<?xml version="1.0" encoding="UTF-8"?><!-- generator="wordpress/2.2.3" -->
<rss version="2.0" 
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	>
<channel>
	<title>Comments on: Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (Part 11, T. Hawk Revisited!)</title>
	<link>http://blog.capcom.com/archives/1143</link>
	<description>All sorts of goodness from Capcom Entertainment, Inc.</description>
	<pubDate>Sun, 08 Nov 2009 03:15:28 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.2.3</generator>

	<item>
		<title>By: Decca</title>
		<link>http://blog.capcom.com/archives/1143#comment-12074</link>
		<dc:creator>Decca</dc:creator>
		<pubDate>Mon, 12 May 2008 15:27:46 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1143#comment-12074</guid>
		<description>I am really disappointed to hear that T. Hawk is no longer able to do safe negative edge SPD attempts. I always preferred T. Hawk over Zangief, since T. Hawk had no whiff animation for his command throw. Isn't it a possibility to nerf another aspect or make him jump further backwards after a SPD? His negative edge goodness has always been what made him so interesting to play.</description>
		<content:encoded><![CDATA[<p>I am really disappointed to hear that T. Hawk is no longer able to do safe negative edge SPD attempts. I always preferred T. Hawk over Zangief, since T. Hawk had no whiff animation for his command throw. Isn&#8217;t it a possibility to nerf another aspect or make him jump further backwards after a SPD? His negative edge goodness has always been what made him so interesting to play.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: omfglearntoplay</title>
		<link>http://blog.capcom.com/archives/1143#comment-9502</link>
		<dc:creator>omfglearntoplay</dc:creator>
		<pubDate>Thu, 24 Apr 2008 20:14:46 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1143#comment-9502</guid>
		<description>I agree with those saying that the safe jump in is a good part of the offensiveness of the game, and it should stay how it is. It's just the all or nothing options that come out of the same jump ins that need tweaking.</description>
		<content:encoded><![CDATA[<p>I agree with those saying that the safe jump in is a good part of the offensiveness of the game, and it should stay how it is. It&#8217;s just the all or nothing options that come out of the same jump ins that need tweaking.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Spider-Dan</title>
		<link>http://blog.capcom.com/archives/1143#comment-9334</link>
		<dc:creator>Spider-Dan</dc:creator>
		<pubDate>Tue, 22 Apr 2008 22:12:28 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1143#comment-9334</guid>
		<description>The rather simple and low-tech answer to safe jump is the delayed get-up from C/P grooves in CVS2.  However, given the importance of the wakeup game in ST (and SF2 in general), this change would alter the game so fundamentally that you might as well call it Street Fighter II-2.

There is a big, big difference between individual character tweaks and a wholesale gameplay engine change.</description>
		<content:encoded><![CDATA[<p>The rather simple and low-tech answer to safe jump is the delayed get-up from C/P grooves in CVS2.  However, given the importance of the wakeup game in ST (and SF2 in general), this change would alter the game so fundamentally that you might as well call it Street Fighter II-2.</p>
<p>There is a big, big difference between individual character tweaks and a wholesale gameplay engine change.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Seth Killian</title>
		<link>http://blog.capcom.com/archives/1143#comment-9330</link>
		<dc:creator>Seth Killian</dc:creator>
		<pubDate>Tue, 22 Apr 2008 21:33:17 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1143#comment-9330</guid>
		<description>Re: Rising whiff.  

This is pretty interesting as a concept but in practice would not only be beyond the scope of the game to implement, it also wouldn't actually help against a safe-jump jab.  

You can whiff while rising, but the whole thing about safe-jumping is that you recover right away after your jump-in, so if someone was whiffing you could hit them instantly.  At the best, both characters would be recovering at the same time and you could race to do a special move on the ground, or try and throw each other, or something?  

I guess it would also be weird to perform a fancy and difficult input to perform a specialized "nothing."  :)  

