		<content:encoded><![CDATA[<p>Just a question about Blanka, when you said he already had a good match up against vega in ST did you mean dictator or claw?  Becuase I always thought that claw was a tough match for blanka, aside from up ball to counter wall dives I dont think that he has any other options.</p>
<p>Also I wanted to suggest some changes to make his electricity move a bit more fun to use,  if this move can be modified to help Blanka deal some chip damage or so that it cancels out fire balls kinda like Zangief&#8217;s green hand while at the same time the fire ball stops electricity and makes Blanka take longer to recover from it.  In the second sugestion I can see the move having some uses against most fire ball characters but maybe Guile or Dhalsim can make use of the added recovery to pressure or punish Blanka from the right distance.</p>
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		<title>By: omfglearntoplay</title>
		<link>http://blog.capcom.com/archives/1121#comment-7954</link>
		<dc:creator>omfglearntoplay</dc:creator>
		<pubDate>Mon, 14 Apr 2008 15:54:52 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1121#comment-7954</guid>
		<description>Sorry forgot to put in my 2 cents: I think the non-invulnerable DP on Ryu is more fair (whatever he has in super turbo), because if you do it at the very last second, he never gets hit out of it by any normal moves... and if you time it incorrectly there is a small chance you'll trade hits, which seems fair. We had a guy who was so good at timing on Ryu's dragon punch in my old arcade scene, that we only noticed the vulnerability when other people played him.</description>
		<content:encoded><![CDATA[<p>Sorry forgot to put in my 2 cents: I think the non-invulnerable DP on Ryu is more fair (whatever he has in super turbo), because if you do it at the very last second, he never gets hit out of it by any normal moves&#8230; and if you time it incorrectly there is a small chance you&#8217;ll trade hits, which seems fair. We had a guy who was so good at timing on Ryu&#8217;s dragon punch in my old arcade scene, that we only noticed the vulnerability when other people played him.</p>
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		<title>By: omfglearntoplay</title>
		<link>http://blog.capcom.com/archives/1121#comment-7953</link>
		<dc:creator>omfglearntoplay</dc:creator>
		<pubDate>Mon, 14 Apr 2008 15:51:03 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1121#comment-7953</guid>
		<description>@maglito

I thought in the old article it said that all Ken/Ryn dragon punches were made invulnerable. Did I get that wrong... might have to go find them? 

Yeah, I still break out my 3D0 to play super turbo (speaking of which, is it possible to select OldSagat or other old characters on the 3d0?)... and will likely also be getting a PS3 for the new SF releases. At least now you can get a badass joystick from http://www.xgaming.com/tankstick-arcade-game.shtml that will play on most systems at least with converters.</description>
		<content:encoded><![CDATA[<p>@maglito</p>
<p>I thought in the old article it said that all Ken/Ryn dragon punches were made invulnerable. Did I get that wrong&#8230; might have to go find them? </p>
<p>Yeah, I still break out my 3D0 to play super turbo (speaking of which, is it possible to select OldSagat or other old characters on the 3d0?)&#8230; and will likely also be getting a PS3 for the new SF releases. At least now you can get a badass joystick from <a href="http://www.xgaming.com/tankstick-arcade-game.shtml" rel="nofollow">http://www.xgaming.com/tankstick-arcade-game.shtml</a> that will play on most systems at least with converters.</p>
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		<title>By: TurtlePower</title>
		<link>http://blog.capcom.com/archives/1121#comment-7595</link>
		<dc:creator>TurtlePower</dc:creator>
		<pubDate>Mon, 14 Apr 2008 05:06:53 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1121#comment-7595</guid>
		<description>The fireballs are not 20% less effective than they were in Super Turbo, you must have completely not comprehended this statement: "This is a delicate thing, so don’t misunderstand me. If we have a scale of 1 to 10, where 10 is the effectiveness of fireballs in Super Turbo and 1 is the effectiveness in SF3: 3rd Strike, I’m shooting for an 8".  He is saying that in the gap of fireball effectiveness between the two games, Remix will match very closely to Turbo.  A 20% reduction would move that scale way closer to 3rd Strike than to Super Turbo.</description>
		<content:encoded><![CDATA[<p>The fireballs are not 20% less effective than they were in Super Turbo, you must have completely not comprehended this statement: &#8220;This is a delicate thing, so don’t misunderstand me. If we have a scale of 1 to 10, where 10 is the effectiveness of fireballs in Super Turbo and 1 is the effectiveness in SF3: 3rd Strike, I’m shooting for an 8&#8243;.  He is saying that in the gap of fireball effectiveness between the two games, Remix will match very closely to Turbo.  A 20% reduction would move that scale way closer to 3rd Strike than to Super Turbo.</p>
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		<title>By: Braeden</title>
		<link>http://blog.capcom.com/archives/1121#comment-7333</link>
		<dc:creator>Braeden</dc:creator>
		<pubDate>Sun, 13 Apr 2008 09:10:04 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1121#comment-7333</guid>
		<description>I have to concur somewhat with the above assesment. 
