Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (Part 12, Guile)

May 1st, 2008 Seth Killian

This is part twelve in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous articles can be found here.

This week’s article discusses America’s supersonic superstar, Colonel Guile. Already armed with the best haircut in fighting games, HD Remix Guile is powering up in a few new ways. Read all about it:

Part 12: Guile

Guile is a solid mid-tier character in Super Street Fighter 2 Turbo (ST), but it takes quite a bit of player-skill for him to fulfill that potential. As a mid-tier character, he’s eligible for a few upgrades, especially in his bad matchups. More than that, he’s eligible for some fun.

Crazy New Flash Kick
Guile’s roundhouse flash kick goes straight up very high in ST, and has no use I’m aware of. I’ve never seen a good US or Japanese Guile player use it in a real match, so it’s a ripe place for some new spice. Instead of traveling straight up, it now travels very far forward and diagonally up just a bit.

Guile players salivate at this newfound range, but it comes with a price. Great flash kicks come with great recovery. If blocked, it’s the most vulnerable move in the game. A fierce Dragon Punch is pretty vulnerable if you block it too, but Guile’s roundhouse flash kick leaves him pushed right up against you so that it’s very easy to time a combo as he recovers.

The new flash kick means you can’t jump straight up and down at mid-range versus him anymore. He can use it as an escape if you try to cross him up. He can use it to trade or even clean hit Dhalsim’s Yoga Fire and Sagat’s Low Tiger at mid-range. He can use it easily hit Vega’s slide, while his old flash kicks often missed in that situation.

Vega was a very bad match for Guile before, and a lot of it had to do with how hard it is to counter Vega’s slide. It’s good news that he now has a better answer. Sagat was a very tough mach as well, though not so much anymore due to Sagat’s slightly worse fireball recovery. The change in Sagat’s fireball recovery combined with Guile’s new roundhouse flash kick might give Guile the advantage now, but that remains to be seen. Guile’s worst match was probably versus Dhalsim, so his ability to do *something* at mid-range now combined with Dhalsim’s inability to low punch cleanly under Sonic Booms brings this match from near-hopeless to near-fair. Blanka is still a tough match for Guile. You can’t win ‘em all.

Upside-Down Kick
The upside down kick (hold toward or away + roundhouse while close) always looked like an overhead attack…and now it finally is. The opponent now must block this move high. In addition, you can now also activate it from any range by holding toward + roundhouse (it still has really long range). This kick had 15 frames of startup in ST, which would make it the fastest (and longest range) overhead in the game. I slowed it down to 20 frame startup which puts 2 frames slower than the slowest overhead in the game (Fei Long’s).

Guile is such a defensive character that it’s a breath of fresh air to have a new offensive option. The opponent really should be able to block this overhead most of the time, but Guile can tack it on after making the opponent block a Sonic Boom almost any time he wants, as long as he’s willing to lose his charge. (You have to be pretty close to get the overhead to come out when you’re holding back, remember.)

I also had to monkey with the hitbox below Guile during this move. After the first pass, we realized that he could cleanly upside down kick over Sagat’s Low Tiger Shots every single time on reaction. It was a bit too crazy for me, so now those Low Tigers will hit Guile in this situation. There’s still a very tiny window where Guile can go over the Tiger Shot cleanly, but it’s impractical to do in a real match. Also note that even though Guile appears to be off the ground during this move, he can still be thrown. I didn’t change that; it was true in ST also.

Super
Guile’s super move fails to connect correctly all the time in ST. It took about four tries to fix this, but it finally works as it seems like it always should have. The super move consists of two consecutive flash kicks, and the second one has a bit more range now. All the hits also knock down and juggle now, and I even had to do some subtlety about changing how fast the enemy falls when he’s hit by this move. You won’t notice that, but without it, the super would miss air juggle hits on certain characters only. Vega was one of those characters, but now Vega gets juggled like everyone else.

In equally big news, there’s now an optional new motion to perform the super. You can still do the old motion, but the new one is hell of a lot more practical: charge down/back, then down, down/forward, forward, up/forward. In other words, charge down/back, then do the old Tiger Knee motion + kick. Ironically, I removed all other Tiger Knee motions, but it seemed appropriate here considering how complicated the old motion was. (The old motion could be performed charge db, df, ub OR charge db, df, db, any up.)