Overall safe-jumping is not a problem in general (VERY difficult when you consider that not only do the characters have different jump speeds and arcs, different opponent characters also get up from knock-downs at different speeds), it was just particularly soul-crushing with T. Hawk who could kill you outright at almost any time (pretty impressive for one of the worst characters in the game!).</description>
		<content:encoded><![CDATA[<p>Re: Rising whiff.  </p>
<p>This is pretty interesting as a concept but in practice would not only be beyond the scope of the game to implement, it also wouldn&#8217;t actually help against a safe-jump jab.  </p>
<p>You can whiff while rising, but the whole thing about safe-jumping is that you recover right away after your jump-in, so if someone was whiffing you could hit them instantly.  At the best, both characters would be recovering at the same time and you could race to do a special move on the ground, or try and throw each other, or something?  </p>
<p>I guess it would also be weird to perform a fancy and difficult input to perform a specialized &#8220;nothing.&#8221;  <img src='http://blog.capcom.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>Overall safe-jumping is not a problem in general (VERY difficult when you consider that not only do the characters have different jump speeds and arcs, different opponent characters also get up from knock-downs at different speeds), it was just particularly soul-crushing with T. Hawk who could kill you outright at almost any time (pretty impressive for one of the worst characters in the game!).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Seth Killian</title>
		<link>http://blog.capcom.com/archives/1143#comment-9327</link>
		<dc:creator>Seth Killian</dc:creator>
		<pubDate>Tue, 22 Apr 2008 20:50:29 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1143#comment-9327</guid>
		<description>Both of your suggestions basically work:  you can "dragon punch" (aka Rising Eagle) Honda's torpedo, or dive him out of it (in most situations).  

Similarly Hawk's DP can 1) hit Guile's feet a little bit 2) pass through a sonic booms and hit Guile during recovery.  

The dive is also NOT so slow that Guile can flashkick after throwing a sonic boom at all.  Guile can challenge Hawk's dive with some normal moves (like standing jab), but these are far from safe and work depending on the height from which Hawk does the dive.  Also if they fail Guile is in deep trouble.  

Overall Guile and Honda are still tough fights for Hawk (these are the nature of the characters), but he has chances and can still be devastating with a few clever choices.</description>
		<content:encoded><![CDATA[<p>Both of your suggestions basically work:  you can &#8220;dragon punch&#8221; (aka Rising Eagle) Honda&#8217;s torpedo, or dive him out of it (in most situations).  </p>
<p>Similarly Hawk&#8217;s DP can 1) hit Guile&#8217;s feet a little bit 2) pass through a sonic booms and hit Guile during recovery.  </p>
<p>The dive is also NOT so slow that Guile can flashkick after throwing a sonic boom at all.  Guile can challenge Hawk&#8217;s dive with some normal moves (like standing jab), but these are far from safe and work depending on the height from which Hawk does the dive.  Also if they fail Guile is in deep trouble.  </p>
<p>Overall Guile and Honda are still tough fights for Hawk (these are the nature of the characters), but he has chances and can still be devastating with a few clever choices.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Saner</title>
		<link>http://blog.capcom.com/archives/1143#comment-9323</link>
		<dc:creator>Saner</dc:creator>
		<pubDate>Tue, 22 Apr 2008 20:33:05 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1143#comment-9323</guid>
		<description>what does T.Hawk have against people like Honda
and Guile?   I think his rising eagle should be 
more invincible when going up, that would be a 
good counter to Honda's torpedo, while countering
it with a diving hawk would result in T.Hawk knocking Honda out of the torpedo.

Against Guile, I dunno, his diving eagle is too slow
to get Guile cause GUile could quickly flash kick 
even after throwing a recent sonic boom. a good Guile
is untouchable against T.Hawk.  unless the jab rising hawks could quickly ans safely pass through sonic booms (kinda like Honda's sumo splash).</description>
		<content:encoded><![CDATA[<p>what does T.Hawk have against people like Honda<br />
and Guile?   I think his rising eagle should be<br />
more invincible when going up, that would be a<br />
good counter to Honda&#8217;s torpedo, while countering<br />
it with a diving hawk would result in T.Hawk knocking Honda out of the torpedo.</p>
<p>Against Guile, I dunno, his diving eagle is too slow<br />
to get Guile cause GUile could quickly flash kick<br />
even after throwing a recent sonic boom. a good Guile<br />
is untouchable against T.Hawk.  unless the jab rising hawks could quickly ans safely pass through sonic booms (kinda like Honda&#8217;s sumo splash).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: anythingbutlove</title>
		<link>http://blog.capcom.com/archives/1143#comment-9306</link>
		<dc:creator>anythingbutlove</dc:creator>
		<pubDate>Tue, 22 Apr 2008 18:23:37 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1143#comment-9306</guid>
		<description>Rock, paper, scissors let's take it to the next level..

I understand that there are some limitations to the scope of any video game project however, reading this statement made me see an area for improvement: 


Seth Killian wrote: "Safe jump jab -&#62; low jab -&#62; button-up command throw -&#62; repeat."


why not reward the fallen player who correctly anticipates a "safe jump"? what if there was a throw invulnerable move (like a dragon punch) that did no damage but had a quicker recovery than a dragon punch. This would take the Rock, Paper, Scissors element to the next level and add to the mind game.

just to explain the concept, lets call this move "rising whiff" (just humor me so i can try and make my point). Imagine a fallen player. If he correctly guesses (and times) that his opponent will safe jump than he does this move, "rising whiff." 