As it stands now, sparring with Ken sounds like a pretty rough time for our boy. 
Ryu is the iconic fighting game protagonist, and it allways hurts my soul when I see him diminished and relagated to a character played only by people who play exclusively "for fun;" and by geniuses who practice twice as much for the same results they would get with a top tier character just so they can use him in tournaments. 
I love the idea of a fake fireball, (though I definately think it should utilize the same sound effect as a real one;) but I don't want to see Ryu turn into a low tier stunt character played for "distance practice." 
Ryu had such a confident, solid feel in hyper fighting, I think people would love to see that sort of Ryu represented in this game. Was that Ryu a bit frightening? Sure...but he's the best fighter in the world, right? 
Shouldn't people worry about more than just whether they're going to get fireballed to death? 
Isn't is somehow perverse that when your opponent picks Ryu, you think: "Thank god he didn't pick Vega?"  
I understand that to honor the original game, moving characters relative power levels too much may be to be avoided; but surely there are many people who feel, as I do, that Ryu sitting somewhere below Balrog and Dhalasim seems somehow out of sorts. I think that giving Ryu back his old hyper fighting DP, at least at the jab setting, or even just in strong or fierce, so there's a price to misguessing, wouldn't be tipping the scales too much in his favor.  
And perhaps a slightly more involved input command, (fierce during a dash or qcb+f,) for the sliding fierce; that thing goes all over the place.
Thanks for taking the time to indulge my rambling. 
-Braeden</description>
		<content:encoded><![CDATA[<p>I have to concur somewhat with the above assesment.<br />
As it stands now, sparring with Ken sounds like a pretty rough time for our boy.<br />
Ryu is the iconic fighting game protagonist, and it allways hurts my soul when I see him diminished and relagated to a character played only by people who play exclusively &#8220;for fun;&#8221; and by geniuses who practice twice as much for the same results they would get with a top tier character just so they can use him in tournaments.<br />
I love the idea of a fake fireball, (though I definately think it should utilize the same sound effect as a real one;) but I don&#8217;t want to see Ryu turn into a low tier stunt character played for &#8220;distance practice.&#8221;<br />
Ryu had such a confident, solid feel in hyper fighting, I think people would love to see that sort of Ryu represented in this game. Was that Ryu a bit frightening? Sure&#8230;but he&#8217;s the best fighter in the world, right?<br />
Shouldn&#8217;t people worry about more than just whether they&#8217;re going to get fireballed to death?<br />
Isn&#8217;t is somehow perverse that when your opponent picks Ryu, you think: &#8220;Thank god he didn&#8217;t pick Vega?&#8221;<br />
I understand that to honor the original game, moving characters relative power levels too much may be to be avoided; but surely there are many people who feel, as I do, that Ryu sitting somewhere below Balrog and Dhalasim seems somehow out of sorts. I think that giving Ryu back his old hyper fighting DP, at least at the jab setting, or even just in strong or fierce, so there&#8217;s a price to misguessing, wouldn&#8217;t be tipping the scales too much in his favor.<br />
And perhaps a slightly more involved input command, (fierce during a dash or qcb+f,) for the sliding fierce; that thing goes all over the place.<br />
Thanks for taking the time to indulge my rambling.<br />
-Braeden</p>
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		<title>By: Master Bigode</title>
		<link>http://blog.capcom.com/archives/1121#comment-7332</link>
		<dc:creator>Master Bigode</dc:creator>
		<pubDate>Sun, 13 Apr 2008 03:14:21 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1121#comment-7332</guid>
		<description>Charge back then press forward + Kick.</description>
		<content:encoded><![CDATA[<p>Charge back then press forward + Kick.</p>
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		<title>By: maglito</title>