You might ask, “Won’t I get the super to come out accidentally?” I have never had this happen even once, so I don’t think so. You might also worry that Guile can now easily combo into this super. For the most part, comboing normal moves into supers is not practical in ST (yes, I know you can do it). We could have made it very easy for everyone to combo normals into supers, but the lack of this feature is, in my opinion, one of the nice and defining qualities of the SF2 series. It’s not about poking with safe attacks and comboing into a super. Supers are, for the most part, an additional move in your arsenal rather than a combo ender.

So doesn’t Guile break this rule by easily comboing low strong into super with his new motion? You’d think so, but some deep mysterious property of ST’s engine saves us. I cannot figure why this is true, but you cannot combo normal attacks into Guile’s super using this new motion. If you try, you will always get a flash kick instead. Even more deeply mysterious is that if you try to combo a normal move into super using the old, difficult motion, you CAN. This really should be true, but somehow it is. So combing into super is no easier or more difficult than it ever was for Guile. We may never know why.

Things That Didn’t Change
One of the most common requests from players was to change around the commands of Guile’s standing kicks. In ST (and HD Remix), the kicks are:

• Back + short = knee (advances Guile while charging)
• Back + medium kick = backward sobat (Guile jumps slightly off the ground and moves back while kicking)
• Back + roundhouse = lunging kick (Guiles moves forward a bit while charging and kicks)

The common request is to find some way to make back + short into Old Guile’s rapid fire kicks. This would allow Guile to rapidly standing short to stop incoming slides while keeping his charge. I admit, this would be useful against Blanka, and Blanka is a bad match for Guile, but we can’t fix everything. The new roundhouse flash kick hits the other slides anyway.

More to the point though, no one could ever agree on which move Guile should lose of the above three. The knee is incredibly useful and basic to his gameplay, so that needs to stay for sure. The back sobat is not used much by most players, but the experts find it indispensable because of a few important, specific things it counters (Dhalsim’s drill at a certain range is one, and there are others). And Guile players were not willing to lose the back + roundhouse lunge kick either. Rather than assign the knee to back + jab + short (strange for a normal move), I just left all those kicks as-is.

I hope Guile players won’t complain about that, because with a huge new flash kick, a long range overhead kick, and an easier, better super, Guile players should thank their lucky stars.

–Sirlin



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13 Comments »

Comment by anythingbutlove
2008-05-01 19:58:52

S. Kill wrote:
“Guile’s worst match was probably versus Dhalsim, so his ability to do *something* at mid-range now combined with Dhalsim’s inability to low punch cleanly under Sonic Booms..”

Ouch! im sorry to see the punch under a sonic boom go. I have often found it difficult to keep Guile at bay when he throws a slow sonic boom and moves forward. But I agree Dhalsim v Guile was a mismatch.

Mr. Killian can an opponent catch Guiles backhand? I can’t tell you how many times my fireballs have been greeted with a backhand slap (even now as an adult, I still sporadically twitch from the backhands delivered by a Guile player at my local arcade during my youth). If i throw a fake fireball what is my reaction time like in response to Guile player trying to backhand me?

Comment by Seth Killian
2008-05-02 13:46:22

You could definitely dragonpunch a backhand if you trick them into doing it after you fake fireball.

That said, I don’t know how often that situation will come up since you usually throw a sonic boom, Ryu cancels it with a fireball, and then Guile backhands Ryu. If Guile throws a sonic boom first, and Ryu fake fireballs, Ryu still has to worry about that sonic boom regardless of the backhand.

Overall the fake fireball recovers quickly, so if you trick your opponent into doing something, you’ll have plenty of time to punish them for it.

 
 
Comment by Saner
2008-05-01 23:11:31

thanks for these improvements! but is the up/forward
part of the super motion really necessary? can’t it end
at just forward? it will already be tricky enough to do
the hadoken-like motion after a charge, but that’s okay
I think the tiger knee-like command at the end may
cause players to jump by accident and the super may end
up being one of the least used supers because of the
difficulty getting that up/forward to register. ^_^

Comment by Seth Killian
2008-05-02 13:48:42

Doing the new super motion is not very hard overall, and is certainly easier than it was before.

