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	<title>Comments on: Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (Part 12, Guile)</title>
	<link>http://blog.capcom.com/archives/1183</link>
	<description>All sorts of goodness from Capcom Entertainment, Inc.</description>
	<pubDate>Sun, 08 Nov 2009 01:31:41 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.2.3</generator>

	<item>
		<title>By: Python9109</title>
		<link>http://blog.capcom.com/archives/1183#comment-12961</link>
		<dc:creator>Python9109</dc:creator>
		<pubDate>Mon, 23 Jun 2008 16:37:21 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1183#comment-12961</guid>
		<description>Will Guile's flash kick combos still work with the new flash kick?</description>
		<content:encoded><![CDATA[<p>Will Guile&#8217;s flash kick combos still work with the new flash kick?</p>
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		<title>By: UberCyberBeast</title>
		<link>http://blog.capcom.com/archives/1183#comment-12594</link>
		<dc:creator>UberCyberBeast</dc:creator>
		<pubDate>Mon, 26 May 2008 12:14:15 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1183#comment-12594</guid>
		<description>Sirlin said: "The common request is to find some way to make back + short into Old Guile’s rapid fire kick."

What about changing the lunging knee to down-back + short?
Obviously, this would make a flash kick immdediately after a lunging knee feasible, which might be a bad thing. . . .</description>
		<content:encoded><![CDATA[<p>Sirlin said: &#8220;The common request is to find some way to make back + short into Old Guile’s rapid fire kick.&#8221;</p>
<p>What about changing the lunging knee to down-back + short?<br />
Obviously, this would make a flash kick immdediately after a lunging knee feasible, which might be a bad thing. . . .</p>
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		<title>By: UltraDavid</title>
		<link>http://blog.capcom.com/archives/1183#comment-11199</link>
		<dc:creator>UltraDavid</dc:creator>
		<pubDate>Mon, 05 May 2008 18:59:26 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1183#comment-11199</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not looking for 5-5 matchups everywhere, I think one of the cool things about ST is that it&#8217;s so matchup dependent.  I just don&#8217;t want any 8-2 killings.</p>
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		<title>By: Seth Killian</title>
		<link>http://blog.capcom.com/archives/1183#comment-11156</link>
		<dc:creator>Seth Killian</dc:creator>
		<pubDate>Mon, 05 May 2008 16:38:28 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1183#comment-11156</guid>
		<description>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</description>
		<content:encoded><![CDATA[<p>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&#8217;s too late <img src='http://blog.capcom.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>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.  </p>
<p>Also, the &#8220;rebalancing&#8221; 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&#8217;t to make it even-steven.  Lots of times you&#8217;ll hear &#8220;balanced&#8221; equated with &#8220;good game&#8221; but I actually don&#8217;t think that&#8217;s a good approach.  Most &#8220;balanced&#8221; fighting games (competitive FPS don&#8217;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.  </p>
<p>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&#8217;s not the end of the world.  </p>
<p>best,<br />
Seth</p>
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		<title>By: Seth Killian</title>
		<link>http://blog.capcom.com/archives/1183#comment-11154</link>
		<dc:creator>Seth Killian</dc:creator>
		<pubDate>Mon, 05 May 2008 16:31:58 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1183#comment-11154</guid>
		<description>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</description>
		<content:encoded><![CDATA[<p>Hey Maj, </p>
<p>The super motion as described in the article is apparently confirmed by internal tests and looking directly at the code.  </p>
<p>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.  </p>
<p>best,<br />
Seth</p>
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		<title>By: viparas</title>
		<link>http://blog.capcom.com/archives/1183#comment-10764</link>
		<dc:creator>viparas</dc:creator>
		<pubDate>Sun, 04 May 2008 12:57:30 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1183#comment-10764</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>Hmm, these changes sound great. I&#8217;ve a question though, will Guile still have his horrible SSF2T voice acting?<br />
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.</p>
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		<title>By: viparas</title>
		<link>http://blog.capcom.com/archives/1183#comment-10762</link>
		<dc:creator>viparas</dc:creator>
		<pubDate>Sun, 04 May 2008 12:55:11 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1183#comment-10762</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>Sounds like great changes to Guile. I&#8217;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.</p>
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		<title>By: UltraDavid</title>
		<link>http://blog.capcom.com/archives/1183#comment-10356</link>
		<dc:creator>UltraDavid</dc:creator>
		<pubDate>Sat, 03 May 2008 03:18:10 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1183#comment-10356</guid>
		<description>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?</description>
		<content:encoded><![CDATA[<p>It seems strange that you&#8217;d think my worries are justified, I was hoping you&#8217;d be able to respond with reasons as to why I shouldn&#8217;t worry.  Doesn&#8217;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?</p>
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		<title>By: Seth Killian</title>
		<link>http://blog.capcom.com/archives/1183#comment-10300</link>
		<dc:creator>Seth Killian</dc:creator>
		<pubDate>Fri, 02 May 2008 20:50:09 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1183#comment-10300</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>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&#8211;more about that soon.</p>
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		<title>By: Seth Killian</title>
		<link>http://blog.capcom.com/archives/1183#comment-10298</link>
		<dc:creator>Seth Killian</dc:creator>
		<pubDate>Fri, 02 May 2008 20:48:42 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/1183#comment-10298</guid>
		<description>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?</description>
		<content:encoded><![CDATA[<p>Doing the new super motion is not very hard overall, and is certainly easier than it was before.  </p>
<p>Having an &#8220;up&#8221; part of the motion just seems natural, since the move is a basically a super flashkick, don&#8217;t you think?  Why would a normal flashkick require you to go up, but an even better version does not?</p>
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