		<link>http://blog.capcom.com/archives/1121#comment-7329</link>
		<dc:creator>maglito</dc:creator>
		<pubDate>Sat, 12 Apr 2008 16:27:06 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1121#comment-7329</guid>
		<description>Is is futile to keep asking for at least one of RYU's dragon punches to be "juiced up" (un-nerfed) ala Ken's DP?  RYU has no changes other then a fake fireball and fireballs are supposed to be 20% less effective in this game.  Give me at least one DP (the jab, I don't care) that I can't get mid air kick or punched out of and I'll be satisfied.  It seems like in this re-mix RYU will be towards the bottom tier rather than mid with so many other characters able to avoid fireballs and all the lower characters getting "juiced up".  Is this really where you want your star character?  Again, let me know if this is futile and I'll give it up.  Of course I'll buy it either way -- I own every version of every street fighter game ever made (on at least one home console, even bought a 3DO for this game the first time around and I just bought a PS3 for this one...SSF2T is always the one that requires the most investment).
Thanks for reading.</description>
		<content:encoded><![CDATA[<p>Is is futile to keep asking for at least one of RYU&#8217;s dragon punches to be &#8220;juiced up&#8221; (un-nerfed) ala Ken&#8217;s DP?  RYU has no changes other then a fake fireball and fireballs are supposed to be 20% less effective in this game.  Give me at least one DP (the jab, I don&#8217;t care) that I can&#8217;t get mid air kick or punched out of and I&#8217;ll be satisfied.  It seems like in this re-mix RYU will be towards the bottom tier rather than mid with so many other characters able to avoid fireballs and all the lower characters getting &#8220;juiced up&#8221;.  Is this really where you want your star character?  Again, let me know if this is futile and I&#8217;ll give it up.  Of course I&#8217;ll buy it either way &#8212; I own every version of every street fighter game ever made (on at least one home console, even bought a 3DO for this game the first time around and I just bought a PS3 for this one&#8230;SSF2T is always the one that requires the most investment).<br />
Thanks for reading.</p>
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		<title>By: Owwmykneecap</title>
		<link>http://blog.capcom.com/archives/1121#comment-7326</link>
		<dc:creator>Owwmykneecap</dc:creator>
		<pubDate>Sat, 12 Apr 2008 15:10:39 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1121#comment-7326</guid>
		<description>All i know is I'd love Chun to have the spinning bird back.</description>
		<content:encoded><![CDATA[<p>All i know is I&#8217;d love Chun to have the spinning bird back.</p>
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		<title>By: Calibretto</title>
		<link>http://blog.capcom.com/archives/1121#comment-7325</link>
		<dc:creator>Calibretto</dc:creator>
		<pubDate>Sat, 12 Apr 2008 06:48:51 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1121#comment-7325</guid>
		<description>Please give Chun-Li back her downforward+Roundhouse backflip move.  I heard you talking about removing it in the 1UP video because you think it's worthless.  No, it's not.  I like that move a lot.  Please reconsider.</description>
		<content:encoded><![CDATA[<p>Please give Chun-Li back her downforward+Roundhouse backflip move.  I heard you talking about removing it in the 1UP video because you think it&#8217;s worthless.  No, it&#8217;s not.  I like that move a lot.  Please reconsider.</p>
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		<title>By: Saner</title>
		<link>http://blog.capcom.com/archives/1121#comment-7324</link>
		<dc:creator>Saner</dc:creator>
		<pubDate>Sat, 12 Apr 2008 05:57:32 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1121#comment-7324</guid>
		<description>good decisions.  more testing may result in better balance. but yep, it's looking better than before.</description>
		<content:encoded><![CDATA[<p>good decisions.  more testing may result in better balance. but yep, it&#8217;s looking better than before.</p>
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