Having an “up” part of the motion just seems natural, since the move is a basically a super flashkick, don’t you think? Why would a normal flashkick require you to go up, but an even better version does not?

 
 
Comment by UltraDavid
2008-05-02 09:14:49

You guys sure about this roundhouse flash kick? As a Gief player, I’m worried that it’ll break my characters’ matchups with Guile. If it has such a giant hitbox that it can hit all the way down to Claw’s slide and all the way forward and up to someone neutral jumping at “mid-range,” then… what’s Gief gonna do? Will he not be able to lariat anywhere within “mid-range” now for fear of Guile doing a roundhouse flash kick on reaction?

Maybe I’d be less worried if the flash kick required a longer charge time.

Comment by Seth Killian
2008-05-02 13:50:09

I think your worries may be justified. Guile will continue to give Gief a very hard time, and that RH flashkick is VERY good and hits a lot of stuff. That said, Zangief will have some buffs of his own that will provide some new opportunities as well–more about that soon.

Comment by UltraDavid
2008-05-02 20:18:10

It seems strange that you’d think my worries are justified, I was hoping you’d be able to respond with reasons as to why I shouldn’t worry. Doesn’t it seem a little weird to design a feature that you admit might break a matchup in a game where the point is to balance things?

(Comments wont nest below this level)
Comment by Seth Killian
2008-05-05 09:38:28

I did mention that Zangief has some new tricks of his own, but if you want me to lie and tell you Zangief now dominates this matchup, maybe it’s too late :)

Overall, there are some matchups that are just going to be hard for one side based on the nature of the characters. Big slow guys like Zangief are going to have problems with characters like Guile unless you do something so radical it changes the fundamental way they play.

Also, the “rebalancing” is not meant to make everyone equal, necessarily. It does improve some weaker characters and nerf some abuses from the best characters, but the goal isn’t to make it even-steven. Lots of times you’ll hear “balanced” equated with “good game” but I actually don’t think that’s a good approach. Most “balanced” fighting games (competitive FPS don’t have the same worries, since everyone is playing the same guy to start) get balanced by having really similar characters (Mortal Kombat), but IMO really UNbalanced games like MVC2 are way more fun, and actually much better games overall.

This is just my long-winded way of saying we want every character to be competitive, but there may still be some bad matchups, and it’s not the end of the world.

best,
Seth

 
Comment by UltraDavid
2008-05-05 11:59:26

I’m not looking for 5-5 matchups everywhere, I think one of the cool things about ST is that it’s so matchup dependent. I just don’t want any 8-2 killings.

 
 
 
 
Comment by Maj
2008-05-02 11:17:06

Wow, that’s a lot of changes. Upside down kick is kind of a really good move. If i had that in CvS2, i’d use it all the time. Changing the motion to F+HK is way more important than making it an overhead.

How sure are you that Guile can’t combo into super using the new command? Your (lack of) evidence sounds kinda flimsy. Have you tried charge DB, D, DF+MP, F, UF+K? Hold down MP if you keep getting accidental Sonic Boom.

Also i’m 99% sure that you’re wrong about charge DB, DF, UB+K working in STLD.

Also the real command is: Charge D, F, B, U+K. You can charge DB but you can’t charge DF.

- Maj
sonichurricane.com

Comment by Seth Killian
2008-05-05 09:31:58

Hey Maj,

The super motion as described in the article is apparently confirmed by internal tests and looking directly at the code.

As for comboing into the super, holding down MP would prevent a sonic boom, but the issue is that you get a regular flash kick, not a sonic boom.

best,
Seth

 
 
Comment by viparas
2008-05-04 05:55:11

Sounds like great changes to Guile. I’m thrilled. One thing though, is it possible to maybe, perhaps, use his voice recordings from a different game? His super turbo voice was so. bad. Absolutely terrible.

 
Comment by viparas
2008-05-04 05:57:30

Hmm, these changes sound great. I’ve a question though, will Guile still have his horrible SSF2T voice acting?
With the high pitch gameshow announcer voice? It would be nice to have sound like he did in later games, or at the very least like he originally did.

 
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