&lt;b&gt; If the rising player is correct &lt;/b&gt;&lt;b&gt; : then the safe jump fails the characters miss each other and the rising player has recovered and can then attack his opponent. 

&lt;/b&gt;&lt;b&gt; If the rising player is wrong (or if the move is mistimed) &lt;/b&gt;&lt;b&gt; : Imagine if instead of a safe jump the player in the air does a regular jumping roundhouse kick, or fierce, then the player trying to get up is punished!

as far as project scope is concerned....implementing such a move is a lot of work (what would a rising whiff even look like?) Street Fighter is embraced by the world and over the years it has evolved. The fact that some opponents can time a safe jump, this technique is like a ripple. The changes that you are undertaking in some respects come into contact with this ripple. However, the suggestion I mention at least gives the rising player some options and may further enhance the Rock, Paper, Scissors element ....or not. Maybe a "rising whiff" move that had a quick recovery would result in punishing the player who has worked so hard to get in. I wish I had the means to test such a theory (I envy you Seth Killian). On the other hand, it's no easy feat making changes that will please the legion of Street Fighter fans. Im glad I don't have your job =]&lt;/b&gt;</description>
		<content:encoded><![CDATA[<p>Rock, paper, scissors let&#8217;s take it to the next level..</p>
<p>I understand that there are some limitations to the scope of any video game project however, reading this statement made me see an area for improvement: </p>
<p>Seth Killian wrote: &#8220;Safe jump jab -&gt; low jab -&gt; button-up command throw -&gt; repeat.&#8221;</p>
<p>why not reward the fallen player who correctly anticipates a &#8220;safe jump&#8221;? what if there was a throw invulnerable move (like a dragon punch) that did no damage but had a quicker recovery than a dragon punch. This would take the Rock, Paper, Scissors element to the next level and add to the mind game.</p>
<p>just to explain the concept, lets call this move &#8220;rising whiff&#8221; (just humor me so i can try and make my point). Imagine a fallen player. If he correctly guesses (and times) that his opponent will safe jump than he does this move, &#8220;rising whiff.&#8221; </p>
<p><b> If the rising player is correct </b><b> : then the safe jump fails the characters miss each other and the rising player has recovered and can then attack his opponent. </p>
<p></b><b> If the rising player is wrong (or if the move is mistimed) </b><b> : Imagine if instead of a safe jump the player in the air does a regular jumping roundhouse kick, or fierce, then the player trying to get up is punished!</p>
<p>as far as project scope is concerned&#8230;.implementing such a move is a lot of work (what would a rising whiff even look like?) Street Fighter is embraced by the world and over the years it has evolved. The fact that some opponents can time a safe jump, this technique is like a ripple. The changes that you are undertaking in some respects come into contact with this ripple. However, the suggestion I mention at least gives the rising player some options and may further enhance the Rock, Paper, Scissors element &#8230;.or not. Maybe a &#8220;rising whiff&#8221; move that had a quick recovery would result in punishing the player who has worked so hard to get in. I wish I had the means to test such a theory (I envy you Seth Killian). On the other hand, it&#8217;s no easy feat making changes that will please the legion of Street Fighter fans. Im glad I don&#8217;t have your job =]</b></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Seth Killian</title>
		<link>http://blog.capcom.com/archives/1143#comment-9017</link>
		<dc:creator>Seth Killian</dc:creator>
		<pubDate>Tue, 22 Apr 2008 00:17:50 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1143#comment-9017</guid>
		<description>I think he will be more evenly balanced, but I will miss the days of beating people down by doing nothing but Hawk Dives over and over again :) 

It's some comfort to know that, even if it was never in a released Street Fighter game, T. Hawk was unquestionably #1 for a brief, shining moment...</description>
		<content:encoded><![CDATA[<p>I think he will be more evenly balanced, but I will miss the days of beating people down by doing nothing but Hawk Dives over and over again <img src='http://blog.capcom.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>It&#8217;s some comfort to know that, even if it was never in a released Street Fighter game, T. Hawk was unquestionably #1 for a brief, shining moment&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Will</title>
		<link>http://blog.capcom.com/archives/1143#comment-9015</link>
		<dc:creator>Will</dc:creator>
		<pubDate>Mon, 21 Apr 2008 23:11:08 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1143#comment-9015</guid>
		<description>He certainly seems more evenly balanced now than he did in the past. Can't wait to try him out when this is released. =)</description>
		<content:encoded><![CDATA[<p>He certainly seems more evenly balanced now than he did in the past. Can&#8217;t wait to try him out when this is released. =)</p>
]]></content:encoded>
	</item>
</channel>
</rss>
