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	<title>Comments on: Behind-the-Scenes:  Rebalancing Super Street Fighter II Turbo HD Remix (part 1)</title>
	<link>http://blog.capcom.com/archives/542</link>
	<description>All sorts of goodness from Capcom Entertainment, Inc.</description>
	<pubDate>Sat, 17 May 2008 02:10:16 +0000</pubDate>
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		<title>By: Capcom Town &#187; Blog Archive &#187; SFHD XLBA</title>
		<link>http://blog.capcom.com/archives/542#comment-4455</link>
		<dc:creator>Capcom Town &#187; Blog Archive &#187; SFHD XLBA</dc:creator>
		<pubDate>Mon, 03 Mar 2008 21:04:51 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/542#comment-4455</guid>
		<description>[...] Por otro lado, David Sirlin comenta en los blogs de Capcom los cambios que le harán a Cammy para la modalidad retocada que incluirán en este juego (en el que se podrá jugar sin cambios), tal como hizo con Blanka, Ken, T.Hawk, Ryu y la introducción. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Por otro lado, David Sirlin comenta en los blogs de Capcom los cambios que le harán a Cammy para la modalidad retocada que incluirán en este juego (en el que se podrá jugar sin cambios), tal como hizo con Blanka, Ken, T.Hawk, Ryu y la introducción. [&#8230;]</p>
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		<title>By: consoleer &#187; Blog Archive &#187; Re-Imagining Ryu For Street Fighter II HD [Shorynewclothes]</title>
		<link>http://blog.capcom.com/archives/542#comment-4435</link>
		<dc:creator>consoleer &#187; Blog Archive &#187; Re-Imagining Ryu For Street Fighter II HD [Shorynewclothes]</dc:creator>
		<pubDate>Sat, 01 Mar 2008 18:16:41 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/542#comment-4435</guid>
		<description>[...] the first article from Backbone producer/designer David Sirlin discussing rebalancing for Super Street Fighter II [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] the first article from Backbone producer/designer David Sirlin discussing rebalancing for Super Street Fighter II [&#8230;]</p>
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		<title>By: consoleer &#187; Blog Archive &#187; SSFIITHDR Made Softer, More Cuddly For Casuals [Super Street Fighter Ii Turbo Hd Remix]</title>
		<link>http://blog.capcom.com/archives/542#comment-4259</link>
		<dc:creator>consoleer &#187; Blog Archive &#187; SSFIITHDR Made Softer, More Cuddly For Casuals [Super Street Fighter Ii Turbo Hd Remix]</dc:creator>
		<pubDate>Wed, 13 Feb 2008 05:46:13 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/542#comment-4259</guid>
		<description>[...] Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 1) [Capcom] [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 1) [Capcom] [&#8230;]</p>
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		<title>By: KurtWHorsting</title>
		<link>http://blog.capcom.com/archives/542#comment-3520</link>
		<dc:creator>KurtWHorsting</dc:creator>
		<pubDate>Mon, 26 Nov 2007 22:55:03 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/542#comment-3520</guid>
		<description>To polarity: 
For the Low roundhouse to fireball, instead of going walk towards, low roundhouse down, down/towards, towards punch, input walk towards low roundhouse, down/back down down/towards and towards punch.  If you do it by just going your way, a dp will come out.  Also, if your Ryu, you might get the red hadouken, which is basically the same thing besides it can knock down if close enough and does a bit more damage.  It serves the same function for trapping someone in a corner, which is the real goal of this small combo.</description>
		<content:encoded><![CDATA[<p>To polarity:<br />
For the Low roundhouse to fireball, instead of going walk towards, low roundhouse down, down/towards, towards punch, input walk towards low roundhouse, down/back down down/towards and towards punch.  If you do it by just going your way, a dp will come out.  Also, if your Ryu, you might get the red hadouken, which is basically the same thing besides it can knock down if close enough and does a bit more damage.  It serves the same function for trapping someone in a corner, which is the real goal of this small combo.</p>
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		<title>By: KurtWHorsting</title>
		<link>http://blog.capcom.com/archives/542#comment-3519</link>
		<dc:creator>KurtWHorsting</dc:creator>
		<pubDate>Mon, 26 Nov 2007 22:42:53 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/542#comment-3519</guid>
		<description>Sirlin, I love what your doing, but your making SPD WAY too simple!!! You turned it from a hard to pick up but devastating move to something as simple as pot buster and even more destructive. It was a little more motion then a tiger knee before (which is not too hard). However, thank you for keeping the old 360 motion for those of us that have SPD down to muscle memory. But if your simplifying the 360, what about 720s? It would suck if you could walk up to 720.
Another thing, are you going to make renda cancels easier? For example, Ken’s 2 x c. short xx super, do you have do c. short, c. short, 2 x qcf short~punch or will it cancel like the latter street fighter games? I’m all for that if you didn’t put it in yet (it will make Guile way easier to use).
Also, if your going to make it easier to do things, and keep the game fun, are you going to nurf the evil ST AI? I know most people want to play online, but that AI is seriously evil. Many people have problems with it on easiest setting.
Normalizing the frame in which you can perform dragon punch sound like a good idea to me. I feel that it’s better to keep things consistent rather then certain things having random properties. I don’t like the random damage in ST. It’s hard to notice, but it can be the difference between a KO, and zero vital.
The last thing, I have a suggestion on how to make rapid fire moves (Honda hands, and chun-li's lightning legs) easier. I think you should adapt the controlled mashing method of cvs2. Such as you can press any combination of punches (hands, electricity) or kicks (li's kicks), and the 5th button determines the type of move that comes out. I.e. your chun-li, and instead of mashing the same button, you press lk, mk, hk, lk, hk really fast. And hk lighting kicks will come out in a very controllable manner.</description>
		<content:encoded><![CDATA[<p>Sirlin, I love what your doing, but your making SPD WAY too simple!!! You turned it from a hard to pick up but devastating move to something as simple as pot buster and even more destructive. It was a little more motion then a tiger knee before (which is not too hard). However, thank you for keeping the old 360 motion for those of us that have SPD down to muscle memory. But if your simplifying the 360, what about 720s? It would suck if you could walk up to 720.<br />
Another thing, are you going to make renda cancels easier? For example, Ken’s 2 x c. short xx super, do you have do c. short, c. short, 2 x qcf short~punch or will it cancel like the latter street fighter games? I’m all for that if you didn’t put it in yet (it will make Guile way easier to use).<br />
Also, if your going to make it easier to do things, and keep the game fun, are you going to nurf the evil ST AI? I know most people want to play online, but that AI is seriously evil. Many people have problems with it on easiest setting.<br />
Normalizing the frame in which you can perform dragon punch sound like a good idea to me. I feel that it’s better to keep things consistent rather then certain things having random properties. I don’t like the random damage in ST. It’s hard to notice, but it can be the difference between a KO, and zero vital.<br />
The last thing, I have a suggestion on how to make rapid fire moves (Honda hands, and chun-li&#8217;s lightning legs) easier. I think you should adapt the controlled mashing method of cvs2. Such as you can press any combination of punches (hands, electricity) or kicks (li&#8217;s kicks), and the 5th button determines the type of move that comes out. I.e. your chun-li, and instead of mashing the same button, you press lk, mk, hk, lk, hk really fast. And hk lighting kicks will come out in a very controllable manner.</p>
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		<title>By: Computer Game News and Game Reviews</title>
		<link>http://blog.capcom.com/archives/542#comment-3500</link>
		<dc:creator>Computer Game News and Game Reviews</dc:creator>
		<pubDate>Tue, 20 Nov 2007 21:32:31 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/542#comment-3500</guid>
		<description>&lt;strong&gt;Computer Game News and Game Reviews...&lt;/strong&gt;

Sorry, it just sounds like a crazy idea for me :)...</description>
		<content:encoded><![CDATA[<p><strong>Computer Game News and Game Reviews&#8230;</strong></p>
<p>Sorry, it just sounds like a crazy idea for me :)&#8230;</p>
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		<title>By: blog free online game &#187; Blog Archive &#187; Re-Imagining Ryu For Street Fighter II HD [Shorynewclothes]</title>
		<link>http://blog.capcom.com/archives/542#comment-3498</link>
		<dc:creator>blog free online game &#187; Blog Archive &#187; Re-Imagining Ryu For Street Fighter II HD [Shorynewclothes]</dc:creator>
		<pubDate>Tue, 20 Nov 2007 15:35:58 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/542#comment-3498</guid>
		<description>[...] the first article from Backbone producer/designer David Sirlin discussing rebalancing for Super Street Fighter II [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] the first article from Backbone producer/designer David Sirlin discussing rebalancing for Super Street Fighter II [&#8230;]</p>
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	</item>
	<item>
		<title>By: Super Street Fighter 2 HD Remix being made easier &#124; The latest PC, PS3, Xbox360, Wii, PSP, Xbox Gaming News</title>
		<link>http://blog.capcom.com/archives/542#comment-3457</link>
		<dc:creator>Super Street Fighter 2 HD Remix being made easier &#124; The latest PC, PS3, Xbox360, Wii, PSP, Xbox Gaming News</dc:creator>
		<pubDate>Wed, 14 Nov 2007 16:23:58 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/542#comment-3457</guid>
		<description>[...] Read more at Pro-G and the Capcom U.S. blog. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Read more at Pro-G and the Capcom U.S. blog. [&#8230;]</p>
]]></content:encoded>
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		<title>By: Affectionate Diary &#187; Blog Archive &#187; Rebalancing Street Fighter</title>
		<link>http://blog.capcom.com/archives/542#comment-3455</link>
		<dc:creator>Affectionate Diary &#187; Blog Archive &#187; Rebalancing Street Fighter</dc:creator>
		<pubDate>Wed, 14 Nov 2007 12:04:02 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/542#comment-3455</guid>
		<description>[...] http://blog.capcom.com/archives/542 [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] <a href="http://blog.capcom.com/archives/542" rel="nofollow">http://blog.capcom.com/archives/542</a> [&#8230;]</p>
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	<item>
		<title>By: doink! &#187; Blog Archive &#187; Super Street Fighter II Turbo HD Remix</title>
		<link>http://blog.capcom.com/archives/542#comment-3453</link>
		<dc:creator>doink! &#187; Blog Archive &#187; Super Street Fighter II Turbo HD Remix</dc:creator>
		<pubDate>Wed, 14 Nov 2007 07:26:22 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/542#comment-3453</guid>
		<description>[...] Knowing several guys reading my journal are hardcore about SF, I thought I&#8217;d post this article for them: http://blog.capcom.com/archives/542 [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Knowing several guys reading my journal are hardcore about SF, I thought I&#8217;d post this article for them: <a href="http://blog.capcom.com/archives/542" rel="nofollow">http://blog.capcom.com/archives/542</a> [&#8230;]</p>
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